three.js 835 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author Larry Battle / http://bateru.com/news
  4. * @author bhouston / http://exocortex.com
  5. */
  6. var THREE = { REVISION: '67dev' };
  7. self.console = self.console || {
  8. info: function () {},
  9. log: function () {},
  10. debug: function () {},
  11. warn: function () {},
  12. error: function () {}
  13. };
  14. // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
  15. // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
  16. // requestAnimationFrame polyfill by Erik Möller
  17. // fixes from Paul Irish and Tino Zijdel
  18. // using 'self' instead of 'window' for compatibility with both NodeJS and IE10.
  19. ( function () {
  20. var lastTime = 0;
  21. var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
  22. for ( var x = 0; x < vendors.length && !self.requestAnimationFrame; ++ x ) {
  23. self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
  24. self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
  25. }
  26. if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) {
  27. self.requestAnimationFrame = function ( callback ) {
  28. var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
  29. var id = self.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
  30. lastTime = currTime + timeToCall;
  31. return id;
  32. };
  33. }
  34. if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) {
  35. self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) };
  36. }
  37. }() );
  38. // GL STATE CONSTANTS
  39. THREE.CullFaceNone = 0;
  40. THREE.CullFaceBack = 1;
  41. THREE.CullFaceFront = 2;
  42. THREE.CullFaceFrontBack = 3;
  43. THREE.FrontFaceDirectionCW = 0;
  44. THREE.FrontFaceDirectionCCW = 1;
  45. // SHADOWING TYPES
  46. THREE.BasicShadowMap = 0;
  47. THREE.PCFShadowMap = 1;
  48. THREE.PCFSoftShadowMap = 2;
  49. // MATERIAL CONSTANTS
  50. // side
  51. THREE.FrontSide = 0;
  52. THREE.BackSide = 1;
  53. THREE.DoubleSide = 2;
  54. // shading
  55. THREE.NoShading = 0;
  56. THREE.FlatShading = 1;
  57. THREE.SmoothShading = 2;
  58. // colors
  59. THREE.NoColors = 0;
  60. THREE.FaceColors = 1;
  61. THREE.VertexColors = 2;
  62. // blending modes
  63. THREE.NoBlending = 0;
  64. THREE.NormalBlending = 1;
  65. THREE.AdditiveBlending = 2;
  66. THREE.SubtractiveBlending = 3;
  67. THREE.MultiplyBlending = 4;
  68. THREE.CustomBlending = 5;
  69. // custom blending equations
  70. // (numbers start from 100 not to clash with other
  71. // mappings to OpenGL constants defined in Texture.js)
  72. THREE.AddEquation = 100;
  73. THREE.SubtractEquation = 101;
  74. THREE.ReverseSubtractEquation = 102;
  75. // custom blending destination factors
  76. THREE.ZeroFactor = 200;
  77. THREE.OneFactor = 201;
  78. THREE.SrcColorFactor = 202;
  79. THREE.OneMinusSrcColorFactor = 203;
  80. THREE.SrcAlphaFactor = 204;
  81. THREE.OneMinusSrcAlphaFactor = 205;
  82. THREE.DstAlphaFactor = 206;
  83. THREE.OneMinusDstAlphaFactor = 207;
  84. // custom blending source factors
  85. //THREE.ZeroFactor = 200;
  86. //THREE.OneFactor = 201;
  87. //THREE.SrcAlphaFactor = 204;
  88. //THREE.OneMinusSrcAlphaFactor = 205;
  89. //THREE.DstAlphaFactor = 206;
  90. //THREE.OneMinusDstAlphaFactor = 207;
  91. THREE.DstColorFactor = 208;
  92. THREE.OneMinusDstColorFactor = 209;
  93. THREE.SrcAlphaSaturateFactor = 210;
  94. // TEXTURE CONSTANTS
  95. THREE.MultiplyOperation = 0;
  96. THREE.MixOperation = 1;
  97. THREE.AddOperation = 2;
  98. // Mapping modes
  99. THREE.UVMapping = function () {};
  100. THREE.CubeReflectionMapping = function () {};
  101. THREE.CubeRefractionMapping = function () {};
  102. THREE.SphericalReflectionMapping = function () {};
  103. THREE.SphericalRefractionMapping = function () {};
  104. // Wrapping modes
  105. THREE.RepeatWrapping = 1000;
  106. THREE.ClampToEdgeWrapping = 1001;
  107. THREE.MirroredRepeatWrapping = 1002;
  108. // Filters
  109. THREE.NearestFilter = 1003;
  110. THREE.NearestMipMapNearestFilter = 1004;
  111. THREE.NearestMipMapLinearFilter = 1005;
  112. THREE.LinearFilter = 1006;
  113. THREE.LinearMipMapNearestFilter = 1007;
  114. THREE.LinearMipMapLinearFilter = 1008;
  115. // Data types
  116. THREE.UnsignedByteType = 1009;
  117. THREE.ByteType = 1010;
  118. THREE.ShortType = 1011;
  119. THREE.UnsignedShortType = 1012;
  120. THREE.IntType = 1013;
  121. THREE.UnsignedIntType = 1014;
  122. THREE.FloatType = 1015;
  123. // Pixel types
  124. //THREE.UnsignedByteType = 1009;
  125. THREE.UnsignedShort4444Type = 1016;
  126. THREE.UnsignedShort5551Type = 1017;
  127. THREE.UnsignedShort565Type = 1018;
  128. // Pixel formats
  129. THREE.AlphaFormat = 1019;
  130. THREE.RGBFormat = 1020;
  131. THREE.RGBAFormat = 1021;
  132. THREE.LuminanceFormat = 1022;
  133. THREE.LuminanceAlphaFormat = 1023;
  134. // Compressed texture formats
  135. THREE.RGB_S3TC_DXT1_Format = 2001;
  136. THREE.RGBA_S3TC_DXT1_Format = 2002;
  137. THREE.RGBA_S3TC_DXT3_Format = 2003;
  138. THREE.RGBA_S3TC_DXT5_Format = 2004;
  139. /*
  140. // Potential future PVRTC compressed texture formats
  141. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  142. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  143. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  144. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  145. */
  146. /**
  147. * @author mrdoob / http://mrdoob.com/
  148. */
  149. THREE.Color = function ( color ) {
  150. if ( arguments.length === 3 ) {
  151. return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
  152. }
  153. return this.set( color )
  154. };
  155. THREE.Color.prototype = {
  156. constructor: THREE.Color,
  157. r: 1, g: 1, b: 1,
  158. set: function ( value ) {
  159. if ( value instanceof THREE.Color ) {
  160. this.copy( value );
  161. } else if ( typeof value === 'number' ) {
  162. this.setHex( value );
  163. } else if ( typeof value === 'string' ) {
  164. this.setStyle( value );
  165. }
  166. return this;
  167. },
  168. setHex: function ( hex ) {
  169. hex = Math.floor( hex );
  170. this.r = ( hex >> 16 & 255 ) / 255;
  171. this.g = ( hex >> 8 & 255 ) / 255;
  172. this.b = ( hex & 255 ) / 255;
  173. return this;
  174. },
  175. setRGB: function ( r, g, b ) {
  176. this.r = r;
  177. this.g = g;
  178. this.b = b;
  179. return this;
  180. },
  181. setHSL: function ( h, s, l ) {
  182. // h,s,l ranges are in 0.0 - 1.0
  183. if ( s === 0 ) {
  184. this.r = this.g = this.b = l;
  185. } else {
  186. var hue2rgb = function ( p, q, t ) {
  187. if ( t < 0 ) t += 1;
  188. if ( t > 1 ) t -= 1;
  189. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  190. if ( t < 1 / 2 ) return q;
  191. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  192. return p;
  193. };
  194. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  195. var q = ( 2 * l ) - p;
  196. this.r = hue2rgb( q, p, h + 1 / 3 );
  197. this.g = hue2rgb( q, p, h );
  198. this.b = hue2rgb( q, p, h - 1 / 3 );
  199. }
  200. return this;
  201. },
  202. setStyle: function ( style ) {
  203. // rgb(255,0,0)
  204. if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
  205. var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
  206. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  207. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  208. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  209. return this;
  210. }
  211. // rgb(100%,0%,0%)
  212. if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
  213. var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
  214. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  215. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  216. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  217. return this;
  218. }
  219. // #ff0000
  220. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  221. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  222. this.setHex( parseInt( color[ 1 ], 16 ) );
  223. return this;
  224. }
  225. // #f00
  226. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  227. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  228. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  229. return this;
  230. }
  231. // red
  232. if ( /^(\w+)$/i.test( style ) ) {
  233. this.setHex( THREE.ColorKeywords[ style ] );
  234. return this;
  235. }
  236. },
  237. copy: function ( color ) {
  238. this.r = color.r;
  239. this.g = color.g;
  240. this.b = color.b;
  241. return this;
  242. },
  243. copyGammaToLinear: function ( color ) {
  244. this.r = color.r * color.r;
  245. this.g = color.g * color.g;
  246. this.b = color.b * color.b;
  247. return this;
  248. },
  249. copyLinearToGamma: function ( color ) {
  250. this.r = Math.sqrt( color.r );
  251. this.g = Math.sqrt( color.g );
  252. this.b = Math.sqrt( color.b );
  253. return this;
  254. },
  255. convertGammaToLinear: function () {
  256. var r = this.r, g = this.g, b = this.b;
  257. this.r = r * r;
  258. this.g = g * g;
  259. this.b = b * b;
  260. return this;
  261. },
  262. convertLinearToGamma: function () {
  263. this.r = Math.sqrt( this.r );
  264. this.g = Math.sqrt( this.g );
  265. this.b = Math.sqrt( this.b );
  266. return this;
  267. },
  268. getHex: function () {
  269. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  270. },
  271. getHexString: function () {
  272. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  273. },
  274. getHSL: function ( optionalTarget ) {
  275. // h,s,l ranges are in 0.0 - 1.0
  276. var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  277. var r = this.r, g = this.g, b = this.b;
  278. var max = Math.max( r, g, b );
  279. var min = Math.min( r, g, b );
  280. var hue, saturation;
  281. var lightness = ( min + max ) / 2.0;
  282. if ( min === max ) {
  283. hue = 0;
  284. saturation = 0;
  285. } else {
  286. var delta = max - min;
  287. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  288. switch ( max ) {
  289. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  290. case g: hue = ( b - r ) / delta + 2; break;
  291. case b: hue = ( r - g ) / delta + 4; break;
  292. }
  293. hue /= 6;
  294. }
  295. hsl.h = hue;
  296. hsl.s = saturation;
  297. hsl.l = lightness;
  298. return hsl;
  299. },
  300. getStyle: function () {
  301. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  302. },
  303. offsetHSL: function ( h, s, l ) {
  304. var hsl = this.getHSL();
  305. hsl.h += h; hsl.s += s; hsl.l += l;
  306. this.setHSL( hsl.h, hsl.s, hsl.l );
  307. return this;
  308. },
  309. add: function ( color ) {
  310. this.r += color.r;
  311. this.g += color.g;
  312. this.b += color.b;
  313. return this;
  314. },
  315. addColors: function ( color1, color2 ) {
  316. this.r = color1.r + color2.r;
  317. this.g = color1.g + color2.g;
  318. this.b = color1.b + color2.b;
  319. return this;
  320. },
  321. addScalar: function ( s ) {
  322. this.r += s;
  323. this.g += s;
  324. this.b += s;
  325. return this;
  326. },
  327. multiply: function ( color ) {
  328. this.r *= color.r;
  329. this.g *= color.g;
  330. this.b *= color.b;
  331. return this;
  332. },
  333. multiplyScalar: function ( s ) {
  334. this.r *= s;
  335. this.g *= s;
  336. this.b *= s;
  337. return this;
  338. },
  339. lerp: function ( color, alpha ) {
  340. this.r += ( color.r - this.r ) * alpha;
  341. this.g += ( color.g - this.g ) * alpha;
  342. this.b += ( color.b - this.b ) * alpha;
  343. return this;
  344. },
  345. equals: function ( c ) {
  346. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  347. },
  348. fromArray: function ( array ) {
  349. this.r = array[ 0 ];
  350. this.g = array[ 1 ];
  351. this.b = array[ 2 ];
  352. return this;
  353. },
  354. toArray: function () {
  355. return [ this.r, this.g, this.b ];
  356. },
  357. clone: function () {
  358. return new THREE.Color().setRGB( this.r, this.g, this.b );
  359. }
  360. };
  361. THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
  362. "beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
  363. "brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
  364. "cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
  365. "darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
  366. "darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
  367. "darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
  368. "deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
  369. "floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
  370. "goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
  371. "indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
  372. "lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
  373. "lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
  374. "lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
  375. "linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
  376. "mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
  377. "mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
  378. "navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
  379. "palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
  380. "peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
  381. "royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
  382. "sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
  383. "springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
  384. "violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
  385. /**
  386. * @author mikael emtinger / http://gomo.se/
  387. * @author alteredq / http://alteredqualia.com/
  388. * @author WestLangley / http://github.com/WestLangley
  389. * @author bhouston / http://exocortex.com
  390. */
  391. THREE.Quaternion = function ( x, y, z, w ) {
  392. this._x = x || 0;
  393. this._y = y || 0;
  394. this._z = z || 0;
  395. this._w = ( w !== undefined ) ? w : 1;
  396. };
  397. THREE.Quaternion.prototype = {
  398. constructor: THREE.Quaternion,
  399. _x: 0,_y: 0, _z: 0, _w: 0,
  400. get x () {
  401. return this._x;
  402. },
  403. set x ( value ) {
  404. this._x = value;
  405. this.onChangeCallback();
  406. },
  407. get y () {
  408. return this._y;
  409. },
  410. set y ( value ) {
  411. this._y = value;
  412. this.onChangeCallback();
  413. },
  414. get z () {
  415. return this._z;
  416. },
  417. set z ( value ) {
  418. this._z = value;
  419. this.onChangeCallback();
  420. },
  421. get w () {
  422. return this._w;
  423. },
  424. set w ( value ) {
  425. this._w = value;
  426. this.onChangeCallback();
  427. },
  428. set: function ( x, y, z, w ) {
  429. this._x = x;
  430. this._y = y;
  431. this._z = z;
  432. this._w = w;
  433. this.onChangeCallback();
  434. return this;
  435. },
  436. copy: function ( quaternion ) {
  437. this._x = quaternion._x;
  438. this._y = quaternion._y;
  439. this._z = quaternion._z;
  440. this._w = quaternion._w;
  441. this.onChangeCallback();
  442. return this;
  443. },
  444. setFromEuler: function ( euler, update ) {
  445. if ( euler instanceof THREE.Euler === false ) {
  446. throw new Error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  447. }
  448. // http://www.mathworks.com/matlabcentral/fileexchange/
  449. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  450. // content/SpinCalc.m
  451. var c1 = Math.cos( euler._x / 2 );
  452. var c2 = Math.cos( euler._y / 2 );
  453. var c3 = Math.cos( euler._z / 2 );
  454. var s1 = Math.sin( euler._x / 2 );
  455. var s2 = Math.sin( euler._y / 2 );
  456. var s3 = Math.sin( euler._z / 2 );
  457. if ( euler.order === 'XYZ' ) {
  458. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  459. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  460. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  461. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  462. } else if ( euler.order === 'YXZ' ) {
  463. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  464. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  465. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  466. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  467. } else if ( euler.order === 'ZXY' ) {
  468. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  469. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  470. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  471. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  472. } else if ( euler.order === 'ZYX' ) {
  473. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  474. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  475. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  476. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  477. } else if ( euler.order === 'YZX' ) {
  478. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  479. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  480. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  481. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  482. } else if ( euler.order === 'XZY' ) {
  483. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  484. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  485. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  486. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  487. }
  488. if ( update !== false ) this.onChangeCallback();
  489. return this;
  490. },
  491. setFromAxisAngle: function ( axis, angle ) {
  492. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  493. // assumes axis is normalized
  494. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  495. this._x = axis.x * s;
  496. this._y = axis.y * s;
  497. this._z = axis.z * s;
  498. this._w = Math.cos( halfAngle );
  499. this.onChangeCallback();
  500. return this;
  501. },
  502. setFromRotationMatrix: function ( m ) {
  503. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  504. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  505. var te = m.elements,
  506. m11 = te[0], m12 = te[4], m13 = te[8],
  507. m21 = te[1], m22 = te[5], m23 = te[9],
  508. m31 = te[2], m32 = te[6], m33 = te[10],
  509. trace = m11 + m22 + m33,
  510. s;
  511. if ( trace > 0 ) {
  512. s = 0.5 / Math.sqrt( trace + 1.0 );
  513. this._w = 0.25 / s;
  514. this._x = ( m32 - m23 ) * s;
  515. this._y = ( m13 - m31 ) * s;
  516. this._z = ( m21 - m12 ) * s;
  517. } else if ( m11 > m22 && m11 > m33 ) {
  518. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  519. this._w = (m32 - m23 ) / s;
  520. this._x = 0.25 * s;
  521. this._y = (m12 + m21 ) / s;
  522. this._z = (m13 + m31 ) / s;
  523. } else if ( m22 > m33 ) {
  524. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  525. this._w = (m13 - m31 ) / s;
  526. this._x = (m12 + m21 ) / s;
  527. this._y = 0.25 * s;
  528. this._z = (m23 + m32 ) / s;
  529. } else {
  530. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  531. this._w = ( m21 - m12 ) / s;
  532. this._x = ( m13 + m31 ) / s;
  533. this._y = ( m23 + m32 ) / s;
  534. this._z = 0.25 * s;
  535. }
  536. this.onChangeCallback();
  537. return this;
  538. },
  539. setFromUnitVectors: function () {
  540. // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  541. // assumes direction vectors vFrom and vTo are normalized
  542. var v1, r;
  543. var EPS = 0.000001;
  544. return function( vFrom, vTo ) {
  545. if ( v1 === undefined ) v1 = new THREE.Vector3();
  546. r = vFrom.dot( vTo ) + 1;
  547. if ( r < EPS ) {
  548. r = 0;
  549. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  550. v1.set( - vFrom.y, vFrom.x, 0 );
  551. } else {
  552. v1.set( 0, - vFrom.z, vFrom.y );
  553. }
  554. } else {
  555. v1.crossVectors( vFrom, vTo );
  556. }
  557. this._x = v1.x;
  558. this._y = v1.y;
  559. this._z = v1.z;
  560. this._w = r;
  561. this.normalize();
  562. return this;
  563. }
  564. }(),
  565. inverse: function () {
  566. this.conjugate().normalize();
  567. return this;
  568. },
  569. conjugate: function () {
  570. this._x *= -1;
  571. this._y *= -1;
  572. this._z *= -1;
  573. this.onChangeCallback();
  574. return this;
  575. },
  576. lengthSq: function () {
  577. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  578. },
  579. length: function () {
  580. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  581. },
  582. normalize: function () {
  583. var l = this.length();
  584. if ( l === 0 ) {
  585. this._x = 0;
  586. this._y = 0;
  587. this._z = 0;
  588. this._w = 1;
  589. } else {
  590. l = 1 / l;
  591. this._x = this._x * l;
  592. this._y = this._y * l;
  593. this._z = this._z * l;
  594. this._w = this._w * l;
  595. }
  596. this.onChangeCallback();
  597. return this;
  598. },
  599. multiply: function ( q, p ) {
  600. if ( p !== undefined ) {
  601. console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  602. return this.multiplyQuaternions( q, p );
  603. }
  604. return this.multiplyQuaternions( this, q );
  605. },
  606. multiplyQuaternions: function ( a, b ) {
  607. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  608. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  609. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  610. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  611. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  612. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  613. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  614. this.onChangeCallback();
  615. return this;
  616. },
  617. multiplyVector3: function ( vector ) {
  618. console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  619. return vector.applyQuaternion( this );
  620. },
  621. slerp: function ( qb, t ) {
  622. var x = this._x, y = this._y, z = this._z, w = this._w;
  623. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  624. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  625. if ( cosHalfTheta < 0 ) {
  626. this._w = -qb._w;
  627. this._x = -qb._x;
  628. this._y = -qb._y;
  629. this._z = -qb._z;
  630. cosHalfTheta = -cosHalfTheta;
  631. } else {
  632. this.copy( qb );
  633. }
  634. if ( cosHalfTheta >= 1.0 ) {
  635. this._w = w;
  636. this._x = x;
  637. this._y = y;
  638. this._z = z;
  639. return this;
  640. }
  641. var halfTheta = Math.acos( cosHalfTheta );
  642. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  643. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  644. this._w = 0.5 * ( w + this._w );
  645. this._x = 0.5 * ( x + this._x );
  646. this._y = 0.5 * ( y + this._y );
  647. this._z = 0.5 * ( z + this._z );
  648. return this;
  649. }
  650. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  651. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  652. this._w = ( w * ratioA + this._w * ratioB );
  653. this._x = ( x * ratioA + this._x * ratioB );
  654. this._y = ( y * ratioA + this._y * ratioB );
  655. this._z = ( z * ratioA + this._z * ratioB );
  656. this.onChangeCallback();
  657. return this;
  658. },
  659. equals: function ( quaternion ) {
  660. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  661. },
  662. fromArray: function ( array ) {
  663. this._x = array[ 0 ];
  664. this._y = array[ 1 ];
  665. this._z = array[ 2 ];
  666. this._w = array[ 3 ];
  667. this.onChangeCallback();
  668. return this;
  669. },
  670. toArray: function () {
  671. return [ this._x, this._y, this._z, this._w ];
  672. },
  673. onChange: function ( callback ) {
  674. this.onChangeCallback = callback;
  675. return this;
  676. },
  677. onChangeCallback: function () {},
  678. clone: function () {
  679. return new THREE.Quaternion( this._x, this._y, this._z, this._w );
  680. }
  681. };
  682. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  683. return qm.copy( qa ).slerp( qb, t );
  684. }
  685. /**
  686. * @author mrdoob / http://mrdoob.com/
  687. * @author philogb / http://blog.thejit.org/
  688. * @author egraether / http://egraether.com/
  689. * @author zz85 / http://www.lab4games.net/zz85/blog
  690. */
  691. THREE.Vector2 = function ( x, y ) {
  692. this.x = x || 0;
  693. this.y = y || 0;
  694. };
  695. THREE.Vector2.prototype = {
  696. constructor: THREE.Vector2,
  697. set: function ( x, y ) {
  698. this.x = x;
  699. this.y = y;
  700. return this;
  701. },
  702. setX: function ( x ) {
  703. this.x = x;
  704. return this;
  705. },
  706. setY: function ( y ) {
  707. this.y = y;
  708. return this;
  709. },
  710. setComponent: function ( index, value ) {
  711. switch ( index ) {
  712. case 0: this.x = value; break;
  713. case 1: this.y = value; break;
  714. default: throw new Error( "index is out of range: " + index );
  715. }
  716. },
  717. getComponent: function ( index ) {
  718. switch ( index ) {
  719. case 0: return this.x;
  720. case 1: return this.y;
  721. default: throw new Error( "index is out of range: " + index );
  722. }
  723. },
  724. copy: function ( v ) {
  725. this.x = v.x;
  726. this.y = v.y;
  727. return this;
  728. },
  729. add: function ( v, w ) {
  730. if ( w !== undefined ) {
  731. console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  732. return this.addVectors( v, w );
  733. }
  734. this.x += v.x;
  735. this.y += v.y;
  736. return this;
  737. },
  738. addVectors: function ( a, b ) {
  739. this.x = a.x + b.x;
  740. this.y = a.y + b.y;
  741. return this;
  742. },
  743. addScalar: function ( s ) {
  744. this.x += s;
  745. this.y += s;
  746. return this;
  747. },
  748. sub: function ( v, w ) {
  749. if ( w !== undefined ) {
  750. console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  751. return this.subVectors( v, w );
  752. }
  753. this.x -= v.x;
  754. this.y -= v.y;
  755. return this;
  756. },
  757. subVectors: function ( a, b ) {
  758. this.x = a.x - b.x;
  759. this.y = a.y - b.y;
  760. return this;
  761. },
  762. multiply: function ( v ) {
  763. this.x *= v.x;
  764. this.y *= v.y;
  765. return this;
  766. },
  767. multiplyScalar: function ( s ) {
  768. this.x *= s;
  769. this.y *= s;
  770. return this;
  771. },
  772. divide: function ( v ) {
  773. this.x /= v.x;
  774. this.y /= v.y;
  775. return this;
  776. },
  777. divideScalar: function ( scalar ) {
  778. if ( scalar !== 0 ) {
  779. var invScalar = 1 / scalar;
  780. this.x *= invScalar;
  781. this.y *= invScalar;
  782. } else {
  783. this.x = 0;
  784. this.y = 0;
  785. }
  786. return this;
  787. },
  788. min: function ( v ) {
  789. if ( this.x > v.x ) {
  790. this.x = v.x;
  791. }
  792. if ( this.y > v.y ) {
  793. this.y = v.y;
  794. }
  795. return this;
  796. },
  797. max: function ( v ) {
  798. if ( this.x < v.x ) {
  799. this.x = v.x;
  800. }
  801. if ( this.y < v.y ) {
  802. this.y = v.y;
  803. }
  804. return this;
  805. },
  806. clamp: function ( min, max ) {
  807. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  808. if ( this.x < min.x ) {
  809. this.x = min.x;
  810. } else if ( this.x > max.x ) {
  811. this.x = max.x;
  812. }
  813. if ( this.y < min.y ) {
  814. this.y = min.y;
  815. } else if ( this.y > max.y ) {
  816. this.y = max.y;
  817. }
  818. return this;
  819. },
  820. clampScalar: ( function () {
  821. var min, max;
  822. return function ( minVal, maxVal ) {
  823. if ( min === undefined ) {
  824. min = new THREE.Vector2();
  825. max = new THREE.Vector2();
  826. }
  827. min.set( minVal, minVal );
  828. max.set( maxVal, maxVal );
  829. return this.clamp( min, max );
  830. };
  831. } )(),
  832. floor: function () {
  833. this.x = Math.floor( this.x );
  834. this.y = Math.floor( this.y );
  835. return this;
  836. },
  837. ceil: function () {
  838. this.x = Math.ceil( this.x );
  839. this.y = Math.ceil( this.y );
  840. return this;
  841. },
  842. round: function () {
  843. this.x = Math.round( this.x );
  844. this.y = Math.round( this.y );
  845. return this;
  846. },
  847. roundToZero: function () {
  848. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  849. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  850. return this;
  851. },
  852. negate: function () {
  853. return this.multiplyScalar( - 1 );
  854. },
  855. dot: function ( v ) {
  856. return this.x * v.x + this.y * v.y;
  857. },
  858. lengthSq: function () {
  859. return this.x * this.x + this.y * this.y;
  860. },
  861. length: function () {
  862. return Math.sqrt( this.x * this.x + this.y * this.y );
  863. },
  864. normalize: function () {
  865. return this.divideScalar( this.length() );
  866. },
  867. distanceTo: function ( v ) {
  868. return Math.sqrt( this.distanceToSquared( v ) );
  869. },
  870. distanceToSquared: function ( v ) {
  871. var dx = this.x - v.x, dy = this.y - v.y;
  872. return dx * dx + dy * dy;
  873. },
  874. setLength: function ( l ) {
  875. var oldLength = this.length();
  876. if ( oldLength !== 0 && l !== oldLength ) {
  877. this.multiplyScalar( l / oldLength );
  878. }
  879. return this;
  880. },
  881. lerp: function ( v, alpha ) {
  882. this.x += ( v.x - this.x ) * alpha;
  883. this.y += ( v.y - this.y ) * alpha;
  884. return this;
  885. },
  886. equals: function( v ) {
  887. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  888. },
  889. fromArray: function ( array ) {
  890. this.x = array[ 0 ];
  891. this.y = array[ 1 ];
  892. return this;
  893. },
  894. toArray: function () {
  895. return [ this.x, this.y ];
  896. },
  897. clone: function () {
  898. return new THREE.Vector2( this.x, this.y );
  899. }
  900. };
  901. /**
  902. * @author mrdoob / http://mrdoob.com/
  903. * @author *kile / http://kile.stravaganza.org/
  904. * @author philogb / http://blog.thejit.org/
  905. * @author mikael emtinger / http://gomo.se/
  906. * @author egraether / http://egraether.com/
  907. * @author WestLangley / http://github.com/WestLangley
  908. */
  909. THREE.Vector3 = function ( x, y, z ) {
  910. this.x = x || 0;
  911. this.y = y || 0;
  912. this.z = z || 0;
  913. };
  914. THREE.Vector3.prototype = {
  915. constructor: THREE.Vector3,
  916. set: function ( x, y, z ) {
  917. this.x = x;
  918. this.y = y;
  919. this.z = z;
  920. return this;
  921. },
  922. setX: function ( x ) {
  923. this.x = x;
  924. return this;
  925. },
  926. setY: function ( y ) {
  927. this.y = y;
  928. return this;
  929. },
  930. setZ: function ( z ) {
  931. this.z = z;
  932. return this;
  933. },
  934. setComponent: function ( index, value ) {
  935. switch ( index ) {
  936. case 0: this.x = value; break;
  937. case 1: this.y = value; break;
  938. case 2: this.z = value; break;
  939. default: throw new Error( "index is out of range: " + index );
  940. }
  941. },
  942. getComponent: function ( index ) {
  943. switch ( index ) {
  944. case 0: return this.x;
  945. case 1: return this.y;
  946. case 2: return this.z;
  947. default: throw new Error( "index is out of range: " + index );
  948. }
  949. },
  950. copy: function ( v ) {
  951. this.x = v.x;
  952. this.y = v.y;
  953. this.z = v.z;
  954. return this;
  955. },
  956. add: function ( v, w ) {
  957. if ( w !== undefined ) {
  958. console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  959. return this.addVectors( v, w );
  960. }
  961. this.x += v.x;
  962. this.y += v.y;
  963. this.z += v.z;
  964. return this;
  965. },
  966. addScalar: function ( s ) {
  967. this.x += s;
  968. this.y += s;
  969. this.z += s;
  970. return this;
  971. },
  972. addVectors: function ( a, b ) {
  973. this.x = a.x + b.x;
  974. this.y = a.y + b.y;
  975. this.z = a.z + b.z;
  976. return this;
  977. },
  978. sub: function ( v, w ) {
  979. if ( w !== undefined ) {
  980. console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  981. return this.subVectors( v, w );
  982. }
  983. this.x -= v.x;
  984. this.y -= v.y;
  985. this.z -= v.z;
  986. return this;
  987. },
  988. subVectors: function ( a, b ) {
  989. this.x = a.x - b.x;
  990. this.y = a.y - b.y;
  991. this.z = a.z - b.z;
  992. return this;
  993. },
  994. multiply: function ( v, w ) {
  995. if ( w !== undefined ) {
  996. console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  997. return this.multiplyVectors( v, w );
  998. }
  999. this.x *= v.x;
  1000. this.y *= v.y;
  1001. this.z *= v.z;
  1002. return this;
  1003. },
  1004. multiplyScalar: function ( scalar ) {
  1005. this.x *= scalar;
  1006. this.y *= scalar;
  1007. this.z *= scalar;
  1008. return this;
  1009. },
  1010. multiplyVectors: function ( a, b ) {
  1011. this.x = a.x * b.x;
  1012. this.y = a.y * b.y;
  1013. this.z = a.z * b.z;
  1014. return this;
  1015. },
  1016. applyEuler: function () {
  1017. var quaternion;
  1018. return function ( euler ) {
  1019. if ( euler instanceof THREE.Euler === false ) {
  1020. console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  1021. }
  1022. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1023. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1024. return this;
  1025. };
  1026. }(),
  1027. applyAxisAngle: function () {
  1028. var quaternion;
  1029. return function ( axis, angle ) {
  1030. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1031. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1032. return this;
  1033. };
  1034. }(),
  1035. applyMatrix3: function ( m ) {
  1036. var x = this.x;
  1037. var y = this.y;
  1038. var z = this.z;
  1039. var e = m.elements;
  1040. this.x = e[0] * x + e[3] * y + e[6] * z;
  1041. this.y = e[1] * x + e[4] * y + e[7] * z;
  1042. this.z = e[2] * x + e[5] * y + e[8] * z;
  1043. return this;
  1044. },
  1045. applyMatrix4: function ( m ) {
  1046. // input: THREE.Matrix4 affine matrix
  1047. var x = this.x, y = this.y, z = this.z;
  1048. var e = m.elements;
  1049. this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
  1050. this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
  1051. this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
  1052. return this;
  1053. },
  1054. applyProjection: function ( m ) {
  1055. // input: THREE.Matrix4 projection matrix
  1056. var x = this.x, y = this.y, z = this.z;
  1057. var e = m.elements;
  1058. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
  1059. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  1060. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  1061. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  1062. return this;
  1063. },
  1064. applyQuaternion: function ( q ) {
  1065. var x = this.x;
  1066. var y = this.y;
  1067. var z = this.z;
  1068. var qx = q.x;
  1069. var qy = q.y;
  1070. var qz = q.z;
  1071. var qw = q.w;
  1072. // calculate quat * vector
  1073. var ix = qw * x + qy * z - qz * y;
  1074. var iy = qw * y + qz * x - qx * z;
  1075. var iz = qw * z + qx * y - qy * x;
  1076. var iw = -qx * x - qy * y - qz * z;
  1077. // calculate result * inverse quat
  1078. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  1079. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  1080. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  1081. return this;
  1082. },
  1083. transformDirection: function ( m ) {
  1084. // input: THREE.Matrix4 affine matrix
  1085. // vector interpreted as a direction
  1086. var x = this.x, y = this.y, z = this.z;
  1087. var e = m.elements;
  1088. this.x = e[0] * x + e[4] * y + e[8] * z;
  1089. this.y = e[1] * x + e[5] * y + e[9] * z;
  1090. this.z = e[2] * x + e[6] * y + e[10] * z;
  1091. this.normalize();
  1092. return this;
  1093. },
  1094. divide: function ( v ) {
  1095. this.x /= v.x;
  1096. this.y /= v.y;
  1097. this.z /= v.z;
  1098. return this;
  1099. },
  1100. divideScalar: function ( scalar ) {
  1101. if ( scalar !== 0 ) {
  1102. var invScalar = 1 / scalar;
  1103. this.x *= invScalar;
  1104. this.y *= invScalar;
  1105. this.z *= invScalar;
  1106. } else {
  1107. this.x = 0;
  1108. this.y = 0;
  1109. this.z = 0;
  1110. }
  1111. return this;
  1112. },
  1113. min: function ( v ) {
  1114. if ( this.x > v.x ) {
  1115. this.x = v.x;
  1116. }
  1117. if ( this.y > v.y ) {
  1118. this.y = v.y;
  1119. }
  1120. if ( this.z > v.z ) {
  1121. this.z = v.z;
  1122. }
  1123. return this;
  1124. },
  1125. max: function ( v ) {
  1126. if ( this.x < v.x ) {
  1127. this.x = v.x;
  1128. }
  1129. if ( this.y < v.y ) {
  1130. this.y = v.y;
  1131. }
  1132. if ( this.z < v.z ) {
  1133. this.z = v.z;
  1134. }
  1135. return this;
  1136. },
  1137. clamp: function ( min, max ) {
  1138. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1139. if ( this.x < min.x ) {
  1140. this.x = min.x;
  1141. } else if ( this.x > max.x ) {
  1142. this.x = max.x;
  1143. }
  1144. if ( this.y < min.y ) {
  1145. this.y = min.y;
  1146. } else if ( this.y > max.y ) {
  1147. this.y = max.y;
  1148. }
  1149. if ( this.z < min.z ) {
  1150. this.z = min.z;
  1151. } else if ( this.z > max.z ) {
  1152. this.z = max.z;
  1153. }
  1154. return this;
  1155. },
  1156. clampScalar: ( function () {
  1157. var min, max;
  1158. return function ( minVal, maxVal ) {
  1159. if ( min === undefined ) {
  1160. min = new THREE.Vector3();
  1161. max = new THREE.Vector3();
  1162. }
  1163. min.set( minVal, minVal, minVal );
  1164. max.set( maxVal, maxVal, maxVal );
  1165. return this.clamp( min, max );
  1166. };
  1167. } )(),
  1168. floor: function () {
  1169. this.x = Math.floor( this.x );
  1170. this.y = Math.floor( this.y );
  1171. this.z = Math.floor( this.z );
  1172. return this;
  1173. },
  1174. ceil: function () {
  1175. this.x = Math.ceil( this.x );
  1176. this.y = Math.ceil( this.y );
  1177. this.z = Math.ceil( this.z );
  1178. return this;
  1179. },
  1180. round: function () {
  1181. this.x = Math.round( this.x );
  1182. this.y = Math.round( this.y );
  1183. this.z = Math.round( this.z );
  1184. return this;
  1185. },
  1186. roundToZero: function () {
  1187. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1188. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1189. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1190. return this;
  1191. },
  1192. negate: function () {
  1193. return this.multiplyScalar( - 1 );
  1194. },
  1195. dot: function ( v ) {
  1196. return this.x * v.x + this.y * v.y + this.z * v.z;
  1197. },
  1198. lengthSq: function () {
  1199. return this.x * this.x + this.y * this.y + this.z * this.z;
  1200. },
  1201. length: function () {
  1202. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1203. },
  1204. lengthManhattan: function () {
  1205. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1206. },
  1207. normalize: function () {
  1208. return this.divideScalar( this.length() );
  1209. },
  1210. setLength: function ( l ) {
  1211. var oldLength = this.length();
  1212. if ( oldLength !== 0 && l !== oldLength ) {
  1213. this.multiplyScalar( l / oldLength );
  1214. }
  1215. return this;
  1216. },
  1217. lerp: function ( v, alpha ) {
  1218. this.x += ( v.x - this.x ) * alpha;
  1219. this.y += ( v.y - this.y ) * alpha;
  1220. this.z += ( v.z - this.z ) * alpha;
  1221. return this;
  1222. },
  1223. cross: function ( v, w ) {
  1224. if ( w !== undefined ) {
  1225. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1226. return this.crossVectors( v, w );
  1227. }
  1228. var x = this.x, y = this.y, z = this.z;
  1229. this.x = y * v.z - z * v.y;
  1230. this.y = z * v.x - x * v.z;
  1231. this.z = x * v.y - y * v.x;
  1232. return this;
  1233. },
  1234. crossVectors: function ( a, b ) {
  1235. var ax = a.x, ay = a.y, az = a.z;
  1236. var bx = b.x, by = b.y, bz = b.z;
  1237. this.x = ay * bz - az * by;
  1238. this.y = az * bx - ax * bz;
  1239. this.z = ax * by - ay * bx;
  1240. return this;
  1241. },
  1242. projectOnVector: function () {
  1243. var v1, dot;
  1244. return function ( vector ) {
  1245. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1246. v1.copy( vector ).normalize();
  1247. dot = this.dot( v1 );
  1248. return this.copy( v1 ).multiplyScalar( dot );
  1249. };
  1250. }(),
  1251. projectOnPlane: function () {
  1252. var v1;
  1253. return function ( planeNormal ) {
  1254. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1255. v1.copy( this ).projectOnVector( planeNormal );
  1256. return this.sub( v1 );
  1257. }
  1258. }(),
  1259. reflect: function () {
  1260. // reflect incident vector off plane orthogonal to normal
  1261. // normal is assumed to have unit length
  1262. var v1;
  1263. return function ( normal ) {
  1264. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1265. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1266. }
  1267. }(),
  1268. angleTo: function ( v ) {
  1269. var theta = this.dot( v ) / ( this.length() * v.length() );
  1270. // clamp, to handle numerical problems
  1271. return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
  1272. },
  1273. distanceTo: function ( v ) {
  1274. return Math.sqrt( this.distanceToSquared( v ) );
  1275. },
  1276. distanceToSquared: function ( v ) {
  1277. var dx = this.x - v.x;
  1278. var dy = this.y - v.y;
  1279. var dz = this.z - v.z;
  1280. return dx * dx + dy * dy + dz * dz;
  1281. },
  1282. setEulerFromRotationMatrix: function ( m, order ) {
  1283. console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
  1284. },
  1285. setEulerFromQuaternion: function ( q, order ) {
  1286. console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
  1287. },
  1288. getPositionFromMatrix: function ( m ) {
  1289. console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
  1290. return this.setFromMatrixPosition( m );
  1291. },
  1292. getScaleFromMatrix: function ( m ) {
  1293. console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );
  1294. return this.setFromMatrixScale( m );
  1295. },
  1296. getColumnFromMatrix: function ( index, matrix ) {
  1297. console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );
  1298. return this.setFromMatrixColumn( index, matrix );
  1299. },
  1300. setFromMatrixPosition: function ( m ) {
  1301. this.x = m.elements[ 12 ];
  1302. this.y = m.elements[ 13 ];
  1303. this.z = m.elements[ 14 ];
  1304. return this;
  1305. },
  1306. setFromMatrixScale: function ( m ) {
  1307. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1308. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1309. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1310. this.x = sx;
  1311. this.y = sy;
  1312. this.z = sz;
  1313. return this;
  1314. },
  1315. setFromMatrixColumn: function ( index, matrix ) {
  1316. var offset = index * 4;
  1317. var me = matrix.elements;
  1318. this.x = me[ offset ];
  1319. this.y = me[ offset + 1 ];
  1320. this.z = me[ offset + 2 ];
  1321. return this;
  1322. },
  1323. equals: function ( v ) {
  1324. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1325. },
  1326. fromArray: function ( array ) {
  1327. this.x = array[ 0 ];
  1328. this.y = array[ 1 ];
  1329. this.z = array[ 2 ];
  1330. return this;
  1331. },
  1332. toArray: function () {
  1333. return [ this.x, this.y, this.z ];
  1334. },
  1335. clone: function () {
  1336. return new THREE.Vector3( this.x, this.y, this.z );
  1337. }
  1338. };
  1339. /**
  1340. * @author supereggbert / http://www.paulbrunt.co.uk/
  1341. * @author philogb / http://blog.thejit.org/
  1342. * @author mikael emtinger / http://gomo.se/
  1343. * @author egraether / http://egraether.com/
  1344. * @author WestLangley / http://github.com/WestLangley
  1345. */
  1346. THREE.Vector4 = function ( x, y, z, w ) {
  1347. this.x = x || 0;
  1348. this.y = y || 0;
  1349. this.z = z || 0;
  1350. this.w = ( w !== undefined ) ? w : 1;
  1351. };
  1352. THREE.Vector4.prototype = {
  1353. constructor: THREE.Vector4,
  1354. set: function ( x, y, z, w ) {
  1355. this.x = x;
  1356. this.y = y;
  1357. this.z = z;
  1358. this.w = w;
  1359. return this;
  1360. },
  1361. setX: function ( x ) {
  1362. this.x = x;
  1363. return this;
  1364. },
  1365. setY: function ( y ) {
  1366. this.y = y;
  1367. return this;
  1368. },
  1369. setZ: function ( z ) {
  1370. this.z = z;
  1371. return this;
  1372. },
  1373. setW: function ( w ) {
  1374. this.w = w;
  1375. return this;
  1376. },
  1377. setComponent: function ( index, value ) {
  1378. switch ( index ) {
  1379. case 0: this.x = value; break;
  1380. case 1: this.y = value; break;
  1381. case 2: this.z = value; break;
  1382. case 3: this.w = value; break;
  1383. default: throw new Error( "index is out of range: " + index );
  1384. }
  1385. },
  1386. getComponent: function ( index ) {
  1387. switch ( index ) {
  1388. case 0: return this.x;
  1389. case 1: return this.y;
  1390. case 2: return this.z;
  1391. case 3: return this.w;
  1392. default: throw new Error( "index is out of range: " + index );
  1393. }
  1394. },
  1395. copy: function ( v ) {
  1396. this.x = v.x;
  1397. this.y = v.y;
  1398. this.z = v.z;
  1399. this.w = ( v.w !== undefined ) ? v.w : 1;
  1400. return this;
  1401. },
  1402. add: function ( v, w ) {
  1403. if ( w !== undefined ) {
  1404. console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1405. return this.addVectors( v, w );
  1406. }
  1407. this.x += v.x;
  1408. this.y += v.y;
  1409. this.z += v.z;
  1410. this.w += v.w;
  1411. return this;
  1412. },
  1413. addScalar: function ( s ) {
  1414. this.x += s;
  1415. this.y += s;
  1416. this.z += s;
  1417. this.w += s;
  1418. return this;
  1419. },
  1420. addVectors: function ( a, b ) {
  1421. this.x = a.x + b.x;
  1422. this.y = a.y + b.y;
  1423. this.z = a.z + b.z;
  1424. this.w = a.w + b.w;
  1425. return this;
  1426. },
  1427. sub: function ( v, w ) {
  1428. if ( w !== undefined ) {
  1429. console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1430. return this.subVectors( v, w );
  1431. }
  1432. this.x -= v.x;
  1433. this.y -= v.y;
  1434. this.z -= v.z;
  1435. this.w -= v.w;
  1436. return this;
  1437. },
  1438. subVectors: function ( a, b ) {
  1439. this.x = a.x - b.x;
  1440. this.y = a.y - b.y;
  1441. this.z = a.z - b.z;
  1442. this.w = a.w - b.w;
  1443. return this;
  1444. },
  1445. multiplyScalar: function ( scalar ) {
  1446. this.x *= scalar;
  1447. this.y *= scalar;
  1448. this.z *= scalar;
  1449. this.w *= scalar;
  1450. return this;
  1451. },
  1452. applyMatrix4: function ( m ) {
  1453. var x = this.x;
  1454. var y = this.y;
  1455. var z = this.z;
  1456. var w = this.w;
  1457. var e = m.elements;
  1458. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1459. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1460. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1461. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1462. return this;
  1463. },
  1464. divideScalar: function ( scalar ) {
  1465. if ( scalar !== 0 ) {
  1466. var invScalar = 1 / scalar;
  1467. this.x *= invScalar;
  1468. this.y *= invScalar;
  1469. this.z *= invScalar;
  1470. this.w *= invScalar;
  1471. } else {
  1472. this.x = 0;
  1473. this.y = 0;
  1474. this.z = 0;
  1475. this.w = 1;
  1476. }
  1477. return this;
  1478. },
  1479. setAxisAngleFromQuaternion: function ( q ) {
  1480. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1481. // q is assumed to be normalized
  1482. this.w = 2 * Math.acos( q.w );
  1483. var s = Math.sqrt( 1 - q.w * q.w );
  1484. if ( s < 0.0001 ) {
  1485. this.x = 1;
  1486. this.y = 0;
  1487. this.z = 0;
  1488. } else {
  1489. this.x = q.x / s;
  1490. this.y = q.y / s;
  1491. this.z = q.z / s;
  1492. }
  1493. return this;
  1494. },
  1495. setAxisAngleFromRotationMatrix: function ( m ) {
  1496. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1497. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1498. var angle, x, y, z, // variables for result
  1499. epsilon = 0.01, // margin to allow for rounding errors
  1500. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1501. te = m.elements,
  1502. m11 = te[0], m12 = te[4], m13 = te[8],
  1503. m21 = te[1], m22 = te[5], m23 = te[9],
  1504. m31 = te[2], m32 = te[6], m33 = te[10];
  1505. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1506. && ( Math.abs( m13 - m31 ) < epsilon )
  1507. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1508. // singularity found
  1509. // first check for identity matrix which must have +1 for all terms
  1510. // in leading diagonal and zero in other terms
  1511. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1512. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1513. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1514. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1515. // this singularity is identity matrix so angle = 0
  1516. this.set( 1, 0, 0, 0 );
  1517. return this; // zero angle, arbitrary axis
  1518. }
  1519. // otherwise this singularity is angle = 180
  1520. angle = Math.PI;
  1521. var xx = ( m11 + 1 ) / 2;
  1522. var yy = ( m22 + 1 ) / 2;
  1523. var zz = ( m33 + 1 ) / 2;
  1524. var xy = ( m12 + m21 ) / 4;
  1525. var xz = ( m13 + m31 ) / 4;
  1526. var yz = ( m23 + m32 ) / 4;
  1527. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1528. if ( xx < epsilon ) {
  1529. x = 0;
  1530. y = 0.707106781;
  1531. z = 0.707106781;
  1532. } else {
  1533. x = Math.sqrt( xx );
  1534. y = xy / x;
  1535. z = xz / x;
  1536. }
  1537. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1538. if ( yy < epsilon ) {
  1539. x = 0.707106781;
  1540. y = 0;
  1541. z = 0.707106781;
  1542. } else {
  1543. y = Math.sqrt( yy );
  1544. x = xy / y;
  1545. z = yz / y;
  1546. }
  1547. } else { // m33 is the largest diagonal term so base result on this
  1548. if ( zz < epsilon ) {
  1549. x = 0.707106781;
  1550. y = 0.707106781;
  1551. z = 0;
  1552. } else {
  1553. z = Math.sqrt( zz );
  1554. x = xz / z;
  1555. y = yz / z;
  1556. }
  1557. }
  1558. this.set( x, y, z, angle );
  1559. return this; // return 180 deg rotation
  1560. }
  1561. // as we have reached here there are no singularities so we can handle normally
  1562. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1563. + ( m13 - m31 ) * ( m13 - m31 )
  1564. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1565. if ( Math.abs( s ) < 0.001 ) s = 1;
  1566. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1567. // caught by singularity test above, but I've left it in just in case
  1568. this.x = ( m32 - m23 ) / s;
  1569. this.y = ( m13 - m31 ) / s;
  1570. this.z = ( m21 - m12 ) / s;
  1571. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1572. return this;
  1573. },
  1574. min: function ( v ) {
  1575. if ( this.x > v.x ) {
  1576. this.x = v.x;
  1577. }
  1578. if ( this.y > v.y ) {
  1579. this.y = v.y;
  1580. }
  1581. if ( this.z > v.z ) {
  1582. this.z = v.z;
  1583. }
  1584. if ( this.w > v.w ) {
  1585. this.w = v.w;
  1586. }
  1587. return this;
  1588. },
  1589. max: function ( v ) {
  1590. if ( this.x < v.x ) {
  1591. this.x = v.x;
  1592. }
  1593. if ( this.y < v.y ) {
  1594. this.y = v.y;
  1595. }
  1596. if ( this.z < v.z ) {
  1597. this.z = v.z;
  1598. }
  1599. if ( this.w < v.w ) {
  1600. this.w = v.w;
  1601. }
  1602. return this;
  1603. },
  1604. clamp: function ( min, max ) {
  1605. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1606. if ( this.x < min.x ) {
  1607. this.x = min.x;
  1608. } else if ( this.x > max.x ) {
  1609. this.x = max.x;
  1610. }
  1611. if ( this.y < min.y ) {
  1612. this.y = min.y;
  1613. } else if ( this.y > max.y ) {
  1614. this.y = max.y;
  1615. }
  1616. if ( this.z < min.z ) {
  1617. this.z = min.z;
  1618. } else if ( this.z > max.z ) {
  1619. this.z = max.z;
  1620. }
  1621. if ( this.w < min.w ) {
  1622. this.w = min.w;
  1623. } else if ( this.w > max.w ) {
  1624. this.w = max.w;
  1625. }
  1626. return this;
  1627. },
  1628. clampScalar: ( function () {
  1629. var min, max;
  1630. return function ( minVal, maxVal ) {
  1631. if ( min === undefined ) {
  1632. min = new THREE.Vector4();
  1633. max = new THREE.Vector4();
  1634. }
  1635. min.set( minVal, minVal, minVal, minVal );
  1636. max.set( maxVal, maxVal, maxVal, maxVal );
  1637. return this.clamp( min, max );
  1638. };
  1639. } )(),
  1640. floor: function () {
  1641. this.x = Math.floor( this.x );
  1642. this.y = Math.floor( this.y );
  1643. this.z = Math.floor( this.z );
  1644. this.w = Math.floor( this.w );
  1645. return this;
  1646. },
  1647. ceil: function () {
  1648. this.x = Math.ceil( this.x );
  1649. this.y = Math.ceil( this.y );
  1650. this.z = Math.ceil( this.z );
  1651. this.w = Math.ceil( this.w );
  1652. return this;
  1653. },
  1654. round: function () {
  1655. this.x = Math.round( this.x );
  1656. this.y = Math.round( this.y );
  1657. this.z = Math.round( this.z );
  1658. this.w = Math.round( this.w );
  1659. return this;
  1660. },
  1661. roundToZero: function () {
  1662. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1663. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1664. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1665. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1666. return this;
  1667. },
  1668. negate: function () {
  1669. return this.multiplyScalar( -1 );
  1670. },
  1671. dot: function ( v ) {
  1672. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1673. },
  1674. lengthSq: function () {
  1675. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1676. },
  1677. length: function () {
  1678. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1679. },
  1680. lengthManhattan: function () {
  1681. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1682. },
  1683. normalize: function () {
  1684. return this.divideScalar( this.length() );
  1685. },
  1686. setLength: function ( l ) {
  1687. var oldLength = this.length();
  1688. if ( oldLength !== 0 && l !== oldLength ) {
  1689. this.multiplyScalar( l / oldLength );
  1690. }
  1691. return this;
  1692. },
  1693. lerp: function ( v, alpha ) {
  1694. this.x += ( v.x - this.x ) * alpha;
  1695. this.y += ( v.y - this.y ) * alpha;
  1696. this.z += ( v.z - this.z ) * alpha;
  1697. this.w += ( v.w - this.w ) * alpha;
  1698. return this;
  1699. },
  1700. equals: function ( v ) {
  1701. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1702. },
  1703. fromArray: function ( array ) {
  1704. this.x = array[ 0 ];
  1705. this.y = array[ 1 ];
  1706. this.z = array[ 2 ];
  1707. this.w = array[ 3 ];
  1708. return this;
  1709. },
  1710. toArray: function () {
  1711. return [ this.x, this.y, this.z, this.w ];
  1712. },
  1713. clone: function () {
  1714. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1715. }
  1716. };
  1717. /**
  1718. * @author mrdoob / http://mrdoob.com/
  1719. * @author WestLangley / http://github.com/WestLangley
  1720. * @author bhouston / http://exocortex.com
  1721. */
  1722. THREE.Euler = function ( x, y, z, order ) {
  1723. this._x = x || 0;
  1724. this._y = y || 0;
  1725. this._z = z || 0;
  1726. this._order = order || THREE.Euler.DefaultOrder;
  1727. };
  1728. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1729. THREE.Euler.DefaultOrder = 'XYZ';
  1730. THREE.Euler.prototype = {
  1731. constructor: THREE.Euler,
  1732. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1733. get x () {
  1734. return this._x;
  1735. },
  1736. set x ( value ) {
  1737. this._x = value;
  1738. this.onChangeCallback();
  1739. },
  1740. get y () {
  1741. return this._y;
  1742. },
  1743. set y ( value ) {
  1744. this._y = value;
  1745. this.onChangeCallback();
  1746. },
  1747. get z () {
  1748. return this._z;
  1749. },
  1750. set z ( value ) {
  1751. this._z = value;
  1752. this.onChangeCallback();
  1753. },
  1754. get order () {
  1755. return this._order;
  1756. },
  1757. set order ( value ) {
  1758. this._order = value;
  1759. this.onChangeCallback();
  1760. },
  1761. set: function ( x, y, z, order ) {
  1762. this._x = x;
  1763. this._y = y;
  1764. this._z = z;
  1765. this._order = order || this._order;
  1766. this.onChangeCallback();
  1767. return this;
  1768. },
  1769. copy: function ( euler ) {
  1770. this._x = euler._x;
  1771. this._y = euler._y;
  1772. this._z = euler._z;
  1773. this._order = euler._order;
  1774. this.onChangeCallback();
  1775. return this;
  1776. },
  1777. setFromRotationMatrix: function ( m, order ) {
  1778. var clamp = THREE.Math.clamp;
  1779. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1780. var te = m.elements;
  1781. var m11 = te[0], m12 = te[4], m13 = te[8];
  1782. var m21 = te[1], m22 = te[5], m23 = te[9];
  1783. var m31 = te[2], m32 = te[6], m33 = te[10];
  1784. order = order || this._order;
  1785. if ( order === 'XYZ' ) {
  1786. this._y = Math.asin( clamp( m13, -1, 1 ) );
  1787. if ( Math.abs( m13 ) < 0.99999 ) {
  1788. this._x = Math.atan2( - m23, m33 );
  1789. this._z = Math.atan2( - m12, m11 );
  1790. } else {
  1791. this._x = Math.atan2( m32, m22 );
  1792. this._z = 0;
  1793. }
  1794. } else if ( order === 'YXZ' ) {
  1795. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  1796. if ( Math.abs( m23 ) < 0.99999 ) {
  1797. this._y = Math.atan2( m13, m33 );
  1798. this._z = Math.atan2( m21, m22 );
  1799. } else {
  1800. this._y = Math.atan2( - m31, m11 );
  1801. this._z = 0;
  1802. }
  1803. } else if ( order === 'ZXY' ) {
  1804. this._x = Math.asin( clamp( m32, -1, 1 ) );
  1805. if ( Math.abs( m32 ) < 0.99999 ) {
  1806. this._y = Math.atan2( - m31, m33 );
  1807. this._z = Math.atan2( - m12, m22 );
  1808. } else {
  1809. this._y = 0;
  1810. this._z = Math.atan2( m21, m11 );
  1811. }
  1812. } else if ( order === 'ZYX' ) {
  1813. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  1814. if ( Math.abs( m31 ) < 0.99999 ) {
  1815. this._x = Math.atan2( m32, m33 );
  1816. this._z = Math.atan2( m21, m11 );
  1817. } else {
  1818. this._x = 0;
  1819. this._z = Math.atan2( - m12, m22 );
  1820. }
  1821. } else if ( order === 'YZX' ) {
  1822. this._z = Math.asin( clamp( m21, -1, 1 ) );
  1823. if ( Math.abs( m21 ) < 0.99999 ) {
  1824. this._x = Math.atan2( - m23, m22 );
  1825. this._y = Math.atan2( - m31, m11 );
  1826. } else {
  1827. this._x = 0;
  1828. this._y = Math.atan2( m13, m33 );
  1829. }
  1830. } else if ( order === 'XZY' ) {
  1831. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  1832. if ( Math.abs( m12 ) < 0.99999 ) {
  1833. this._x = Math.atan2( m32, m22 );
  1834. this._y = Math.atan2( m13, m11 );
  1835. } else {
  1836. this._x = Math.atan2( - m23, m33 );
  1837. this._y = 0;
  1838. }
  1839. } else {
  1840. console.warn( 'WARNING: Euler.setFromRotationMatrix() given unsupported order: ' + order )
  1841. }
  1842. this._order = order;
  1843. this.onChangeCallback();
  1844. return this;
  1845. },
  1846. setFromQuaternion: function ( q, order, update ) {
  1847. var clamp = THREE.Math.clamp;
  1848. // q is assumed to be normalized
  1849. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1850. var sqx = q.x * q.x;
  1851. var sqy = q.y * q.y;
  1852. var sqz = q.z * q.z;
  1853. var sqw = q.w * q.w;
  1854. order = order || this._order;
  1855. if ( order === 'XYZ' ) {
  1856. this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1857. this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), -1, 1 ) );
  1858. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1859. } else if ( order === 'YXZ' ) {
  1860. this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), -1, 1 ) );
  1861. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1862. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1863. } else if ( order === 'ZXY' ) {
  1864. this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), -1, 1 ) );
  1865. this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1866. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1867. } else if ( order === 'ZYX' ) {
  1868. this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1869. this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), -1, 1 ) );
  1870. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1871. } else if ( order === 'YZX' ) {
  1872. this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1873. this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1874. this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), -1, 1 ) );
  1875. } else if ( order === 'XZY' ) {
  1876. this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1877. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1878. this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), -1, 1 ) );
  1879. } else {
  1880. console.warn( 'WARNING: Euler.setFromQuaternion() given unsupported order: ' + order )
  1881. }
  1882. this._order = order;
  1883. if ( update !== false ) this.onChangeCallback();
  1884. return this;
  1885. },
  1886. reorder: function () {
  1887. // WARNING: this discards revolution information -bhouston
  1888. var q = new THREE.Quaternion();
  1889. return function ( newOrder ) {
  1890. q.setFromEuler( this );
  1891. this.setFromQuaternion( q, newOrder );
  1892. };
  1893. }(),
  1894. equals: function ( euler ) {
  1895. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1896. },
  1897. fromArray: function ( array ) {
  1898. this._x = array[ 0 ];
  1899. this._y = array[ 1 ];
  1900. this._z = array[ 2 ];
  1901. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1902. this.onChangeCallback();
  1903. return this;
  1904. },
  1905. toArray: function () {
  1906. return [ this._x, this._y, this._z, this._order ];
  1907. },
  1908. onChange: function ( callback ) {
  1909. this.onChangeCallback = callback;
  1910. return this;
  1911. },
  1912. onChangeCallback: function () {},
  1913. clone: function () {
  1914. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1915. }
  1916. };
  1917. /**
  1918. * @author bhouston / http://exocortex.com
  1919. */
  1920. THREE.Line3 = function ( start, end ) {
  1921. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1922. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1923. };
  1924. THREE.Line3.prototype = {
  1925. constructor: THREE.Line3,
  1926. set: function ( start, end ) {
  1927. this.start.copy( start );
  1928. this.end.copy( end );
  1929. return this;
  1930. },
  1931. copy: function ( line ) {
  1932. this.start.copy( line.start );
  1933. this.end.copy( line.end );
  1934. return this;
  1935. },
  1936. center: function ( optionalTarget ) {
  1937. var result = optionalTarget || new THREE.Vector3();
  1938. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1939. },
  1940. delta: function ( optionalTarget ) {
  1941. var result = optionalTarget || new THREE.Vector3();
  1942. return result.subVectors( this.end, this.start );
  1943. },
  1944. distanceSq: function () {
  1945. return this.start.distanceToSquared( this.end );
  1946. },
  1947. distance: function () {
  1948. return this.start.distanceTo( this.end );
  1949. },
  1950. at: function ( t, optionalTarget ) {
  1951. var result = optionalTarget || new THREE.Vector3();
  1952. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1953. },
  1954. closestPointToPointParameter: function() {
  1955. var startP = new THREE.Vector3();
  1956. var startEnd = new THREE.Vector3();
  1957. return function ( point, clampToLine ) {
  1958. startP.subVectors( point, this.start );
  1959. startEnd.subVectors( this.end, this.start );
  1960. var startEnd2 = startEnd.dot( startEnd );
  1961. var startEnd_startP = startEnd.dot( startP );
  1962. var t = startEnd_startP / startEnd2;
  1963. if ( clampToLine ) {
  1964. t = THREE.Math.clamp( t, 0, 1 );
  1965. }
  1966. return t;
  1967. };
  1968. }(),
  1969. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1970. var t = this.closestPointToPointParameter( point, clampToLine );
  1971. var result = optionalTarget || new THREE.Vector3();
  1972. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1973. },
  1974. applyMatrix4: function ( matrix ) {
  1975. this.start.applyMatrix4( matrix );
  1976. this.end.applyMatrix4( matrix );
  1977. return this;
  1978. },
  1979. equals: function ( line ) {
  1980. return line.start.equals( this.start ) && line.end.equals( this.end );
  1981. },
  1982. clone: function () {
  1983. return new THREE.Line3().copy( this );
  1984. }
  1985. };
  1986. /**
  1987. * @author bhouston / http://exocortex.com
  1988. */
  1989. THREE.Box2 = function ( min, max ) {
  1990. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  1991. this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
  1992. };
  1993. THREE.Box2.prototype = {
  1994. constructor: THREE.Box2,
  1995. set: function ( min, max ) {
  1996. this.min.copy( min );
  1997. this.max.copy( max );
  1998. return this;
  1999. },
  2000. setFromPoints: function ( points ) {
  2001. if ( points.length > 0 ) {
  2002. var point = points[ 0 ];
  2003. this.min.copy( point );
  2004. this.max.copy( point );
  2005. for ( var i = 1, il = points.length; i < il; i ++ ) {
  2006. point = points[ i ];
  2007. if ( point.x < this.min.x ) {
  2008. this.min.x = point.x;
  2009. } else if ( point.x > this.max.x ) {
  2010. this.max.x = point.x;
  2011. }
  2012. if ( point.y < this.min.y ) {
  2013. this.min.y = point.y;
  2014. } else if ( point.y > this.max.y ) {
  2015. this.max.y = point.y;
  2016. }
  2017. }
  2018. } else {
  2019. this.makeEmpty();
  2020. }
  2021. return this;
  2022. },
  2023. setFromCenterAndSize: function () {
  2024. var v1 = new THREE.Vector2();
  2025. return function ( center, size ) {
  2026. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2027. this.min.copy( center ).sub( halfSize );
  2028. this.max.copy( center ).add( halfSize );
  2029. return this;
  2030. };
  2031. }(),
  2032. copy: function ( box ) {
  2033. this.min.copy( box.min );
  2034. this.max.copy( box.max );
  2035. return this;
  2036. },
  2037. makeEmpty: function () {
  2038. this.min.x = this.min.y = Infinity;
  2039. this.max.x = this.max.y = -Infinity;
  2040. return this;
  2041. },
  2042. empty: function () {
  2043. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2044. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2045. },
  2046. center: function ( optionalTarget ) {
  2047. var result = optionalTarget || new THREE.Vector2();
  2048. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2049. },
  2050. size: function ( optionalTarget ) {
  2051. var result = optionalTarget || new THREE.Vector2();
  2052. return result.subVectors( this.max, this.min );
  2053. },
  2054. expandByPoint: function ( point ) {
  2055. this.min.min( point );
  2056. this.max.max( point );
  2057. return this;
  2058. },
  2059. expandByVector: function ( vector ) {
  2060. this.min.sub( vector );
  2061. this.max.add( vector );
  2062. return this;
  2063. },
  2064. expandByScalar: function ( scalar ) {
  2065. this.min.addScalar( -scalar );
  2066. this.max.addScalar( scalar );
  2067. return this;
  2068. },
  2069. containsPoint: function ( point ) {
  2070. if ( point.x < this.min.x || point.x > this.max.x ||
  2071. point.y < this.min.y || point.y > this.max.y ) {
  2072. return false;
  2073. }
  2074. return true;
  2075. },
  2076. containsBox: function ( box ) {
  2077. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2078. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2079. return true;
  2080. }
  2081. return false;
  2082. },
  2083. getParameter: function ( point, optionalTarget ) {
  2084. // This can potentially have a divide by zero if the box
  2085. // has a size dimension of 0.
  2086. var result = optionalTarget || new THREE.Vector2();
  2087. return result.set(
  2088. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2089. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2090. );
  2091. },
  2092. isIntersectionBox: function ( box ) {
  2093. // using 6 splitting planes to rule out intersections.
  2094. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2095. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2096. return false;
  2097. }
  2098. return true;
  2099. },
  2100. clampPoint: function ( point, optionalTarget ) {
  2101. var result = optionalTarget || new THREE.Vector2();
  2102. return result.copy( point ).clamp( this.min, this.max );
  2103. },
  2104. distanceToPoint: function () {
  2105. var v1 = new THREE.Vector2();
  2106. return function ( point ) {
  2107. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2108. return clampedPoint.sub( point ).length();
  2109. };
  2110. }(),
  2111. intersect: function ( box ) {
  2112. this.min.max( box.min );
  2113. this.max.min( box.max );
  2114. return this;
  2115. },
  2116. union: function ( box ) {
  2117. this.min.min( box.min );
  2118. this.max.max( box.max );
  2119. return this;
  2120. },
  2121. translate: function ( offset ) {
  2122. this.min.add( offset );
  2123. this.max.add( offset );
  2124. return this;
  2125. },
  2126. equals: function ( box ) {
  2127. return box.min.equals( this.min ) && box.max.equals( this.max );
  2128. },
  2129. clone: function () {
  2130. return new THREE.Box2().copy( this );
  2131. }
  2132. };
  2133. /**
  2134. * @author bhouston / http://exocortex.com
  2135. * @author WestLangley / http://github.com/WestLangley
  2136. */
  2137. THREE.Box3 = function ( min, max ) {
  2138. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2139. this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
  2140. };
  2141. THREE.Box3.prototype = {
  2142. constructor: THREE.Box3,
  2143. set: function ( min, max ) {
  2144. this.min.copy( min );
  2145. this.max.copy( max );
  2146. return this;
  2147. },
  2148. addPoint: function ( point ) {
  2149. if ( point.x < this.min.x ) {
  2150. this.min.x = point.x;
  2151. } else if ( point.x > this.max.x ) {
  2152. this.max.x = point.x;
  2153. }
  2154. if ( point.y < this.min.y ) {
  2155. this.min.y = point.y;
  2156. } else if ( point.y > this.max.y ) {
  2157. this.max.y = point.y;
  2158. }
  2159. if ( point.z < this.min.z ) {
  2160. this.min.z = point.z;
  2161. } else if ( point.z > this.max.z ) {
  2162. this.max.z = point.z;
  2163. }
  2164. return this;
  2165. },
  2166. setFromPoints: function ( points ) {
  2167. if ( points.length > 0 ) {
  2168. var point = points[ 0 ];
  2169. this.min.copy( point );
  2170. this.max.copy( point );
  2171. for ( var i = 1, il = points.length; i < il; i ++ ) {
  2172. this.addPoint( points[ i ] )
  2173. }
  2174. } else {
  2175. this.makeEmpty();
  2176. }
  2177. return this;
  2178. },
  2179. setFromCenterAndSize: function() {
  2180. var v1 = new THREE.Vector3();
  2181. return function ( center, size ) {
  2182. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2183. this.min.copy( center ).sub( halfSize );
  2184. this.max.copy( center ).add( halfSize );
  2185. return this;
  2186. };
  2187. }(),
  2188. setFromObject: function() {
  2189. // Computes the world-axis-aligned bounding box of an object (including its children),
  2190. // accounting for both the object's, and childrens', world transforms
  2191. var v1 = new THREE.Vector3();
  2192. return function( object ) {
  2193. var scope = this;
  2194. object.updateMatrixWorld( true );
  2195. this.makeEmpty();
  2196. object.traverse( function ( node ) {
  2197. if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
  2198. var vertices = node.geometry.vertices;
  2199. for ( var i = 0, il = vertices.length; i < il; i++ ) {
  2200. v1.copy( vertices[ i ] );
  2201. v1.applyMatrix4( node.matrixWorld );
  2202. scope.expandByPoint( v1 );
  2203. }
  2204. }
  2205. } );
  2206. return this;
  2207. };
  2208. }(),
  2209. copy: function ( box ) {
  2210. this.min.copy( box.min );
  2211. this.max.copy( box.max );
  2212. return this;
  2213. },
  2214. makeEmpty: function () {
  2215. this.min.x = this.min.y = this.min.z = Infinity;
  2216. this.max.x = this.max.y = this.max.z = -Infinity;
  2217. return this;
  2218. },
  2219. empty: function () {
  2220. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2221. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2222. },
  2223. center: function ( optionalTarget ) {
  2224. var result = optionalTarget || new THREE.Vector3();
  2225. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2226. },
  2227. size: function ( optionalTarget ) {
  2228. var result = optionalTarget || new THREE.Vector3();
  2229. return result.subVectors( this.max, this.min );
  2230. },
  2231. expandByPoint: function ( point ) {
  2232. this.min.min( point );
  2233. this.max.max( point );
  2234. return this;
  2235. },
  2236. expandByVector: function ( vector ) {
  2237. this.min.sub( vector );
  2238. this.max.add( vector );
  2239. return this;
  2240. },
  2241. expandByScalar: function ( scalar ) {
  2242. this.min.addScalar( -scalar );
  2243. this.max.addScalar( scalar );
  2244. return this;
  2245. },
  2246. containsPoint: function ( point ) {
  2247. if ( point.x < this.min.x || point.x > this.max.x ||
  2248. point.y < this.min.y || point.y > this.max.y ||
  2249. point.z < this.min.z || point.z > this.max.z ) {
  2250. return false;
  2251. }
  2252. return true;
  2253. },
  2254. containsBox: function ( box ) {
  2255. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2256. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2257. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2258. return true;
  2259. }
  2260. return false;
  2261. },
  2262. getParameter: function ( point, optionalTarget ) {
  2263. // This can potentially have a divide by zero if the box
  2264. // has a size dimension of 0.
  2265. var result = optionalTarget || new THREE.Vector3();
  2266. return result.set(
  2267. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2268. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2269. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2270. );
  2271. },
  2272. isIntersectionBox: function ( box ) {
  2273. // using 6 splitting planes to rule out intersections.
  2274. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2275. box.max.y < this.min.y || box.min.y > this.max.y ||
  2276. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2277. return false;
  2278. }
  2279. return true;
  2280. },
  2281. clampPoint: function ( point, optionalTarget ) {
  2282. var result = optionalTarget || new THREE.Vector3();
  2283. return result.copy( point ).clamp( this.min, this.max );
  2284. },
  2285. distanceToPoint: function() {
  2286. var v1 = new THREE.Vector3();
  2287. return function ( point ) {
  2288. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2289. return clampedPoint.sub( point ).length();
  2290. };
  2291. }(),
  2292. getBoundingSphere: function() {
  2293. var v1 = new THREE.Vector3();
  2294. return function ( optionalTarget ) {
  2295. var result = optionalTarget || new THREE.Sphere();
  2296. result.center = this.center();
  2297. result.radius = this.size( v1 ).length() * 0.5;
  2298. return result;
  2299. };
  2300. }(),
  2301. intersect: function ( box ) {
  2302. this.min.max( box.min );
  2303. this.max.min( box.max );
  2304. return this;
  2305. },
  2306. union: function ( box ) {
  2307. this.min.min( box.min );
  2308. this.max.max( box.max );
  2309. return this;
  2310. },
  2311. applyMatrix4: function() {
  2312. var points = [
  2313. new THREE.Vector3(),
  2314. new THREE.Vector3(),
  2315. new THREE.Vector3(),
  2316. new THREE.Vector3(),
  2317. new THREE.Vector3(),
  2318. new THREE.Vector3(),
  2319. new THREE.Vector3(),
  2320. new THREE.Vector3()
  2321. ];
  2322. return function ( matrix ) {
  2323. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2324. points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2325. points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2326. points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2327. points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2328. points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2329. points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2330. points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2331. points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2332. this.makeEmpty();
  2333. this.setFromPoints( points );
  2334. return this;
  2335. };
  2336. }(),
  2337. translate: function ( offset ) {
  2338. this.min.add( offset );
  2339. this.max.add( offset );
  2340. return this;
  2341. },
  2342. equals: function ( box ) {
  2343. return box.min.equals( this.min ) && box.max.equals( this.max );
  2344. },
  2345. clone: function () {
  2346. return new THREE.Box3().copy( this );
  2347. }
  2348. };
  2349. /**
  2350. * @author alteredq / http://alteredqualia.com/
  2351. * @author WestLangley / http://github.com/WestLangley
  2352. * @author bhouston / http://exocortex.com
  2353. */
  2354. THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2355. this.elements = new Float32Array( 9 );
  2356. var te = this.elements;
  2357. te[0] = ( n11 !== undefined ) ? n11 : 1; te[3] = n12 || 0; te[6] = n13 || 0;
  2358. te[1] = n21 || 0; te[4] = ( n22 !== undefined ) ? n22 : 1; te[7] = n23 || 0;
  2359. te[2] = n31 || 0; te[5] = n32 || 0; te[8] = ( n33 !== undefined ) ? n33 : 1;
  2360. };
  2361. THREE.Matrix3.prototype = {
  2362. constructor: THREE.Matrix3,
  2363. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2364. var te = this.elements;
  2365. te[0] = n11; te[3] = n12; te[6] = n13;
  2366. te[1] = n21; te[4] = n22; te[7] = n23;
  2367. te[2] = n31; te[5] = n32; te[8] = n33;
  2368. return this;
  2369. },
  2370. identity: function () {
  2371. this.set(
  2372. 1, 0, 0,
  2373. 0, 1, 0,
  2374. 0, 0, 1
  2375. );
  2376. return this;
  2377. },
  2378. copy: function ( m ) {
  2379. var me = m.elements;
  2380. this.set(
  2381. me[0], me[3], me[6],
  2382. me[1], me[4], me[7],
  2383. me[2], me[5], me[8]
  2384. );
  2385. return this;
  2386. },
  2387. multiplyVector3: function ( vector ) {
  2388. console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2389. return vector.applyMatrix3( this );
  2390. },
  2391. multiplyVector3Array: function ( a ) {
  2392. console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2393. return this.applyToVector3Array( a );
  2394. },
  2395. applyToVector3Array: function() {
  2396. var v1 = new THREE.Vector3();
  2397. return function ( array, offset, length ) {
  2398. if ( offset === undefined ) offset = 0;
  2399. if ( length === undefined ) length = array.length;
  2400. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2401. v1.x = array[ j ];
  2402. v1.y = array[ j + 1 ];
  2403. v1.z = array[ j + 2 ];
  2404. v1.applyMatrix3( this );
  2405. array[ j ] = v1.x;
  2406. array[ j + 1 ] = v1.y;
  2407. array[ j + 2 ] = v1.z;
  2408. }
  2409. return array;
  2410. };
  2411. }(),
  2412. multiplyScalar: function ( s ) {
  2413. var te = this.elements;
  2414. te[0] *= s; te[3] *= s; te[6] *= s;
  2415. te[1] *= s; te[4] *= s; te[7] *= s;
  2416. te[2] *= s; te[5] *= s; te[8] *= s;
  2417. return this;
  2418. },
  2419. determinant: function () {
  2420. var te = this.elements;
  2421. var a = te[0], b = te[1], c = te[2],
  2422. d = te[3], e = te[4], f = te[5],
  2423. g = te[6], h = te[7], i = te[8];
  2424. return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
  2425. },
  2426. getInverse: function ( matrix, throwOnInvertible ) {
  2427. // input: THREE.Matrix4
  2428. // ( based on http://code.google.com/p/webgl-mjs/ )
  2429. var me = matrix.elements;
  2430. var te = this.elements;
  2431. te[ 0 ] = me[10] * me[5] - me[6] * me[9];
  2432. te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
  2433. te[ 2 ] = me[6] * me[1] - me[2] * me[5];
  2434. te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
  2435. te[ 4 ] = me[10] * me[0] - me[2] * me[8];
  2436. te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
  2437. te[ 6 ] = me[9] * me[4] - me[5] * me[8];
  2438. te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
  2439. te[ 8 ] = me[5] * me[0] - me[1] * me[4];
  2440. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2441. // no inverse
  2442. if ( det === 0 ) {
  2443. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2444. if ( throwOnInvertible || false ) {
  2445. throw new Error( msg );
  2446. } else {
  2447. console.warn( msg );
  2448. }
  2449. this.identity();
  2450. return this;
  2451. }
  2452. this.multiplyScalar( 1.0 / det );
  2453. return this;
  2454. },
  2455. transpose: function () {
  2456. var tmp, m = this.elements;
  2457. tmp = m[1]; m[1] = m[3]; m[3] = tmp;
  2458. tmp = m[2]; m[2] = m[6]; m[6] = tmp;
  2459. tmp = m[5]; m[5] = m[7]; m[7] = tmp;
  2460. return this;
  2461. },
  2462. flattenToArrayOffset: function( array, offset ) {
  2463. var te = this.elements;
  2464. array[ offset ] = te[0];
  2465. array[ offset + 1 ] = te[1];
  2466. array[ offset + 2 ] = te[2];
  2467. array[ offset + 3 ] = te[3];
  2468. array[ offset + 4 ] = te[4];
  2469. array[ offset + 5 ] = te[5];
  2470. array[ offset + 6 ] = te[6];
  2471. array[ offset + 7 ] = te[7];
  2472. array[ offset + 8 ] = te[8];
  2473. return array;
  2474. },
  2475. getNormalMatrix: function ( m ) {
  2476. // input: THREE.Matrix4
  2477. this.getInverse( m ).transpose();
  2478. return this;
  2479. },
  2480. transposeIntoArray: function ( r ) {
  2481. var m = this.elements;
  2482. r[ 0 ] = m[ 0 ];
  2483. r[ 1 ] = m[ 3 ];
  2484. r[ 2 ] = m[ 6 ];
  2485. r[ 3 ] = m[ 1 ];
  2486. r[ 4 ] = m[ 4 ];
  2487. r[ 5 ] = m[ 7 ];
  2488. r[ 6 ] = m[ 2 ];
  2489. r[ 7 ] = m[ 5 ];
  2490. r[ 8 ] = m[ 8 ];
  2491. return this;
  2492. },
  2493. fromArray: function ( array ) {
  2494. this.elements.set( array );
  2495. return this;
  2496. },
  2497. toArray: function () {
  2498. var te = this.elements;
  2499. return [
  2500. te[ 0 ], te[ 1 ], te[ 2 ],
  2501. te[ 3 ], te[ 4 ], te[ 5 ],
  2502. te[ 6 ], te[ 7 ], te[ 8 ]
  2503. ];
  2504. },
  2505. clone: function () {
  2506. var te = this.elements;
  2507. return new THREE.Matrix3(
  2508. te[0], te[3], te[6],
  2509. te[1], te[4], te[7],
  2510. te[2], te[5], te[8]
  2511. );
  2512. }
  2513. };
  2514. /**
  2515. * @author mrdoob / http://mrdoob.com/
  2516. * @author supereggbert / http://www.paulbrunt.co.uk/
  2517. * @author philogb / http://blog.thejit.org/
  2518. * @author jordi_ros / http://plattsoft.com
  2519. * @author D1plo1d / http://github.com/D1plo1d
  2520. * @author alteredq / http://alteredqualia.com/
  2521. * @author mikael emtinger / http://gomo.se/
  2522. * @author timknip / http://www.floorplanner.com/
  2523. * @author bhouston / http://exocortex.com
  2524. * @author WestLangley / http://github.com/WestLangley
  2525. */
  2526. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2527. this.elements = new Float32Array( 16 );
  2528. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  2529. // we should not support semi specification of Matrix4, it is just weird.
  2530. var te = this.elements;
  2531. te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
  2532. te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
  2533. te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
  2534. te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
  2535. };
  2536. THREE.Matrix4.prototype = {
  2537. constructor: THREE.Matrix4,
  2538. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2539. var te = this.elements;
  2540. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  2541. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  2542. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  2543. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  2544. return this;
  2545. },
  2546. identity: function () {
  2547. this.set(
  2548. 1, 0, 0, 0,
  2549. 0, 1, 0, 0,
  2550. 0, 0, 1, 0,
  2551. 0, 0, 0, 1
  2552. );
  2553. return this;
  2554. },
  2555. copy: function ( m ) {
  2556. this.elements.set( m.elements );
  2557. return this;
  2558. },
  2559. extractPosition: function ( m ) {
  2560. console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
  2561. return this.copyPosition( m );
  2562. },
  2563. copyPosition: function ( m ) {
  2564. var te = this.elements;
  2565. var me = m.elements;
  2566. te[12] = me[12];
  2567. te[13] = me[13];
  2568. te[14] = me[14];
  2569. return this;
  2570. },
  2571. extractRotation: function () {
  2572. var v1 = new THREE.Vector3();
  2573. return function ( m ) {
  2574. var te = this.elements;
  2575. var me = m.elements;
  2576. var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
  2577. var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
  2578. var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
  2579. te[0] = me[0] * scaleX;
  2580. te[1] = me[1] * scaleX;
  2581. te[2] = me[2] * scaleX;
  2582. te[4] = me[4] * scaleY;
  2583. te[5] = me[5] * scaleY;
  2584. te[6] = me[6] * scaleY;
  2585. te[8] = me[8] * scaleZ;
  2586. te[9] = me[9] * scaleZ;
  2587. te[10] = me[10] * scaleZ;
  2588. return this;
  2589. };
  2590. }(),
  2591. makeRotationFromEuler: function ( euler ) {
  2592. if ( euler instanceof THREE.Euler === false ) {
  2593. console.error( 'ERROR: Matrix\'s .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  2594. }
  2595. var te = this.elements;
  2596. var x = euler.x, y = euler.y, z = euler.z;
  2597. var a = Math.cos( x ), b = Math.sin( x );
  2598. var c = Math.cos( y ), d = Math.sin( y );
  2599. var e = Math.cos( z ), f = Math.sin( z );
  2600. if ( euler.order === 'XYZ' ) {
  2601. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2602. te[0] = c * e;
  2603. te[4] = - c * f;
  2604. te[8] = d;
  2605. te[1] = af + be * d;
  2606. te[5] = ae - bf * d;
  2607. te[9] = - b * c;
  2608. te[2] = bf - ae * d;
  2609. te[6] = be + af * d;
  2610. te[10] = a * c;
  2611. } else if ( euler.order === 'YXZ' ) {
  2612. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2613. te[0] = ce + df * b;
  2614. te[4] = de * b - cf;
  2615. te[8] = a * d;
  2616. te[1] = a * f;
  2617. te[5] = a * e;
  2618. te[9] = - b;
  2619. te[2] = cf * b - de;
  2620. te[6] = df + ce * b;
  2621. te[10] = a * c;
  2622. } else if ( euler.order === 'ZXY' ) {
  2623. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2624. te[0] = ce - df * b;
  2625. te[4] = - a * f;
  2626. te[8] = de + cf * b;
  2627. te[1] = cf + de * b;
  2628. te[5] = a * e;
  2629. te[9] = df - ce * b;
  2630. te[2] = - a * d;
  2631. te[6] = b;
  2632. te[10] = a * c;
  2633. } else if ( euler.order === 'ZYX' ) {
  2634. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2635. te[0] = c * e;
  2636. te[4] = be * d - af;
  2637. te[8] = ae * d + bf;
  2638. te[1] = c * f;
  2639. te[5] = bf * d + ae;
  2640. te[9] = af * d - be;
  2641. te[2] = - d;
  2642. te[6] = b * c;
  2643. te[10] = a * c;
  2644. } else if ( euler.order === 'YZX' ) {
  2645. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2646. te[0] = c * e;
  2647. te[4] = bd - ac * f;
  2648. te[8] = bc * f + ad;
  2649. te[1] = f;
  2650. te[5] = a * e;
  2651. te[9] = - b * e;
  2652. te[2] = - d * e;
  2653. te[6] = ad * f + bc;
  2654. te[10] = ac - bd * f;
  2655. } else if ( euler.order === 'XZY' ) {
  2656. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2657. te[0] = c * e;
  2658. te[4] = - f;
  2659. te[8] = d * e;
  2660. te[1] = ac * f + bd;
  2661. te[5] = a * e;
  2662. te[9] = ad * f - bc;
  2663. te[2] = bc * f - ad;
  2664. te[6] = b * e;
  2665. te[10] = bd * f + ac;
  2666. }
  2667. // last column
  2668. te[3] = 0;
  2669. te[7] = 0;
  2670. te[11] = 0;
  2671. // bottom row
  2672. te[12] = 0;
  2673. te[13] = 0;
  2674. te[14] = 0;
  2675. te[15] = 1;
  2676. return this;
  2677. },
  2678. setRotationFromQuaternion: function ( q ) {
  2679. console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion. Please update your code.' );
  2680. return this.makeRotationFromQuaternion( q );
  2681. },
  2682. makeRotationFromQuaternion: function ( q ) {
  2683. var te = this.elements;
  2684. var x = q.x, y = q.y, z = q.z, w = q.w;
  2685. var x2 = x + x, y2 = y + y, z2 = z + z;
  2686. var xx = x * x2, xy = x * y2, xz = x * z2;
  2687. var yy = y * y2, yz = y * z2, zz = z * z2;
  2688. var wx = w * x2, wy = w * y2, wz = w * z2;
  2689. te[0] = 1 - ( yy + zz );
  2690. te[4] = xy - wz;
  2691. te[8] = xz + wy;
  2692. te[1] = xy + wz;
  2693. te[5] = 1 - ( xx + zz );
  2694. te[9] = yz - wx;
  2695. te[2] = xz - wy;
  2696. te[6] = yz + wx;
  2697. te[10] = 1 - ( xx + yy );
  2698. // last column
  2699. te[3] = 0;
  2700. te[7] = 0;
  2701. te[11] = 0;
  2702. // bottom row
  2703. te[12] = 0;
  2704. te[13] = 0;
  2705. te[14] = 0;
  2706. te[15] = 1;
  2707. return this;
  2708. },
  2709. lookAt: function() {
  2710. var x = new THREE.Vector3();
  2711. var y = new THREE.Vector3();
  2712. var z = new THREE.Vector3();
  2713. return function ( eye, target, up ) {
  2714. var te = this.elements;
  2715. z.subVectors( eye, target ).normalize();
  2716. if ( z.length() === 0 ) {
  2717. z.z = 1;
  2718. }
  2719. x.crossVectors( up, z ).normalize();
  2720. if ( x.length() === 0 ) {
  2721. z.x += 0.0001;
  2722. x.crossVectors( up, z ).normalize();
  2723. }
  2724. y.crossVectors( z, x );
  2725. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  2726. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  2727. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  2728. return this;
  2729. };
  2730. }(),
  2731. multiply: function ( m, n ) {
  2732. if ( n !== undefined ) {
  2733. console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2734. return this.multiplyMatrices( m, n );
  2735. }
  2736. return this.multiplyMatrices( this, m );
  2737. },
  2738. multiplyMatrices: function ( a, b ) {
  2739. var ae = a.elements;
  2740. var be = b.elements;
  2741. var te = this.elements;
  2742. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  2743. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  2744. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  2745. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  2746. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  2747. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  2748. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  2749. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  2750. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2751. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2752. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2753. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2754. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2755. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2756. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2757. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2758. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2759. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2760. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2761. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2762. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2763. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2764. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2765. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2766. return this;
  2767. },
  2768. multiplyToArray: function ( a, b, r ) {
  2769. var te = this.elements;
  2770. this.multiplyMatrices( a, b );
  2771. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  2772. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  2773. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  2774. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  2775. return this;
  2776. },
  2777. multiplyScalar: function ( s ) {
  2778. var te = this.elements;
  2779. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  2780. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  2781. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  2782. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  2783. return this;
  2784. },
  2785. multiplyVector3: function ( vector ) {
  2786. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2787. return vector.applyProjection( this );
  2788. },
  2789. multiplyVector4: function ( vector ) {
  2790. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2791. return vector.applyMatrix4( this );
  2792. },
  2793. multiplyVector3Array: function ( a ) {
  2794. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2795. return this.applyToVector3Array( a );
  2796. },
  2797. applyToVector3Array: function() {
  2798. var v1 = new THREE.Vector3();
  2799. return function ( array, offset, length ) {
  2800. if ( offset === undefined ) offset = 0;
  2801. if ( length === undefined ) length = array.length;
  2802. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2803. v1.x = array[ j ];
  2804. v1.y = array[ j + 1 ];
  2805. v1.z = array[ j + 2 ];
  2806. v1.applyMatrix4( this );
  2807. array[ j ] = v1.x;
  2808. array[ j + 1 ] = v1.y;
  2809. array[ j + 2 ] = v1.z;
  2810. }
  2811. return array;
  2812. };
  2813. }(),
  2814. rotateAxis: function ( v ) {
  2815. console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2816. v.transformDirection( this );
  2817. },
  2818. crossVector: function ( vector ) {
  2819. console.warn( 'DEPRECATED: Matrix4\'s .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2820. return vector.applyMatrix4( this );
  2821. },
  2822. determinant: function () {
  2823. var te = this.elements;
  2824. var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
  2825. var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
  2826. var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
  2827. var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
  2828. //TODO: make this more efficient
  2829. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2830. return (
  2831. n41 * (
  2832. +n14 * n23 * n32
  2833. -n13 * n24 * n32
  2834. -n14 * n22 * n33
  2835. +n12 * n24 * n33
  2836. +n13 * n22 * n34
  2837. -n12 * n23 * n34
  2838. ) +
  2839. n42 * (
  2840. +n11 * n23 * n34
  2841. -n11 * n24 * n33
  2842. +n14 * n21 * n33
  2843. -n13 * n21 * n34
  2844. +n13 * n24 * n31
  2845. -n14 * n23 * n31
  2846. ) +
  2847. n43 * (
  2848. +n11 * n24 * n32
  2849. -n11 * n22 * n34
  2850. -n14 * n21 * n32
  2851. +n12 * n21 * n34
  2852. +n14 * n22 * n31
  2853. -n12 * n24 * n31
  2854. ) +
  2855. n44 * (
  2856. -n13 * n22 * n31
  2857. -n11 * n23 * n32
  2858. +n11 * n22 * n33
  2859. +n13 * n21 * n32
  2860. -n12 * n21 * n33
  2861. +n12 * n23 * n31
  2862. )
  2863. );
  2864. },
  2865. transpose: function () {
  2866. var te = this.elements;
  2867. var tmp;
  2868. tmp = te[1]; te[1] = te[4]; te[4] = tmp;
  2869. tmp = te[2]; te[2] = te[8]; te[8] = tmp;
  2870. tmp = te[6]; te[6] = te[9]; te[9] = tmp;
  2871. tmp = te[3]; te[3] = te[12]; te[12] = tmp;
  2872. tmp = te[7]; te[7] = te[13]; te[13] = tmp;
  2873. tmp = te[11]; te[11] = te[14]; te[14] = tmp;
  2874. return this;
  2875. },
  2876. flattenToArrayOffset: function( array, offset ) {
  2877. var te = this.elements;
  2878. array[ offset ] = te[0];
  2879. array[ offset + 1 ] = te[1];
  2880. array[ offset + 2 ] = te[2];
  2881. array[ offset + 3 ] = te[3];
  2882. array[ offset + 4 ] = te[4];
  2883. array[ offset + 5 ] = te[5];
  2884. array[ offset + 6 ] = te[6];
  2885. array[ offset + 7 ] = te[7];
  2886. array[ offset + 8 ] = te[8];
  2887. array[ offset + 9 ] = te[9];
  2888. array[ offset + 10 ] = te[10];
  2889. array[ offset + 11 ] = te[11];
  2890. array[ offset + 12 ] = te[12];
  2891. array[ offset + 13 ] = te[13];
  2892. array[ offset + 14 ] = te[14];
  2893. array[ offset + 15 ] = te[15];
  2894. return array;
  2895. },
  2896. getPosition: function() {
  2897. var v1 = new THREE.Vector3();
  2898. return function () {
  2899. console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2900. var te = this.elements;
  2901. return v1.set( te[12], te[13], te[14] );
  2902. };
  2903. }(),
  2904. setPosition: function ( v ) {
  2905. var te = this.elements;
  2906. te[12] = v.x;
  2907. te[13] = v.y;
  2908. te[14] = v.z;
  2909. return this;
  2910. },
  2911. getInverse: function ( m, throwOnInvertible ) {
  2912. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2913. var te = this.elements;
  2914. var me = m.elements;
  2915. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  2916. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  2917. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  2918. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  2919. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  2920. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  2921. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  2922. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  2923. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  2924. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  2925. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  2926. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  2927. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  2928. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  2929. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  2930. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  2931. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  2932. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  2933. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  2934. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  2935. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2936. if ( det == 0 ) {
  2937. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2938. if ( throwOnInvertible || false ) {
  2939. throw new Error( msg );
  2940. } else {
  2941. console.warn( msg );
  2942. }
  2943. this.identity();
  2944. return this;
  2945. }
  2946. this.multiplyScalar( 1 / det );
  2947. return this;
  2948. },
  2949. translate: function ( v ) {
  2950. console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');
  2951. },
  2952. rotateX: function ( angle ) {
  2953. console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');
  2954. },
  2955. rotateY: function ( angle ) {
  2956. console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');
  2957. },
  2958. rotateZ: function ( angle ) {
  2959. console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');
  2960. },
  2961. rotateByAxis: function ( axis, angle ) {
  2962. console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');
  2963. },
  2964. scale: function ( v ) {
  2965. var te = this.elements;
  2966. var x = v.x, y = v.y, z = v.z;
  2967. te[0] *= x; te[4] *= y; te[8] *= z;
  2968. te[1] *= x; te[5] *= y; te[9] *= z;
  2969. te[2] *= x; te[6] *= y; te[10] *= z;
  2970. te[3] *= x; te[7] *= y; te[11] *= z;
  2971. return this;
  2972. },
  2973. getMaxScaleOnAxis: function () {
  2974. var te = this.elements;
  2975. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  2976. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  2977. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  2978. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2979. },
  2980. makeTranslation: function ( x, y, z ) {
  2981. this.set(
  2982. 1, 0, 0, x,
  2983. 0, 1, 0, y,
  2984. 0, 0, 1, z,
  2985. 0, 0, 0, 1
  2986. );
  2987. return this;
  2988. },
  2989. makeRotationX: function ( theta ) {
  2990. var c = Math.cos( theta ), s = Math.sin( theta );
  2991. this.set(
  2992. 1, 0, 0, 0,
  2993. 0, c, -s, 0,
  2994. 0, s, c, 0,
  2995. 0, 0, 0, 1
  2996. );
  2997. return this;
  2998. },
  2999. makeRotationY: function ( theta ) {
  3000. var c = Math.cos( theta ), s = Math.sin( theta );
  3001. this.set(
  3002. c, 0, s, 0,
  3003. 0, 1, 0, 0,
  3004. -s, 0, c, 0,
  3005. 0, 0, 0, 1
  3006. );
  3007. return this;
  3008. },
  3009. makeRotationZ: function ( theta ) {
  3010. var c = Math.cos( theta ), s = Math.sin( theta );
  3011. this.set(
  3012. c, -s, 0, 0,
  3013. s, c, 0, 0,
  3014. 0, 0, 1, 0,
  3015. 0, 0, 0, 1
  3016. );
  3017. return this;
  3018. },
  3019. makeRotationAxis: function ( axis, angle ) {
  3020. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3021. var c = Math.cos( angle );
  3022. var s = Math.sin( angle );
  3023. var t = 1 - c;
  3024. var x = axis.x, y = axis.y, z = axis.z;
  3025. var tx = t * x, ty = t * y;
  3026. this.set(
  3027. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3028. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3029. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3030. 0, 0, 0, 1
  3031. );
  3032. return this;
  3033. },
  3034. makeScale: function ( x, y, z ) {
  3035. this.set(
  3036. x, 0, 0, 0,
  3037. 0, y, 0, 0,
  3038. 0, 0, z, 0,
  3039. 0, 0, 0, 1
  3040. );
  3041. return this;
  3042. },
  3043. compose: function ( position, quaternion, scale ) {
  3044. this.makeRotationFromQuaternion( quaternion );
  3045. this.scale( scale );
  3046. this.setPosition( position );
  3047. return this;
  3048. },
  3049. decompose: function () {
  3050. var vector = new THREE.Vector3();
  3051. var matrix = new THREE.Matrix4();
  3052. return function ( position, quaternion, scale ) {
  3053. var te = this.elements;
  3054. var sx = vector.set( te[0], te[1], te[2] ).length();
  3055. var sy = vector.set( te[4], te[5], te[6] ).length();
  3056. var sz = vector.set( te[8], te[9], te[10] ).length();
  3057. // if determine is negative, we need to invert one scale
  3058. var det = this.determinant();
  3059. if( det < 0 ) {
  3060. sx = -sx;
  3061. }
  3062. position.x = te[12];
  3063. position.y = te[13];
  3064. position.z = te[14];
  3065. // scale the rotation part
  3066. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3067. var invSX = 1 / sx;
  3068. var invSY = 1 / sy;
  3069. var invSZ = 1 / sz;
  3070. matrix.elements[0] *= invSX;
  3071. matrix.elements[1] *= invSX;
  3072. matrix.elements[2] *= invSX;
  3073. matrix.elements[4] *= invSY;
  3074. matrix.elements[5] *= invSY;
  3075. matrix.elements[6] *= invSY;
  3076. matrix.elements[8] *= invSZ;
  3077. matrix.elements[9] *= invSZ;
  3078. matrix.elements[10] *= invSZ;
  3079. quaternion.setFromRotationMatrix( matrix );
  3080. scale.x = sx;
  3081. scale.y = sy;
  3082. scale.z = sz;
  3083. return this;
  3084. };
  3085. }(),
  3086. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3087. var te = this.elements;
  3088. var x = 2 * near / ( right - left );
  3089. var y = 2 * near / ( top - bottom );
  3090. var a = ( right + left ) / ( right - left );
  3091. var b = ( top + bottom ) / ( top - bottom );
  3092. var c = - ( far + near ) / ( far - near );
  3093. var d = - 2 * far * near / ( far - near );
  3094. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  3095. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  3096. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  3097. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  3098. return this;
  3099. },
  3100. makePerspective: function ( fov, aspect, near, far ) {
  3101. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3102. var ymin = - ymax;
  3103. var xmin = ymin * aspect;
  3104. var xmax = ymax * aspect;
  3105. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3106. },
  3107. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3108. var te = this.elements;
  3109. var w = right - left;
  3110. var h = top - bottom;
  3111. var p = far - near;
  3112. var x = ( right + left ) / w;
  3113. var y = ( top + bottom ) / h;
  3114. var z = ( far + near ) / p;
  3115. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  3116. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  3117. te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
  3118. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  3119. return this;
  3120. },
  3121. fromArray: function ( array ) {
  3122. this.elements.set( array );
  3123. return this;
  3124. },
  3125. toArray: function () {
  3126. var te = this.elements;
  3127. return [
  3128. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3129. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3130. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3131. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3132. ];
  3133. },
  3134. clone: function () {
  3135. var te = this.elements;
  3136. return new THREE.Matrix4(
  3137. te[0], te[4], te[8], te[12],
  3138. te[1], te[5], te[9], te[13],
  3139. te[2], te[6], te[10], te[14],
  3140. te[3], te[7], te[11], te[15]
  3141. );
  3142. }
  3143. };
  3144. /**
  3145. * @author bhouston / http://exocortex.com
  3146. */
  3147. THREE.Ray = function ( origin, direction ) {
  3148. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3149. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3150. };
  3151. THREE.Ray.prototype = {
  3152. constructor: THREE.Ray,
  3153. set: function ( origin, direction ) {
  3154. this.origin.copy( origin );
  3155. this.direction.copy( direction );
  3156. return this;
  3157. },
  3158. copy: function ( ray ) {
  3159. this.origin.copy( ray.origin );
  3160. this.direction.copy( ray.direction );
  3161. return this;
  3162. },
  3163. at: function ( t, optionalTarget ) {
  3164. var result = optionalTarget || new THREE.Vector3();
  3165. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3166. },
  3167. recast: function () {
  3168. var v1 = new THREE.Vector3();
  3169. return function ( t ) {
  3170. this.origin.copy( this.at( t, v1 ) );
  3171. return this;
  3172. };
  3173. }(),
  3174. closestPointToPoint: function ( point, optionalTarget ) {
  3175. var result = optionalTarget || new THREE.Vector3();
  3176. result.subVectors( point, this.origin );
  3177. var directionDistance = result.dot( this.direction );
  3178. if ( directionDistance < 0 ) {
  3179. return result.copy( this.origin );
  3180. }
  3181. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3182. },
  3183. distanceToPoint: function () {
  3184. var v1 = new THREE.Vector3();
  3185. return function ( point ) {
  3186. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3187. // point behind the ray
  3188. if ( directionDistance < 0 ) {
  3189. return this.origin.distanceTo( point );
  3190. }
  3191. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3192. return v1.distanceTo( point );
  3193. };
  3194. }(),
  3195. distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3196. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3197. // It returns the min distance between the ray and the segment
  3198. // defined by v0 and v1
  3199. // It can also set two optional targets :
  3200. // - The closest point on the ray
  3201. // - The closest point on the segment
  3202. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3203. var segDir = v1.clone().sub( v0 ).normalize();
  3204. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3205. var diff = this.origin.clone().sub( segCenter );
  3206. var a01 = - this.direction.dot( segDir );
  3207. var b0 = diff.dot( this.direction );
  3208. var b1 = - diff.dot( segDir );
  3209. var c = diff.lengthSq();
  3210. var det = Math.abs( 1 - a01 * a01 );
  3211. var s0, s1, sqrDist, extDet;
  3212. if ( det >= 0 ) {
  3213. // The ray and segment are not parallel.
  3214. s0 = a01 * b1 - b0;
  3215. s1 = a01 * b0 - b1;
  3216. extDet = segExtent * det;
  3217. if ( s0 >= 0 ) {
  3218. if ( s1 >= - extDet ) {
  3219. if ( s1 <= extDet ) {
  3220. // region 0
  3221. // Minimum at interior points of ray and segment.
  3222. var invDet = 1 / det;
  3223. s0 *= invDet;
  3224. s1 *= invDet;
  3225. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3226. } else {
  3227. // region 1
  3228. s1 = segExtent;
  3229. s0 = Math.max( 0, - ( a01 * s1 + b0) );
  3230. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3231. }
  3232. } else {
  3233. // region 5
  3234. s1 = - segExtent;
  3235. s0 = Math.max( 0, - ( a01 * s1 + b0) );
  3236. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3237. }
  3238. } else {
  3239. if ( s1 <= - extDet) {
  3240. // region 4
  3241. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3242. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3243. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3244. } else if ( s1 <= extDet ) {
  3245. // region 3
  3246. s0 = 0;
  3247. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3248. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3249. } else {
  3250. // region 2
  3251. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3252. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3253. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3254. }
  3255. }
  3256. } else {
  3257. // Ray and segment are parallel.
  3258. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3259. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3260. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3261. }
  3262. if ( optionalPointOnRay ) {
  3263. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3264. }
  3265. if ( optionalPointOnSegment ) {
  3266. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3267. }
  3268. return sqrDist;
  3269. },
  3270. isIntersectionSphere: function ( sphere ) {
  3271. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3272. },
  3273. isIntersectionPlane: function ( plane ) {
  3274. // check if the ray lies on the plane first
  3275. var distToPoint = plane.distanceToPoint( this.origin );
  3276. if ( distToPoint === 0 ) {
  3277. return true;
  3278. }
  3279. var denominator = plane.normal.dot( this.direction );
  3280. if ( denominator * distToPoint < 0 ) {
  3281. return true
  3282. }
  3283. // ray origin is behind the plane (and is pointing behind it)
  3284. return false;
  3285. },
  3286. distanceToPlane: function ( plane ) {
  3287. var denominator = plane.normal.dot( this.direction );
  3288. if ( denominator == 0 ) {
  3289. // line is coplanar, return origin
  3290. if( plane.distanceToPoint( this.origin ) == 0 ) {
  3291. return 0;
  3292. }
  3293. // Null is preferable to undefined since undefined means.... it is undefined
  3294. return null;
  3295. }
  3296. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3297. // Return if the ray never intersects the plane
  3298. return t >= 0 ? t : null;
  3299. },
  3300. intersectPlane: function ( plane, optionalTarget ) {
  3301. var t = this.distanceToPlane( plane );
  3302. if ( t === null ) {
  3303. return null;
  3304. }
  3305. return this.at( t, optionalTarget );
  3306. },
  3307. isIntersectionBox: function () {
  3308. var v = new THREE.Vector3();
  3309. return function ( box ) {
  3310. return this.intersectBox( box, v ) !== null;
  3311. }
  3312. }(),
  3313. intersectBox: function ( box , optionalTarget ) {
  3314. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3315. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3316. var invdirx = 1/this.direction.x,
  3317. invdiry = 1/this.direction.y,
  3318. invdirz = 1/this.direction.z;
  3319. var origin = this.origin;
  3320. if (invdirx >= 0) {
  3321. tmin = (box.min.x - origin.x) * invdirx;
  3322. tmax = (box.max.x - origin.x) * invdirx;
  3323. } else {
  3324. tmin = (box.max.x - origin.x) * invdirx;
  3325. tmax = (box.min.x - origin.x) * invdirx;
  3326. }
  3327. if (invdiry >= 0) {
  3328. tymin = (box.min.y - origin.y) * invdiry;
  3329. tymax = (box.max.y - origin.y) * invdiry;
  3330. } else {
  3331. tymin = (box.max.y - origin.y) * invdiry;
  3332. tymax = (box.min.y - origin.y) * invdiry;
  3333. }
  3334. if ((tmin > tymax) || (tymin > tmax)) return null;
  3335. // These lines also handle the case where tmin or tmax is NaN
  3336. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3337. if (tymin > tmin || tmin !== tmin ) tmin = tymin;
  3338. if (tymax < tmax || tmax !== tmax ) tmax = tymax;
  3339. if (invdirz >= 0) {
  3340. tzmin = (box.min.z - origin.z) * invdirz;
  3341. tzmax = (box.max.z - origin.z) * invdirz;
  3342. } else {
  3343. tzmin = (box.max.z - origin.z) * invdirz;
  3344. tzmax = (box.min.z - origin.z) * invdirz;
  3345. }
  3346. if ((tmin > tzmax) || (tzmin > tmax)) return null;
  3347. if (tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3348. if (tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3349. //return point closest to the ray (positive side)
  3350. if ( tmax < 0 ) return null;
  3351. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3352. },
  3353. intersectTriangle: function() {
  3354. // Compute the offset origin, edges, and normal.
  3355. var diff = new THREE.Vector3();
  3356. var edge1 = new THREE.Vector3();
  3357. var edge2 = new THREE.Vector3();
  3358. var normal = new THREE.Vector3();
  3359. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3360. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3361. edge1.subVectors( b, a );
  3362. edge2.subVectors( c, a );
  3363. normal.crossVectors( edge1, edge2 );
  3364. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3365. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3366. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3367. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3368. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3369. var DdN = this.direction.dot( normal );
  3370. var sign;
  3371. if ( DdN > 0 ) {
  3372. if ( backfaceCulling ) return null;
  3373. sign = 1;
  3374. } else if ( DdN < 0 ) {
  3375. sign = - 1;
  3376. DdN = - DdN;
  3377. } else {
  3378. return null;
  3379. }
  3380. diff.subVectors( this.origin, a );
  3381. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3382. // b1 < 0, no intersection
  3383. if ( DdQxE2 < 0 ) {
  3384. return null;
  3385. }
  3386. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3387. // b2 < 0, no intersection
  3388. if ( DdE1xQ < 0 ) {
  3389. return null;
  3390. }
  3391. // b1+b2 > 1, no intersection
  3392. if ( DdQxE2 + DdE1xQ > DdN ) {
  3393. return null;
  3394. }
  3395. // Line intersects triangle, check if ray does.
  3396. var QdN = - sign * diff.dot( normal );
  3397. // t < 0, no intersection
  3398. if ( QdN < 0 ) {
  3399. return null;
  3400. }
  3401. // Ray intersects triangle.
  3402. return this.at( QdN / DdN, optionalTarget );
  3403. }
  3404. }(),
  3405. applyMatrix4: function ( matrix4 ) {
  3406. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3407. this.origin.applyMatrix4( matrix4 );
  3408. this.direction.sub( this.origin );
  3409. this.direction.normalize();
  3410. return this;
  3411. },
  3412. equals: function ( ray ) {
  3413. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3414. },
  3415. clone: function () {
  3416. return new THREE.Ray().copy( this );
  3417. }
  3418. };
  3419. /**
  3420. * @author bhouston / http://exocortex.com
  3421. * @author mrdoob / http://mrdoob.com/
  3422. */
  3423. THREE.Sphere = function ( center, radius ) {
  3424. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3425. this.radius = ( radius !== undefined ) ? radius : 0;
  3426. };
  3427. THREE.Sphere.prototype = {
  3428. constructor: THREE.Sphere,
  3429. set: function ( center, radius ) {
  3430. this.center.copy( center );
  3431. this.radius = radius;
  3432. return this;
  3433. },
  3434. setFromPoints: function () {
  3435. var box = new THREE.Box3();
  3436. return function ( points, optionalCenter ) {
  3437. var center = this.center;
  3438. if ( optionalCenter !== undefined ) {
  3439. center.copy( optionalCenter );
  3440. } else {
  3441. box.setFromPoints( points ).center( center );
  3442. }
  3443. var maxRadiusSq = 0;
  3444. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3445. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3446. }
  3447. this.radius = Math.sqrt( maxRadiusSq );
  3448. return this;
  3449. };
  3450. }(),
  3451. copy: function ( sphere ) {
  3452. this.center.copy( sphere.center );
  3453. this.radius = sphere.radius;
  3454. return this;
  3455. },
  3456. empty: function () {
  3457. return ( this.radius <= 0 );
  3458. },
  3459. containsPoint: function ( point ) {
  3460. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3461. },
  3462. distanceToPoint: function ( point ) {
  3463. return ( point.distanceTo( this.center ) - this.radius );
  3464. },
  3465. intersectsSphere: function ( sphere ) {
  3466. var radiusSum = this.radius + sphere.radius;
  3467. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3468. },
  3469. clampPoint: function ( point, optionalTarget ) {
  3470. var deltaLengthSq = this.center.distanceToSquared( point );
  3471. var result = optionalTarget || new THREE.Vector3();
  3472. result.copy( point );
  3473. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3474. result.sub( this.center ).normalize();
  3475. result.multiplyScalar( this.radius ).add( this.center );
  3476. }
  3477. return result;
  3478. },
  3479. getBoundingBox: function ( optionalTarget ) {
  3480. var box = optionalTarget || new THREE.Box3();
  3481. box.set( this.center, this.center );
  3482. box.expandByScalar( this.radius );
  3483. return box;
  3484. },
  3485. applyMatrix4: function ( matrix ) {
  3486. this.center.applyMatrix4( matrix );
  3487. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3488. return this;
  3489. },
  3490. translate: function ( offset ) {
  3491. this.center.add( offset );
  3492. return this;
  3493. },
  3494. equals: function ( sphere ) {
  3495. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3496. },
  3497. clone: function () {
  3498. return new THREE.Sphere().copy( this );
  3499. }
  3500. };
  3501. /**
  3502. * @author mrdoob / http://mrdoob.com/
  3503. * @author alteredq / http://alteredqualia.com/
  3504. * @author bhouston / http://exocortex.com
  3505. */
  3506. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3507. this.planes = [
  3508. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3509. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3510. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3511. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3512. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3513. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3514. ];
  3515. };
  3516. THREE.Frustum.prototype = {
  3517. constructor: THREE.Frustum,
  3518. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3519. var planes = this.planes;
  3520. planes[0].copy( p0 );
  3521. planes[1].copy( p1 );
  3522. planes[2].copy( p2 );
  3523. planes[3].copy( p3 );
  3524. planes[4].copy( p4 );
  3525. planes[5].copy( p5 );
  3526. return this;
  3527. },
  3528. copy: function ( frustum ) {
  3529. var planes = this.planes;
  3530. for( var i = 0; i < 6; i ++ ) {
  3531. planes[i].copy( frustum.planes[i] );
  3532. }
  3533. return this;
  3534. },
  3535. setFromMatrix: function ( m ) {
  3536. var planes = this.planes;
  3537. var me = m.elements;
  3538. var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
  3539. var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
  3540. var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
  3541. var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
  3542. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3543. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3544. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3545. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3546. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3547. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3548. return this;
  3549. },
  3550. intersectsObject: function () {
  3551. var sphere = new THREE.Sphere();
  3552. return function ( object ) {
  3553. var geometry = object.geometry;
  3554. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3555. sphere.copy( geometry.boundingSphere );
  3556. sphere.applyMatrix4( object.matrixWorld );
  3557. return this.intersectsSphere( sphere );
  3558. };
  3559. }(),
  3560. intersectsSphere: function ( sphere ) {
  3561. var planes = this.planes;
  3562. var center = sphere.center;
  3563. var negRadius = -sphere.radius;
  3564. for ( var i = 0; i < 6; i ++ ) {
  3565. var distance = planes[ i ].distanceToPoint( center );
  3566. if ( distance < negRadius ) {
  3567. return false;
  3568. }
  3569. }
  3570. return true;
  3571. },
  3572. intersectsBox : function() {
  3573. var p1 = new THREE.Vector3(),
  3574. p2 = new THREE.Vector3();
  3575. return function( box ) {
  3576. var planes = this.planes;
  3577. for ( var i = 0; i < 6 ; i ++ ) {
  3578. var plane = planes[i];
  3579. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3580. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3581. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3582. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3583. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3584. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3585. var d1 = plane.distanceToPoint( p1 );
  3586. var d2 = plane.distanceToPoint( p2 );
  3587. // if both outside plane, no intersection
  3588. if ( d1 < 0 && d2 < 0 ) {
  3589. return false;
  3590. }
  3591. }
  3592. return true;
  3593. };
  3594. }(),
  3595. containsPoint: function ( point ) {
  3596. var planes = this.planes;
  3597. for ( var i = 0; i < 6; i ++ ) {
  3598. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3599. return false;
  3600. }
  3601. }
  3602. return true;
  3603. },
  3604. clone: function () {
  3605. return new THREE.Frustum().copy( this );
  3606. }
  3607. };
  3608. /**
  3609. * @author bhouston / http://exocortex.com
  3610. */
  3611. THREE.Plane = function ( normal, constant ) {
  3612. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3613. this.constant = ( constant !== undefined ) ? constant : 0;
  3614. };
  3615. THREE.Plane.prototype = {
  3616. constructor: THREE.Plane,
  3617. set: function ( normal, constant ) {
  3618. this.normal.copy( normal );
  3619. this.constant = constant;
  3620. return this;
  3621. },
  3622. setComponents: function ( x, y, z, w ) {
  3623. this.normal.set( x, y, z );
  3624. this.constant = w;
  3625. return this;
  3626. },
  3627. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3628. this.normal.copy( normal );
  3629. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3630. return this;
  3631. },
  3632. setFromCoplanarPoints: function() {
  3633. var v1 = new THREE.Vector3();
  3634. var v2 = new THREE.Vector3();
  3635. return function ( a, b, c ) {
  3636. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3637. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3638. this.setFromNormalAndCoplanarPoint( normal, a );
  3639. return this;
  3640. };
  3641. }(),
  3642. copy: function ( plane ) {
  3643. this.normal.copy( plane.normal );
  3644. this.constant = plane.constant;
  3645. return this;
  3646. },
  3647. normalize: function () {
  3648. // Note: will lead to a divide by zero if the plane is invalid.
  3649. var inverseNormalLength = 1.0 / this.normal.length();
  3650. this.normal.multiplyScalar( inverseNormalLength );
  3651. this.constant *= inverseNormalLength;
  3652. return this;
  3653. },
  3654. negate: function () {
  3655. this.constant *= -1;
  3656. this.normal.negate();
  3657. return this;
  3658. },
  3659. distanceToPoint: function ( point ) {
  3660. return this.normal.dot( point ) + this.constant;
  3661. },
  3662. distanceToSphere: function ( sphere ) {
  3663. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3664. },
  3665. projectPoint: function ( point, optionalTarget ) {
  3666. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3667. },
  3668. orthoPoint: function ( point, optionalTarget ) {
  3669. var perpendicularMagnitude = this.distanceToPoint( point );
  3670. var result = optionalTarget || new THREE.Vector3();
  3671. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3672. },
  3673. isIntersectionLine: function ( line ) {
  3674. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3675. var startSign = this.distanceToPoint( line.start );
  3676. var endSign = this.distanceToPoint( line.end );
  3677. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3678. },
  3679. intersectLine: function() {
  3680. var v1 = new THREE.Vector3();
  3681. return function ( line, optionalTarget ) {
  3682. var result = optionalTarget || new THREE.Vector3();
  3683. var direction = line.delta( v1 );
  3684. var denominator = this.normal.dot( direction );
  3685. if ( denominator == 0 ) {
  3686. // line is coplanar, return origin
  3687. if( this.distanceToPoint( line.start ) == 0 ) {
  3688. return result.copy( line.start );
  3689. }
  3690. // Unsure if this is the correct method to handle this case.
  3691. return undefined;
  3692. }
  3693. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3694. if( t < 0 || t > 1 ) {
  3695. return undefined;
  3696. }
  3697. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3698. };
  3699. }(),
  3700. coplanarPoint: function ( optionalTarget ) {
  3701. var result = optionalTarget || new THREE.Vector3();
  3702. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3703. },
  3704. applyMatrix4: function() {
  3705. var v1 = new THREE.Vector3();
  3706. var v2 = new THREE.Vector3();
  3707. var m1 = new THREE.Matrix3();
  3708. return function ( matrix, optionalNormalMatrix ) {
  3709. // compute new normal based on theory here:
  3710. // http://www.songho.ca/opengl/gl_normaltransform.html
  3711. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3712. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3713. var newCoplanarPoint = this.coplanarPoint( v2 );
  3714. newCoplanarPoint.applyMatrix4( matrix );
  3715. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3716. return this;
  3717. };
  3718. }(),
  3719. translate: function ( offset ) {
  3720. this.constant = this.constant - offset.dot( this.normal );
  3721. return this;
  3722. },
  3723. equals: function ( plane ) {
  3724. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3725. },
  3726. clone: function () {
  3727. return new THREE.Plane().copy( this );
  3728. }
  3729. };
  3730. /**
  3731. * @author alteredq / http://alteredqualia.com/
  3732. * @author mrdoob / http://mrdoob.com/
  3733. */
  3734. THREE.Math = {
  3735. generateUUID: function () {
  3736. // http://www.broofa.com/Tools/Math.uuid.htm
  3737. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
  3738. var uuid = new Array(36);
  3739. var rnd = 0, r;
  3740. return function () {
  3741. for ( var i = 0; i < 36; i ++ ) {
  3742. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3743. uuid[ i ] = '-';
  3744. } else if ( i == 14 ) {
  3745. uuid[ i ] = '4';
  3746. } else {
  3747. if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
  3748. r = rnd & 0xf;
  3749. rnd = rnd >> 4;
  3750. uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];
  3751. }
  3752. }
  3753. return uuid.join('');
  3754. };
  3755. }(),
  3756. // Clamp value to range <a, b>
  3757. clamp: function ( x, a, b ) {
  3758. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3759. },
  3760. // Clamp value to range <a, inf)
  3761. clampBottom: function ( x, a ) {
  3762. return x < a ? a : x;
  3763. },
  3764. // Linear mapping from range <a1, a2> to range <b1, b2>
  3765. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3766. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3767. },
  3768. // http://en.wikipedia.org/wiki/Smoothstep
  3769. smoothstep: function ( x, min, max ) {
  3770. if ( x <= min ) return 0;
  3771. if ( x >= max ) return 1;
  3772. x = ( x - min )/( max - min );
  3773. return x*x*(3 - 2*x);
  3774. },
  3775. smootherstep: function ( x, min, max ) {
  3776. if ( x <= min ) return 0;
  3777. if ( x >= max ) return 1;
  3778. x = ( x - min )/( max - min );
  3779. return x*x*x*(x*(x*6 - 15) + 10);
  3780. },
  3781. // Random float from <0, 1> with 16 bits of randomness
  3782. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3783. random16: function () {
  3784. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3785. },
  3786. // Random integer from <low, high> interval
  3787. randInt: function ( low, high ) {
  3788. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3789. },
  3790. // Random float from <low, high> interval
  3791. randFloat: function ( low, high ) {
  3792. return low + Math.random() * ( high - low );
  3793. },
  3794. // Random float from <-range/2, range/2> interval
  3795. randFloatSpread: function ( range ) {
  3796. return range * ( 0.5 - Math.random() );
  3797. },
  3798. sign: function ( x ) {
  3799. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  3800. },
  3801. degToRad: function() {
  3802. var degreeToRadiansFactor = Math.PI / 180;
  3803. return function ( degrees ) {
  3804. return degrees * degreeToRadiansFactor;
  3805. };
  3806. }(),
  3807. radToDeg: function() {
  3808. var radianToDegreesFactor = 180 / Math.PI;
  3809. return function ( radians ) {
  3810. return radians * radianToDegreesFactor;
  3811. };
  3812. }(),
  3813. isPowerOfTwo: function ( value ) {
  3814. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3815. }
  3816. };
  3817. /**
  3818. * Spline from Tween.js, slightly optimized (and trashed)
  3819. * http://sole.github.com/tween.js/examples/05_spline.html
  3820. *
  3821. * @author mrdoob / http://mrdoob.com/
  3822. * @author alteredq / http://alteredqualia.com/
  3823. */
  3824. THREE.Spline = function ( points ) {
  3825. this.points = points;
  3826. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3827. point, intPoint, weight, w2, w3,
  3828. pa, pb, pc, pd;
  3829. this.initFromArray = function( a ) {
  3830. this.points = [];
  3831. for ( var i = 0; i < a.length; i++ ) {
  3832. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3833. }
  3834. };
  3835. this.getPoint = function ( k ) {
  3836. point = ( this.points.length - 1 ) * k;
  3837. intPoint = Math.floor( point );
  3838. weight = point - intPoint;
  3839. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3840. c[ 1 ] = intPoint;
  3841. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3842. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3843. pa = this.points[ c[ 0 ] ];
  3844. pb = this.points[ c[ 1 ] ];
  3845. pc = this.points[ c[ 2 ] ];
  3846. pd = this.points[ c[ 3 ] ];
  3847. w2 = weight * weight;
  3848. w3 = weight * w2;
  3849. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3850. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3851. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3852. return v3;
  3853. };
  3854. this.getControlPointsArray = function () {
  3855. var i, p, l = this.points.length,
  3856. coords = [];
  3857. for ( i = 0; i < l; i ++ ) {
  3858. p = this.points[ i ];
  3859. coords[ i ] = [ p.x, p.y, p.z ];
  3860. }
  3861. return coords;
  3862. };
  3863. // approximate length by summing linear segments
  3864. this.getLength = function ( nSubDivisions ) {
  3865. var i, index, nSamples, position,
  3866. point = 0, intPoint = 0, oldIntPoint = 0,
  3867. oldPosition = new THREE.Vector3(),
  3868. tmpVec = new THREE.Vector3(),
  3869. chunkLengths = [],
  3870. totalLength = 0;
  3871. // first point has 0 length
  3872. chunkLengths[ 0 ] = 0;
  3873. if ( !nSubDivisions ) nSubDivisions = 100;
  3874. nSamples = this.points.length * nSubDivisions;
  3875. oldPosition.copy( this.points[ 0 ] );
  3876. for ( i = 1; i < nSamples; i ++ ) {
  3877. index = i / nSamples;
  3878. position = this.getPoint( index );
  3879. tmpVec.copy( position );
  3880. totalLength += tmpVec.distanceTo( oldPosition );
  3881. oldPosition.copy( position );
  3882. point = ( this.points.length - 1 ) * index;
  3883. intPoint = Math.floor( point );
  3884. if ( intPoint != oldIntPoint ) {
  3885. chunkLengths[ intPoint ] = totalLength;
  3886. oldIntPoint = intPoint;
  3887. }
  3888. }
  3889. // last point ends with total length
  3890. chunkLengths[ chunkLengths.length ] = totalLength;
  3891. return { chunks: chunkLengths, total: totalLength };
  3892. };
  3893. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3894. var i, j,
  3895. index, indexCurrent, indexNext,
  3896. linearDistance, realDistance,
  3897. sampling, position,
  3898. newpoints = [],
  3899. tmpVec = new THREE.Vector3(),
  3900. sl = this.getLength();
  3901. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3902. for ( i = 1; i < this.points.length; i++ ) {
  3903. //tmpVec.copy( this.points[ i - 1 ] );
  3904. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3905. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3906. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3907. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3908. indexNext = i / ( this.points.length - 1 );
  3909. for ( j = 1; j < sampling - 1; j++ ) {
  3910. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3911. position = this.getPoint( index );
  3912. newpoints.push( tmpVec.copy( position ).clone() );
  3913. }
  3914. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3915. }
  3916. this.points = newpoints;
  3917. };
  3918. // Catmull-Rom
  3919. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3920. var v0 = ( p2 - p0 ) * 0.5,
  3921. v1 = ( p3 - p1 ) * 0.5;
  3922. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3923. };
  3924. };
  3925. /**
  3926. * @author bhouston / http://exocortex.com
  3927. * @author mrdoob / http://mrdoob.com/
  3928. */
  3929. THREE.Triangle = function ( a, b, c ) {
  3930. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3931. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3932. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3933. };
  3934. THREE.Triangle.normal = function() {
  3935. var v0 = new THREE.Vector3();
  3936. return function ( a, b, c, optionalTarget ) {
  3937. var result = optionalTarget || new THREE.Vector3();
  3938. result.subVectors( c, b );
  3939. v0.subVectors( a, b );
  3940. result.cross( v0 );
  3941. var resultLengthSq = result.lengthSq();
  3942. if( resultLengthSq > 0 ) {
  3943. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3944. }
  3945. return result.set( 0, 0, 0 );
  3946. };
  3947. }();
  3948. // static/instance method to calculate barycoordinates
  3949. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3950. THREE.Triangle.barycoordFromPoint = function() {
  3951. var v0 = new THREE.Vector3();
  3952. var v1 = new THREE.Vector3();
  3953. var v2 = new THREE.Vector3();
  3954. return function ( point, a, b, c, optionalTarget ) {
  3955. v0.subVectors( c, a );
  3956. v1.subVectors( b, a );
  3957. v2.subVectors( point, a );
  3958. var dot00 = v0.dot( v0 );
  3959. var dot01 = v0.dot( v1 );
  3960. var dot02 = v0.dot( v2 );
  3961. var dot11 = v1.dot( v1 );
  3962. var dot12 = v1.dot( v2 );
  3963. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3964. var result = optionalTarget || new THREE.Vector3();
  3965. // colinear or singular triangle
  3966. if( denom == 0 ) {
  3967. // arbitrary location outside of triangle?
  3968. // not sure if this is the best idea, maybe should be returning undefined
  3969. return result.set( -2, -1, -1 );
  3970. }
  3971. var invDenom = 1 / denom;
  3972. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3973. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3974. // barycoordinates must always sum to 1
  3975. return result.set( 1 - u - v, v, u );
  3976. };
  3977. }();
  3978. THREE.Triangle.containsPoint = function() {
  3979. var v1 = new THREE.Vector3();
  3980. return function ( point, a, b, c ) {
  3981. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3982. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3983. };
  3984. }();
  3985. THREE.Triangle.prototype = {
  3986. constructor: THREE.Triangle,
  3987. set: function ( a, b, c ) {
  3988. this.a.copy( a );
  3989. this.b.copy( b );
  3990. this.c.copy( c );
  3991. return this;
  3992. },
  3993. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  3994. this.a.copy( points[i0] );
  3995. this.b.copy( points[i1] );
  3996. this.c.copy( points[i2] );
  3997. return this;
  3998. },
  3999. copy: function ( triangle ) {
  4000. this.a.copy( triangle.a );
  4001. this.b.copy( triangle.b );
  4002. this.c.copy( triangle.c );
  4003. return this;
  4004. },
  4005. area: function() {
  4006. var v0 = new THREE.Vector3();
  4007. var v1 = new THREE.Vector3();
  4008. return function () {
  4009. v0.subVectors( this.c, this.b );
  4010. v1.subVectors( this.a, this.b );
  4011. return v0.cross( v1 ).length() * 0.5;
  4012. };
  4013. }(),
  4014. midpoint: function ( optionalTarget ) {
  4015. var result = optionalTarget || new THREE.Vector3();
  4016. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4017. },
  4018. normal: function ( optionalTarget ) {
  4019. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  4020. },
  4021. plane: function ( optionalTarget ) {
  4022. var result = optionalTarget || new THREE.Plane();
  4023. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  4024. },
  4025. barycoordFromPoint: function ( point, optionalTarget ) {
  4026. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  4027. },
  4028. containsPoint: function ( point ) {
  4029. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  4030. },
  4031. equals: function ( triangle ) {
  4032. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4033. },
  4034. clone: function () {
  4035. return new THREE.Triangle().copy( this );
  4036. }
  4037. };
  4038. /**
  4039. * @author mrdoob / http://mrdoob.com/
  4040. */
  4041. THREE.Vertex = function ( v ) {
  4042. console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
  4043. return v;
  4044. };
  4045. /**
  4046. * @author alteredq / http://alteredqualia.com/
  4047. */
  4048. THREE.Clock = function ( autoStart ) {
  4049. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4050. this.startTime = 0;
  4051. this.oldTime = 0;
  4052. this.elapsedTime = 0;
  4053. this.running = false;
  4054. };
  4055. THREE.Clock.prototype = {
  4056. constructor: THREE.Clock,
  4057. start: function () {
  4058. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4059. ? self.performance.now()
  4060. : Date.now();
  4061. this.oldTime = this.startTime;
  4062. this.running = true;
  4063. },
  4064. stop: function () {
  4065. this.getElapsedTime();
  4066. this.running = false;
  4067. },
  4068. getElapsedTime: function () {
  4069. this.getDelta();
  4070. return this.elapsedTime;
  4071. },
  4072. getDelta: function () {
  4073. var diff = 0;
  4074. if ( this.autoStart && ! this.running ) {
  4075. this.start();
  4076. }
  4077. if ( this.running ) {
  4078. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4079. ? self.performance.now()
  4080. : Date.now();
  4081. diff = 0.001 * ( newTime - this.oldTime );
  4082. this.oldTime = newTime;
  4083. this.elapsedTime += diff;
  4084. }
  4085. return diff;
  4086. }
  4087. };
  4088. /**
  4089. * https://github.com/mrdoob/eventdispatcher.js/
  4090. */
  4091. THREE.EventDispatcher = function () {}
  4092. THREE.EventDispatcher.prototype = {
  4093. constructor: THREE.EventDispatcher,
  4094. apply: function ( object ) {
  4095. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4096. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4097. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4098. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4099. },
  4100. addEventListener: function ( type, listener ) {
  4101. if ( this._listeners === undefined ) this._listeners = {};
  4102. var listeners = this._listeners;
  4103. if ( listeners[ type ] === undefined ) {
  4104. listeners[ type ] = [];
  4105. }
  4106. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4107. listeners[ type ].push( listener );
  4108. }
  4109. },
  4110. hasEventListener: function ( type, listener ) {
  4111. if ( this._listeners === undefined ) return false;
  4112. var listeners = this._listeners;
  4113. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4114. return true;
  4115. }
  4116. return false;
  4117. },
  4118. removeEventListener: function ( type, listener ) {
  4119. if ( this._listeners === undefined ) return;
  4120. var listeners = this._listeners;
  4121. var listenerArray = listeners[ type ];
  4122. if ( listenerArray !== undefined ) {
  4123. var index = listenerArray.indexOf( listener );
  4124. if ( index !== - 1 ) {
  4125. listenerArray.splice( index, 1 );
  4126. }
  4127. }
  4128. },
  4129. dispatchEvent: function ( event ) {
  4130. if ( this._listeners === undefined ) return;
  4131. var listeners = this._listeners;
  4132. var listenerArray = listeners[ event.type ];
  4133. if ( listenerArray !== undefined ) {
  4134. event.target = this;
  4135. var array = [];
  4136. var length = listenerArray.length;
  4137. for ( var i = 0; i < length; i ++ ) {
  4138. array[ i ] = listenerArray[ i ];
  4139. }
  4140. for ( var i = 0; i < length; i ++ ) {
  4141. array[ i ].call( this, event );
  4142. }
  4143. }
  4144. }
  4145. };
  4146. /**
  4147. * @author mrdoob / http://mrdoob.com/
  4148. * @author bhouston / http://exocortex.com/
  4149. * @author stephomi / http://stephaneginier.com/
  4150. */
  4151. ( function ( THREE ) {
  4152. THREE.Raycaster = function ( origin, direction, near, far ) {
  4153. this.ray = new THREE.Ray( origin, direction );
  4154. // direction is assumed to be normalized (for accurate distance calculations)
  4155. this.near = near || 0;
  4156. this.far = far || Infinity;
  4157. };
  4158. var sphere = new THREE.Sphere();
  4159. var localRay = new THREE.Ray();
  4160. var facePlane = new THREE.Plane();
  4161. var intersectPoint = new THREE.Vector3();
  4162. var matrixPosition = new THREE.Vector3();
  4163. var inverseMatrix = new THREE.Matrix4();
  4164. var descSort = function ( a, b ) {
  4165. return a.distance - b.distance;
  4166. };
  4167. var vA = new THREE.Vector3();
  4168. var vB = new THREE.Vector3();
  4169. var vC = new THREE.Vector3();
  4170. var intersectObject = function ( object, raycaster, intersects ) {
  4171. if ( object instanceof THREE.Sprite ) {
  4172. matrixPosition.setFromMatrixPosition( object.matrixWorld );
  4173. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  4174. if ( distance > object.scale.x ) {
  4175. return intersects;
  4176. }
  4177. intersects.push( {
  4178. distance: distance,
  4179. point: object.position,
  4180. face: null,
  4181. object: object
  4182. } );
  4183. } else if ( object instanceof THREE.LOD ) {
  4184. matrixPosition.setFromMatrixPosition( object.matrixWorld );
  4185. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  4186. intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
  4187. } else if ( object instanceof THREE.Mesh ) {
  4188. var geometry = object.geometry;
  4189. // Checking boundingSphere distance to ray
  4190. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  4191. sphere.copy( geometry.boundingSphere );
  4192. sphere.applyMatrix4( object.matrixWorld );
  4193. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  4194. return intersects;
  4195. }
  4196. // Check boundingBox before continuing
  4197. inverseMatrix.getInverse( object.matrixWorld );
  4198. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  4199. if ( geometry.boundingBox !== null ) {
  4200. if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
  4201. return intersects;
  4202. }
  4203. }
  4204. if ( geometry instanceof THREE.BufferGeometry ) {
  4205. var material = object.material;
  4206. if ( material === undefined ) return intersects;
  4207. var attributes = geometry.attributes;
  4208. var a, b, c;
  4209. var precision = raycaster.precision;
  4210. if ( attributes.index !== undefined ) {
  4211. var indices = attributes.index.array;
  4212. var positions = attributes.position.array;
  4213. var offsets = geometry.offsets;
  4214. if ( offsets.length === 0 ) {
  4215. offsets = [ { start: 0, count: positions.length, index: 0 } ];
  4216. }
  4217. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  4218. var start = offsets[ oi ].start;
  4219. var count = offsets[ oi ].count;
  4220. var index = offsets[ oi ].index;
  4221. for ( var i = start, il = start + count; i < il; i += 3 ) {
  4222. a = index + indices[ i ];
  4223. b = index + indices[ i + 1 ];
  4224. c = index + indices[ i + 2 ];
  4225. vA.set(
  4226. positions[ a * 3 ],
  4227. positions[ a * 3 + 1 ],
  4228. positions[ a * 3 + 2 ]
  4229. );
  4230. vB.set(
  4231. positions[ b * 3 ],
  4232. positions[ b * 3 + 1 ],
  4233. positions[ b * 3 + 2 ]
  4234. );
  4235. vC.set(
  4236. positions[ c * 3 ],
  4237. positions[ c * 3 + 1 ],
  4238. positions[ c * 3 + 2 ]
  4239. );
  4240. if ( material.side === THREE.BackSide ) {
  4241. var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
  4242. } else {
  4243. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  4244. }
  4245. if ( intersectionPoint === null ) continue;
  4246. intersectionPoint.applyMatrix4( object.matrixWorld );
  4247. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  4248. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  4249. intersects.push( {
  4250. distance: distance,
  4251. point: intersectionPoint,
  4252. indices: [a, b, c],
  4253. face: null,
  4254. faceIndex: null,
  4255. object: object
  4256. } );
  4257. }
  4258. }
  4259. } else {
  4260. var offsets = geometry.offsets;
  4261. var positions = attributes.position.array;
  4262. for ( var i = 0, il = attributes.position.array.length; i < il; i += 3 ) {
  4263. a = i;
  4264. b = i + 1;
  4265. c = i + 2;
  4266. vA.set(
  4267. positions[ a * 3 ],
  4268. positions[ a * 3 + 1 ],
  4269. positions[ a * 3 + 2 ]
  4270. );
  4271. vB.set(
  4272. positions[ b * 3 ],
  4273. positions[ b * 3 + 1 ],
  4274. positions[ b * 3 + 2 ]
  4275. );
  4276. vC.set(
  4277. positions[ c * 3 ],
  4278. positions[ c * 3 + 1 ],
  4279. positions[ c * 3 + 2 ]
  4280. );
  4281. if ( material.side === THREE.BackSide ) {
  4282. var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
  4283. } else {
  4284. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  4285. }
  4286. if ( intersectionPoint === null ) continue;
  4287. intersectionPoint.applyMatrix4( object.matrixWorld );
  4288. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  4289. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  4290. intersects.push( {
  4291. distance: distance,
  4292. point: intersectionPoint,
  4293. indices: [a, b, c],
  4294. face: null,
  4295. faceIndex: null,
  4296. object: object
  4297. } );
  4298. }
  4299. }
  4300. } else if ( geometry instanceof THREE.Geometry ) {
  4301. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  4302. var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
  4303. var a, b, c, d;
  4304. var precision = raycaster.precision;
  4305. var vertices = geometry.vertices;
  4306. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  4307. var face = geometry.faces[ f ];
  4308. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
  4309. if ( material === undefined ) continue;
  4310. a = vertices[ face.a ];
  4311. b = vertices[ face.b ];
  4312. c = vertices[ face.c ];
  4313. if ( material.morphTargets === true ) {
  4314. var morphTargets = geometry.morphTargets;
  4315. var morphInfluences = object.morphTargetInfluences;
  4316. vA.set( 0, 0, 0 );
  4317. vB.set( 0, 0, 0 );
  4318. vC.set( 0, 0, 0 );
  4319. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  4320. var influence = morphInfluences[ t ];
  4321. if ( influence === 0 ) continue;
  4322. var targets = morphTargets[ t ].vertices;
  4323. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  4324. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  4325. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  4326. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  4327. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  4328. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  4329. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  4330. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  4331. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  4332. }
  4333. vA.add( a );
  4334. vB.add( b );
  4335. vC.add( c );
  4336. a = vA;
  4337. b = vB;
  4338. c = vC;
  4339. }
  4340. if ( material.side === THREE.BackSide ) {
  4341. var intersectionPoint = localRay.intersectTriangle( c, b, a, true );
  4342. } else {
  4343. var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  4344. }
  4345. if ( intersectionPoint === null ) continue;
  4346. intersectionPoint.applyMatrix4( object.matrixWorld );
  4347. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  4348. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  4349. intersects.push( {
  4350. distance: distance,
  4351. point: intersectionPoint,
  4352. face: face,
  4353. faceIndex: f,
  4354. object: object
  4355. } );
  4356. }
  4357. }
  4358. } else if ( object instanceof THREE.Line ) {
  4359. var precision = raycaster.linePrecision;
  4360. var precisionSq = precision * precision;
  4361. var geometry = object.geometry;
  4362. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  4363. // Checking boundingSphere distance to ray
  4364. sphere.copy( geometry.boundingSphere );
  4365. sphere.applyMatrix4( object.matrixWorld );
  4366. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  4367. return intersects;
  4368. }
  4369. inverseMatrix.getInverse( object.matrixWorld );
  4370. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  4371. /* if ( geometry instanceof THREE.BufferGeometry ) {
  4372. } else */ if ( geometry instanceof THREE.Geometry ) {
  4373. var vertices = geometry.vertices;
  4374. var nbVertices = vertices.length;
  4375. var interSegment = new THREE.Vector3();
  4376. var interRay = new THREE.Vector3();
  4377. var step = object.type === THREE.LineStrip ? 1 : 2;
  4378. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  4379. var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  4380. if ( distSq > precisionSq ) continue;
  4381. var distance = localRay.origin.distanceTo( interRay );
  4382. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  4383. intersects.push( {
  4384. distance: distance,
  4385. // What do we want? intersection point on the ray or on the segment??
  4386. // point: raycaster.ray.at( distance ),
  4387. point: interSegment.clone().applyMatrix4( object.matrixWorld ),
  4388. face: null,
  4389. faceIndex: null,
  4390. object: object
  4391. } );
  4392. }
  4393. }
  4394. }
  4395. };
  4396. var intersectDescendants = function ( object, raycaster, intersects ) {
  4397. var descendants = object.getDescendants();
  4398. for ( var i = 0, l = descendants.length; i < l; i ++ ) {
  4399. intersectObject( descendants[ i ], raycaster, intersects );
  4400. }
  4401. };
  4402. //
  4403. THREE.Raycaster.prototype.precision = 0.0001;
  4404. THREE.Raycaster.prototype.linePrecision = 1;
  4405. THREE.Raycaster.prototype.set = function ( origin, direction ) {
  4406. this.ray.set( origin, direction );
  4407. // direction is assumed to be normalized (for accurate distance calculations)
  4408. };
  4409. THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
  4410. var intersects = [];
  4411. if ( recursive === true ) {
  4412. intersectDescendants( object, this, intersects );
  4413. }
  4414. intersectObject( object, this, intersects );
  4415. intersects.sort( descSort );
  4416. return intersects;
  4417. };
  4418. THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
  4419. var intersects = [];
  4420. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4421. intersectObject( objects[ i ], this, intersects );
  4422. if ( recursive === true ) {
  4423. intersectDescendants( objects[ i ], this, intersects );
  4424. }
  4425. }
  4426. intersects.sort( descSort );
  4427. return intersects;
  4428. };
  4429. }( THREE ) );
  4430. /**
  4431. * @author mrdoob / http://mrdoob.com/
  4432. * @author mikael emtinger / http://gomo.se/
  4433. * @author alteredq / http://alteredqualia.com/
  4434. * @author WestLangley / http://github.com/WestLangley
  4435. */
  4436. THREE.Object3D = function () {
  4437. this.id = THREE.Object3DIdCount ++;
  4438. this.uuid = THREE.Math.generateUUID();
  4439. this.name = '';
  4440. this.parent = undefined;
  4441. this.children = [];
  4442. this.up = new THREE.Vector3( 0, 1, 0 );
  4443. this.position = new THREE.Vector3();
  4444. var scope = this;
  4445. Object.defineProperties( this, {
  4446. rotation: {
  4447. enumerable: true,
  4448. value: new THREE.Euler().onChange( function () {
  4449. scope.quaternion.setFromEuler( scope.rotation, false );
  4450. } )
  4451. },
  4452. quaternion: {
  4453. enumerable: true,
  4454. value: new THREE.Quaternion().onChange( function () {
  4455. scope.rotation.setFromQuaternion( scope.quaternion, undefined, false );
  4456. } )
  4457. },
  4458. scale: {
  4459. enumerable: true,
  4460. value: new THREE.Vector3( 1, 1, 1 )
  4461. }
  4462. } );
  4463. this.renderDepth = null;
  4464. this.rotationAutoUpdate = true;
  4465. this.matrix = new THREE.Matrix4();
  4466. this.matrixWorld = new THREE.Matrix4();
  4467. this.matrixAutoUpdate = true;
  4468. this.matrixWorldNeedsUpdate = false;
  4469. this.visible = true;
  4470. this.castShadow = false;
  4471. this.receiveShadow = false;
  4472. this.frustumCulled = true;
  4473. this.userData = {};
  4474. };
  4475. THREE.Object3D.prototype = {
  4476. constructor: THREE.Object3D,
  4477. get eulerOrder () {
  4478. console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
  4479. return this.rotation.order;
  4480. },
  4481. set eulerOrder ( value ) {
  4482. console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
  4483. this.rotation.order = value;
  4484. },
  4485. get useQuaternion () {
  4486. console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
  4487. },
  4488. set useQuaternion ( value ) {
  4489. console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
  4490. },
  4491. applyMatrix: function ( matrix ) {
  4492. this.matrix.multiplyMatrices( matrix, this.matrix );
  4493. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4494. },
  4495. setRotationFromAxisAngle: function ( axis, angle ) {
  4496. // assumes axis is normalized
  4497. this.quaternion.setFromAxisAngle( axis, angle );
  4498. },
  4499. setRotationFromEuler: function ( euler ) {
  4500. this.quaternion.setFromEuler( euler, true );
  4501. },
  4502. setRotationFromMatrix: function ( m ) {
  4503. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4504. this.quaternion.setFromRotationMatrix( m );
  4505. },
  4506. setRotationFromQuaternion: function ( q ) {
  4507. // assumes q is normalized
  4508. this.quaternion.copy( q );
  4509. },
  4510. rotateOnAxis: function() {
  4511. // rotate object on axis in object space
  4512. // axis is assumed to be normalized
  4513. var q1 = new THREE.Quaternion();
  4514. return function ( axis, angle ) {
  4515. q1.setFromAxisAngle( axis, angle );
  4516. this.quaternion.multiply( q1 );
  4517. return this;
  4518. }
  4519. }(),
  4520. rotateX: function () {
  4521. var v1 = new THREE.Vector3( 1, 0, 0 );
  4522. return function ( angle ) {
  4523. return this.rotateOnAxis( v1, angle );
  4524. };
  4525. }(),
  4526. rotateY: function () {
  4527. var v1 = new THREE.Vector3( 0, 1, 0 );
  4528. return function ( angle ) {
  4529. return this.rotateOnAxis( v1, angle );
  4530. };
  4531. }(),
  4532. rotateZ: function () {
  4533. var v1 = new THREE.Vector3( 0, 0, 1 );
  4534. return function ( angle ) {
  4535. return this.rotateOnAxis( v1, angle );
  4536. };
  4537. }(),
  4538. translateOnAxis: function () {
  4539. // translate object by distance along axis in object space
  4540. // axis is assumed to be normalized
  4541. var v1 = new THREE.Vector3();
  4542. return function ( axis, distance ) {
  4543. v1.copy( axis );
  4544. v1.applyQuaternion( this.quaternion );
  4545. this.position.add( v1.multiplyScalar( distance ) );
  4546. return this;
  4547. }
  4548. }(),
  4549. translate: function ( distance, axis ) {
  4550. console.warn( 'DEPRECATED: Object3D\'s .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.' );
  4551. return this.translateOnAxis( axis, distance );
  4552. },
  4553. translateX: function () {
  4554. var v1 = new THREE.Vector3( 1, 0, 0 );
  4555. return function ( distance ) {
  4556. return this.translateOnAxis( v1, distance );
  4557. };
  4558. }(),
  4559. translateY: function () {
  4560. var v1 = new THREE.Vector3( 0, 1, 0 );
  4561. return function ( distance ) {
  4562. return this.translateOnAxis( v1, distance );
  4563. };
  4564. }(),
  4565. translateZ: function () {
  4566. var v1 = new THREE.Vector3( 0, 0, 1 );
  4567. return function ( distance ) {
  4568. return this.translateOnAxis( v1, distance );
  4569. };
  4570. }(),
  4571. localToWorld: function ( vector ) {
  4572. return vector.applyMatrix4( this.matrixWorld );
  4573. },
  4574. worldToLocal: function () {
  4575. var m1 = new THREE.Matrix4();
  4576. return function ( vector ) {
  4577. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4578. };
  4579. }(),
  4580. lookAt: function () {
  4581. // This routine does not support objects with rotated and/or translated parent(s)
  4582. var m1 = new THREE.Matrix4();
  4583. return function ( vector ) {
  4584. m1.lookAt( vector, this.position, this.up );
  4585. this.quaternion.setFromRotationMatrix( m1 );
  4586. };
  4587. }(),
  4588. add: function ( object ) {
  4589. if ( object === this ) {
  4590. console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
  4591. return;
  4592. }
  4593. if ( object instanceof THREE.Object3D ) {
  4594. if ( object.parent !== undefined ) {
  4595. object.parent.remove( object );
  4596. }
  4597. object.parent = this;
  4598. object.dispatchEvent( { type: 'added' } );
  4599. this.children.push( object );
  4600. // add to scene
  4601. var scene = this;
  4602. while ( scene.parent !== undefined ) {
  4603. scene = scene.parent;
  4604. }
  4605. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4606. scene.__addObject( object );
  4607. }
  4608. }
  4609. },
  4610. remove: function ( object ) {
  4611. var index = this.children.indexOf( object );
  4612. if ( index !== - 1 ) {
  4613. object.parent = undefined;
  4614. object.dispatchEvent( { type: 'removed' } );
  4615. this.children.splice( index, 1 );
  4616. // remove from scene
  4617. var scene = this;
  4618. while ( scene.parent !== undefined ) {
  4619. scene = scene.parent;
  4620. }
  4621. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4622. scene.__removeObject( object );
  4623. }
  4624. }
  4625. },
  4626. traverse: function ( callback ) {
  4627. callback( this );
  4628. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4629. this.children[ i ].traverse( callback );
  4630. }
  4631. },
  4632. getObjectById: function ( id, recursive ) {
  4633. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4634. var child = this.children[ i ];
  4635. if ( child.id === id ) {
  4636. return child;
  4637. }
  4638. if ( recursive === true ) {
  4639. child = child.getObjectById( id, recursive );
  4640. if ( child !== undefined ) {
  4641. return child;
  4642. }
  4643. }
  4644. }
  4645. return undefined;
  4646. },
  4647. getObjectByName: function ( name, recursive ) {
  4648. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4649. var child = this.children[ i ];
  4650. if ( child.name === name ) {
  4651. return child;
  4652. }
  4653. if ( recursive === true ) {
  4654. child = child.getObjectByName( name, recursive );
  4655. if ( child !== undefined ) {
  4656. return child;
  4657. }
  4658. }
  4659. }
  4660. return undefined;
  4661. },
  4662. getChildByName: function ( name, recursive ) {
  4663. console.warn( 'DEPRECATED: Object3D\'s .getChildByName() has been renamed to .getObjectByName().' );
  4664. return this.getObjectByName( name, recursive );
  4665. },
  4666. getDescendants: function ( array ) {
  4667. if ( array === undefined ) array = [];
  4668. Array.prototype.push.apply( array, this.children );
  4669. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4670. this.children[ i ].getDescendants( array );
  4671. }
  4672. return array;
  4673. },
  4674. updateMatrix: function () {
  4675. this.matrix.compose( this.position, this.quaternion, this.scale );
  4676. this.matrixWorldNeedsUpdate = true;
  4677. },
  4678. updateMatrixWorld: function ( force ) {
  4679. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4680. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4681. if ( this.parent === undefined ) {
  4682. this.matrixWorld.copy( this.matrix );
  4683. } else {
  4684. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4685. }
  4686. this.matrixWorldNeedsUpdate = false;
  4687. force = true;
  4688. }
  4689. // update children
  4690. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4691. this.children[ i ].updateMatrixWorld( force );
  4692. }
  4693. },
  4694. clone: function ( object, recursive ) {
  4695. if ( object === undefined ) object = new THREE.Object3D();
  4696. if ( recursive === undefined ) recursive = true;
  4697. object.name = this.name;
  4698. object.up.copy( this.up );
  4699. object.position.copy( this.position );
  4700. object.quaternion.copy( this.quaternion );
  4701. object.scale.copy( this.scale );
  4702. object.renderDepth = this.renderDepth;
  4703. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4704. object.matrix.copy( this.matrix );
  4705. object.matrixWorld.copy( this.matrixWorld );
  4706. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4707. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4708. object.visible = this.visible;
  4709. object.castShadow = this.castShadow;
  4710. object.receiveShadow = this.receiveShadow;
  4711. object.frustumCulled = this.frustumCulled;
  4712. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4713. if ( recursive === true ) {
  4714. for ( var i = 0; i < this.children.length; i ++ ) {
  4715. var child = this.children[ i ];
  4716. object.add( child.clone() );
  4717. }
  4718. }
  4719. return object;
  4720. }
  4721. };
  4722. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4723. THREE.Object3DIdCount = 0;
  4724. /**
  4725. * @author mrdoob / http://mrdoob.com/
  4726. * @author supereggbert / http://www.paulbrunt.co.uk/
  4727. * @author julianwa / https://github.com/julianwa
  4728. */
  4729. THREE.Projector = function () {
  4730. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  4731. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  4732. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  4733. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  4734. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  4735. _renderData = { objects: [], lights: [], elements: [] },
  4736. _vA = new THREE.Vector3(),
  4737. _vB = new THREE.Vector3(),
  4738. _vC = new THREE.Vector3(),
  4739. _vector3 = new THREE.Vector3(),
  4740. _vector4 = new THREE.Vector4(),
  4741. _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
  4742. _boundingBox = new THREE.Box3(),
  4743. _points3 = new Array( 3 ),
  4744. _points4 = new Array( 4 ),
  4745. _viewMatrix = new THREE.Matrix4(),
  4746. _viewProjectionMatrix = new THREE.Matrix4(),
  4747. _modelMatrix,
  4748. _modelViewProjectionMatrix = new THREE.Matrix4(),
  4749. _normalMatrix = new THREE.Matrix3(),
  4750. _frustum = new THREE.Frustum(),
  4751. _clippedVertex1PositionScreen = new THREE.Vector4(),
  4752. _clippedVertex2PositionScreen = new THREE.Vector4();
  4753. this.projectVector = function ( vector, camera ) {
  4754. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  4755. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  4756. return vector.applyProjection( _viewProjectionMatrix );
  4757. };
  4758. this.unprojectVector = function () {
  4759. var projectionMatrixInverse = new THREE.Matrix4();
  4760. return function ( vector, camera ) {
  4761. projectionMatrixInverse.getInverse( camera.projectionMatrix );
  4762. _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
  4763. return vector.applyProjection( _viewProjectionMatrix );
  4764. };
  4765. }();
  4766. this.pickingRay = function ( vector, camera ) {
  4767. // set two vectors with opposing z values
  4768. vector.z = -1.0;
  4769. var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  4770. this.unprojectVector( vector, camera );
  4771. this.unprojectVector( end, camera );
  4772. // find direction from vector to end
  4773. end.sub( vector ).normalize();
  4774. return new THREE.Raycaster( vector, end );
  4775. };
  4776. var projectObject = function ( object ) {
  4777. if ( object.visible === false ) return;
  4778. if ( object instanceof THREE.Light ) {
  4779. _renderData.lights.push( object );
  4780. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
  4781. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  4782. _object = getNextObjectInPool();
  4783. _object.id = object.id;
  4784. _object.object = object;
  4785. if ( object.renderDepth !== null ) {
  4786. _object.z = object.renderDepth;
  4787. } else {
  4788. _vector3.setFromMatrixPosition( object.matrixWorld );
  4789. _vector3.applyProjection( _viewProjectionMatrix );
  4790. _object.z = _vector3.z;
  4791. }
  4792. _renderData.objects.push( _object );
  4793. }
  4794. }
  4795. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  4796. projectObject( object.children[ i ] );
  4797. }
  4798. };
  4799. var projectGraph = function ( root, sortObjects ) {
  4800. _objectCount = 0;
  4801. _renderData.objects.length = 0;
  4802. _renderData.lights.length = 0;
  4803. projectObject( root );
  4804. if ( sortObjects === true ) {
  4805. _renderData.objects.sort( painterSort );
  4806. }
  4807. };
  4808. var RenderList = function () {
  4809. var normals = [];
  4810. var uvs = [];
  4811. var object = null;
  4812. var material = null;
  4813. var normalMatrix = new THREE.Matrix3();
  4814. var setObject = function ( value ) {
  4815. object = value;
  4816. material = object.material;
  4817. normalMatrix.getNormalMatrix( object.matrixWorld );
  4818. normals.length = 0;
  4819. uvs.length = 0;
  4820. };
  4821. var projectVertex = function ( vertex ) {
  4822. var position = vertex.position;
  4823. var positionWorld = vertex.positionWorld;
  4824. var positionScreen = vertex.positionScreen;
  4825. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  4826. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  4827. var invW = 1 / positionScreen.w;
  4828. positionScreen.x *= invW;
  4829. positionScreen.y *= invW;
  4830. positionScreen.z *= invW;
  4831. vertex.visible = positionScreen.x >= -1 && positionScreen.x <= 1 &&
  4832. positionScreen.y >= -1 && positionScreen.y <= 1 &&
  4833. positionScreen.z >= -1 && positionScreen.z <= 1;
  4834. };
  4835. var pushVertex = function ( x, y, z ) {
  4836. _vertex = getNextVertexInPool();
  4837. _vertex.position.set( x, y, z );
  4838. projectVertex( _vertex );
  4839. };
  4840. var pushNormal = function ( x, y, z ) {
  4841. normals.push( x, y, z );
  4842. };
  4843. var pushUv = function ( x, y ) {
  4844. uvs.push( x, y );
  4845. };
  4846. var checkTriangleVisibility = function ( v1, v2, v3 ) {
  4847. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  4848. _points3[ 0 ] = v1.positionScreen;
  4849. _points3[ 1 ] = v2.positionScreen;
  4850. _points3[ 2 ] = v3.positionScreen;
  4851. return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
  4852. };
  4853. var checkBackfaceCulling = function ( v1, v2, v3 ) {
  4854. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  4855. ( v2.positionScreen.y - v1.positionScreen.y ) -
  4856. ( v3.positionScreen.y - v1.positionScreen.y ) *
  4857. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  4858. };
  4859. var pushLine = function ( a, b ) {
  4860. var v1 = _vertexPool[ a ];
  4861. var v2 = _vertexPool[ b ];
  4862. _line = getNextLineInPool();
  4863. _line.id = object.id;
  4864. _line.v1.copy( v1 );
  4865. _line.v2.copy( v2 );
  4866. _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
  4867. _line.material = object.material;
  4868. _renderData.elements.push( _line );
  4869. };
  4870. var pushTriangle = function ( a, b, c ) {
  4871. var v1 = _vertexPool[ a ];
  4872. var v2 = _vertexPool[ b ];
  4873. var v3 = _vertexPool[ c ];
  4874. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  4875. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  4876. _face = getNextFaceInPool();
  4877. _face.id = object.id;
  4878. _face.v1.copy( v1 );
  4879. _face.v2.copy( v2 );
  4880. _face.v3.copy( v3 );
  4881. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4882. for ( var i = 0; i < 3; i ++ ) {
  4883. var offset = arguments[ i ] * 3;
  4884. var normal = _face.vertexNormalsModel[ i ];
  4885. normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
  4886. normal.applyMatrix3( normalMatrix ).normalize();
  4887. var offset2 = arguments[ i ] * 2;
  4888. var uv = _face.uvs[ i ];
  4889. uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
  4890. }
  4891. _face.vertexNormalsLength = 3;
  4892. _face.material = object.material;
  4893. _renderData.elements.push( _face );
  4894. }
  4895. };
  4896. return {
  4897. setObject: setObject,
  4898. projectVertex: projectVertex,
  4899. checkTriangleVisibility: checkTriangleVisibility,
  4900. checkBackfaceCulling: checkBackfaceCulling,
  4901. pushVertex: pushVertex,
  4902. pushNormal: pushNormal,
  4903. pushUv: pushUv,
  4904. pushLine: pushLine,
  4905. pushTriangle: pushTriangle
  4906. }
  4907. };
  4908. var renderList = new RenderList();
  4909. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  4910. var object, geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs,
  4911. isFaceMaterial, objectMaterials;
  4912. _faceCount = 0;
  4913. _lineCount = 0;
  4914. _spriteCount = 0;
  4915. _renderData.elements.length = 0;
  4916. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  4917. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  4918. _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
  4919. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  4920. _frustum.setFromMatrix( _viewProjectionMatrix );
  4921. projectGraph( scene, sortObjects );
  4922. for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
  4923. object = _renderData.objects[ o ].object;
  4924. geometry = object.geometry;
  4925. renderList.setObject( object );
  4926. _modelMatrix = object.matrixWorld;
  4927. _vertexCount = 0;
  4928. if ( object instanceof THREE.Mesh ) {
  4929. if ( geometry instanceof THREE.BufferGeometry ) {
  4930. var attributes = geometry.attributes;
  4931. var offsets = geometry.offsets;
  4932. if ( attributes.position === undefined ) continue;
  4933. var positions = attributes.position.array;
  4934. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4935. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4936. }
  4937. if ( attributes.normal !== undefined ) {
  4938. var normals = attributes.normal.array;
  4939. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  4940. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  4941. }
  4942. }
  4943. if ( attributes.uv !== undefined ) {
  4944. var uvs = attributes.uv.array;
  4945. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  4946. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  4947. }
  4948. }
  4949. if ( attributes.index !== undefined ) {
  4950. var indices = attributes.index.array;
  4951. if ( offsets.length > 0 ) {
  4952. for ( var o = 0; o < offsets.length; o ++ ) {
  4953. var offset = offsets[ o ];
  4954. var index = offset.index;
  4955. for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
  4956. renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
  4957. }
  4958. }
  4959. } else {
  4960. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  4961. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  4962. }
  4963. }
  4964. } else {
  4965. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  4966. renderList.pushTriangle( i, i + 1, i + 2 );
  4967. }
  4968. }
  4969. } else if ( geometry instanceof THREE.Geometry ) {
  4970. vertices = geometry.vertices;
  4971. faces = geometry.faces;
  4972. faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  4973. _normalMatrix.getNormalMatrix( _modelMatrix );
  4974. isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  4975. objectMaterials = isFaceMaterial === true ? object.material : null;
  4976. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  4977. var vertex = vertices[ v ];
  4978. renderList.pushVertex( vertex.x, vertex.y, vertex.z );
  4979. }
  4980. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  4981. face = faces[ f ];
  4982. var material = isFaceMaterial === true
  4983. ? objectMaterials.materials[ face.materialIndex ]
  4984. : object.material;
  4985. if ( material === undefined ) continue;
  4986. var side = material.side;
  4987. var v1 = _vertexPool[ face.a ];
  4988. var v2 = _vertexPool[ face.b ];
  4989. var v3 = _vertexPool[ face.c ];
  4990. if ( material.morphTargets === true ) {
  4991. var morphTargets = geometry.morphTargets;
  4992. var morphInfluences = object.morphTargetInfluences;
  4993. var v1p = v1.position;
  4994. var v2p = v2.position;
  4995. var v3p = v3.position;
  4996. _vA.set( 0, 0, 0 );
  4997. _vB.set( 0, 0, 0 );
  4998. _vC.set( 0, 0, 0 );
  4999. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  5000. var influence = morphInfluences[ t ];
  5001. if ( influence === 0 ) continue;
  5002. var targets = morphTargets[ t ].vertices;
  5003. _vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
  5004. _vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
  5005. _vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
  5006. _vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
  5007. _vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
  5008. _vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
  5009. _vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
  5010. _vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
  5011. _vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
  5012. }
  5013. v1.position.add( _vA );
  5014. v2.position.add( _vB );
  5015. v3.position.add( _vC );
  5016. renderList.projectVertex( v1 );
  5017. renderList.projectVertex( v2 );
  5018. renderList.projectVertex( v3 );
  5019. }
  5020. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  5021. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  5022. if ( side !== THREE.DoubleSide ) {
  5023. if ( side === THREE.FrontSide && visible === false ) continue;
  5024. if ( side === THREE.BackSide && visible === true ) continue;
  5025. }
  5026. _face = getNextFaceInPool();
  5027. _face.id = object.id;
  5028. _face.v1.copy( v1 );
  5029. _face.v2.copy( v2 );
  5030. _face.v3.copy( v3 );
  5031. _face.normalModel.copy( face.normal );
  5032. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  5033. _face.normalModel.negate();
  5034. }
  5035. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  5036. faceVertexNormals = face.vertexNormals;
  5037. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  5038. var normalModel = _face.vertexNormalsModel[ n ];
  5039. normalModel.copy( faceVertexNormals[ n ] );
  5040. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  5041. normalModel.negate();
  5042. }
  5043. normalModel.applyMatrix3( _normalMatrix ).normalize();
  5044. }
  5045. _face.vertexNormalsLength = faceVertexNormals.length;
  5046. var vertexUvs = faceVertexUvs[ f ];
  5047. if ( vertexUvs !== undefined ) {
  5048. for ( var u = 0; u < 3; u ++ ) {
  5049. _face.uvs[ u ].copy( vertexUvs[ u ] );
  5050. }
  5051. }
  5052. _face.color = face.color;
  5053. _face.material = material;
  5054. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  5055. _renderData.elements.push( _face );
  5056. }
  5057. }
  5058. } else if ( object instanceof THREE.Line ) {
  5059. if ( geometry instanceof THREE.BufferGeometry ) {
  5060. var attributes = geometry.attributes;
  5061. if ( attributes.position !== undefined ) {
  5062. var positions = attributes.position.array;
  5063. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  5064. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5065. }
  5066. if ( attributes.index !== undefined ) {
  5067. var indices = attributes.index.array;
  5068. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  5069. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  5070. }
  5071. } else {
  5072. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i ++ ) {
  5073. renderList.pushLine( i, i + 1 );
  5074. }
  5075. }
  5076. }
  5077. } else if ( geometry instanceof THREE.Geometry ) {
  5078. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  5079. vertices = object.geometry.vertices;
  5080. if ( vertices.length === 0 ) continue;
  5081. v1 = getNextVertexInPool();
  5082. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  5083. // Handle LineStrip and LinePieces
  5084. var step = object.type === THREE.LinePieces ? 2 : 1;
  5085. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  5086. v1 = getNextVertexInPool();
  5087. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  5088. if ( ( v + 1 ) % step > 0 ) continue;
  5089. v2 = _vertexPool[ _vertexCount - 2 ];
  5090. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  5091. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  5092. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  5093. // Perform the perspective divide
  5094. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  5095. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  5096. _line = getNextLineInPool();
  5097. _line.id = object.id;
  5098. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  5099. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  5100. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  5101. _line.material = object.material;
  5102. if ( object.material.vertexColors === THREE.VertexColors ) {
  5103. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  5104. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  5105. }
  5106. _renderData.elements.push( _line );
  5107. }
  5108. }
  5109. }
  5110. } else if ( object instanceof THREE.Sprite ) {
  5111. _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
  5112. _vector4.applyMatrix4( _viewProjectionMatrix );
  5113. var invW = 1 / _vector4.w;
  5114. _vector4.z *= invW;
  5115. if ( _vector4.z >= -1 && _vector4.z <= 1 ) {
  5116. _sprite = getNextSpriteInPool();
  5117. _sprite.id = object.id;
  5118. _sprite.x = _vector4.x * invW;
  5119. _sprite.y = _vector4.y * invW;
  5120. _sprite.z = _vector4.z;
  5121. _sprite.object = object;
  5122. _sprite.rotation = object.rotation;
  5123. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
  5124. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
  5125. _sprite.material = object.material;
  5126. _renderData.elements.push( _sprite );
  5127. }
  5128. }
  5129. }
  5130. if ( sortElements === true ) _renderData.elements.sort( painterSort );
  5131. return _renderData;
  5132. };
  5133. // Pools
  5134. function getNextObjectInPool() {
  5135. if ( _objectCount === _objectPoolLength ) {
  5136. var object = new THREE.RenderableObject();
  5137. _objectPool.push( object );
  5138. _objectPoolLength ++;
  5139. _objectCount ++;
  5140. return object;
  5141. }
  5142. return _objectPool[ _objectCount ++ ];
  5143. }
  5144. function getNextVertexInPool() {
  5145. if ( _vertexCount === _vertexPoolLength ) {
  5146. var vertex = new THREE.RenderableVertex();
  5147. _vertexPool.push( vertex );
  5148. _vertexPoolLength ++;
  5149. _vertexCount ++;
  5150. return vertex;
  5151. }
  5152. return _vertexPool[ _vertexCount ++ ];
  5153. }
  5154. function getNextFaceInPool() {
  5155. if ( _faceCount === _facePoolLength ) {
  5156. var face = new THREE.RenderableFace();
  5157. _facePool.push( face );
  5158. _facePoolLength ++;
  5159. _faceCount ++;
  5160. return face;
  5161. }
  5162. return _facePool[ _faceCount ++ ];
  5163. }
  5164. function getNextLineInPool() {
  5165. if ( _lineCount === _linePoolLength ) {
  5166. var line = new THREE.RenderableLine();
  5167. _linePool.push( line );
  5168. _linePoolLength ++;
  5169. _lineCount ++
  5170. return line;
  5171. }
  5172. return _linePool[ _lineCount ++ ];
  5173. }
  5174. function getNextSpriteInPool() {
  5175. if ( _spriteCount === _spritePoolLength ) {
  5176. var sprite = new THREE.RenderableSprite();
  5177. _spritePool.push( sprite );
  5178. _spritePoolLength ++;
  5179. _spriteCount ++
  5180. return sprite;
  5181. }
  5182. return _spritePool[ _spriteCount ++ ];
  5183. }
  5184. //
  5185. function painterSort( a, b ) {
  5186. if ( a.z !== b.z ) {
  5187. return b.z - a.z;
  5188. } else if ( a.id !== b.id ) {
  5189. return a.id - b.id;
  5190. } else {
  5191. return 0;
  5192. }
  5193. }
  5194. function clipLine( s1, s2 ) {
  5195. var alpha1 = 0, alpha2 = 1,
  5196. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  5197. // Z = -1 and Z = +1, respectively.
  5198. bc1near = s1.z + s1.w,
  5199. bc2near = s2.z + s2.w,
  5200. bc1far = - s1.z + s1.w,
  5201. bc2far = - s2.z + s2.w;
  5202. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  5203. // Both vertices lie entirely within all clip planes.
  5204. return true;
  5205. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  5206. // Both vertices lie entirely outside one of the clip planes.
  5207. return false;
  5208. } else {
  5209. // The line segment spans at least one clip plane.
  5210. if ( bc1near < 0 ) {
  5211. // v1 lies outside the near plane, v2 inside
  5212. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  5213. } else if ( bc2near < 0 ) {
  5214. // v2 lies outside the near plane, v1 inside
  5215. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  5216. }
  5217. if ( bc1far < 0 ) {
  5218. // v1 lies outside the far plane, v2 inside
  5219. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  5220. } else if ( bc2far < 0 ) {
  5221. // v2 lies outside the far plane, v2 inside
  5222. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  5223. }
  5224. if ( alpha2 < alpha1 ) {
  5225. // The line segment spans two boundaries, but is outside both of them.
  5226. // (This can't happen when we're only clipping against just near/far but good
  5227. // to leave the check here for future usage if other clip planes are added.)
  5228. return false;
  5229. } else {
  5230. // Update the s1 and s2 vertices to match the clipped line segment.
  5231. s1.lerp( s2, alpha1 );
  5232. s2.lerp( s1, 1 - alpha2 );
  5233. return true;
  5234. }
  5235. }
  5236. }
  5237. };
  5238. /**
  5239. * @author mrdoob / http://mrdoob.com/
  5240. * @author alteredq / http://alteredqualia.com/
  5241. */
  5242. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  5243. this.a = a;
  5244. this.b = b;
  5245. this.c = c;
  5246. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  5247. this.vertexNormals = normal instanceof Array ? normal : [ ];
  5248. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  5249. this.vertexColors = color instanceof Array ? color : [];
  5250. this.vertexTangents = [];
  5251. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5252. };
  5253. THREE.Face3.prototype = {
  5254. constructor: THREE.Face3,
  5255. clone: function () {
  5256. var face = new THREE.Face3( this.a, this.b, this.c );
  5257. face.normal.copy( this.normal );
  5258. face.color.copy( this.color );
  5259. face.materialIndex = this.materialIndex;
  5260. var i, il;
  5261. for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  5262. for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  5263. for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  5264. return face;
  5265. }
  5266. };
  5267. /**
  5268. * @author mrdoob / http://mrdoob.com/
  5269. */
  5270. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  5271. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.')
  5272. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  5273. };
  5274. /**
  5275. * @author mrdoob / http://mrdoob.com/
  5276. */
  5277. THREE.BufferAttribute = function () {};
  5278. THREE.BufferAttribute.prototype = {
  5279. constructor: THREE.BufferAttribute,
  5280. get length () {
  5281. return this.array.length;
  5282. },
  5283. set: function ( value ) {
  5284. this.array.set( value );
  5285. },
  5286. setX: function ( index, x ) {
  5287. this.array[ index * this.itemSize ] = x;
  5288. },
  5289. setY: function ( index, y ) {
  5290. this.array[ index * this.itemSize + 1 ] = y;
  5291. },
  5292. setZ: function ( index, z ) {
  5293. this.array[ index * this.itemSize + 2 ] = z;
  5294. },
  5295. setXY: function ( index, x, y ) {
  5296. index *= this.itemSize;
  5297. this.array[ index ] = x;
  5298. this.array[ index + 1 ] = y;
  5299. },
  5300. setXYZ: function ( index, x, y, z ) {
  5301. index *= this.itemSize;
  5302. this.array[ index ] = x;
  5303. this.array[ index + 1 ] = y;
  5304. this.array[ index + 2 ] = z;
  5305. },
  5306. setXYZW: function ( index, x, y, z, w ) {
  5307. index *= this.itemSize;
  5308. this.array[ index ] = x;
  5309. this.array[ index + 1 ] = y;
  5310. this.array[ index + 2 ] = z;
  5311. this.array[ index + 3 ] = w;
  5312. }
  5313. };
  5314. //
  5315. THREE.Int8Attribute = function ( size, itemSize ) {
  5316. this.array = new Int8Array( size * itemSize );
  5317. this.itemSize = itemSize;
  5318. };
  5319. THREE.Int8Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5320. THREE.Uint8Attribute = function ( size, itemSize ) {
  5321. this.array = new Uint8Array( size * itemSize );
  5322. this.itemSize = itemSize;
  5323. };
  5324. THREE.Uint8Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5325. THREE.Uint8ClampedAttribute = function ( size, itemSize ) {
  5326. this.array = new Uint8ClampedArray( size * itemSize );
  5327. this.itemSize = itemSize;
  5328. };
  5329. THREE.Uint8ClampedAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5330. THREE.Int16Attribute = function ( size, itemSize ) {
  5331. this.array = new Int16Array( size * itemSize );
  5332. this.itemSize = itemSize;
  5333. };
  5334. THREE.Int16Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5335. THREE.Uint16Attribute = function ( size, itemSize ) {
  5336. this.array = new Uint16Array( size * itemSize );
  5337. this.itemSize = itemSize;
  5338. };
  5339. THREE.Uint16Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5340. THREE.Int32Attribute = function ( size, itemSize ) {
  5341. this.array = new Int32Array( size * itemSize );
  5342. this.itemSize = itemSize;
  5343. };
  5344. THREE.Int32Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5345. THREE.Uint32Attribute = function ( size, itemSize ) {
  5346. this.array = new Uint32Array( size * itemSize );
  5347. this.itemSize = itemSize;
  5348. };
  5349. THREE.Uint32Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5350. THREE.Float32Attribute = function ( size, itemSize ) {
  5351. this.array = new Float32Array( size * itemSize );
  5352. this.itemSize = itemSize;
  5353. };
  5354. THREE.Float32Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5355. THREE.Float64Attribute = function ( size, itemSize ) {
  5356. this.array = new Float64Array( size * itemSize );
  5357. this.itemSize = itemSize;
  5358. };
  5359. THREE.Float64Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
  5360. /**
  5361. * @author alteredq / http://alteredqualia.com/
  5362. */
  5363. THREE.BufferGeometry = function () {
  5364. this.id = THREE.GeometryIdCount ++;
  5365. this.uuid = THREE.Math.generateUUID();
  5366. this.name = '';
  5367. this.attributes = {};
  5368. this.drawcalls = [];
  5369. this.offsets = this.drawcalls; // backwards compatibility
  5370. this.boundingBox = null;
  5371. this.boundingSphere = null;
  5372. };
  5373. THREE.BufferGeometry.prototype = {
  5374. constructor: THREE.BufferGeometry,
  5375. addAttribute: function ( name, attribute ) {
  5376. if ( attribute instanceof THREE.BufferAttribute === false ) {
  5377. console.warn( 'DEPRECATED: BufferGeometry\'s addAttribute() now expects ( name, attribute ).' );
  5378. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  5379. return;
  5380. }
  5381. this.attributes[ name ] = attribute;
  5382. },
  5383. getAttribute: function ( name ) {
  5384. return this.attributes[ name ];
  5385. },
  5386. addDrawCall: function ( start, count, indexOffset ) {
  5387. this.drawcalls.push( {
  5388. start: start,
  5389. count: count,
  5390. index: indexOffset !== undefined ? indexOffset : 0
  5391. } );
  5392. },
  5393. applyMatrix: function ( matrix ) {
  5394. var position = this.attributes.position;
  5395. if ( position !== undefined ) {
  5396. matrix.applyToVector3Array( position.array );
  5397. position.needsUpdate = true;
  5398. }
  5399. var normal = this.attributes.normal;
  5400. if ( normal !== undefined ) {
  5401. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5402. normalMatrix.applyToVector3Array( normal.array );
  5403. normal.needsUpdate = true;
  5404. }
  5405. },
  5406. computeBoundingBox: function () {
  5407. if ( this.boundingBox === null ) {
  5408. this.boundingBox = new THREE.Box3();
  5409. }
  5410. var positions = this.attributes[ "position" ].array;
  5411. if ( positions ) {
  5412. var bb = this.boundingBox;
  5413. if( positions.length >= 3 ) {
  5414. bb.min.x = bb.max.x = positions[ 0 ];
  5415. bb.min.y = bb.max.y = positions[ 1 ];
  5416. bb.min.z = bb.max.z = positions[ 2 ];
  5417. }
  5418. for ( var i = 3, il = positions.length; i < il; i += 3 ) {
  5419. var x = positions[ i ];
  5420. var y = positions[ i + 1 ];
  5421. var z = positions[ i + 2 ];
  5422. // bounding box
  5423. if ( x < bb.min.x ) {
  5424. bb.min.x = x;
  5425. } else if ( x > bb.max.x ) {
  5426. bb.max.x = x;
  5427. }
  5428. if ( y < bb.min.y ) {
  5429. bb.min.y = y;
  5430. } else if ( y > bb.max.y ) {
  5431. bb.max.y = y;
  5432. }
  5433. if ( z < bb.min.z ) {
  5434. bb.min.z = z;
  5435. } else if ( z > bb.max.z ) {
  5436. bb.max.z = z;
  5437. }
  5438. }
  5439. }
  5440. if ( positions === undefined || positions.length === 0 ) {
  5441. this.boundingBox.min.set( 0, 0, 0 );
  5442. this.boundingBox.max.set( 0, 0, 0 );
  5443. }
  5444. },
  5445. computeBoundingSphere: function () {
  5446. var box = new THREE.Box3();
  5447. var vector = new THREE.Vector3();
  5448. return function () {
  5449. if ( this.boundingSphere === null ) {
  5450. this.boundingSphere = new THREE.Sphere();
  5451. }
  5452. var positions = this.attributes[ "position" ].array;
  5453. if ( positions ) {
  5454. box.makeEmpty();
  5455. var center = this.boundingSphere.center;
  5456. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5457. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5458. box.addPoint( vector );
  5459. }
  5460. box.center( center );
  5461. // hoping to find a boundingSphere with a radius smaller than the
  5462. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  5463. var maxRadiusSq = 0;
  5464. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5465. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5466. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  5467. }
  5468. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  5469. }
  5470. }
  5471. }(),
  5472. computeFaceNormals: function () {
  5473. // backwards compatibility
  5474. },
  5475. computeVertexNormals: function () {
  5476. if ( this.attributes[ "position" ] ) {
  5477. var i, il;
  5478. var j, jl;
  5479. var nVertexElements = this.attributes[ "position" ].array.length;
  5480. if ( this.attributes[ "normal" ] === undefined ) {
  5481. this.attributes[ "normal" ] = {
  5482. itemSize: 3,
  5483. array: new Float32Array( nVertexElements )
  5484. };
  5485. } else {
  5486. // reset existing normals to zero
  5487. for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
  5488. this.attributes[ "normal" ].array[ i ] = 0;
  5489. }
  5490. }
  5491. var positions = this.attributes[ "position" ].array;
  5492. var normals = this.attributes[ "normal" ].array;
  5493. var vA, vB, vC, x, y, z,
  5494. pA = new THREE.Vector3(),
  5495. pB = new THREE.Vector3(),
  5496. pC = new THREE.Vector3(),
  5497. cb = new THREE.Vector3(),
  5498. ab = new THREE.Vector3();
  5499. // indexed elements
  5500. if ( this.attributes[ "index" ] ) {
  5501. var indices = this.attributes[ "index" ].array;
  5502. var offsets = (this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ]);
  5503. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5504. var start = offsets[ j ].start;
  5505. var count = offsets[ j ].count;
  5506. var index = offsets[ j ].index;
  5507. for ( i = start, il = start + count; i < il; i += 3 ) {
  5508. vA = index + indices[ i ];
  5509. vB = index + indices[ i + 1 ];
  5510. vC = index + indices[ i + 2 ];
  5511. x = positions[ vA * 3 ];
  5512. y = positions[ vA * 3 + 1 ];
  5513. z = positions[ vA * 3 + 2 ];
  5514. pA.set( x, y, z );
  5515. x = positions[ vB * 3 ];
  5516. y = positions[ vB * 3 + 1 ];
  5517. z = positions[ vB * 3 + 2 ];
  5518. pB.set( x, y, z );
  5519. x = positions[ vC * 3 ];
  5520. y = positions[ vC * 3 + 1 ];
  5521. z = positions[ vC * 3 + 2 ];
  5522. pC.set( x, y, z );
  5523. cb.subVectors( pC, pB );
  5524. ab.subVectors( pA, pB );
  5525. cb.cross( ab );
  5526. normals[ vA * 3 ] += cb.x;
  5527. normals[ vA * 3 + 1 ] += cb.y;
  5528. normals[ vA * 3 + 2 ] += cb.z;
  5529. normals[ vB * 3 ] += cb.x;
  5530. normals[ vB * 3 + 1 ] += cb.y;
  5531. normals[ vB * 3 + 2 ] += cb.z;
  5532. normals[ vC * 3 ] += cb.x;
  5533. normals[ vC * 3 + 1 ] += cb.y;
  5534. normals[ vC * 3 + 2 ] += cb.z;
  5535. }
  5536. }
  5537. // non-indexed elements (unconnected triangle soup)
  5538. } else {
  5539. for ( i = 0, il = positions.length; i < il; i += 9 ) {
  5540. x = positions[ i ];
  5541. y = positions[ i + 1 ];
  5542. z = positions[ i + 2 ];
  5543. pA.set( x, y, z );
  5544. x = positions[ i + 3 ];
  5545. y = positions[ i + 4 ];
  5546. z = positions[ i + 5 ];
  5547. pB.set( x, y, z );
  5548. x = positions[ i + 6 ];
  5549. y = positions[ i + 7 ];
  5550. z = positions[ i + 8 ];
  5551. pC.set( x, y, z );
  5552. cb.subVectors( pC, pB );
  5553. ab.subVectors( pA, pB );
  5554. cb.cross( ab );
  5555. normals[ i ] = cb.x;
  5556. normals[ i + 1 ] = cb.y;
  5557. normals[ i + 2 ] = cb.z;
  5558. normals[ i + 3 ] = cb.x;
  5559. normals[ i + 4 ] = cb.y;
  5560. normals[ i + 5 ] = cb.z;
  5561. normals[ i + 6 ] = cb.x;
  5562. normals[ i + 7 ] = cb.y;
  5563. normals[ i + 8 ] = cb.z;
  5564. }
  5565. }
  5566. this.normalizeNormals();
  5567. this.normalsNeedUpdate = true;
  5568. }
  5569. },
  5570. computeTangents: function () {
  5571. // based on http://www.terathon.com/code/tangent.html
  5572. // (per vertex tangents)
  5573. if ( this.attributes[ "index" ] === undefined ||
  5574. this.attributes[ "position" ] === undefined ||
  5575. this.attributes[ "normal" ] === undefined ||
  5576. this.attributes[ "uv" ] === undefined ) {
  5577. console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
  5578. return;
  5579. }
  5580. var indices = this.attributes[ "index" ].array;
  5581. var positions = this.attributes[ "position" ].array;
  5582. var normals = this.attributes[ "normal" ].array;
  5583. var uvs = this.attributes[ "uv" ].array;
  5584. var nVertices = positions.length / 3;
  5585. if ( this.attributes[ "tangent" ] === undefined ) {
  5586. var nTangentElements = 4 * nVertices;
  5587. this.attributes[ "tangent" ] = {
  5588. itemSize: 4,
  5589. array: new Float32Array( nTangentElements )
  5590. };
  5591. }
  5592. var tangents = this.attributes[ "tangent" ].array;
  5593. var tan1 = [], tan2 = [];
  5594. for ( var k = 0; k < nVertices; k ++ ) {
  5595. tan1[ k ] = new THREE.Vector3();
  5596. tan2[ k ] = new THREE.Vector3();
  5597. }
  5598. var xA, yA, zA,
  5599. xB, yB, zB,
  5600. xC, yC, zC,
  5601. uA, vA,
  5602. uB, vB,
  5603. uC, vC,
  5604. x1, x2, y1, y2, z1, z2,
  5605. s1, s2, t1, t2, r;
  5606. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5607. function handleTriangle( a, b, c ) {
  5608. xA = positions[ a * 3 ];
  5609. yA = positions[ a * 3 + 1 ];
  5610. zA = positions[ a * 3 + 2 ];
  5611. xB = positions[ b * 3 ];
  5612. yB = positions[ b * 3 + 1 ];
  5613. zB = positions[ b * 3 + 2 ];
  5614. xC = positions[ c * 3 ];
  5615. yC = positions[ c * 3 + 1 ];
  5616. zC = positions[ c * 3 + 2 ];
  5617. uA = uvs[ a * 2 ];
  5618. vA = uvs[ a * 2 + 1 ];
  5619. uB = uvs[ b * 2 ];
  5620. vB = uvs[ b * 2 + 1 ];
  5621. uC = uvs[ c * 2 ];
  5622. vC = uvs[ c * 2 + 1 ];
  5623. x1 = xB - xA;
  5624. x2 = xC - xA;
  5625. y1 = yB - yA;
  5626. y2 = yC - yA;
  5627. z1 = zB - zA;
  5628. z2 = zC - zA;
  5629. s1 = uB - uA;
  5630. s2 = uC - uA;
  5631. t1 = vB - vA;
  5632. t2 = vC - vA;
  5633. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5634. sdir.set(
  5635. ( t2 * x1 - t1 * x2 ) * r,
  5636. ( t2 * y1 - t1 * y2 ) * r,
  5637. ( t2 * z1 - t1 * z2 ) * r
  5638. );
  5639. tdir.set(
  5640. ( s1 * x2 - s2 * x1 ) * r,
  5641. ( s1 * y2 - s2 * y1 ) * r,
  5642. ( s1 * z2 - s2 * z1 ) * r
  5643. );
  5644. tan1[ a ].add( sdir );
  5645. tan1[ b ].add( sdir );
  5646. tan1[ c ].add( sdir );
  5647. tan2[ a ].add( tdir );
  5648. tan2[ b ].add( tdir );
  5649. tan2[ c ].add( tdir );
  5650. }
  5651. var i, il;
  5652. var j, jl;
  5653. var iA, iB, iC;
  5654. var offsets = this.offsets;
  5655. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5656. var start = offsets[ j ].start;
  5657. var count = offsets[ j ].count;
  5658. var index = offsets[ j ].index;
  5659. for ( i = start, il = start + count; i < il; i += 3 ) {
  5660. iA = index + indices[ i ];
  5661. iB = index + indices[ i + 1 ];
  5662. iC = index + indices[ i + 2 ];
  5663. handleTriangle( iA, iB, iC );
  5664. }
  5665. }
  5666. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5667. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5668. var w, t, test;
  5669. function handleVertex( v ) {
  5670. n.x = normals[ v * 3 ];
  5671. n.y = normals[ v * 3 + 1 ];
  5672. n.z = normals[ v * 3 + 2 ];
  5673. n2.copy( n );
  5674. t = tan1[ v ];
  5675. // Gram-Schmidt orthogonalize
  5676. tmp.copy( t );
  5677. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5678. // Calculate handedness
  5679. tmp2.crossVectors( n2, t );
  5680. test = tmp2.dot( tan2[ v ] );
  5681. w = ( test < 0.0 ) ? -1.0 : 1.0;
  5682. tangents[ v * 4 ] = tmp.x;
  5683. tangents[ v * 4 + 1 ] = tmp.y;
  5684. tangents[ v * 4 + 2 ] = tmp.z;
  5685. tangents[ v * 4 + 3 ] = w;
  5686. }
  5687. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5688. var start = offsets[ j ].start;
  5689. var count = offsets[ j ].count;
  5690. var index = offsets[ j ].index;
  5691. for ( i = start, il = start + count; i < il; i += 3 ) {
  5692. iA = index + indices[ i ];
  5693. iB = index + indices[ i + 1 ];
  5694. iC = index + indices[ i + 2 ];
  5695. handleVertex( iA );
  5696. handleVertex( iB );
  5697. handleVertex( iC );
  5698. }
  5699. }
  5700. },
  5701. /*
  5702. computeOffsets
  5703. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5704. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5705. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5706. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5707. */
  5708. computeOffsets: function(indexBufferSize) {
  5709. var size = indexBufferSize;
  5710. if(indexBufferSize === undefined)
  5711. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5712. var s = Date.now();
  5713. var indices = this.attributes['index'].array;
  5714. var vertices = this.attributes['position'].array;
  5715. var verticesCount = (vertices.length/3);
  5716. var facesCount = (indices.length/3);
  5717. /*
  5718. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5719. console.log("Faces to process: "+(indices.length/3));
  5720. console.log("Reordering "+verticesCount+" vertices.");
  5721. */
  5722. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5723. var indexPtr = 0;
  5724. var vertexPtr = 0;
  5725. var offsets = [ { start:0, count:0, index:0 } ];
  5726. var offset = offsets[0];
  5727. var duplicatedVertices = 0;
  5728. var newVerticeMaps = 0;
  5729. var faceVertices = new Int32Array(6);
  5730. var vertexMap = new Int32Array( vertices.length );
  5731. var revVertexMap = new Int32Array( vertices.length );
  5732. for(var j = 0; j < vertices.length; j++) { vertexMap[j] = -1; revVertexMap[j] = -1; }
  5733. /*
  5734. Traverse every face and reorder vertices in the proper offsets of 65k.
  5735. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5736. */
  5737. for(var findex = 0; findex < facesCount; findex++) {
  5738. newVerticeMaps = 0;
  5739. for(var vo = 0; vo < 3; vo++) {
  5740. var vid = indices[ findex*3 + vo ];
  5741. if(vertexMap[vid] == -1) {
  5742. //Unmapped vertice
  5743. faceVertices[vo*2] = vid;
  5744. faceVertices[vo*2+1] = -1;
  5745. newVerticeMaps++;
  5746. } else if(vertexMap[vid] < offset.index) {
  5747. //Reused vertices from previous block (duplicate)
  5748. faceVertices[vo*2] = vid;
  5749. faceVertices[vo*2+1] = -1;
  5750. duplicatedVertices++;
  5751. } else {
  5752. //Reused vertice in the current block
  5753. faceVertices[vo*2] = vid;
  5754. faceVertices[vo*2+1] = vertexMap[vid];
  5755. }
  5756. }
  5757. var faceMax = vertexPtr + newVerticeMaps;
  5758. if(faceMax > (offset.index + size)) {
  5759. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5760. offsets.push(new_offset);
  5761. offset = new_offset;
  5762. //Re-evaluate reused vertices in light of new offset.
  5763. for(var v = 0; v < 6; v+=2) {
  5764. var new_vid = faceVertices[v+1];
  5765. if(new_vid > -1 && new_vid < offset.index)
  5766. faceVertices[v+1] = -1;
  5767. }
  5768. }
  5769. //Reindex the face.
  5770. for(var v = 0; v < 6; v+=2) {
  5771. var vid = faceVertices[v];
  5772. var new_vid = faceVertices[v+1];
  5773. if(new_vid === -1)
  5774. new_vid = vertexPtr++;
  5775. vertexMap[vid] = new_vid;
  5776. revVertexMap[new_vid] = vid;
  5777. sortedIndices[indexPtr++] = new_vid - offset.index; //XXX overflows at 16bit
  5778. offset.count++;
  5779. }
  5780. }
  5781. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5782. this.reorderBuffers(sortedIndices, revVertexMap, vertexPtr);
  5783. this.offsets = offsets;
  5784. /*
  5785. var orderTime = Date.now();
  5786. console.log("Reorder time: "+(orderTime-s)+"ms");
  5787. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5788. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5789. console.log("Draw offsets: "+offsets.length);
  5790. */
  5791. return offsets;
  5792. },
  5793. merge: function () {
  5794. console.log( 'BufferGeometry.merge(): TODO' );
  5795. },
  5796. normalizeNormals: function () {
  5797. var normals = this.attributes[ "normal" ].array;
  5798. var x, y, z, n;
  5799. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5800. x = normals[ i ];
  5801. y = normals[ i + 1 ];
  5802. z = normals[ i + 2 ];
  5803. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5804. normals[ i ] *= n;
  5805. normals[ i + 1 ] *= n;
  5806. normals[ i + 2 ] *= n;
  5807. }
  5808. },
  5809. /*
  5810. reoderBuffers:
  5811. Reorder attributes based on a new indexBuffer and indexMap.
  5812. indexBuffer - Uint16Array of the new ordered indices.
  5813. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5814. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5815. */
  5816. reorderBuffers: function(indexBuffer, indexMap, vertexCount) {
  5817. /* Create a copy of all attributes for reordering. */
  5818. var sortedAttributes = {};
  5819. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5820. for( var attr in this.attributes ) {
  5821. if(attr == 'index')
  5822. continue;
  5823. var sourceArray = this.attributes[attr].array;
  5824. for ( var i = 0, il = types.length; i < il; i++ ) {
  5825. var type = types[i];
  5826. if (sourceArray instanceof type) {
  5827. sortedAttributes[attr] = new type( this.attributes[attr].itemSize * vertexCount );
  5828. break;
  5829. }
  5830. }
  5831. }
  5832. /* Move attribute positions based on the new index map */
  5833. for(var new_vid = 0; new_vid < vertexCount; new_vid++) {
  5834. var vid = indexMap[new_vid];
  5835. for ( var attr in this.attributes ) {
  5836. if(attr == 'index')
  5837. continue;
  5838. var attrArray = this.attributes[attr].array;
  5839. var attrSize = this.attributes[attr].itemSize;
  5840. var sortedAttr = sortedAttributes[attr];
  5841. for(var k = 0; k < attrSize; k++)
  5842. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5843. }
  5844. }
  5845. /* Carry the new sorted buffers locally */
  5846. this.attributes['index'].array = indexBuffer;
  5847. for ( var attr in this.attributes ) {
  5848. if(attr == 'index')
  5849. continue;
  5850. this.attributes[attr].array = sortedAttributes[attr];
  5851. this.attributes[attr].numItems = this.attributes[attr].itemSize * vertexCount;
  5852. }
  5853. },
  5854. clone: function () {
  5855. var geometry = new THREE.BufferGeometry();
  5856. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5857. for ( var attr in this.attributes ) {
  5858. var sourceAttr = this.attributes[ attr ];
  5859. var sourceArray = sourceAttr.array;
  5860. var attribute = {
  5861. itemSize: sourceAttr.itemSize,
  5862. array: null
  5863. };
  5864. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5865. var type = types[ i ];
  5866. if ( sourceArray instanceof type ) {
  5867. attribute.array = new type( sourceArray );
  5868. break;
  5869. }
  5870. }
  5871. geometry.attributes[ attr ] = attribute;
  5872. }
  5873. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5874. var offset = this.offsets[ i ];
  5875. geometry.offsets.push( {
  5876. start: offset.start,
  5877. index: offset.index,
  5878. count: offset.count
  5879. } );
  5880. }
  5881. return geometry;
  5882. },
  5883. dispose: function () {
  5884. this.dispatchEvent( { type: 'dispose' } );
  5885. }
  5886. };
  5887. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5888. /**
  5889. * @author mrdoob / http://mrdoob.com/
  5890. * @author kile / http://kile.stravaganza.org/
  5891. * @author alteredq / http://alteredqualia.com/
  5892. * @author mikael emtinger / http://gomo.se/
  5893. * @author zz85 / http://www.lab4games.net/zz85/blog
  5894. * @author bhouston / http://exocortex.com
  5895. */
  5896. THREE.Geometry = function () {
  5897. this.id = THREE.GeometryIdCount ++;
  5898. this.uuid = THREE.Math.generateUUID();
  5899. this.name = '';
  5900. this.vertices = [];
  5901. this.colors = []; // one-to-one vertex colors, used in ParticleSystem and Line
  5902. this.faces = [];
  5903. this.faceVertexUvs = [[]];
  5904. this.morphTargets = [];
  5905. this.morphColors = [];
  5906. this.morphNormals = [];
  5907. this.skinWeights = [];
  5908. this.skinIndices = [];
  5909. this.lineDistances = [];
  5910. this.boundingBox = null;
  5911. this.boundingSphere = null;
  5912. this.hasTangents = false;
  5913. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5914. // update flags
  5915. this.verticesNeedUpdate = false;
  5916. this.elementsNeedUpdate = false;
  5917. this.uvsNeedUpdate = false;
  5918. this.normalsNeedUpdate = false;
  5919. this.tangentsNeedUpdate = false;
  5920. this.colorsNeedUpdate = false;
  5921. this.lineDistancesNeedUpdate = false;
  5922. this.buffersNeedUpdate = false;
  5923. };
  5924. THREE.Geometry.prototype = {
  5925. constructor: THREE.Geometry,
  5926. applyMatrix: function ( matrix ) {
  5927. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5928. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5929. var vertex = this.vertices[ i ];
  5930. vertex.applyMatrix4( matrix );
  5931. }
  5932. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5933. var face = this.faces[ i ];
  5934. face.normal.applyMatrix3( normalMatrix ).normalize();
  5935. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5936. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5937. }
  5938. }
  5939. if ( this.boundingBox instanceof THREE.Box3 ) {
  5940. this.computeBoundingBox();
  5941. }
  5942. if ( this.boundingSphere instanceof THREE.Sphere ) {
  5943. this.computeBoundingSphere();
  5944. }
  5945. },
  5946. computeFaceNormals: function () {
  5947. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  5948. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5949. var face = this.faces[ f ];
  5950. var vA = this.vertices[ face.a ];
  5951. var vB = this.vertices[ face.b ];
  5952. var vC = this.vertices[ face.c ];
  5953. cb.subVectors( vC, vB );
  5954. ab.subVectors( vA, vB );
  5955. cb.cross( ab );
  5956. cb.normalize();
  5957. face.normal.copy( cb );
  5958. }
  5959. },
  5960. computeVertexNormals: function ( areaWeighted ) {
  5961. var v, vl, f, fl, face, vertices;
  5962. vertices = new Array( this.vertices.length );
  5963. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5964. vertices[ v ] = new THREE.Vector3();
  5965. }
  5966. if ( areaWeighted ) {
  5967. // vertex normals weighted by triangle areas
  5968. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5969. var vA, vB, vC, vD;
  5970. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  5971. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  5972. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5973. face = this.faces[ f ];
  5974. vA = this.vertices[ face.a ];
  5975. vB = this.vertices[ face.b ];
  5976. vC = this.vertices[ face.c ];
  5977. cb.subVectors( vC, vB );
  5978. ab.subVectors( vA, vB );
  5979. cb.cross( ab );
  5980. vertices[ face.a ].add( cb );
  5981. vertices[ face.b ].add( cb );
  5982. vertices[ face.c ].add( cb );
  5983. }
  5984. } else {
  5985. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5986. face = this.faces[ f ];
  5987. vertices[ face.a ].add( face.normal );
  5988. vertices[ face.b ].add( face.normal );
  5989. vertices[ face.c ].add( face.normal );
  5990. }
  5991. }
  5992. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5993. vertices[ v ].normalize();
  5994. }
  5995. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5996. face = this.faces[ f ];
  5997. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5998. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5999. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6000. }
  6001. },
  6002. computeMorphNormals: function () {
  6003. var i, il, f, fl, face;
  6004. // save original normals
  6005. // - create temp variables on first access
  6006. // otherwise just copy (for faster repeated calls)
  6007. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6008. face = this.faces[ f ];
  6009. if ( ! face.__originalFaceNormal ) {
  6010. face.__originalFaceNormal = face.normal.clone();
  6011. } else {
  6012. face.__originalFaceNormal.copy( face.normal );
  6013. }
  6014. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  6015. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6016. if ( ! face.__originalVertexNormals[ i ] ) {
  6017. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6018. } else {
  6019. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6020. }
  6021. }
  6022. }
  6023. // use temp geometry to compute face and vertex normals for each morph
  6024. var tmpGeo = new THREE.Geometry();
  6025. tmpGeo.faces = this.faces;
  6026. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6027. // create on first access
  6028. if ( ! this.morphNormals[ i ] ) {
  6029. this.morphNormals[ i ] = {};
  6030. this.morphNormals[ i ].faceNormals = [];
  6031. this.morphNormals[ i ].vertexNormals = [];
  6032. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6033. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6034. var faceNormal, vertexNormals;
  6035. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6036. faceNormal = new THREE.Vector3();
  6037. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  6038. dstNormalsFace.push( faceNormal );
  6039. dstNormalsVertex.push( vertexNormals );
  6040. }
  6041. }
  6042. var morphNormals = this.morphNormals[ i ];
  6043. // set vertices to morph target
  6044. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6045. // compute morph normals
  6046. tmpGeo.computeFaceNormals();
  6047. tmpGeo.computeVertexNormals();
  6048. // store morph normals
  6049. var faceNormal, vertexNormals;
  6050. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6051. face = this.faces[ f ];
  6052. faceNormal = morphNormals.faceNormals[ f ];
  6053. vertexNormals = morphNormals.vertexNormals[ f ];
  6054. faceNormal.copy( face.normal );
  6055. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6056. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6057. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6058. }
  6059. }
  6060. // restore original normals
  6061. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6062. face = this.faces[ f ];
  6063. face.normal = face.__originalFaceNormal;
  6064. face.vertexNormals = face.__originalVertexNormals;
  6065. }
  6066. },
  6067. computeTangents: function () {
  6068. // based on http://www.terathon.com/code/tangent.html
  6069. // tangents go to vertices
  6070. var f, fl, v, vl, i, il, vertexIndex,
  6071. face, uv, vA, vB, vC, uvA, uvB, uvC,
  6072. x1, x2, y1, y2, z1, z2,
  6073. s1, s2, t1, t2, r, t, test,
  6074. tan1 = [], tan2 = [],
  6075. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  6076. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  6077. n = new THREE.Vector3(), w;
  6078. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6079. tan1[ v ] = new THREE.Vector3();
  6080. tan2[ v ] = new THREE.Vector3();
  6081. }
  6082. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  6083. vA = context.vertices[ a ];
  6084. vB = context.vertices[ b ];
  6085. vC = context.vertices[ c ];
  6086. uvA = uv[ ua ];
  6087. uvB = uv[ ub ];
  6088. uvC = uv[ uc ];
  6089. x1 = vB.x - vA.x;
  6090. x2 = vC.x - vA.x;
  6091. y1 = vB.y - vA.y;
  6092. y2 = vC.y - vA.y;
  6093. z1 = vB.z - vA.z;
  6094. z2 = vC.z - vA.z;
  6095. s1 = uvB.x - uvA.x;
  6096. s2 = uvC.x - uvA.x;
  6097. t1 = uvB.y - uvA.y;
  6098. t2 = uvC.y - uvA.y;
  6099. r = 1.0 / ( s1 * t2 - s2 * t1 );
  6100. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  6101. ( t2 * y1 - t1 * y2 ) * r,
  6102. ( t2 * z1 - t1 * z2 ) * r );
  6103. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  6104. ( s1 * y2 - s2 * y1 ) * r,
  6105. ( s1 * z2 - s2 * z1 ) * r );
  6106. tan1[ a ].add( sdir );
  6107. tan1[ b ].add( sdir );
  6108. tan1[ c ].add( sdir );
  6109. tan2[ a ].add( tdir );
  6110. tan2[ b ].add( tdir );
  6111. tan2[ c ].add( tdir );
  6112. }
  6113. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6114. face = this.faces[ f ];
  6115. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  6116. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  6117. }
  6118. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  6119. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6120. face = this.faces[ f ];
  6121. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i++ ) {
  6122. n.copy( face.vertexNormals[ i ] );
  6123. vertexIndex = face[ faceIndex[ i ] ];
  6124. t = tan1[ vertexIndex ];
  6125. // Gram-Schmidt orthogonalize
  6126. tmp.copy( t );
  6127. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6128. // Calculate handedness
  6129. tmp2.crossVectors( face.vertexNormals[ i ], t );
  6130. test = tmp2.dot( tan2[ vertexIndex ] );
  6131. w = (test < 0.0) ? -1.0 : 1.0;
  6132. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  6133. }
  6134. }
  6135. this.hasTangents = true;
  6136. },
  6137. computeLineDistances: function ( ) {
  6138. var d = 0;
  6139. var vertices = this.vertices;
  6140. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6141. if ( i > 0 ) {
  6142. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  6143. }
  6144. this.lineDistances[ i ] = d;
  6145. }
  6146. },
  6147. computeBoundingBox: function () {
  6148. if ( this.boundingBox === null ) {
  6149. this.boundingBox = new THREE.Box3();
  6150. }
  6151. this.boundingBox.setFromPoints( this.vertices );
  6152. },
  6153. computeBoundingSphere: function () {
  6154. if ( this.boundingSphere === null ) {
  6155. this.boundingSphere = new THREE.Sphere();
  6156. }
  6157. this.boundingSphere.setFromPoints( this.vertices );
  6158. },
  6159. merge: function ( geometry, matrix, materialIndexOffset ) {
  6160. if ( geometry instanceof THREE.Geometry === false ) {
  6161. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6162. return;
  6163. }
  6164. var normalMatrix,
  6165. vertexOffset = this.vertices.length,
  6166. uvPosition = this.faceVertexUvs[ 0 ].length,
  6167. vertices1 = this.vertices,
  6168. vertices2 = geometry.vertices,
  6169. faces1 = this.faces,
  6170. faces2 = geometry.faces,
  6171. uvs1 = this.faceVertexUvs[ 0 ],
  6172. uvs2 = geometry.faceVertexUvs[ 0 ];
  6173. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  6174. if ( matrix !== undefined ) {
  6175. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  6176. }
  6177. // vertices
  6178. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  6179. var vertex = vertices2[ i ];
  6180. var vertexCopy = vertex.clone();
  6181. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  6182. vertices1.push( vertexCopy );
  6183. }
  6184. // faces
  6185. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  6186. var face = faces2[ i ], faceCopy, normal, color,
  6187. faceVertexNormals = face.vertexNormals,
  6188. faceVertexColors = face.vertexColors;
  6189. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  6190. faceCopy.normal.copy( face.normal );
  6191. if ( normalMatrix !== undefined ) {
  6192. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  6193. }
  6194. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  6195. normal = faceVertexNormals[ j ].clone();
  6196. if ( normalMatrix !== undefined ) {
  6197. normal.applyMatrix3( normalMatrix ).normalize();
  6198. }
  6199. faceCopy.vertexNormals.push( normal );
  6200. }
  6201. faceCopy.color.copy( face.color );
  6202. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  6203. color = faceVertexColors[ j ];
  6204. faceCopy.vertexColors.push( color.clone() );
  6205. }
  6206. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  6207. faces1.push( faceCopy );
  6208. }
  6209. // uvs
  6210. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  6211. var uv = uvs2[ i ], uvCopy = [];
  6212. if ( uv === undefined ) {
  6213. continue;
  6214. }
  6215. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6216. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6217. }
  6218. uvs1.push( uvCopy );
  6219. }
  6220. },
  6221. /*
  6222. * Checks for duplicate vertices with hashmap.
  6223. * Duplicated vertices are removed
  6224. * and faces' vertices are updated.
  6225. */
  6226. mergeVertices: function () {
  6227. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  6228. var unique = [], changes = [];
  6229. var v, key;
  6230. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  6231. var precision = Math.pow( 10, precisionPoints );
  6232. var i,il, face;
  6233. var indices, k, j, jl, u;
  6234. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  6235. v = this.vertices[ i ];
  6236. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  6237. if ( verticesMap[ key ] === undefined ) {
  6238. verticesMap[ key ] = i;
  6239. unique.push( this.vertices[ i ] );
  6240. changes[ i ] = unique.length - 1;
  6241. } else {
  6242. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  6243. changes[ i ] = changes[ verticesMap[ key ] ];
  6244. }
  6245. };
  6246. // if faces are completely degenerate after merging vertices, we
  6247. // have to remove them from the geometry.
  6248. var faceIndicesToRemove = [];
  6249. for( i = 0, il = this.faces.length; i < il; i ++ ) {
  6250. face = this.faces[ i ];
  6251. face.a = changes[ face.a ];
  6252. face.b = changes[ face.b ];
  6253. face.c = changes[ face.c ];
  6254. indices = [ face.a, face.b, face.c ];
  6255. var dupIndex = -1;
  6256. // if any duplicate vertices are found in a Face3
  6257. // we have to remove the face as nothing can be saved
  6258. for ( var n = 0; n < 3; n ++ ) {
  6259. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  6260. dupIndex = n;
  6261. faceIndicesToRemove.push( i );
  6262. break;
  6263. }
  6264. }
  6265. }
  6266. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  6267. var idx = faceIndicesToRemove[ i ];
  6268. this.faces.splice( idx, 1 );
  6269. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  6270. this.faceVertexUvs[ j ].splice( idx, 1 );
  6271. }
  6272. }
  6273. // Use unique set of vertices
  6274. var diff = this.vertices.length - unique.length;
  6275. this.vertices = unique;
  6276. return diff;
  6277. },
  6278. // Geometry splitting
  6279. makeGroups: ( function () {
  6280. var geometryGroupCounter = 0;
  6281. return function ( usesFaceMaterial, maxVerticesInGroup ) {
  6282. var f, fl, face, materialIndex,
  6283. groupHash, hash_map = {};
  6284. var numMorphTargets = this.morphTargets.length;
  6285. var numMorphNormals = this.morphNormals.length;
  6286. this.geometryGroups = {};
  6287. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6288. face = this.faces[ f ];
  6289. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  6290. if ( ! ( materialIndex in hash_map ) ) {
  6291. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  6292. }
  6293. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6294. if ( ! ( groupHash in this.geometryGroups ) ) {
  6295. this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6296. }
  6297. if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  6298. hash_map[ materialIndex ].counter += 1;
  6299. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6300. if ( ! ( groupHash in this.geometryGroups ) ) {
  6301. this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6302. }
  6303. }
  6304. this.geometryGroups[ groupHash ].faces3.push( f );
  6305. this.geometryGroups[ groupHash ].vertices += 3;
  6306. }
  6307. this.geometryGroupsList = [];
  6308. for ( var g in this.geometryGroups ) {
  6309. this.geometryGroups[ g ].id = geometryGroupCounter ++;
  6310. this.geometryGroupsList.push( this.geometryGroups[ g ] );
  6311. }
  6312. };
  6313. } )(),
  6314. clone: function () {
  6315. var geometry = new THREE.Geometry();
  6316. var vertices = this.vertices;
  6317. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6318. geometry.vertices.push( vertices[ i ].clone() );
  6319. }
  6320. var faces = this.faces;
  6321. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6322. geometry.faces.push( faces[ i ].clone() );
  6323. }
  6324. var uvs = this.faceVertexUvs[ 0 ];
  6325. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  6326. var uv = uvs[ i ], uvCopy = [];
  6327. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6328. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6329. }
  6330. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  6331. }
  6332. return geometry;
  6333. },
  6334. dispose: function () {
  6335. this.dispatchEvent( { type: 'dispose' } );
  6336. }
  6337. };
  6338. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6339. THREE.GeometryIdCount = 0;
  6340. /**
  6341. * @author mrdoob / http://mrdoob.com/
  6342. * @author mikael emtinger / http://gomo.se/
  6343. * @author WestLangley / http://github.com/WestLangley
  6344. */
  6345. THREE.Camera = function () {
  6346. THREE.Object3D.call( this );
  6347. this.matrixWorldInverse = new THREE.Matrix4();
  6348. this.projectionMatrix = new THREE.Matrix4();
  6349. };
  6350. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6351. THREE.Camera.prototype.lookAt = function () {
  6352. // This routine does not support cameras with rotated and/or translated parent(s)
  6353. var m1 = new THREE.Matrix4();
  6354. return function ( vector ) {
  6355. m1.lookAt( this.position, vector, this.up );
  6356. this.quaternion.setFromRotationMatrix( m1 );
  6357. };
  6358. }();
  6359. THREE.Camera.prototype.clone = function (camera) {
  6360. if ( camera === undefined ) camera = new THREE.Camera();
  6361. THREE.Object3D.prototype.clone.call( this, camera );
  6362. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6363. camera.projectionMatrix.copy( this.projectionMatrix );
  6364. return camera;
  6365. };
  6366. /**
  6367. * @author alteredq / http://alteredqualia.com/
  6368. */
  6369. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6370. THREE.Camera.call( this );
  6371. this.left = left;
  6372. this.right = right;
  6373. this.top = top;
  6374. this.bottom = bottom;
  6375. this.near = ( near !== undefined ) ? near : 0.1;
  6376. this.far = ( far !== undefined ) ? far : 2000;
  6377. this.updateProjectionMatrix();
  6378. };
  6379. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6380. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6381. this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
  6382. };
  6383. THREE.OrthographicCamera.prototype.clone = function () {
  6384. var camera = new THREE.OrthographicCamera();
  6385. THREE.Camera.prototype.clone.call( this, camera );
  6386. camera.left = this.left;
  6387. camera.right = this.right;
  6388. camera.top = this.top;
  6389. camera.bottom = this.bottom;
  6390. camera.near = this.near;
  6391. camera.far = this.far;
  6392. return camera;
  6393. };
  6394. /**
  6395. * @author mrdoob / http://mrdoob.com/
  6396. * @author greggman / http://games.greggman.com/
  6397. * @author zz85 / http://www.lab4games.net/zz85/blog
  6398. */
  6399. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6400. THREE.Camera.call( this );
  6401. this.fov = fov !== undefined ? fov : 50;
  6402. this.aspect = aspect !== undefined ? aspect : 1;
  6403. this.near = near !== undefined ? near : 0.1;
  6404. this.far = far !== undefined ? far : 2000;
  6405. this.updateProjectionMatrix();
  6406. };
  6407. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6408. /**
  6409. * Uses Focal Length (in mm) to estimate and set FOV
  6410. * 35mm (fullframe) camera is used if frame size is not specified;
  6411. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6412. */
  6413. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6414. if ( frameHeight === undefined ) frameHeight = 24;
  6415. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6416. this.updateProjectionMatrix();
  6417. }
  6418. /**
  6419. * Sets an offset in a larger frustum. This is useful for multi-window or
  6420. * multi-monitor/multi-machine setups.
  6421. *
  6422. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6423. * the monitors are in grid like this
  6424. *
  6425. * +---+---+---+
  6426. * | A | B | C |
  6427. * +---+---+---+
  6428. * | D | E | F |
  6429. * +---+---+---+
  6430. *
  6431. * then for each monitor you would call it like this
  6432. *
  6433. * var w = 1920;
  6434. * var h = 1080;
  6435. * var fullWidth = w * 3;
  6436. * var fullHeight = h * 2;
  6437. *
  6438. * --A--
  6439. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6440. * --B--
  6441. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6442. * --C--
  6443. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6444. * --D--
  6445. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6446. * --E--
  6447. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6448. * --F--
  6449. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6450. *
  6451. * Note there is no reason monitors have to be the same size or in a grid.
  6452. */
  6453. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6454. this.fullWidth = fullWidth;
  6455. this.fullHeight = fullHeight;
  6456. this.x = x;
  6457. this.y = y;
  6458. this.width = width;
  6459. this.height = height;
  6460. this.updateProjectionMatrix();
  6461. };
  6462. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6463. if ( this.fullWidth ) {
  6464. var aspect = this.fullWidth / this.fullHeight;
  6465. var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
  6466. var bottom = -top;
  6467. var left = aspect * bottom;
  6468. var right = aspect * top;
  6469. var width = Math.abs( right - left );
  6470. var height = Math.abs( top - bottom );
  6471. this.projectionMatrix.makeFrustum(
  6472. left + this.x * width / this.fullWidth,
  6473. left + ( this.x + this.width ) * width / this.fullWidth,
  6474. top - ( this.y + this.height ) * height / this.fullHeight,
  6475. top - this.y * height / this.fullHeight,
  6476. this.near,
  6477. this.far
  6478. );
  6479. } else {
  6480. this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
  6481. }
  6482. };
  6483. THREE.PerspectiveCamera.prototype.clone = function () {
  6484. var camera = new THREE.PerspectiveCamera();
  6485. THREE.Camera.prototype.clone.call( this, camera );
  6486. camera.fov = this.fov;
  6487. camera.aspect = this.aspect;
  6488. camera.near = this.near;
  6489. camera.far = this.far;
  6490. return camera;
  6491. };
  6492. /**
  6493. * @author mrdoob / http://mrdoob.com/
  6494. * @author alteredq / http://alteredqualia.com/
  6495. */
  6496. THREE.Light = function ( color ) {
  6497. THREE.Object3D.call( this );
  6498. this.color = new THREE.Color( color );
  6499. };
  6500. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6501. THREE.Light.prototype.clone = function ( light ) {
  6502. if ( light === undefined ) light = new THREE.Light();
  6503. THREE.Object3D.prototype.clone.call( this, light );
  6504. light.color.copy( this.color );
  6505. return light;
  6506. };
  6507. /**
  6508. * @author mrdoob / http://mrdoob.com/
  6509. */
  6510. THREE.AmbientLight = function ( color ) {
  6511. THREE.Light.call( this, color );
  6512. };
  6513. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6514. THREE.AmbientLight.prototype.clone = function () {
  6515. var light = new THREE.AmbientLight();
  6516. THREE.Light.prototype.clone.call( this, light );
  6517. return light;
  6518. };
  6519. /**
  6520. * @author MPanknin / http://www.redplant.de/
  6521. * @author alteredq / http://alteredqualia.com/
  6522. */
  6523. THREE.AreaLight = function ( color, intensity ) {
  6524. THREE.Light.call( this, color );
  6525. this.normal = new THREE.Vector3( 0, -1, 0 );
  6526. this.right = new THREE.Vector3( 1, 0, 0 );
  6527. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6528. this.width = 1.0;
  6529. this.height = 1.0;
  6530. this.constantAttenuation = 1.5;
  6531. this.linearAttenuation = 0.5;
  6532. this.quadraticAttenuation = 0.1;
  6533. };
  6534. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6535. /**
  6536. * @author mrdoob / http://mrdoob.com/
  6537. * @author alteredq / http://alteredqualia.com/
  6538. */
  6539. THREE.DirectionalLight = function ( color, intensity ) {
  6540. THREE.Light.call( this, color );
  6541. this.position.set( 0, 1, 0 );
  6542. this.target = new THREE.Object3D();
  6543. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6544. this.castShadow = false;
  6545. this.onlyShadow = false;
  6546. //
  6547. this.shadowCameraNear = 50;
  6548. this.shadowCameraFar = 5000;
  6549. this.shadowCameraLeft = -500;
  6550. this.shadowCameraRight = 500;
  6551. this.shadowCameraTop = 500;
  6552. this.shadowCameraBottom = -500;
  6553. this.shadowCameraVisible = false;
  6554. this.shadowBias = 0;
  6555. this.shadowDarkness = 0.5;
  6556. this.shadowMapWidth = 512;
  6557. this.shadowMapHeight = 512;
  6558. //
  6559. this.shadowCascade = false;
  6560. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
  6561. this.shadowCascadeCount = 2;
  6562. this.shadowCascadeBias = [ 0, 0, 0 ];
  6563. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6564. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6565. this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
  6566. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6567. this.shadowCascadeArray = [];
  6568. //
  6569. this.shadowMap = null;
  6570. this.shadowMapSize = null;
  6571. this.shadowCamera = null;
  6572. this.shadowMatrix = null;
  6573. };
  6574. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6575. THREE.DirectionalLight.prototype.clone = function () {
  6576. var light = new THREE.DirectionalLight();
  6577. THREE.Light.prototype.clone.call( this, light );
  6578. light.target = this.target.clone();
  6579. light.intensity = this.intensity;
  6580. light.castShadow = this.castShadow;
  6581. light.onlyShadow = this.onlyShadow;
  6582. //
  6583. light.shadowCameraNear = this.shadowCameraNear;
  6584. light.shadowCameraFar = this.shadowCameraFar;
  6585. light.shadowCameraLeft = this.shadowCameraLeft;
  6586. light.shadowCameraRight = this.shadowCameraRight;
  6587. light.shadowCameraTop = this.shadowCameraTop;
  6588. light.shadowCameraBottom = this.shadowCameraBottom;
  6589. light.shadowCameraVisible = this.shadowCameraVisible;
  6590. light.shadowBias = this.shadowBias;
  6591. light.shadowDarkness = this.shadowDarkness;
  6592. light.shadowMapWidth = this.shadowMapWidth;
  6593. light.shadowMapHeight = this.shadowMapHeight;
  6594. //
  6595. light.shadowCascade = this.shadowCascade;
  6596. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6597. light.shadowCascadeCount = this.shadowCascadeCount;
  6598. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6599. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6600. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6601. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6602. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6603. return light;
  6604. };
  6605. /**
  6606. * @author alteredq / http://alteredqualia.com/
  6607. */
  6608. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6609. THREE.Light.call( this, skyColor );
  6610. this.position.set( 0, 100, 0 );
  6611. this.groundColor = new THREE.Color( groundColor );
  6612. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6613. };
  6614. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6615. THREE.HemisphereLight.prototype.clone = function () {
  6616. var light = new THREE.HemisphereLight();
  6617. THREE.Light.prototype.clone.call( this, light );
  6618. light.groundColor.copy( this.groundColor );
  6619. light.intensity = this.intensity;
  6620. return light;
  6621. };
  6622. /**
  6623. * @author mrdoob / http://mrdoob.com/
  6624. */
  6625. THREE.PointLight = function ( color, intensity, distance ) {
  6626. THREE.Light.call( this, color );
  6627. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6628. this.distance = ( distance !== undefined ) ? distance : 0;
  6629. };
  6630. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6631. THREE.PointLight.prototype.clone = function () {
  6632. var light = new THREE.PointLight();
  6633. THREE.Light.prototype.clone.call( this, light );
  6634. light.intensity = this.intensity;
  6635. light.distance = this.distance;
  6636. return light;
  6637. };
  6638. /**
  6639. * @author alteredq / http://alteredqualia.com/
  6640. */
  6641. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6642. THREE.Light.call( this, color );
  6643. this.position.set( 0, 1, 0 );
  6644. this.target = new THREE.Object3D();
  6645. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6646. this.distance = ( distance !== undefined ) ? distance : 0;
  6647. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6648. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6649. this.castShadow = false;
  6650. this.onlyShadow = false;
  6651. //
  6652. this.shadowCameraNear = 50;
  6653. this.shadowCameraFar = 5000;
  6654. this.shadowCameraFov = 50;
  6655. this.shadowCameraVisible = false;
  6656. this.shadowBias = 0;
  6657. this.shadowDarkness = 0.5;
  6658. this.shadowMapWidth = 512;
  6659. this.shadowMapHeight = 512;
  6660. //
  6661. this.shadowMap = null;
  6662. this.shadowMapSize = null;
  6663. this.shadowCamera = null;
  6664. this.shadowMatrix = null;
  6665. };
  6666. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6667. THREE.SpotLight.prototype.clone = function () {
  6668. var light = new THREE.SpotLight();
  6669. THREE.Light.prototype.clone.call( this, light );
  6670. light.target = this.target.clone();
  6671. light.intensity = this.intensity;
  6672. light.distance = this.distance;
  6673. light.angle = this.angle;
  6674. light.exponent = this.exponent;
  6675. light.castShadow = this.castShadow;
  6676. light.onlyShadow = this.onlyShadow;
  6677. //
  6678. light.shadowCameraNear = this.shadowCameraNear;
  6679. light.shadowCameraFar = this.shadowCameraFar;
  6680. light.shadowCameraFov = this.shadowCameraFov;
  6681. light.shadowCameraVisible = this.shadowCameraVisible;
  6682. light.shadowBias = this.shadowBias;
  6683. light.shadowDarkness = this.shadowDarkness;
  6684. light.shadowMapWidth = this.shadowMapWidth;
  6685. light.shadowMapHeight = this.shadowMapHeight;
  6686. return light;
  6687. };
  6688. /**
  6689. * @author mrdoob / http://mrdoob.com/
  6690. */
  6691. THREE.Cache = function () {
  6692. this.files = {};
  6693. };
  6694. THREE.Cache.prototype = {
  6695. constructor: THREE.Cache,
  6696. add: function ( key, file ) {
  6697. // console.log( 'THREE.Cache', 'Adding key:', key );
  6698. this.files[ key ] = file;
  6699. },
  6700. get: function ( key ) {
  6701. // console.log( 'THREE.Cache', 'Checking key:', key );
  6702. return this.files[ key ];
  6703. },
  6704. remove: function ( key ) {
  6705. delete this.files[ key ];
  6706. },
  6707. clear: function () {
  6708. this.files = {}
  6709. }
  6710. };
  6711. /**
  6712. * @author alteredq / http://alteredqualia.com/
  6713. */
  6714. THREE.Loader = function ( showStatus ) {
  6715. this.showStatus = showStatus;
  6716. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6717. this.imageLoader = new THREE.ImageLoader();
  6718. this.onLoadStart = function () {};
  6719. this.onLoadProgress = function () {};
  6720. this.onLoadComplete = function () {};
  6721. };
  6722. THREE.Loader.prototype = {
  6723. constructor: THREE.Loader,
  6724. crossOrigin: undefined,
  6725. addStatusElement: function () {
  6726. var e = document.createElement( "div" );
  6727. e.style.position = "absolute";
  6728. e.style.right = "0px";
  6729. e.style.top = "0px";
  6730. e.style.fontSize = "0.8em";
  6731. e.style.textAlign = "left";
  6732. e.style.background = "rgba(0,0,0,0.25)";
  6733. e.style.color = "#fff";
  6734. e.style.width = "120px";
  6735. e.style.padding = "0.5em 0.5em 0.5em 0.5em";
  6736. e.style.zIndex = 1000;
  6737. e.innerHTML = "Loading ...";
  6738. return e;
  6739. },
  6740. updateProgress: function ( progress ) {
  6741. var message = "Loaded ";
  6742. if ( progress.total ) {
  6743. message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
  6744. } else {
  6745. message += ( progress.loaded / 1024 ).toFixed(2) + " KB";
  6746. }
  6747. this.statusDomElement.innerHTML = message;
  6748. },
  6749. extractUrlBase: function ( url ) {
  6750. var parts = url.split( '/' );
  6751. if ( parts.length === 1 ) return './';
  6752. parts.pop();
  6753. return parts.join( '/' ) + '/';
  6754. },
  6755. initMaterials: function ( materials, texturePath ) {
  6756. var array = [];
  6757. for ( var i = 0; i < materials.length; ++ i ) {
  6758. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6759. }
  6760. return array;
  6761. },
  6762. needsTangents: function ( materials ) {
  6763. for( var i = 0, il = materials.length; i < il; i ++ ) {
  6764. var m = materials[ i ];
  6765. if ( m instanceof THREE.ShaderMaterial ) return true;
  6766. }
  6767. return false;
  6768. },
  6769. createMaterial: function ( m, texturePath ) {
  6770. var scope = this;
  6771. function nearest_pow2( n ) {
  6772. var l = Math.log( n ) / Math.LN2;
  6773. return Math.pow( 2, Math.round( l ) );
  6774. }
  6775. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6776. var isCompressed = /\.dds$/i.test( sourceFile );
  6777. var fullPath = texturePath + sourceFile;
  6778. if ( isCompressed ) {
  6779. var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
  6780. where[ name ] = texture;
  6781. } else {
  6782. var texture = document.createElement( 'canvas' );
  6783. where[ name ] = new THREE.Texture( texture );
  6784. }
  6785. where[ name ].sourceFile = sourceFile;
  6786. if( repeat ) {
  6787. where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6788. if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
  6789. if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
  6790. }
  6791. if ( offset ) {
  6792. where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
  6793. }
  6794. if ( wrap ) {
  6795. var wrapMap = {
  6796. "repeat": THREE.RepeatWrapping,
  6797. "mirror": THREE.MirroredRepeatWrapping
  6798. }
  6799. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
  6800. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
  6801. }
  6802. if ( anisotropy ) {
  6803. where[ name ].anisotropy = anisotropy;
  6804. }
  6805. if ( ! isCompressed ) {
  6806. var texture = where[ name ];
  6807. scope.imageLoader.crossOrigin = scope.crossOrigin;
  6808. scope.imageLoader.load( fullPath, function ( image ) {
  6809. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6810. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6811. var width = nearest_pow2( image.width );
  6812. var height = nearest_pow2( image.height );
  6813. texture.image.width = width;
  6814. texture.image.height = height;
  6815. texture.image.getContext( '2d' ).drawImage( image, 0, 0, width, height );
  6816. } else {
  6817. texture.image = image;
  6818. }
  6819. texture.needsUpdate = true;
  6820. } );
  6821. }
  6822. }
  6823. function rgb2hex( rgb ) {
  6824. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6825. }
  6826. // defaults
  6827. var mtype = "MeshLambertMaterial";
  6828. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6829. // parameters from model file
  6830. if ( m.shading ) {
  6831. var shading = m.shading.toLowerCase();
  6832. if ( shading === "phong" ) mtype = "MeshPhongMaterial";
  6833. else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
  6834. }
  6835. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6836. mpars.blending = THREE[ m.blending ];
  6837. }
  6838. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6839. mpars.transparent = m.transparent;
  6840. }
  6841. if ( m.depthTest !== undefined ) {
  6842. mpars.depthTest = m.depthTest;
  6843. }
  6844. if ( m.depthWrite !== undefined ) {
  6845. mpars.depthWrite = m.depthWrite;
  6846. }
  6847. if ( m.visible !== undefined ) {
  6848. mpars.visible = m.visible;
  6849. }
  6850. if ( m.flipSided !== undefined ) {
  6851. mpars.side = THREE.BackSide;
  6852. }
  6853. if ( m.doubleSided !== undefined ) {
  6854. mpars.side = THREE.DoubleSide;
  6855. }
  6856. if ( m.wireframe !== undefined ) {
  6857. mpars.wireframe = m.wireframe;
  6858. }
  6859. if ( m.vertexColors !== undefined ) {
  6860. if ( m.vertexColors === "face" ) {
  6861. mpars.vertexColors = THREE.FaceColors;
  6862. } else if ( m.vertexColors ) {
  6863. mpars.vertexColors = THREE.VertexColors;
  6864. }
  6865. }
  6866. // colors
  6867. if ( m.colorDiffuse ) {
  6868. mpars.color = rgb2hex( m.colorDiffuse );
  6869. } else if ( m.DbgColor ) {
  6870. mpars.color = m.DbgColor;
  6871. }
  6872. if ( m.colorSpecular ) {
  6873. mpars.specular = rgb2hex( m.colorSpecular );
  6874. }
  6875. if ( m.colorAmbient ) {
  6876. mpars.ambient = rgb2hex( m.colorAmbient );
  6877. }
  6878. if ( m.colorEmissive ) {
  6879. mpars.emissive = rgb2hex( m.colorEmissive );
  6880. }
  6881. // modifiers
  6882. if ( m.transparency ) {
  6883. mpars.opacity = m.transparency;
  6884. }
  6885. if ( m.specularCoef ) {
  6886. mpars.shininess = m.specularCoef;
  6887. }
  6888. // textures
  6889. if ( m.mapDiffuse && texturePath ) {
  6890. create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6891. }
  6892. if ( m.mapLight && texturePath ) {
  6893. create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6894. }
  6895. if ( m.mapBump && texturePath ) {
  6896. create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6897. }
  6898. if ( m.mapNormal && texturePath ) {
  6899. create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6900. }
  6901. if ( m.mapSpecular && texturePath ) {
  6902. create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6903. }
  6904. //
  6905. if ( m.mapBumpScale ) {
  6906. mpars.bumpScale = m.mapBumpScale;
  6907. }
  6908. // special case for normal mapped material
  6909. if ( m.mapNormal ) {
  6910. var shader = THREE.ShaderLib[ "normalmap" ];
  6911. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6912. uniforms[ "tNormal" ].value = mpars.normalMap;
  6913. if ( m.mapNormalFactor ) {
  6914. uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6915. }
  6916. if ( mpars.map ) {
  6917. uniforms[ "tDiffuse" ].value = mpars.map;
  6918. uniforms[ "enableDiffuse" ].value = true;
  6919. }
  6920. if ( mpars.specularMap ) {
  6921. uniforms[ "tSpecular" ].value = mpars.specularMap;
  6922. uniforms[ "enableSpecular" ].value = true;
  6923. }
  6924. if ( mpars.lightMap ) {
  6925. uniforms[ "tAO" ].value = mpars.lightMap;
  6926. uniforms[ "enableAO" ].value = true;
  6927. }
  6928. // for the moment don't handle displacement texture
  6929. uniforms[ "diffuse" ].value.setHex( mpars.color );
  6930. uniforms[ "specular" ].value.setHex( mpars.specular );
  6931. uniforms[ "ambient" ].value.setHex( mpars.ambient );
  6932. uniforms[ "shininess" ].value = mpars.shininess;
  6933. if ( mpars.opacity !== undefined ) {
  6934. uniforms[ "opacity" ].value = mpars.opacity;
  6935. }
  6936. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6937. var material = new THREE.ShaderMaterial( parameters );
  6938. if ( mpars.transparent ) {
  6939. material.transparent = true;
  6940. }
  6941. } else {
  6942. var material = new THREE[ mtype ]( mpars );
  6943. }
  6944. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  6945. return material;
  6946. }
  6947. };
  6948. /**
  6949. * @author mrdoob / http://mrdoob.com/
  6950. */
  6951. THREE.XHRLoader = function ( manager ) {
  6952. this.cache = new THREE.Cache();
  6953. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6954. };
  6955. THREE.XHRLoader.prototype = {
  6956. constructor: THREE.XHRLoader,
  6957. load: function ( url, onLoad, onProgress, onError ) {
  6958. var scope = this;
  6959. var cached = scope.cache.get( url );
  6960. if ( cached !== undefined ) {
  6961. onLoad( cached );
  6962. return;
  6963. }
  6964. var request = new XMLHttpRequest();
  6965. if ( onLoad !== undefined ) {
  6966. request.addEventListener( 'load', function ( event ) {
  6967. scope.cache.add( url, event.target.responseText );
  6968. onLoad( event.target.responseText );
  6969. scope.manager.itemEnd( url );
  6970. }, false );
  6971. }
  6972. if ( onProgress !== undefined ) {
  6973. request.addEventListener( 'progress', function ( event ) {
  6974. onProgress( event );
  6975. }, false );
  6976. }
  6977. if ( onError !== undefined ) {
  6978. request.addEventListener( 'error', function ( event ) {
  6979. onError( event );
  6980. }, false );
  6981. }
  6982. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  6983. request.open( 'GET', url, true );
  6984. request.send( null );
  6985. scope.manager.itemStart( url );
  6986. },
  6987. setCrossOrigin: function ( value ) {
  6988. this.crossOrigin = value;
  6989. }
  6990. };
  6991. /**
  6992. * @author mrdoob / http://mrdoob.com/
  6993. */
  6994. THREE.ImageLoader = function ( manager ) {
  6995. this.cache = new THREE.Cache();
  6996. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6997. };
  6998. THREE.ImageLoader.prototype = {
  6999. constructor: THREE.ImageLoader,
  7000. load: function ( url, onLoad, onProgress, onError ) {
  7001. var scope = this;
  7002. var cached = scope.cache.get( url );
  7003. if ( cached !== undefined ) {
  7004. onLoad( cached );
  7005. return;
  7006. }
  7007. var image = document.createElement( 'img' );
  7008. if ( onLoad !== undefined ) {
  7009. image.addEventListener( 'load', function ( event ) {
  7010. scope.cache.add( url, this );
  7011. onLoad( this );
  7012. scope.manager.itemEnd( url );
  7013. }, false );
  7014. }
  7015. if ( onProgress !== undefined ) {
  7016. image.addEventListener( 'progress', function ( event ) {
  7017. onProgress( event );
  7018. }, false );
  7019. }
  7020. if ( onError !== undefined ) {
  7021. image.addEventListener( 'error', function ( event ) {
  7022. onError( event );
  7023. }, false );
  7024. }
  7025. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  7026. image.src = url;
  7027. scope.manager.itemStart( url );
  7028. return image;
  7029. },
  7030. setCrossOrigin: function ( value ) {
  7031. this.crossOrigin = value;
  7032. }
  7033. }
  7034. /**
  7035. * @author mrdoob / http://mrdoob.com/
  7036. * @author alteredq / http://alteredqualia.com/
  7037. */
  7038. THREE.JSONLoader = function ( showStatus ) {
  7039. THREE.Loader.call( this, showStatus );
  7040. this.withCredentials = false;
  7041. };
  7042. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  7043. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  7044. var scope = this;
  7045. // todo: unify load API to for easier SceneLoader use
  7046. texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
  7047. this.onLoadStart();
  7048. this.loadAjaxJSON( this, url, callback, texturePath );
  7049. };
  7050. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  7051. var xhr = new XMLHttpRequest();
  7052. var length = 0;
  7053. xhr.onreadystatechange = function () {
  7054. if ( xhr.readyState === xhr.DONE ) {
  7055. if ( xhr.status === 200 || xhr.status === 0 ) {
  7056. if ( xhr.responseText ) {
  7057. var json = JSON.parse( xhr.responseText );
  7058. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  7059. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  7060. return;
  7061. }
  7062. var result = context.parse( json, texturePath );
  7063. callback( result.geometry, result.materials );
  7064. } else {
  7065. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  7066. }
  7067. // in context of more complex asset initialization
  7068. // do not block on single failed file
  7069. // maybe should go even one more level up
  7070. context.onLoadComplete();
  7071. } else {
  7072. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  7073. }
  7074. } else if ( xhr.readyState === xhr.LOADING ) {
  7075. if ( callbackProgress ) {
  7076. if ( length === 0 ) {
  7077. length = xhr.getResponseHeader( 'Content-Length' );
  7078. }
  7079. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  7080. }
  7081. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  7082. if ( callbackProgress !== undefined ) {
  7083. length = xhr.getResponseHeader( "Content-Length" );
  7084. }
  7085. }
  7086. };
  7087. xhr.open( "GET", url, true );
  7088. xhr.withCredentials = this.withCredentials;
  7089. xhr.send( null );
  7090. };
  7091. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  7092. var scope = this,
  7093. geometry = new THREE.Geometry(),
  7094. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  7095. parseModel( scale );
  7096. parseSkin();
  7097. parseMorphing( scale );
  7098. geometry.computeFaceNormals();
  7099. geometry.computeBoundingSphere();
  7100. function parseModel( scale ) {
  7101. function isBitSet( value, position ) {
  7102. return value & ( 1 << position );
  7103. }
  7104. var i, j, fi,
  7105. offset, zLength,
  7106. colorIndex, normalIndex, uvIndex, materialIndex,
  7107. type,
  7108. isQuad,
  7109. hasMaterial,
  7110. hasFaceVertexUv,
  7111. hasFaceNormal, hasFaceVertexNormal,
  7112. hasFaceColor, hasFaceVertexColor,
  7113. vertex, face, faceA, faceB, color, hex, normal,
  7114. uvLayer, uv, u, v,
  7115. faces = json.faces,
  7116. vertices = json.vertices,
  7117. normals = json.normals,
  7118. colors = json.colors,
  7119. nUvLayers = 0;
  7120. if ( json.uvs !== undefined ) {
  7121. // disregard empty arrays
  7122. for ( i = 0; i < json.uvs.length; i++ ) {
  7123. if ( json.uvs[ i ].length ) nUvLayers ++;
  7124. }
  7125. for ( i = 0; i < nUvLayers; i++ ) {
  7126. geometry.faceVertexUvs[ i ] = [];
  7127. }
  7128. }
  7129. offset = 0;
  7130. zLength = vertices.length;
  7131. while ( offset < zLength ) {
  7132. vertex = new THREE.Vector3();
  7133. vertex.x = vertices[ offset ++ ] * scale;
  7134. vertex.y = vertices[ offset ++ ] * scale;
  7135. vertex.z = vertices[ offset ++ ] * scale;
  7136. geometry.vertices.push( vertex );
  7137. }
  7138. offset = 0;
  7139. zLength = faces.length;
  7140. while ( offset < zLength ) {
  7141. type = faces[ offset ++ ];
  7142. isQuad = isBitSet( type, 0 );
  7143. hasMaterial = isBitSet( type, 1 );
  7144. hasFaceVertexUv = isBitSet( type, 3 );
  7145. hasFaceNormal = isBitSet( type, 4 );
  7146. hasFaceVertexNormal = isBitSet( type, 5 );
  7147. hasFaceColor = isBitSet( type, 6 );
  7148. hasFaceVertexColor = isBitSet( type, 7 );
  7149. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  7150. if ( isQuad ) {
  7151. faceA = new THREE.Face3();
  7152. faceA.a = faces[ offset ];
  7153. faceA.b = faces[ offset + 1 ];
  7154. faceA.c = faces[ offset + 3 ];
  7155. faceB = new THREE.Face3();
  7156. faceB.a = faces[ offset + 1 ];
  7157. faceB.b = faces[ offset + 2 ];
  7158. faceB.c = faces[ offset + 3 ];
  7159. offset += 4;
  7160. if ( hasMaterial ) {
  7161. materialIndex = faces[ offset ++ ];
  7162. faceA.materialIndex = materialIndex;
  7163. faceB.materialIndex = materialIndex;
  7164. }
  7165. // to get face <=> uv index correspondence
  7166. fi = geometry.faces.length;
  7167. if ( hasFaceVertexUv ) {
  7168. for ( i = 0; i < nUvLayers; i++ ) {
  7169. uvLayer = json.uvs[ i ];
  7170. geometry.faceVertexUvs[ i ][ fi ] = [];
  7171. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  7172. for ( j = 0; j < 4; j ++ ) {
  7173. uvIndex = faces[ offset ++ ];
  7174. u = uvLayer[ uvIndex * 2 ];
  7175. v = uvLayer[ uvIndex * 2 + 1 ];
  7176. uv = new THREE.Vector2( u, v );
  7177. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7178. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  7179. }
  7180. }
  7181. }
  7182. if ( hasFaceNormal ) {
  7183. normalIndex = faces[ offset ++ ] * 3;
  7184. faceA.normal.set(
  7185. normals[ normalIndex ++ ],
  7186. normals[ normalIndex ++ ],
  7187. normals[ normalIndex ]
  7188. );
  7189. faceB.normal.copy( faceA.normal );
  7190. }
  7191. if ( hasFaceVertexNormal ) {
  7192. for ( i = 0; i < 4; i++ ) {
  7193. normalIndex = faces[ offset ++ ] * 3;
  7194. normal = new THREE.Vector3(
  7195. normals[ normalIndex ++ ],
  7196. normals[ normalIndex ++ ],
  7197. normals[ normalIndex ]
  7198. );
  7199. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  7200. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7201. }
  7202. }
  7203. if ( hasFaceColor ) {
  7204. colorIndex = faces[ offset ++ ];
  7205. hex = colors[ colorIndex ];
  7206. faceA.color.setHex( hex );
  7207. faceB.color.setHex( hex );
  7208. }
  7209. if ( hasFaceVertexColor ) {
  7210. for ( i = 0; i < 4; i++ ) {
  7211. colorIndex = faces[ offset ++ ];
  7212. hex = colors[ colorIndex ];
  7213. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7214. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7215. }
  7216. }
  7217. geometry.faces.push( faceA );
  7218. geometry.faces.push( faceB );
  7219. } else {
  7220. face = new THREE.Face3();
  7221. face.a = faces[ offset ++ ];
  7222. face.b = faces[ offset ++ ];
  7223. face.c = faces[ offset ++ ];
  7224. if ( hasMaterial ) {
  7225. materialIndex = faces[ offset ++ ];
  7226. face.materialIndex = materialIndex;
  7227. }
  7228. // to get face <=> uv index correspondence
  7229. fi = geometry.faces.length;
  7230. if ( hasFaceVertexUv ) {
  7231. for ( i = 0; i < nUvLayers; i++ ) {
  7232. uvLayer = json.uvs[ i ];
  7233. geometry.faceVertexUvs[ i ][ fi ] = [];
  7234. for ( j = 0; j < 3; j ++ ) {
  7235. uvIndex = faces[ offset ++ ];
  7236. u = uvLayer[ uvIndex * 2 ];
  7237. v = uvLayer[ uvIndex * 2 + 1 ];
  7238. uv = new THREE.Vector2( u, v );
  7239. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7240. }
  7241. }
  7242. }
  7243. if ( hasFaceNormal ) {
  7244. normalIndex = faces[ offset ++ ] * 3;
  7245. face.normal.set(
  7246. normals[ normalIndex ++ ],
  7247. normals[ normalIndex ++ ],
  7248. normals[ normalIndex ]
  7249. );
  7250. }
  7251. if ( hasFaceVertexNormal ) {
  7252. for ( i = 0; i < 3; i++ ) {
  7253. normalIndex = faces[ offset ++ ] * 3;
  7254. normal = new THREE.Vector3(
  7255. normals[ normalIndex ++ ],
  7256. normals[ normalIndex ++ ],
  7257. normals[ normalIndex ]
  7258. );
  7259. face.vertexNormals.push( normal );
  7260. }
  7261. }
  7262. if ( hasFaceColor ) {
  7263. colorIndex = faces[ offset ++ ];
  7264. face.color.setHex( colors[ colorIndex ] );
  7265. }
  7266. if ( hasFaceVertexColor ) {
  7267. for ( i = 0; i < 3; i++ ) {
  7268. colorIndex = faces[ offset ++ ];
  7269. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7270. }
  7271. }
  7272. geometry.faces.push( face );
  7273. }
  7274. }
  7275. };
  7276. function parseSkin() {
  7277. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7278. if ( json.skinWeights ) {
  7279. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7280. var x = json.skinWeights[ i ];
  7281. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7282. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7283. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7284. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7285. }
  7286. }
  7287. if ( json.skinIndices ) {
  7288. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7289. var a = json.skinIndices[ i ];
  7290. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7291. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7292. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7293. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7294. }
  7295. }
  7296. geometry.bones = json.bones;
  7297. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7298. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7299. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7300. }
  7301. // could change this to json.animations[0] or remove completely
  7302. geometry.animation = json.animation;
  7303. geometry.animations = json.animations;
  7304. };
  7305. function parseMorphing( scale ) {
  7306. if ( json.morphTargets !== undefined ) {
  7307. var i, l, v, vl, dstVertices, srcVertices;
  7308. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7309. geometry.morphTargets[ i ] = {};
  7310. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7311. geometry.morphTargets[ i ].vertices = [];
  7312. dstVertices = geometry.morphTargets[ i ].vertices;
  7313. srcVertices = json.morphTargets [ i ].vertices;
  7314. for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7315. var vertex = new THREE.Vector3();
  7316. vertex.x = srcVertices[ v ] * scale;
  7317. vertex.y = srcVertices[ v + 1 ] * scale;
  7318. vertex.z = srcVertices[ v + 2 ] * scale;
  7319. dstVertices.push( vertex );
  7320. }
  7321. }
  7322. }
  7323. if ( json.morphColors !== undefined ) {
  7324. var i, l, c, cl, dstColors, srcColors, color;
  7325. for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
  7326. geometry.morphColors[ i ] = {};
  7327. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7328. geometry.morphColors[ i ].colors = [];
  7329. dstColors = geometry.morphColors[ i ].colors;
  7330. srcColors = json.morphColors [ i ].colors;
  7331. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7332. color = new THREE.Color( 0xffaa00 );
  7333. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7334. dstColors.push( color );
  7335. }
  7336. }
  7337. }
  7338. };
  7339. if ( json.materials === undefined || json.materials.length === 0 ) {
  7340. return { geometry: geometry };
  7341. } else {
  7342. var materials = this.initMaterials( json.materials, texturePath );
  7343. if ( this.needsTangents( materials ) ) {
  7344. geometry.computeTangents();
  7345. }
  7346. return { geometry: geometry, materials: materials };
  7347. }
  7348. };
  7349. /**
  7350. * @author mrdoob / http://mrdoob.com/
  7351. */
  7352. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7353. var scope = this;
  7354. var loaded = 0, total = 0;
  7355. this.onLoad = onLoad;
  7356. this.onProgress = onProgress;
  7357. this.onError = onError;
  7358. this.itemStart = function ( url ) {
  7359. total ++;
  7360. };
  7361. this.itemEnd = function ( url ) {
  7362. loaded ++;
  7363. if ( scope.onProgress !== undefined ) {
  7364. scope.onProgress( url, loaded, total );
  7365. }
  7366. if ( loaded === total && scope.onLoad !== undefined ) {
  7367. scope.onLoad();
  7368. }
  7369. };
  7370. };
  7371. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7372. /**
  7373. * @author mrdoob / http://mrdoob.com/
  7374. */
  7375. THREE.BufferGeometryLoader = function ( manager ) {
  7376. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7377. };
  7378. THREE.BufferGeometryLoader.prototype = {
  7379. constructor: THREE.BufferGeometryLoader,
  7380. load: function ( url, onLoad, onProgress, onError ) {
  7381. var scope = this;
  7382. var loader = new THREE.XHRLoader();
  7383. loader.setCrossOrigin( this.crossOrigin );
  7384. loader.load( url, function ( text ) {
  7385. onLoad( scope.parse( JSON.parse( text ) ) );
  7386. } );
  7387. },
  7388. setCrossOrigin: function ( value ) {
  7389. this.crossOrigin = value;
  7390. },
  7391. parse: function ( json ) {
  7392. var geometry = new THREE.BufferGeometry();
  7393. var attributes = json.attributes;
  7394. var offsets = json.offsets;
  7395. var boundingSphere = json.boundingSphere;
  7396. for ( var key in attributes ) {
  7397. var attribute = attributes[ key ];
  7398. geometry.attributes[ key ] = {
  7399. itemSize: attribute.itemSize,
  7400. array: new self[ attribute.type ]( attribute.array )
  7401. }
  7402. }
  7403. if ( offsets !== undefined ) {
  7404. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7405. }
  7406. if ( boundingSphere !== undefined ) {
  7407. geometry.boundingSphere = new THREE.Sphere(
  7408. new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
  7409. boundingSphere.radius
  7410. );
  7411. }
  7412. return geometry;
  7413. }
  7414. };
  7415. /**
  7416. * @author mrdoob / http://mrdoob.com/
  7417. */
  7418. THREE.MaterialLoader = function ( manager ) {
  7419. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7420. };
  7421. THREE.MaterialLoader.prototype = {
  7422. constructor: THREE.MaterialLoader,
  7423. load: function ( url, onLoad, onProgress, onError ) {
  7424. var scope = this;
  7425. var loader = new THREE.XHRLoader();
  7426. loader.setCrossOrigin( this.crossOrigin );
  7427. loader.load( url, function ( text ) {
  7428. onLoad( scope.parse( JSON.parse( text ) ) );
  7429. } );
  7430. },
  7431. setCrossOrigin: function ( value ) {
  7432. this.crossOrigin = value;
  7433. },
  7434. parse: function ( json ) {
  7435. var material = new THREE[ json.type ];
  7436. if ( json.color !== undefined ) material.color.setHex( json.color );
  7437. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7438. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7439. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7440. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7441. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7442. if ( json.blending !== undefined ) material.blending = json.blending;
  7443. if ( json.side !== undefined ) material.side = json.side;
  7444. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7445. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7446. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7447. if ( json.materials !== undefined ) {
  7448. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7449. material.materials.push( this.parse( json.materials[ i ] ) );
  7450. }
  7451. }
  7452. return material;
  7453. }
  7454. };
  7455. /**
  7456. * @author mrdoob / http://mrdoob.com/
  7457. */
  7458. THREE.ObjectLoader = function ( manager ) {
  7459. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7460. };
  7461. THREE.ObjectLoader.prototype = {
  7462. constructor: THREE.ObjectLoader,
  7463. load: function ( url, onLoad, onProgress, onError ) {
  7464. var scope = this;
  7465. var loader = new THREE.XHRLoader( scope.manager );
  7466. loader.setCrossOrigin( this.crossOrigin );
  7467. loader.load( url, function ( text ) {
  7468. onLoad( scope.parse( JSON.parse( text ) ) );
  7469. } );
  7470. },
  7471. setCrossOrigin: function ( value ) {
  7472. this.crossOrigin = value;
  7473. },
  7474. parse: function ( json ) {
  7475. var geometries = this.parseGeometries( json.geometries );
  7476. var materials = this.parseMaterials( json.materials );
  7477. var object = this.parseObject( json.object, geometries, materials );
  7478. return object;
  7479. },
  7480. parseGeometries: function ( json ) {
  7481. var geometries = {};
  7482. if ( json !== undefined ) {
  7483. var geometryLoader = new THREE.JSONLoader();
  7484. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7485. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7486. var geometry;
  7487. var data = json[ i ];
  7488. switch ( data.type ) {
  7489. case 'PlaneGeometry':
  7490. geometry = new THREE.PlaneGeometry(
  7491. data.width,
  7492. data.height,
  7493. data.widthSegments,
  7494. data.heightSegments
  7495. );
  7496. break;
  7497. case 'BoxGeometry':
  7498. case 'CubeGeometry': // DEPRECATED
  7499. geometry = new THREE.BoxGeometry(
  7500. data.width,
  7501. data.height,
  7502. data.depth,
  7503. data.widthSegments,
  7504. data.heightSegments,
  7505. data.depthSegments
  7506. );
  7507. break;
  7508. case 'CircleGeometry':
  7509. geometry = new THREE.CircleGeometry(
  7510. data.radius,
  7511. data.segments
  7512. );
  7513. break;
  7514. case 'CylinderGeometry':
  7515. geometry = new THREE.CylinderGeometry(
  7516. data.radiusTop,
  7517. data.radiusBottom,
  7518. data.height,
  7519. data.radialSegments,
  7520. data.heightSegments,
  7521. data.openEnded
  7522. );
  7523. break;
  7524. case 'SphereGeometry':
  7525. geometry = new THREE.SphereGeometry(
  7526. data.radius,
  7527. data.widthSegments,
  7528. data.heightSegments,
  7529. data.phiStart,
  7530. data.phiLength,
  7531. data.thetaStart,
  7532. data.thetaLength
  7533. );
  7534. break;
  7535. case 'IcosahedronGeometry':
  7536. geometry = new THREE.IcosahedronGeometry(
  7537. data.radius,
  7538. data.detail
  7539. );
  7540. break;
  7541. case 'TorusGeometry':
  7542. geometry = new THREE.TorusGeometry(
  7543. data.radius,
  7544. data.tube,
  7545. data.radialSegments,
  7546. data.tubularSegments,
  7547. data.arc
  7548. );
  7549. break;
  7550. case 'TorusKnotGeometry':
  7551. geometry = new THREE.TorusKnotGeometry(
  7552. data.radius,
  7553. data.tube,
  7554. data.radialSegments,
  7555. data.tubularSegments,
  7556. data.p,
  7557. data.q,
  7558. data.heightScale
  7559. );
  7560. break;
  7561. case 'BufferGeometry':
  7562. geometry = bufferGeometryLoader.parse( data.data );
  7563. break;
  7564. case 'Geometry':
  7565. geometry = geometryLoader.parse( data.data ).geometry;
  7566. break;
  7567. }
  7568. geometry.uuid = data.uuid;
  7569. if ( data.name !== undefined ) geometry.name = data.name;
  7570. geometries[ data.uuid ] = geometry;
  7571. }
  7572. }
  7573. return geometries;
  7574. },
  7575. parseMaterials: function ( json ) {
  7576. var materials = {};
  7577. if ( json !== undefined ) {
  7578. var loader = new THREE.MaterialLoader();
  7579. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7580. var data = json[ i ];
  7581. var material = loader.parse( data );
  7582. material.uuid = data.uuid;
  7583. if ( data.name !== undefined ) material.name = data.name;
  7584. materials[ data.uuid ] = material;
  7585. }
  7586. }
  7587. return materials;
  7588. },
  7589. parseObject: function () {
  7590. var matrix = new THREE.Matrix4();
  7591. return function ( data, geometries, materials ) {
  7592. var object;
  7593. switch ( data.type ) {
  7594. case 'Scene':
  7595. object = new THREE.Scene();
  7596. break;
  7597. case 'PerspectiveCamera':
  7598. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7599. break;
  7600. case 'OrthographicCamera':
  7601. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7602. break;
  7603. case 'AmbientLight':
  7604. object = new THREE.AmbientLight( data.color );
  7605. break;
  7606. case 'DirectionalLight':
  7607. object = new THREE.DirectionalLight( data.color, data.intensity );
  7608. break;
  7609. case 'PointLight':
  7610. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7611. break;
  7612. case 'SpotLight':
  7613. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7614. break;
  7615. case 'HemisphereLight':
  7616. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7617. break;
  7618. case 'Mesh':
  7619. var geometry = geometries[ data.geometry ];
  7620. var material = materials[ data.material ];
  7621. if ( geometry === undefined ) {
  7622. console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
  7623. }
  7624. if ( material === undefined ) {
  7625. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7626. }
  7627. object = new THREE.Mesh( geometry, material );
  7628. break;
  7629. case 'Sprite':
  7630. var material = materials[ data.material ];
  7631. if ( material === undefined ) {
  7632. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7633. }
  7634. object = new THREE.Sprite( material );
  7635. break;
  7636. default:
  7637. object = new THREE.Object3D();
  7638. }
  7639. object.uuid = data.uuid;
  7640. if ( data.name !== undefined ) object.name = data.name;
  7641. if ( data.matrix !== undefined ) {
  7642. matrix.fromArray( data.matrix );
  7643. matrix.decompose( object.position, object.quaternion, object.scale );
  7644. } else {
  7645. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7646. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7647. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7648. }
  7649. if ( data.visible !== undefined ) object.visible = data.visible;
  7650. if ( data.userData !== undefined ) object.userData = data.userData;
  7651. if ( data.children !== undefined ) {
  7652. for ( var child in data.children ) {
  7653. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7654. }
  7655. }
  7656. return object;
  7657. }
  7658. }()
  7659. };
  7660. /**
  7661. * @author alteredq / http://alteredqualia.com/
  7662. */
  7663. THREE.SceneLoader = function () {
  7664. this.onLoadStart = function () {};
  7665. this.onLoadProgress = function() {};
  7666. this.onLoadComplete = function () {};
  7667. this.callbackSync = function () {};
  7668. this.callbackProgress = function () {};
  7669. this.geometryHandlers = {};
  7670. this.hierarchyHandlers = {};
  7671. this.addGeometryHandler( "ascii", THREE.JSONLoader );
  7672. };
  7673. THREE.SceneLoader.prototype = {
  7674. constructor: THREE.SceneLoader,
  7675. load: function ( url, onLoad, onProgress, onError ) {
  7676. var scope = this;
  7677. var loader = new THREE.XHRLoader( scope.manager );
  7678. loader.setCrossOrigin( this.crossOrigin );
  7679. loader.load( url, function ( text ) {
  7680. scope.parse( JSON.parse( text ), onLoad, url );
  7681. } );
  7682. },
  7683. setCrossOrigin: function ( value ) {
  7684. this.crossOrigin = value;
  7685. },
  7686. addGeometryHandler: function ( typeID, loaderClass ) {
  7687. this.geometryHandlers[ typeID ] = { "loaderClass": loaderClass };
  7688. },
  7689. addHierarchyHandler: function ( typeID, loaderClass ) {
  7690. this.hierarchyHandlers[ typeID ] = { "loaderClass": loaderClass };
  7691. },
  7692. parse: function ( json, callbackFinished, url ) {
  7693. var scope = this;
  7694. var urlBase = THREE.Loader.prototype.extractUrlBase( url );
  7695. var geometry, material, camera, fog,
  7696. texture, images, color,
  7697. light, hex, intensity,
  7698. counter_models, counter_textures,
  7699. total_models, total_textures,
  7700. result;
  7701. var target_array = [];
  7702. var data = json;
  7703. // async geometry loaders
  7704. for ( var typeID in this.geometryHandlers ) {
  7705. var loaderClass = this.geometryHandlers[ typeID ][ "loaderClass" ];
  7706. this.geometryHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
  7707. }
  7708. // async hierachy loaders
  7709. for ( var typeID in this.hierarchyHandlers ) {
  7710. var loaderClass = this.hierarchyHandlers[ typeID ][ "loaderClass" ];
  7711. this.hierarchyHandlers[ typeID ][ "loaderObject" ] = new loaderClass();
  7712. }
  7713. counter_models = 0;
  7714. counter_textures = 0;
  7715. result = {
  7716. scene: new THREE.Scene(),
  7717. geometries: {},
  7718. face_materials: {},
  7719. materials: {},
  7720. textures: {},
  7721. objects: {},
  7722. cameras: {},
  7723. lights: {},
  7724. fogs: {},
  7725. empties: {},
  7726. groups: {}
  7727. };
  7728. if ( data.transform ) {
  7729. var position = data.transform.position,
  7730. rotation = data.transform.rotation,
  7731. scale = data.transform.scale;
  7732. if ( position ) {
  7733. result.scene.position.fromArray( position );
  7734. }
  7735. if ( rotation ) {
  7736. result.scene.rotation.fromArray( rotation );
  7737. }
  7738. if ( scale ) {
  7739. result.scene.scale.fromArray( scale );
  7740. }
  7741. if ( position || rotation || scale ) {
  7742. result.scene.updateMatrix();
  7743. result.scene.updateMatrixWorld();
  7744. }
  7745. }
  7746. function get_url( source_url, url_type ) {
  7747. if ( url_type == "relativeToHTML" ) {
  7748. return source_url;
  7749. } else {
  7750. return urlBase + source_url;
  7751. }
  7752. };
  7753. // toplevel loader function, delegates to handle_children
  7754. function handle_objects() {
  7755. handle_children( result.scene, data.objects );
  7756. }
  7757. // handle all the children from the loaded json and attach them to given parent
  7758. function handle_children( parent, children ) {
  7759. var mat, dst, pos, rot, scl, quat;
  7760. for ( var objID in children ) {
  7761. // check by id if child has already been handled,
  7762. // if not, create new object
  7763. var object = result.objects[ objID ];
  7764. var objJSON = children[ objID ];
  7765. if ( object === undefined ) {
  7766. // meshes
  7767. if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
  7768. if ( objJSON.loading === undefined ) {
  7769. var reservedTypes = {
  7770. "type": 1, "url": 1, "material": 1,
  7771. "position": 1, "rotation": 1, "scale" : 1,
  7772. "visible": 1, "children": 1, "userData": 1,
  7773. "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1
  7774. };
  7775. var loaderParameters = {};
  7776. for ( var parType in objJSON ) {
  7777. if ( ! ( parType in reservedTypes ) ) {
  7778. loaderParameters[ parType ] = objJSON[ parType ];
  7779. }
  7780. }
  7781. material = result.materials[ objJSON.material ];
  7782. objJSON.loading = true;
  7783. var loader = scope.hierarchyHandlers[ objJSON.type ][ "loaderObject" ];
  7784. // ColladaLoader
  7785. if ( loader.options ) {
  7786. loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
  7787. // UTF8Loader
  7788. // OBJLoader
  7789. } else {
  7790. loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
  7791. }
  7792. }
  7793. } else if ( objJSON.geometry !== undefined ) {
  7794. geometry = result.geometries[ objJSON.geometry ];
  7795. // geometry already loaded
  7796. if ( geometry ) {
  7797. var needsTangents = false;
  7798. material = result.materials[ objJSON.material ];
  7799. needsTangents = material instanceof THREE.ShaderMaterial;
  7800. pos = objJSON.position;
  7801. rot = objJSON.rotation;
  7802. scl = objJSON.scale;
  7803. mat = objJSON.matrix;
  7804. quat = objJSON.quaternion;
  7805. // use materials from the model file
  7806. // if there is no material specified in the object
  7807. if ( ! objJSON.material ) {
  7808. material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
  7809. }
  7810. // use materials from the model file
  7811. // if there is just empty face material
  7812. // (must create new material as each model has its own face material)
  7813. if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
  7814. material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
  7815. }
  7816. if ( material instanceof THREE.MeshFaceMaterial ) {
  7817. for ( var i = 0; i < material.materials.length; i ++ ) {
  7818. needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
  7819. }
  7820. }
  7821. if ( needsTangents ) {
  7822. geometry.computeTangents();
  7823. }
  7824. if ( objJSON.skin ) {
  7825. object = new THREE.SkinnedMesh( geometry, material );
  7826. } else if ( objJSON.morph ) {
  7827. object = new THREE.MorphAnimMesh( geometry, material );
  7828. if ( objJSON.duration !== undefined ) {
  7829. object.duration = objJSON.duration;
  7830. }
  7831. if ( objJSON.time !== undefined ) {
  7832. object.time = objJSON.time;
  7833. }
  7834. if ( objJSON.mirroredLoop !== undefined ) {
  7835. object.mirroredLoop = objJSON.mirroredLoop;
  7836. }
  7837. if ( material.morphNormals ) {
  7838. geometry.computeMorphNormals();
  7839. }
  7840. } else {
  7841. object = new THREE.Mesh( geometry, material );
  7842. }
  7843. object.name = objID;
  7844. if ( mat ) {
  7845. object.matrixAutoUpdate = false;
  7846. object.matrix.set(
  7847. mat[0], mat[1], mat[2], mat[3],
  7848. mat[4], mat[5], mat[6], mat[7],
  7849. mat[8], mat[9], mat[10], mat[11],
  7850. mat[12], mat[13], mat[14], mat[15]
  7851. );
  7852. } else {
  7853. object.position.fromArray( pos );
  7854. if ( quat ) {
  7855. object.quaternion.fromArray( quat );
  7856. } else {
  7857. object.rotation.fromArray( rot );
  7858. }
  7859. object.scale.fromArray( scl );
  7860. }
  7861. object.visible = objJSON.visible;
  7862. object.castShadow = objJSON.castShadow;
  7863. object.receiveShadow = objJSON.receiveShadow;
  7864. parent.add( object );
  7865. result.objects[ objID ] = object;
  7866. }
  7867. // lights
  7868. } else if ( objJSON.type === "AmbientLight" || objJSON.type === "PointLight" ||
  7869. objJSON.type === "DirectionalLight" || objJSON.type === "SpotLight" ||
  7870. objJSON.type === "HemisphereLight" || objJSON.type === "AreaLight" ) {
  7871. var color = objJSON.color;
  7872. var intensity = objJSON.intensity;
  7873. var distance = objJSON.distance;
  7874. var position = objJSON.position;
  7875. var rotation = objJSON.rotation;
  7876. switch ( objJSON.type ) {
  7877. case 'AmbientLight':
  7878. light = new THREE.AmbientLight( color );
  7879. break;
  7880. case 'PointLight':
  7881. light = new THREE.PointLight( color, intensity, distance );
  7882. light.position.fromArray( position );
  7883. break;
  7884. case 'DirectionalLight':
  7885. light = new THREE.DirectionalLight( color, intensity );
  7886. light.position.fromArray( objJSON.direction );
  7887. break;
  7888. case 'SpotLight':
  7889. light = new THREE.SpotLight( color, intensity, distance, 1 );
  7890. light.angle = objJSON.angle;
  7891. light.position.fromArray( position );
  7892. light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
  7893. light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
  7894. break;
  7895. case 'HemisphereLight':
  7896. light = new THREE.DirectionalLight( color, intensity, distance );
  7897. light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
  7898. light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
  7899. break;
  7900. case 'AreaLight':
  7901. light = new THREE.AreaLight(color, intensity);
  7902. light.position.fromArray( position );
  7903. light.width = objJSON.size;
  7904. light.height = objJSON.size_y;
  7905. break;
  7906. }
  7907. parent.add( light );
  7908. light.name = objID;
  7909. result.lights[ objID ] = light;
  7910. result.objects[ objID ] = light;
  7911. // cameras
  7912. } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
  7913. pos = objJSON.position;
  7914. rot = objJSON.rotation;
  7915. quat = objJSON.quaternion;
  7916. if ( objJSON.type === "PerspectiveCamera" ) {
  7917. camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
  7918. } else if ( objJSON.type === "OrthographicCamera" ) {
  7919. camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
  7920. }
  7921. camera.name = objID;
  7922. camera.position.fromArray( pos );
  7923. if ( quat !== undefined ) {
  7924. camera.quaternion.fromArray( quat );
  7925. } else if ( rot !== undefined ) {
  7926. camera.rotation.fromArray( rot );
  7927. }
  7928. parent.add( camera );
  7929. result.cameras[ objID ] = camera;
  7930. result.objects[ objID ] = camera;
  7931. // pure Object3D
  7932. } else {
  7933. pos = objJSON.position;
  7934. rot = objJSON.rotation;
  7935. scl = objJSON.scale;
  7936. quat = objJSON.quaternion;
  7937. object = new THREE.Object3D();
  7938. object.name = objID;
  7939. object.position.fromArray( pos );
  7940. if ( quat ) {
  7941. object.quaternion.fromArray( quat );
  7942. } else {
  7943. object.rotation.fromArray( rot );
  7944. }
  7945. object.scale.fromArray( scl );
  7946. object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
  7947. parent.add( object );
  7948. result.objects[ objID ] = object;
  7949. result.empties[ objID ] = object;
  7950. }
  7951. if ( object ) {
  7952. if ( objJSON.userData !== undefined ) {
  7953. for ( var key in objJSON.userData ) {
  7954. var value = objJSON.userData[ key ];
  7955. object.userData[ key ] = value;
  7956. }
  7957. }
  7958. if ( objJSON.groups !== undefined ) {
  7959. for ( var i = 0; i < objJSON.groups.length; i ++ ) {
  7960. var groupID = objJSON.groups[ i ];
  7961. if ( result.groups[ groupID ] === undefined ) {
  7962. result.groups[ groupID ] = [];
  7963. }
  7964. result.groups[ groupID ].push( objID );
  7965. }
  7966. }
  7967. }
  7968. }
  7969. if ( object !== undefined && objJSON.children !== undefined ) {
  7970. handle_children( object, objJSON.children );
  7971. }
  7972. }
  7973. };
  7974. function handle_mesh( geo, mat, id ) {
  7975. result.geometries[ id ] = geo;
  7976. result.face_materials[ id ] = mat;
  7977. handle_objects();
  7978. };
  7979. function handle_hierarchy( node, id, parent, material, obj ) {
  7980. var p = obj.position;
  7981. var r = obj.rotation;
  7982. var q = obj.quaternion;
  7983. var s = obj.scale;
  7984. node.position.fromArray( p );
  7985. if ( q ) {
  7986. node.quaternion.fromArray( q );
  7987. } else {
  7988. node.rotation.fromArray( r );
  7989. }
  7990. node.scale.fromArray( s );
  7991. // override children materials
  7992. // if object material was specified in JSON explicitly
  7993. if ( material ) {
  7994. node.traverse( function ( child ) {
  7995. child.material = material;
  7996. } );
  7997. }
  7998. // override children visibility
  7999. // with root node visibility as specified in JSON
  8000. var visible = ( obj.visible !== undefined ) ? obj.visible : true;
  8001. node.traverse( function ( child ) {
  8002. child.visible = visible;
  8003. } );
  8004. parent.add( node );
  8005. node.name = id;
  8006. result.objects[ id ] = node;
  8007. handle_objects();
  8008. };
  8009. function create_callback_geometry( id ) {
  8010. return function ( geo, mat ) {
  8011. geo.name = id;
  8012. handle_mesh( geo, mat, id );
  8013. counter_models -= 1;
  8014. scope.onLoadComplete();
  8015. async_callback_gate();
  8016. }
  8017. };
  8018. function create_callback_hierachy( id, parent, material, obj ) {
  8019. return function ( event ) {
  8020. var result;
  8021. // loaders which use EventDispatcher
  8022. if ( event.content ) {
  8023. result = event.content;
  8024. // ColladaLoader
  8025. } else if ( event.dae ) {
  8026. result = event.scene;
  8027. // UTF8Loader
  8028. } else {
  8029. result = event;
  8030. }
  8031. handle_hierarchy( result, id, parent, material, obj );
  8032. counter_models -= 1;
  8033. scope.onLoadComplete();
  8034. async_callback_gate();
  8035. }
  8036. };
  8037. function create_callback_embed( id ) {
  8038. return function ( geo, mat ) {
  8039. geo.name = id;
  8040. result.geometries[ id ] = geo;
  8041. result.face_materials[ id ] = mat;
  8042. }
  8043. };
  8044. function async_callback_gate() {
  8045. var progress = {
  8046. totalModels : total_models,
  8047. totalTextures : total_textures,
  8048. loadedModels : total_models - counter_models,
  8049. loadedTextures : total_textures - counter_textures
  8050. };
  8051. scope.callbackProgress( progress, result );
  8052. scope.onLoadProgress();
  8053. if ( counter_models === 0 && counter_textures === 0 ) {
  8054. finalize();
  8055. callbackFinished( result );
  8056. }
  8057. };
  8058. function finalize() {
  8059. // take care of targets which could be asynchronously loaded objects
  8060. for ( var i = 0; i < target_array.length; i ++ ) {
  8061. var ta = target_array[ i ];
  8062. var target = result.objects[ ta.targetName ];
  8063. if ( target ) {
  8064. ta.object.target = target;
  8065. } else {
  8066. // if there was error and target of specified name doesn't exist in the scene file
  8067. // create instead dummy target
  8068. // (target must be added to scene explicitly as parent is already added)
  8069. ta.object.target = new THREE.Object3D();
  8070. result.scene.add( ta.object.target );
  8071. }
  8072. ta.object.target.userData.targetInverse = ta.object;
  8073. }
  8074. };
  8075. var callbackTexture = function ( count ) {
  8076. counter_textures -= count;
  8077. async_callback_gate();
  8078. scope.onLoadComplete();
  8079. };
  8080. // must use this instead of just directly calling callbackTexture
  8081. // because of closure in the calling context loop
  8082. var generateTextureCallback = function ( count ) {
  8083. return function () {
  8084. callbackTexture( count );
  8085. };
  8086. };
  8087. function traverse_json_hierarchy( objJSON, callback ) {
  8088. callback( objJSON );
  8089. if ( objJSON.children !== undefined ) {
  8090. for ( var objChildID in objJSON.children ) {
  8091. traverse_json_hierarchy( objJSON.children[ objChildID ], callback );
  8092. }
  8093. }
  8094. };
  8095. // first go synchronous elements
  8096. // fogs
  8097. var fogID, fogJSON;
  8098. for ( fogID in data.fogs ) {
  8099. fogJSON = data.fogs[ fogID ];
  8100. if ( fogJSON.type === "linear" ) {
  8101. fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
  8102. } else if ( fogJSON.type === "exp2" ) {
  8103. fog = new THREE.FogExp2( 0x000000, fogJSON.density );
  8104. }
  8105. color = fogJSON.color;
  8106. fog.color.setRGB( color[0], color[1], color[2] );
  8107. result.fogs[ fogID ] = fog;
  8108. }
  8109. // now come potentially asynchronous elements
  8110. // geometries
  8111. // count how many geometries will be loaded asynchronously
  8112. var geoID, geoJSON;
  8113. for ( geoID in data.geometries ) {
  8114. geoJSON = data.geometries[ geoID ];
  8115. if ( geoJSON.type in this.geometryHandlers ) {
  8116. counter_models += 1;
  8117. scope.onLoadStart();
  8118. }
  8119. }
  8120. // count how many hierarchies will be loaded asynchronously
  8121. for ( var objID in data.objects ) {
  8122. traverse_json_hierarchy( data.objects[ objID ], function ( objJSON ) {
  8123. if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {
  8124. counter_models += 1;
  8125. scope.onLoadStart();
  8126. }
  8127. });
  8128. }
  8129. total_models = counter_models;
  8130. for ( geoID in data.geometries ) {
  8131. geoJSON = data.geometries[ geoID ];
  8132. if ( geoJSON.type === "cube" ) {
  8133. geometry = new THREE.BoxGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
  8134. geometry.name = geoID;
  8135. result.geometries[ geoID ] = geometry;
  8136. } else if ( geoJSON.type === "plane" ) {
  8137. geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
  8138. geometry.name = geoID;
  8139. result.geometries[ geoID ] = geometry;
  8140. } else if ( geoJSON.type === "sphere" ) {
  8141. geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
  8142. geometry.name = geoID;
  8143. result.geometries[ geoID ] = geometry;
  8144. } else if ( geoJSON.type === "cylinder" ) {
  8145. geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
  8146. geometry.name = geoID;
  8147. result.geometries[ geoID ] = geometry;
  8148. } else if ( geoJSON.type === "torus" ) {
  8149. geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
  8150. geometry.name = geoID;
  8151. result.geometries[ geoID ] = geometry;
  8152. } else if ( geoJSON.type === "icosahedron" ) {
  8153. geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
  8154. geometry.name = geoID;
  8155. result.geometries[ geoID ] = geometry;
  8156. } else if ( geoJSON.type in this.geometryHandlers ) {
  8157. var loaderParameters = {};
  8158. for ( var parType in geoJSON ) {
  8159. if ( parType !== "type" && parType !== "url" ) {
  8160. loaderParameters[ parType ] = geoJSON[ parType ];
  8161. }
  8162. }
  8163. var loader = this.geometryHandlers[ geoJSON.type ][ "loaderObject" ];
  8164. loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
  8165. } else if ( geoJSON.type === "embedded" ) {
  8166. var modelJson = data.embeds[ geoJSON.id ],
  8167. texture_path = "";
  8168. // pass metadata along to jsonLoader so it knows the format version
  8169. modelJson.metadata = data.metadata;
  8170. if ( modelJson ) {
  8171. var jsonLoader = this.geometryHandlers[ "ascii" ][ "loaderObject" ];
  8172. var model = jsonLoader.parse( modelJson, texture_path );
  8173. create_callback_embed( geoID )( model.geometry, model.materials );
  8174. }
  8175. }
  8176. }
  8177. // textures
  8178. // count how many textures will be loaded asynchronously
  8179. var textureID, textureJSON;
  8180. for ( textureID in data.textures ) {
  8181. textureJSON = data.textures[ textureID ];
  8182. if ( textureJSON.url instanceof Array ) {
  8183. counter_textures += textureJSON.url.length;
  8184. for( var n = 0; n < textureJSON.url.length; n ++ ) {
  8185. scope.onLoadStart();
  8186. }
  8187. } else {
  8188. counter_textures += 1;
  8189. scope.onLoadStart();
  8190. }
  8191. }
  8192. total_textures = counter_textures;
  8193. for ( textureID in data.textures ) {
  8194. textureJSON = data.textures[ textureID ];
  8195. if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
  8196. textureJSON.mapping = new THREE[ textureJSON.mapping ]();
  8197. }
  8198. if ( textureJSON.url instanceof Array ) {
  8199. var count = textureJSON.url.length;
  8200. var url_array = [];
  8201. for( var i = 0; i < count; i ++ ) {
  8202. url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
  8203. }
  8204. var isCompressed = /\.dds$/i.test( url_array[ 0 ] );
  8205. if ( isCompressed ) {
  8206. texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
  8207. } else {
  8208. texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
  8209. }
  8210. } else {
  8211. var isCompressed = /\.dds$/i.test( textureJSON.url );
  8212. var fullUrl = get_url( textureJSON.url, data.urlBaseType );
  8213. var textureCallback = generateTextureCallback( 1 );
  8214. if ( isCompressed ) {
  8215. texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
  8216. } else {
  8217. texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
  8218. }
  8219. if ( THREE[ textureJSON.minFilter ] !== undefined )
  8220. texture.minFilter = THREE[ textureJSON.minFilter ];
  8221. if ( THREE[ textureJSON.magFilter ] !== undefined )
  8222. texture.magFilter = THREE[ textureJSON.magFilter ];
  8223. if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
  8224. if ( textureJSON.repeat ) {
  8225. texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
  8226. if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  8227. if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  8228. }
  8229. if ( textureJSON.offset ) {
  8230. texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
  8231. }
  8232. // handle wrap after repeat so that default repeat can be overriden
  8233. if ( textureJSON.wrap ) {
  8234. var wrapMap = {
  8235. "repeat": THREE.RepeatWrapping,
  8236. "mirror": THREE.MirroredRepeatWrapping
  8237. }
  8238. if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
  8239. if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
  8240. }
  8241. }
  8242. result.textures[ textureID ] = texture;
  8243. }
  8244. // materials
  8245. var matID, matJSON;
  8246. var parID;
  8247. for ( matID in data.materials ) {
  8248. matJSON = data.materials[ matID ];
  8249. for ( parID in matJSON.parameters ) {
  8250. if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
  8251. matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
  8252. } else if ( parID === "shading" ) {
  8253. matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
  8254. } else if ( parID === "side" ) {
  8255. if ( matJSON.parameters[ parID ] == "double" ) {
  8256. matJSON.parameters[ parID ] = THREE.DoubleSide;
  8257. } else if ( matJSON.parameters[ parID ] == "back" ) {
  8258. matJSON.parameters[ parID ] = THREE.BackSide;
  8259. } else {
  8260. matJSON.parameters[ parID ] = THREE.FrontSide;
  8261. }
  8262. } else if ( parID === "blending" ) {
  8263. matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
  8264. } else if ( parID === "combine" ) {
  8265. matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;
  8266. } else if ( parID === "vertexColors" ) {
  8267. if ( matJSON.parameters[ parID ] == "face" ) {
  8268. matJSON.parameters[ parID ] = THREE.FaceColors;
  8269. // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
  8270. } else if ( matJSON.parameters[ parID ] ) {
  8271. matJSON.parameters[ parID ] = THREE.VertexColors;
  8272. }
  8273. } else if ( parID === "wrapRGB" ) {
  8274. var v3 = matJSON.parameters[ parID ];
  8275. matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
  8276. }
  8277. }
  8278. if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
  8279. matJSON.parameters.transparent = true;
  8280. }
  8281. if ( matJSON.parameters.normalMap ) {
  8282. var shader = THREE.ShaderLib[ "normalmap" ];
  8283. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  8284. var diffuse = matJSON.parameters.color;
  8285. var specular = matJSON.parameters.specular;
  8286. var ambient = matJSON.parameters.ambient;
  8287. var shininess = matJSON.parameters.shininess;
  8288. uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
  8289. if ( matJSON.parameters.normalScale ) {
  8290. uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
  8291. }
  8292. if ( matJSON.parameters.map ) {
  8293. uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
  8294. uniforms[ "enableDiffuse" ].value = true;
  8295. }
  8296. if ( matJSON.parameters.envMap ) {
  8297. uniforms[ "tCube" ].value = matJSON.parameters.envMap;
  8298. uniforms[ "enableReflection" ].value = true;
  8299. uniforms[ "reflectivity" ].value = matJSON.parameters.reflectivity;
  8300. }
  8301. if ( matJSON.parameters.lightMap ) {
  8302. uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
  8303. uniforms[ "enableAO" ].value = true;
  8304. }
  8305. if ( matJSON.parameters.specularMap ) {
  8306. uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
  8307. uniforms[ "enableSpecular" ].value = true;
  8308. }
  8309. if ( matJSON.parameters.displacementMap ) {
  8310. uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
  8311. uniforms[ "enableDisplacement" ].value = true;
  8312. uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
  8313. uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
  8314. }
  8315. uniforms[ "diffuse" ].value.setHex( diffuse );
  8316. uniforms[ "specular" ].value.setHex( specular );
  8317. uniforms[ "ambient" ].value.setHex( ambient );
  8318. uniforms[ "shininess" ].value = shininess;
  8319. if ( matJSON.parameters.opacity ) {
  8320. uniforms[ "opacity" ].value = matJSON.parameters.opacity;
  8321. }
  8322. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  8323. material = new THREE.ShaderMaterial( parameters );
  8324. } else {
  8325. material = new THREE[ matJSON.type ]( matJSON.parameters );
  8326. }
  8327. material.name = matID;
  8328. result.materials[ matID ] = material;
  8329. }
  8330. // second pass through all materials to initialize MeshFaceMaterials
  8331. // that could be referring to other materials out of order
  8332. for ( matID in data.materials ) {
  8333. matJSON = data.materials[ matID ];
  8334. if ( matJSON.parameters.materials ) {
  8335. var materialArray = [];
  8336. for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
  8337. var label = matJSON.parameters.materials[ i ];
  8338. materialArray.push( result.materials[ label ] );
  8339. }
  8340. result.materials[ matID ].materials = materialArray;
  8341. }
  8342. }
  8343. // objects ( synchronous init of procedural primitives )
  8344. handle_objects();
  8345. // defaults
  8346. if ( result.cameras && data.defaults.camera ) {
  8347. result.currentCamera = result.cameras[ data.defaults.camera ];
  8348. }
  8349. if ( result.fogs && data.defaults.fog ) {
  8350. result.scene.fog = result.fogs[ data.defaults.fog ];
  8351. }
  8352. // synchronous callback
  8353. scope.callbackSync( result );
  8354. // just in case there are no async elements
  8355. async_callback_gate();
  8356. }
  8357. }
  8358. /**
  8359. * @author mrdoob / http://mrdoob.com/
  8360. */
  8361. THREE.TextureLoader = function ( manager ) {
  8362. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  8363. };
  8364. THREE.TextureLoader.prototype = {
  8365. constructor: THREE.TextureLoader,
  8366. load: function ( url, onLoad, onProgress, onError ) {
  8367. var scope = this;
  8368. var loader = new THREE.ImageLoader( scope.manager );
  8369. loader.setCrossOrigin( this.crossOrigin );
  8370. loader.load( url, function ( image ) {
  8371. var texture = new THREE.Texture( image );
  8372. texture.needsUpdate = true;
  8373. if ( onLoad !== undefined ) {
  8374. onLoad( texture );
  8375. }
  8376. } );
  8377. },
  8378. setCrossOrigin: function ( value ) {
  8379. this.crossOrigin = value;
  8380. }
  8381. };
  8382. /**
  8383. * @author mrdoob / http://mrdoob.com/
  8384. * @author alteredq / http://alteredqualia.com/
  8385. */
  8386. THREE.Material = function () {
  8387. this.id = THREE.MaterialIdCount ++;
  8388. this.uuid = THREE.Math.generateUUID();
  8389. this.name = '';
  8390. this.side = THREE.FrontSide;
  8391. this.opacity = 1;
  8392. this.transparent = false;
  8393. this.blending = THREE.NormalBlending;
  8394. this.blendSrc = THREE.SrcAlphaFactor;
  8395. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  8396. this.blendEquation = THREE.AddEquation;
  8397. this.depthTest = true;
  8398. this.depthWrite = true;
  8399. this.polygonOffset = false;
  8400. this.polygonOffsetFactor = 0;
  8401. this.polygonOffsetUnits = 0;
  8402. this.alphaTest = 0;
  8403. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  8404. this.visible = true;
  8405. this.needsUpdate = true;
  8406. };
  8407. THREE.Material.prototype = {
  8408. constructor: THREE.Material,
  8409. setValues: function ( values ) {
  8410. if ( values === undefined ) return;
  8411. for ( var key in values ) {
  8412. var newValue = values[ key ];
  8413. if ( newValue === undefined ) {
  8414. console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
  8415. continue;
  8416. }
  8417. if ( key in this ) {
  8418. var currentValue = this[ key ];
  8419. if ( currentValue instanceof THREE.Color ) {
  8420. currentValue.set( newValue );
  8421. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  8422. currentValue.copy( newValue );
  8423. } else if ( key == 'overdraw') {
  8424. // ensure overdraw is backwards-compatable with legacy boolean type
  8425. this[ key ] = Number(newValue);
  8426. } else {
  8427. this[ key ] = newValue;
  8428. }
  8429. }
  8430. }
  8431. },
  8432. clone: function ( material ) {
  8433. if ( material === undefined ) material = new THREE.Material();
  8434. material.name = this.name;
  8435. material.side = this.side;
  8436. material.opacity = this.opacity;
  8437. material.transparent = this.transparent;
  8438. material.blending = this.blending;
  8439. material.blendSrc = this.blendSrc;
  8440. material.blendDst = this.blendDst;
  8441. material.blendEquation = this.blendEquation;
  8442. material.depthTest = this.depthTest;
  8443. material.depthWrite = this.depthWrite;
  8444. material.polygonOffset = this.polygonOffset;
  8445. material.polygonOffsetFactor = this.polygonOffsetFactor;
  8446. material.polygonOffsetUnits = this.polygonOffsetUnits;
  8447. material.alphaTest = this.alphaTest;
  8448. material.overdraw = this.overdraw;
  8449. material.visible = this.visible;
  8450. return material;
  8451. },
  8452. dispose: function () {
  8453. this.dispatchEvent( { type: 'dispose' } );
  8454. }
  8455. };
  8456. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  8457. THREE.MaterialIdCount = 0;
  8458. /**
  8459. * @author mrdoob / http://mrdoob.com/
  8460. * @author alteredq / http://alteredqualia.com/
  8461. *
  8462. * parameters = {
  8463. * color: <hex>,
  8464. * opacity: <float>,
  8465. *
  8466. * blending: THREE.NormalBlending,
  8467. * depthTest: <bool>,
  8468. * depthWrite: <bool>,
  8469. *
  8470. * linewidth: <float>,
  8471. * linecap: "round",
  8472. * linejoin: "round",
  8473. *
  8474. * vertexColors: <bool>
  8475. *
  8476. * fog: <bool>
  8477. * }
  8478. */
  8479. THREE.LineBasicMaterial = function ( parameters ) {
  8480. THREE.Material.call( this );
  8481. this.color = new THREE.Color( 0xffffff );
  8482. this.linewidth = 1;
  8483. this.linecap = 'round';
  8484. this.linejoin = 'round';
  8485. this.vertexColors = false;
  8486. this.fog = true;
  8487. this.setValues( parameters );
  8488. };
  8489. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  8490. THREE.LineBasicMaterial.prototype.clone = function () {
  8491. var material = new THREE.LineBasicMaterial();
  8492. THREE.Material.prototype.clone.call( this, material );
  8493. material.color.copy( this.color );
  8494. material.linewidth = this.linewidth;
  8495. material.linecap = this.linecap;
  8496. material.linejoin = this.linejoin;
  8497. material.vertexColors = this.vertexColors;
  8498. material.fog = this.fog;
  8499. return material;
  8500. };
  8501. /**
  8502. * @author alteredq / http://alteredqualia.com/
  8503. *
  8504. * parameters = {
  8505. * color: <hex>,
  8506. * opacity: <float>,
  8507. *
  8508. * blending: THREE.NormalBlending,
  8509. * depthTest: <bool>,
  8510. * depthWrite: <bool>,
  8511. *
  8512. * linewidth: <float>,
  8513. *
  8514. * scale: <float>,
  8515. * dashSize: <float>,
  8516. * gapSize: <float>,
  8517. *
  8518. * vertexColors: <bool>
  8519. *
  8520. * fog: <bool>
  8521. * }
  8522. */
  8523. THREE.LineDashedMaterial = function ( parameters ) {
  8524. THREE.Material.call( this );
  8525. this.color = new THREE.Color( 0xffffff );
  8526. this.linewidth = 1;
  8527. this.scale = 1;
  8528. this.dashSize = 3;
  8529. this.gapSize = 1;
  8530. this.vertexColors = false;
  8531. this.fog = true;
  8532. this.setValues( parameters );
  8533. };
  8534. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  8535. THREE.LineDashedMaterial.prototype.clone = function () {
  8536. var material = new THREE.LineDashedMaterial();
  8537. THREE.Material.prototype.clone.call( this, material );
  8538. material.color.copy( this.color );
  8539. material.linewidth = this.linewidth;
  8540. material.scale = this.scale;
  8541. material.dashSize = this.dashSize;
  8542. material.gapSize = this.gapSize;
  8543. material.vertexColors = this.vertexColors;
  8544. material.fog = this.fog;
  8545. return material;
  8546. };
  8547. /**
  8548. * @author mrdoob / http://mrdoob.com/
  8549. * @author alteredq / http://alteredqualia.com/
  8550. *
  8551. * parameters = {
  8552. * color: <hex>,
  8553. * opacity: <float>,
  8554. * map: new THREE.Texture( <Image> ),
  8555. *
  8556. * lightMap: new THREE.Texture( <Image> ),
  8557. *
  8558. * specularMap: new THREE.Texture( <Image> ),
  8559. *
  8560. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8561. * combine: THREE.Multiply,
  8562. * reflectivity: <float>,
  8563. * refractionRatio: <float>,
  8564. *
  8565. * shading: THREE.SmoothShading,
  8566. * blending: THREE.NormalBlending,
  8567. * depthTest: <bool>,
  8568. * depthWrite: <bool>,
  8569. *
  8570. * wireframe: <boolean>,
  8571. * wireframeLinewidth: <float>,
  8572. *
  8573. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8574. *
  8575. * skinning: <bool>,
  8576. * morphTargets: <bool>,
  8577. *
  8578. * fog: <bool>
  8579. * }
  8580. */
  8581. THREE.MeshBasicMaterial = function ( parameters ) {
  8582. THREE.Material.call( this );
  8583. this.color = new THREE.Color( 0xffffff ); // emissive
  8584. this.map = null;
  8585. this.lightMap = null;
  8586. this.specularMap = null;
  8587. this.envMap = null;
  8588. this.combine = THREE.MultiplyOperation;
  8589. this.reflectivity = 1;
  8590. this.refractionRatio = 0.98;
  8591. this.fog = true;
  8592. this.shading = THREE.SmoothShading;
  8593. this.wireframe = false;
  8594. this.wireframeLinewidth = 1;
  8595. this.wireframeLinecap = 'round';
  8596. this.wireframeLinejoin = 'round';
  8597. this.vertexColors = THREE.NoColors;
  8598. this.skinning = false;
  8599. this.morphTargets = false;
  8600. this.setValues( parameters );
  8601. };
  8602. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  8603. THREE.MeshBasicMaterial.prototype.clone = function () {
  8604. var material = new THREE.MeshBasicMaterial();
  8605. THREE.Material.prototype.clone.call( this, material );
  8606. material.color.copy( this.color );
  8607. material.map = this.map;
  8608. material.lightMap = this.lightMap;
  8609. material.specularMap = this.specularMap;
  8610. material.envMap = this.envMap;
  8611. material.combine = this.combine;
  8612. material.reflectivity = this.reflectivity;
  8613. material.refractionRatio = this.refractionRatio;
  8614. material.fog = this.fog;
  8615. material.shading = this.shading;
  8616. material.wireframe = this.wireframe;
  8617. material.wireframeLinewidth = this.wireframeLinewidth;
  8618. material.wireframeLinecap = this.wireframeLinecap;
  8619. material.wireframeLinejoin = this.wireframeLinejoin;
  8620. material.vertexColors = this.vertexColors;
  8621. material.skinning = this.skinning;
  8622. material.morphTargets = this.morphTargets;
  8623. return material;
  8624. };
  8625. /**
  8626. * @author mrdoob / http://mrdoob.com/
  8627. * @author alteredq / http://alteredqualia.com/
  8628. *
  8629. * parameters = {
  8630. * color: <hex>,
  8631. * ambient: <hex>,
  8632. * emissive: <hex>,
  8633. * opacity: <float>,
  8634. *
  8635. * map: new THREE.Texture( <Image> ),
  8636. *
  8637. * lightMap: new THREE.Texture( <Image> ),
  8638. *
  8639. * specularMap: new THREE.Texture( <Image> ),
  8640. *
  8641. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8642. * combine: THREE.Multiply,
  8643. * reflectivity: <float>,
  8644. * refractionRatio: <float>,
  8645. *
  8646. * shading: THREE.SmoothShading,
  8647. * blending: THREE.NormalBlending,
  8648. * depthTest: <bool>,
  8649. * depthWrite: <bool>,
  8650. *
  8651. * wireframe: <boolean>,
  8652. * wireframeLinewidth: <float>,
  8653. *
  8654. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8655. *
  8656. * skinning: <bool>,
  8657. * morphTargets: <bool>,
  8658. * morphNormals: <bool>,
  8659. *
  8660. * fog: <bool>
  8661. * }
  8662. */
  8663. THREE.MeshLambertMaterial = function ( parameters ) {
  8664. THREE.Material.call( this );
  8665. this.color = new THREE.Color( 0xffffff ); // diffuse
  8666. this.ambient = new THREE.Color( 0xffffff );
  8667. this.emissive = new THREE.Color( 0x000000 );
  8668. this.wrapAround = false;
  8669. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8670. this.map = null;
  8671. this.lightMap = null;
  8672. this.specularMap = null;
  8673. this.envMap = null;
  8674. this.combine = THREE.MultiplyOperation;
  8675. this.reflectivity = 1;
  8676. this.refractionRatio = 0.98;
  8677. this.fog = true;
  8678. this.shading = THREE.SmoothShading;
  8679. this.wireframe = false;
  8680. this.wireframeLinewidth = 1;
  8681. this.wireframeLinecap = 'round';
  8682. this.wireframeLinejoin = 'round';
  8683. this.vertexColors = THREE.NoColors;
  8684. this.skinning = false;
  8685. this.morphTargets = false;
  8686. this.morphNormals = false;
  8687. this.setValues( parameters );
  8688. };
  8689. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  8690. THREE.MeshLambertMaterial.prototype.clone = function () {
  8691. var material = new THREE.MeshLambertMaterial();
  8692. THREE.Material.prototype.clone.call( this, material );
  8693. material.color.copy( this.color );
  8694. material.ambient.copy( this.ambient );
  8695. material.emissive.copy( this.emissive );
  8696. material.wrapAround = this.wrapAround;
  8697. material.wrapRGB.copy( this.wrapRGB );
  8698. material.map = this.map;
  8699. material.lightMap = this.lightMap;
  8700. material.specularMap = this.specularMap;
  8701. material.envMap = this.envMap;
  8702. material.combine = this.combine;
  8703. material.reflectivity = this.reflectivity;
  8704. material.refractionRatio = this.refractionRatio;
  8705. material.fog = this.fog;
  8706. material.shading = this.shading;
  8707. material.wireframe = this.wireframe;
  8708. material.wireframeLinewidth = this.wireframeLinewidth;
  8709. material.wireframeLinecap = this.wireframeLinecap;
  8710. material.wireframeLinejoin = this.wireframeLinejoin;
  8711. material.vertexColors = this.vertexColors;
  8712. material.skinning = this.skinning;
  8713. material.morphTargets = this.morphTargets;
  8714. material.morphNormals = this.morphNormals;
  8715. return material;
  8716. };
  8717. /**
  8718. * @author mrdoob / http://mrdoob.com/
  8719. * @author alteredq / http://alteredqualia.com/
  8720. *
  8721. * parameters = {
  8722. * color: <hex>,
  8723. * ambient: <hex>,
  8724. * emissive: <hex>,
  8725. * specular: <hex>,
  8726. * shininess: <float>,
  8727. * opacity: <float>,
  8728. *
  8729. * map: new THREE.Texture( <Image> ),
  8730. *
  8731. * lightMap: new THREE.Texture( <Image> ),
  8732. *
  8733. * bumpMap: new THREE.Texture( <Image> ),
  8734. * bumpScale: <float>,
  8735. *
  8736. * normalMap: new THREE.Texture( <Image> ),
  8737. * normalScale: <Vector2>,
  8738. *
  8739. * specularMap: new THREE.Texture( <Image> ),
  8740. *
  8741. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8742. * combine: THREE.Multiply,
  8743. * reflectivity: <float>,
  8744. * refractionRatio: <float>,
  8745. *
  8746. * shading: THREE.SmoothShading,
  8747. * blending: THREE.NormalBlending,
  8748. * depthTest: <bool>,
  8749. * depthWrite: <bool>,
  8750. *
  8751. * wireframe: <boolean>,
  8752. * wireframeLinewidth: <float>,
  8753. *
  8754. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8755. *
  8756. * skinning: <bool>,
  8757. * morphTargets: <bool>,
  8758. * morphNormals: <bool>,
  8759. *
  8760. * fog: <bool>
  8761. * }
  8762. */
  8763. THREE.MeshPhongMaterial = function ( parameters ) {
  8764. THREE.Material.call( this );
  8765. this.color = new THREE.Color( 0xffffff ); // diffuse
  8766. this.ambient = new THREE.Color( 0xffffff );
  8767. this.emissive = new THREE.Color( 0x000000 );
  8768. this.specular = new THREE.Color( 0x111111 );
  8769. this.shininess = 30;
  8770. this.metal = false;
  8771. this.wrapAround = false;
  8772. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8773. this.map = null;
  8774. this.lightMap = null;
  8775. this.bumpMap = null;
  8776. this.bumpScale = 1;
  8777. this.normalMap = null;
  8778. this.normalScale = new THREE.Vector2( 1, 1 );
  8779. this.specularMap = null;
  8780. this.envMap = null;
  8781. this.combine = THREE.MultiplyOperation;
  8782. this.reflectivity = 1;
  8783. this.refractionRatio = 0.98;
  8784. this.fog = true;
  8785. this.shading = THREE.SmoothShading;
  8786. this.wireframe = false;
  8787. this.wireframeLinewidth = 1;
  8788. this.wireframeLinecap = 'round';
  8789. this.wireframeLinejoin = 'round';
  8790. this.vertexColors = THREE.NoColors;
  8791. this.skinning = false;
  8792. this.morphTargets = false;
  8793. this.morphNormals = false;
  8794. this.setValues( parameters );
  8795. };
  8796. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8797. THREE.MeshPhongMaterial.prototype.clone = function () {
  8798. var material = new THREE.MeshPhongMaterial();
  8799. THREE.Material.prototype.clone.call( this, material );
  8800. material.color.copy( this.color );
  8801. material.ambient.copy( this.ambient );
  8802. material.emissive.copy( this.emissive );
  8803. material.specular.copy( this.specular );
  8804. material.shininess = this.shininess;
  8805. material.metal = this.metal;
  8806. material.wrapAround = this.wrapAround;
  8807. material.wrapRGB.copy( this.wrapRGB );
  8808. material.map = this.map;
  8809. material.lightMap = this.lightMap;
  8810. material.bumpMap = this.bumpMap;
  8811. material.bumpScale = this.bumpScale;
  8812. material.normalMap = this.normalMap;
  8813. material.normalScale.copy( this.normalScale );
  8814. material.specularMap = this.specularMap;
  8815. material.envMap = this.envMap;
  8816. material.combine = this.combine;
  8817. material.reflectivity = this.reflectivity;
  8818. material.refractionRatio = this.refractionRatio;
  8819. material.fog = this.fog;
  8820. material.shading = this.shading;
  8821. material.wireframe = this.wireframe;
  8822. material.wireframeLinewidth = this.wireframeLinewidth;
  8823. material.wireframeLinecap = this.wireframeLinecap;
  8824. material.wireframeLinejoin = this.wireframeLinejoin;
  8825. material.vertexColors = this.vertexColors;
  8826. material.skinning = this.skinning;
  8827. material.morphTargets = this.morphTargets;
  8828. material.morphNormals = this.morphNormals;
  8829. return material;
  8830. };
  8831. /**
  8832. * @author mrdoob / http://mrdoob.com/
  8833. * @author alteredq / http://alteredqualia.com/
  8834. *
  8835. * parameters = {
  8836. * opacity: <float>,
  8837. *
  8838. * blending: THREE.NormalBlending,
  8839. * depthTest: <bool>,
  8840. * depthWrite: <bool>,
  8841. *
  8842. * wireframe: <boolean>,
  8843. * wireframeLinewidth: <float>
  8844. * }
  8845. */
  8846. THREE.MeshDepthMaterial = function ( parameters ) {
  8847. THREE.Material.call( this );
  8848. this.morphTargets = false;
  8849. this.wireframe = false;
  8850. this.wireframeLinewidth = 1;
  8851. this.setValues( parameters );
  8852. };
  8853. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8854. THREE.MeshDepthMaterial.prototype.clone = function () {
  8855. var material = new THREE.MeshDepthMaterial();
  8856. THREE.Material.prototype.clone.call( this, material );
  8857. material.wireframe = this.wireframe;
  8858. material.wireframeLinewidth = this.wireframeLinewidth;
  8859. return material;
  8860. };
  8861. /**
  8862. * @author mrdoob / http://mrdoob.com/
  8863. *
  8864. * parameters = {
  8865. * opacity: <float>,
  8866. *
  8867. * shading: THREE.FlatShading,
  8868. * blending: THREE.NormalBlending,
  8869. * depthTest: <bool>,
  8870. * depthWrite: <bool>,
  8871. *
  8872. * wireframe: <boolean>,
  8873. * wireframeLinewidth: <float>
  8874. * }
  8875. */
  8876. THREE.MeshNormalMaterial = function ( parameters ) {
  8877. THREE.Material.call( this, parameters );
  8878. this.shading = THREE.FlatShading;
  8879. this.wireframe = false;
  8880. this.wireframeLinewidth = 1;
  8881. this.morphTargets = false;
  8882. this.setValues( parameters );
  8883. };
  8884. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8885. THREE.MeshNormalMaterial.prototype.clone = function () {
  8886. var material = new THREE.MeshNormalMaterial();
  8887. THREE.Material.prototype.clone.call( this, material );
  8888. material.shading = this.shading;
  8889. material.wireframe = this.wireframe;
  8890. material.wireframeLinewidth = this.wireframeLinewidth;
  8891. return material;
  8892. };
  8893. /**
  8894. * @author mrdoob / http://mrdoob.com/
  8895. */
  8896. THREE.MeshFaceMaterial = function ( materials ) {
  8897. this.materials = materials instanceof Array ? materials : [];
  8898. };
  8899. THREE.MeshFaceMaterial.prototype.clone = function () {
  8900. var material = new THREE.MeshFaceMaterial();
  8901. for ( var i = 0; i < this.materials.length; i ++ ) {
  8902. material.materials.push( this.materials[ i ].clone() );
  8903. }
  8904. return material;
  8905. };
  8906. /**
  8907. * @author mrdoob / http://mrdoob.com/
  8908. * @author alteredq / http://alteredqualia.com/
  8909. *
  8910. * parameters = {
  8911. * color: <hex>,
  8912. * opacity: <float>,
  8913. * map: new THREE.Texture( <Image> ),
  8914. *
  8915. * size: <float>,
  8916. *
  8917. * blending: THREE.NormalBlending,
  8918. * depthTest: <bool>,
  8919. * depthWrite: <bool>,
  8920. *
  8921. * vertexColors: <bool>,
  8922. *
  8923. * fog: <bool>
  8924. * }
  8925. */
  8926. THREE.ParticleSystemMaterial = function ( parameters ) {
  8927. THREE.Material.call( this );
  8928. this.color = new THREE.Color( 0xffffff );
  8929. this.map = null;
  8930. this.size = 1;
  8931. this.sizeAttenuation = true;
  8932. this.vertexColors = false;
  8933. this.fog = true;
  8934. this.setValues( parameters );
  8935. };
  8936. THREE.ParticleSystemMaterial.prototype = Object.create( THREE.Material.prototype );
  8937. THREE.ParticleSystemMaterial.prototype.clone = function () {
  8938. var material = new THREE.ParticleSystemMaterial();
  8939. THREE.Material.prototype.clone.call( this, material );
  8940. material.color.copy( this.color );
  8941. material.map = this.map;
  8942. material.size = this.size;
  8943. material.sizeAttenuation = this.sizeAttenuation;
  8944. material.vertexColors = this.vertexColors;
  8945. material.fog = this.fog;
  8946. return material;
  8947. };
  8948. // backwards compatibility
  8949. THREE.ParticleBasicMaterial = THREE.ParticleSystemMaterial;
  8950. /**
  8951. * @author alteredq / http://alteredqualia.com/
  8952. *
  8953. * parameters = {
  8954. * fragmentShader: <string>,
  8955. * vertexShader: <string>,
  8956. *
  8957. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8958. *
  8959. * defines: { "label" : "value" },
  8960. *
  8961. * shading: THREE.SmoothShading,
  8962. * blending: THREE.NormalBlending,
  8963. * depthTest: <bool>,
  8964. * depthWrite: <bool>,
  8965. *
  8966. * wireframe: <boolean>,
  8967. * wireframeLinewidth: <float>,
  8968. *
  8969. * lights: <bool>,
  8970. *
  8971. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8972. *
  8973. * skinning: <bool>,
  8974. * morphTargets: <bool>,
  8975. * morphNormals: <bool>,
  8976. *
  8977. * fog: <bool>
  8978. * }
  8979. */
  8980. THREE.ShaderMaterial = function ( parameters ) {
  8981. THREE.Material.call( this );
  8982. this.fragmentShader = "void main() {}";
  8983. this.vertexShader = "void main() {}";
  8984. this.uniforms = {};
  8985. this.defines = {};
  8986. this.attributes = null;
  8987. this.shading = THREE.SmoothShading;
  8988. this.linewidth = 1;
  8989. this.wireframe = false;
  8990. this.wireframeLinewidth = 1;
  8991. this.fog = false; // set to use scene fog
  8992. this.lights = false; // set to use scene lights
  8993. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8994. this.skinning = false; // set to use skinning attribute streams
  8995. this.morphTargets = false; // set to use morph targets
  8996. this.morphNormals = false; // set to use morph normals
  8997. // When rendered geometry doesn't include these attributes but the material does,
  8998. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8999. this.defaultAttributeValues = {
  9000. "color" : [ 1, 1, 1 ],
  9001. "uv" : [ 0, 0 ],
  9002. "uv2" : [ 0, 0 ]
  9003. };
  9004. this.index0AttributeName = undefined;
  9005. this.setValues( parameters );
  9006. };
  9007. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  9008. THREE.ShaderMaterial.prototype.clone = function () {
  9009. var material = new THREE.ShaderMaterial();
  9010. THREE.Material.prototype.clone.call( this, material );
  9011. material.fragmentShader = this.fragmentShader;
  9012. material.vertexShader = this.vertexShader;
  9013. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  9014. material.attributes = this.attributes;
  9015. material.defines = this.defines;
  9016. material.shading = this.shading;
  9017. material.wireframe = this.wireframe;
  9018. material.wireframeLinewidth = this.wireframeLinewidth;
  9019. material.fog = this.fog;
  9020. material.lights = this.lights;
  9021. material.vertexColors = this.vertexColors;
  9022. material.skinning = this.skinning;
  9023. material.morphTargets = this.morphTargets;
  9024. material.morphNormals = this.morphNormals;
  9025. return material;
  9026. };
  9027. /**
  9028. * @author mrdoob / http://mrdoob.com/
  9029. */
  9030. THREE.RawShaderMaterial = function ( parameters ) {
  9031. THREE.ShaderMaterial.call( this, parameters );
  9032. };
  9033. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  9034. THREE.RawShaderMaterial.prototype.clone = function () {
  9035. var material = new THREE.RawShaderMaterial();
  9036. THREE.ShaderMaterial.prototype.clone.call( this, material );
  9037. return material;
  9038. };
  9039. /**
  9040. * @author alteredq / http://alteredqualia.com/
  9041. *
  9042. * parameters = {
  9043. * color: <hex>,
  9044. * opacity: <float>,
  9045. * map: new THREE.Texture( <Image> ),
  9046. *
  9047. * blending: THREE.NormalBlending,
  9048. * depthTest: <bool>,
  9049. * depthWrite: <bool>,
  9050. *
  9051. * uvOffset: new THREE.Vector2(),
  9052. * uvScale: new THREE.Vector2(),
  9053. *
  9054. * fog: <bool>
  9055. * }
  9056. */
  9057. THREE.SpriteMaterial = function ( parameters ) {
  9058. THREE.Material.call( this );
  9059. // defaults
  9060. this.color = new THREE.Color( 0xffffff );
  9061. this.map = null;
  9062. this.rotation = 0;
  9063. this.fog = false;
  9064. // set parameters
  9065. this.setValues( parameters );
  9066. };
  9067. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  9068. THREE.SpriteMaterial.prototype.clone = function () {
  9069. var material = new THREE.SpriteMaterial();
  9070. THREE.Material.prototype.clone.call( this, material );
  9071. material.color.copy( this.color );
  9072. material.map = this.map;
  9073. material.rotation = this.rotation;
  9074. material.fog = this.fog;
  9075. return material;
  9076. };
  9077. /**
  9078. * @author mrdoob / http://mrdoob.com/
  9079. *
  9080. * parameters = {
  9081. * color: <hex>,
  9082. * program: <function>,
  9083. * opacity: <float>,
  9084. * blending: THREE.NormalBlending
  9085. * }
  9086. */
  9087. THREE.SpriteCanvasMaterial = function ( parameters ) {
  9088. THREE.Material.call( this );
  9089. this.color = new THREE.Color( 0xffffff );
  9090. this.program = function ( context, color ) {};
  9091. this.setValues( parameters );
  9092. };
  9093. THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
  9094. THREE.SpriteCanvasMaterial.prototype.clone = function () {
  9095. var material = new THREE.SpriteCanvasMaterial();
  9096. THREE.Material.prototype.clone.call( this, material );
  9097. material.color.copy( this.color );
  9098. material.program = this.program;
  9099. return material;
  9100. };
  9101. // backwards compatibility
  9102. THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
  9103. /**
  9104. * @author mrdoob / http://mrdoob.com/
  9105. * @author alteredq / http://alteredqualia.com/
  9106. * @author szimek / https://github.com/szimek/
  9107. */
  9108. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  9109. this.id = THREE.TextureIdCount ++;
  9110. this.uuid = THREE.Math.generateUUID();
  9111. this.name = '';
  9112. this.image = image;
  9113. this.mipmaps = [];
  9114. this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
  9115. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  9116. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  9117. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  9118. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  9119. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  9120. this.format = format !== undefined ? format : THREE.RGBAFormat;
  9121. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  9122. this.offset = new THREE.Vector2( 0, 0 );
  9123. this.repeat = new THREE.Vector2( 1, 1 );
  9124. this.generateMipmaps = true;
  9125. this.premultiplyAlpha = false;
  9126. this.flipY = true;
  9127. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  9128. this._needsUpdate = false;
  9129. this.onUpdate = null;
  9130. };
  9131. THREE.Texture.prototype = {
  9132. constructor: THREE.Texture,
  9133. get needsUpdate () {
  9134. return this._needsUpdate;
  9135. },
  9136. set needsUpdate ( value ) {
  9137. if ( value === true ) this.update();
  9138. this._needsUpdate = value;
  9139. },
  9140. clone: function ( texture ) {
  9141. if ( texture === undefined ) texture = new THREE.Texture();
  9142. texture.image = this.image;
  9143. texture.mipmaps = this.mipmaps.slice(0);
  9144. texture.mapping = this.mapping;
  9145. texture.wrapS = this.wrapS;
  9146. texture.wrapT = this.wrapT;
  9147. texture.magFilter = this.magFilter;
  9148. texture.minFilter = this.minFilter;
  9149. texture.anisotropy = this.anisotropy;
  9150. texture.format = this.format;
  9151. texture.type = this.type;
  9152. texture.offset.copy( this.offset );
  9153. texture.repeat.copy( this.repeat );
  9154. texture.generateMipmaps = this.generateMipmaps;
  9155. texture.premultiplyAlpha = this.premultiplyAlpha;
  9156. texture.flipY = this.flipY;
  9157. texture.unpackAlignment = this.unpackAlignment;
  9158. return texture;
  9159. },
  9160. update: function () {
  9161. this.dispatchEvent( { type: 'update' } );
  9162. },
  9163. dispose: function () {
  9164. this.dispatchEvent( { type: 'dispose' } );
  9165. }
  9166. };
  9167. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  9168. THREE.TextureIdCount = 0;
  9169. /**
  9170. * @author alteredq / http://alteredqualia.com/
  9171. */
  9172. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  9173. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  9174. this.image = { width: width, height: height };
  9175. this.mipmaps = mipmaps;
  9176. this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
  9177. };
  9178. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  9179. THREE.CompressedTexture.prototype.clone = function () {
  9180. var texture = new THREE.CompressedTexture();
  9181. THREE.Texture.prototype.clone.call( this, texture );
  9182. return texture;
  9183. };
  9184. /**
  9185. * @author alteredq / http://alteredqualia.com/
  9186. */
  9187. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  9188. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  9189. this.image = { data: data, width: width, height: height };
  9190. };
  9191. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  9192. THREE.DataTexture.prototype.clone = function () {
  9193. var texture = new THREE.DataTexture();
  9194. THREE.Texture.prototype.clone.call( this, texture );
  9195. return texture;
  9196. };
  9197. /**
  9198. * @author alteredq / http://alteredqualia.com/
  9199. */
  9200. THREE.ParticleSystem = function ( geometry, material ) {
  9201. THREE.Object3D.call( this );
  9202. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  9203. this.material = material !== undefined ? material : new THREE.ParticleSystemMaterial( { color: Math.random() * 0xffffff } );
  9204. this.sortParticles = false;
  9205. this.frustumCulled = false;
  9206. };
  9207. THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
  9208. THREE.ParticleSystem.prototype.clone = function ( object ) {
  9209. if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
  9210. object.sortParticles = this.sortParticles;
  9211. THREE.Object3D.prototype.clone.call( this, object );
  9212. return object;
  9213. };
  9214. /**
  9215. * @author mrdoob / http://mrdoob.com/
  9216. */
  9217. THREE.Line = function ( geometry, material, type ) {
  9218. THREE.Object3D.call( this );
  9219. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  9220. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  9221. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  9222. };
  9223. THREE.LineStrip = 0;
  9224. THREE.LinePieces = 1;
  9225. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  9226. THREE.Line.prototype.clone = function ( object ) {
  9227. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  9228. THREE.Object3D.prototype.clone.call( this, object );
  9229. return object;
  9230. };
  9231. /**
  9232. * @author mrdoob / http://mrdoob.com/
  9233. * @author alteredq / http://alteredqualia.com/
  9234. * @author mikael emtinger / http://gomo.se/
  9235. * @author jonobr1 / http://jonobr1.com/
  9236. */
  9237. THREE.Mesh = function ( geometry, material ) {
  9238. THREE.Object3D.call( this );
  9239. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  9240. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  9241. this.updateMorphTargets();
  9242. };
  9243. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  9244. THREE.Mesh.prototype.updateMorphTargets = function () {
  9245. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  9246. this.morphTargetBase = -1;
  9247. this.morphTargetForcedOrder = [];
  9248. this.morphTargetInfluences = [];
  9249. this.morphTargetDictionary = {};
  9250. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  9251. this.morphTargetInfluences.push( 0 );
  9252. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  9253. }
  9254. }
  9255. };
  9256. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  9257. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  9258. return this.morphTargetDictionary[ name ];
  9259. }
  9260. console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
  9261. return 0;
  9262. };
  9263. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  9264. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  9265. THREE.Object3D.prototype.clone.call( this, object, recursive );
  9266. return object;
  9267. };
  9268. /**
  9269. * @author mikael emtinger / http://gomo.se/
  9270. * @author alteredq / http://alteredqualia.com/
  9271. */
  9272. THREE.Bone = function( belongsToSkin ) {
  9273. THREE.Object3D.call( this );
  9274. this.skin = belongsToSkin;
  9275. this.skinMatrix = new THREE.Matrix4();
  9276. this.accumulatedRotWeight = 0;
  9277. this.accumulatedPosWeight = 0;
  9278. this.accumulatedSclWeight = 0;
  9279. };
  9280. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  9281. THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
  9282. // update local
  9283. if ( this.matrixAutoUpdate ) {
  9284. forceUpdate |= this.updateMatrix();
  9285. }
  9286. // update skin matrix
  9287. if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
  9288. if ( parentSkinMatrix ) {
  9289. this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
  9290. } else {
  9291. this.skinMatrix.copy( this.matrix );
  9292. }
  9293. this.matrixWorldNeedsUpdate = false;
  9294. forceUpdate = true;
  9295. // Reset weights to be re-accumulated in the next frame
  9296. this.accumulatedRotWeight = 0;
  9297. this.accumulatedPosWeight = 0;
  9298. this.accumulatedSclWeight = 0;
  9299. }
  9300. // update children
  9301. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  9302. this.children[ i ].update( this.skinMatrix, forceUpdate );
  9303. }
  9304. };
  9305. /**
  9306. * @author mikael emtinger / http://gomo.se/
  9307. * @author alteredq / http://alteredqualia.com/
  9308. * @author michael guerrero / http://realitymeltdown.com
  9309. */
  9310. THREE.Skeleton = function ( boneList, useVertexTexture ) {
  9311. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  9312. // init bones
  9313. this.bones = [];
  9314. this.boneMatrices = [];
  9315. var bone, gbone, p, q, s;
  9316. if ( boneList !== undefined ) {
  9317. for ( var b = 0; b < boneList.length; ++b ) {
  9318. gbone = boneList[ b ];
  9319. p = gbone.pos;
  9320. q = gbone.rotq;
  9321. s = gbone.scl;
  9322. bone = this.addBone();
  9323. bone.name = gbone.name;
  9324. bone.position.set( p[0], p[1], p[2] );
  9325. bone.quaternion.set( q[0], q[1], q[2], q[3] );
  9326. if ( s !== undefined ) {
  9327. bone.scale.set( s[0], s[1], s[2] );
  9328. } else {
  9329. bone.scale.set( 1, 1, 1 );
  9330. }
  9331. }
  9332. for ( var b = 0; b < boneList.length; ++b ) {
  9333. gbone = boneList[ b ];
  9334. if ( gbone.parent !== -1 ) {
  9335. this.bones[ gbone.parent ].add( this.bones[ b ] );
  9336. }
  9337. }
  9338. //
  9339. var nBones = this.bones.length;
  9340. if ( this.useVertexTexture ) {
  9341. // layout (1 matrix = 4 pixels)
  9342. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  9343. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  9344. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  9345. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  9346. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  9347. var size;
  9348. if ( nBones > 256 )
  9349. size = 64;
  9350. else if ( nBones > 64 )
  9351. size = 32;
  9352. else if ( nBones > 16 )
  9353. size = 16;
  9354. else
  9355. size = 8;
  9356. this.boneTextureWidth = size;
  9357. this.boneTextureHeight = size;
  9358. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  9359. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  9360. this.boneTexture.minFilter = THREE.NearestFilter;
  9361. this.boneTexture.magFilter = THREE.NearestFilter;
  9362. this.boneTexture.generateMipmaps = false;
  9363. this.boneTexture.flipY = false;
  9364. } else {
  9365. this.boneMatrices = new Float32Array( 16 * nBones );
  9366. }
  9367. }
  9368. };
  9369. THREE.Skeleton.prototype = Object.create( THREE.Mesh.prototype );
  9370. THREE.Skeleton.prototype.addBone = function( bone ) {
  9371. if ( bone === undefined ) {
  9372. bone = new THREE.Bone( this );
  9373. }
  9374. this.bones.push( bone );
  9375. return bone;
  9376. };
  9377. THREE.Skeleton.prototype.calculateInverses = function( bone ) {
  9378. this.boneInverses = [];
  9379. for ( var b = 0, bl = this.bones.length; b < bl; ++b ) {
  9380. var inverse = new THREE.Matrix4();
  9381. inverse.getInverse( this.bones[ b ].skinMatrix );
  9382. this.boneInverses.push( inverse );
  9383. }
  9384. };
  9385. /**
  9386. * @author mikael emtinger / http://gomo.se/
  9387. * @author alteredq / http://alteredqualia.com/
  9388. */
  9389. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  9390. THREE.Mesh.call( this, geometry, material );
  9391. this.skeleton = new THREE.Skeleton( this.geometry && this.geometry.bones, useVertexTexture );
  9392. // Add root level bones as children of the mesh
  9393. for ( var b = 0; b < this.skeleton.bones.length; ++b ) {
  9394. var bone = this.skeleton.bones[ b ];
  9395. if ( bone.parent === undefined ) {
  9396. this.add( bone );
  9397. }
  9398. }
  9399. this.identityMatrix = new THREE.Matrix4();
  9400. this.pose();
  9401. };
  9402. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  9403. THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {
  9404. var offsetMatrix = new THREE.Matrix4();
  9405. return function ( force ) {
  9406. this.matrixAutoUpdate && this.updateMatrix();
  9407. // update matrixWorld
  9408. if ( this.matrixWorldNeedsUpdate || force ) {
  9409. if ( this.parent ) {
  9410. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9411. } else {
  9412. this.matrixWorld.copy( this.matrix );
  9413. }
  9414. this.matrixWorldNeedsUpdate = false;
  9415. force = true;
  9416. }
  9417. // update children
  9418. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  9419. var child = this.children[ i ];
  9420. if ( child instanceof THREE.Bone ) {
  9421. child.update( this.identityMatrix, false );
  9422. } else {
  9423. child.updateMatrixWorld( true );
  9424. }
  9425. }
  9426. // make a snapshot of the bones' rest position
  9427. if ( this.skeleton.boneInverses === undefined ) {
  9428. this.skeleton.calculateInverses();
  9429. }
  9430. // flatten bone matrices to array
  9431. for ( var b = 0, bl = this.skeleton.bones.length; b < bl; b ++ ) {
  9432. // compute the offset between the current and the original transform;
  9433. // TODO: we could get rid of this multiplication step if the skinMatrix
  9434. // was already representing the offset; however, this requires some
  9435. // major changes to the animation system
  9436. offsetMatrix.multiplyMatrices( this.skeleton.bones[ b ].skinMatrix, this.skeleton.boneInverses[ b ] );
  9437. offsetMatrix.flattenToArrayOffset( this.skeleton.boneMatrices, b * 16 );
  9438. }
  9439. if ( this.skeleton.useVertexTexture ) {
  9440. this.skeleton.boneTexture.needsUpdate = true;
  9441. }
  9442. };
  9443. }();
  9444. THREE.SkinnedMesh.prototype.pose = function () {
  9445. this.updateMatrixWorld( true );
  9446. this.normalizeSkinWeights();
  9447. };
  9448. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  9449. if ( this.geometry instanceof THREE.Geometry ) {
  9450. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  9451. var sw = this.geometry.skinWeights[ i ];
  9452. var scale = 1.0 / sw.lengthManhattan();
  9453. if ( scale !== Infinity ) {
  9454. sw.multiplyScalar( scale );
  9455. } else {
  9456. sw.set( 1 ); // this will be normalized by the shader anyway
  9457. }
  9458. }
  9459. } else {
  9460. // skinning weights assumed to be normalized for THREE.BufferGeometry
  9461. }
  9462. };
  9463. THREE.SkinnedMesh.prototype.clone = function ( object ) {
  9464. if ( object === undefined ) {
  9465. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  9466. }
  9467. THREE.Mesh.prototype.clone.call( this, object );
  9468. return object;
  9469. };
  9470. /**
  9471. * @author alteredq / http://alteredqualia.com/
  9472. */
  9473. THREE.MorphAnimMesh = function ( geometry, material ) {
  9474. THREE.Mesh.call( this, geometry, material );
  9475. // API
  9476. this.duration = 1000; // milliseconds
  9477. this.mirroredLoop = false;
  9478. this.time = 0;
  9479. // internals
  9480. this.lastKeyframe = 0;
  9481. this.currentKeyframe = 0;
  9482. this.direction = 1;
  9483. this.directionBackwards = false;
  9484. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  9485. };
  9486. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  9487. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  9488. this.startKeyframe = start;
  9489. this.endKeyframe = end;
  9490. this.length = this.endKeyframe - this.startKeyframe + 1;
  9491. };
  9492. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  9493. this.direction = 1;
  9494. this.directionBackwards = false;
  9495. };
  9496. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  9497. this.direction = -1;
  9498. this.directionBackwards = true;
  9499. };
  9500. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  9501. var geometry = this.geometry;
  9502. if ( ! geometry.animations ) geometry.animations = {};
  9503. var firstAnimation, animations = geometry.animations;
  9504. var pattern = /([a-z]+)(\d+)/;
  9505. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  9506. var morph = geometry.morphTargets[ i ];
  9507. var parts = morph.name.match( pattern );
  9508. if ( parts && parts.length > 1 ) {
  9509. var label = parts[ 1 ];
  9510. var num = parts[ 2 ];
  9511. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
  9512. var animation = animations[ label ];
  9513. if ( i < animation.start ) animation.start = i;
  9514. if ( i > animation.end ) animation.end = i;
  9515. if ( ! firstAnimation ) firstAnimation = label;
  9516. }
  9517. }
  9518. geometry.firstAnimation = firstAnimation;
  9519. };
  9520. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  9521. if ( ! this.geometry.animations ) this.geometry.animations = {};
  9522. this.geometry.animations[ label ] = { start: start, end: end };
  9523. };
  9524. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  9525. var animation = this.geometry.animations[ label ];
  9526. if ( animation ) {
  9527. this.setFrameRange( animation.start, animation.end );
  9528. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  9529. this.time = 0;
  9530. } else {
  9531. console.warn( "animation[" + label + "] undefined" );
  9532. }
  9533. };
  9534. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  9535. var frameTime = this.duration / this.length;
  9536. this.time += this.direction * delta;
  9537. if ( this.mirroredLoop ) {
  9538. if ( this.time > this.duration || this.time < 0 ) {
  9539. this.direction *= -1;
  9540. if ( this.time > this.duration ) {
  9541. this.time = this.duration;
  9542. this.directionBackwards = true;
  9543. }
  9544. if ( this.time < 0 ) {
  9545. this.time = 0;
  9546. this.directionBackwards = false;
  9547. }
  9548. }
  9549. } else {
  9550. this.time = this.time % this.duration;
  9551. if ( this.time < 0 ) this.time += this.duration;
  9552. }
  9553. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  9554. if ( keyframe !== this.currentKeyframe ) {
  9555. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  9556. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  9557. this.morphTargetInfluences[ keyframe ] = 0;
  9558. this.lastKeyframe = this.currentKeyframe;
  9559. this.currentKeyframe = keyframe;
  9560. }
  9561. var mix = ( this.time % frameTime ) / frameTime;
  9562. if ( this.directionBackwards ) {
  9563. mix = 1 - mix;
  9564. }
  9565. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  9566. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  9567. };
  9568. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  9569. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  9570. object.duration = this.duration;
  9571. object.mirroredLoop = this.mirroredLoop;
  9572. object.time = this.time;
  9573. object.lastKeyframe = this.lastKeyframe;
  9574. object.currentKeyframe = this.currentKeyframe;
  9575. object.direction = this.direction;
  9576. object.directionBackwards = this.directionBackwards;
  9577. THREE.Mesh.prototype.clone.call( this, object );
  9578. return object;
  9579. };
  9580. /**
  9581. * @author mikael emtinger / http://gomo.se/
  9582. * @author alteredq / http://alteredqualia.com/
  9583. * @author mrdoob / http://mrdoob.com/
  9584. */
  9585. THREE.LOD = function () {
  9586. THREE.Object3D.call( this );
  9587. this.objects = [];
  9588. };
  9589. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  9590. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  9591. if ( distance === undefined ) distance = 0;
  9592. distance = Math.abs( distance );
  9593. for ( var l = 0; l < this.objects.length; l ++ ) {
  9594. if ( distance < this.objects[ l ].distance ) {
  9595. break;
  9596. }
  9597. }
  9598. this.objects.splice( l, 0, { distance: distance, object: object } );
  9599. this.add( object );
  9600. };
  9601. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  9602. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9603. if ( distance < this.objects[ i ].distance ) {
  9604. break;
  9605. }
  9606. }
  9607. return this.objects[ i - 1 ].object;
  9608. };
  9609. THREE.LOD.prototype.update = function () {
  9610. var v1 = new THREE.Vector3();
  9611. var v2 = new THREE.Vector3();
  9612. return function ( camera ) {
  9613. if ( this.objects.length > 1 ) {
  9614. v1.setFromMatrixPosition( camera.matrixWorld );
  9615. v2.setFromMatrixPosition( this.matrixWorld );
  9616. var distance = v1.distanceTo( v2 );
  9617. this.objects[ 0 ].object.visible = true;
  9618. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9619. if ( distance >= this.objects[ i ].distance ) {
  9620. this.objects[ i - 1 ].object.visible = false;
  9621. this.objects[ i ].object.visible = true;
  9622. } else {
  9623. break;
  9624. }
  9625. }
  9626. for( ; i < l; i ++ ) {
  9627. this.objects[ i ].object.visible = false;
  9628. }
  9629. }
  9630. };
  9631. }();
  9632. THREE.LOD.prototype.clone = function ( object ) {
  9633. if ( object === undefined ) object = new THREE.LOD();
  9634. THREE.Object3D.prototype.clone.call( this, object );
  9635. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9636. var x = this.objects[i].object.clone();
  9637. x.visible = i === 0;
  9638. object.addLevel( x, this.objects[i].distance );
  9639. }
  9640. return object;
  9641. };
  9642. /**
  9643. * @author mikael emtinger / http://gomo.se/
  9644. * @author alteredq / http://alteredqualia.com/
  9645. */
  9646. THREE.Sprite = ( function () {
  9647. var vertices = new THREE.Float32Attribute( 3, 3 );
  9648. vertices.set( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );
  9649. var geometry = new THREE.BufferGeometry();
  9650. geometry.addAttribute( 'position', vertices );
  9651. return function ( material ) {
  9652. THREE.Object3D.call( this );
  9653. this.geometry = geometry;
  9654. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9655. };
  9656. } )();
  9657. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9658. /*
  9659. * Custom update matrix
  9660. */
  9661. THREE.Sprite.prototype.updateMatrix = function () {
  9662. this.matrix.compose( this.position, this.quaternion, this.scale );
  9663. this.matrixWorldNeedsUpdate = true;
  9664. };
  9665. THREE.Sprite.prototype.clone = function ( object ) {
  9666. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9667. THREE.Object3D.prototype.clone.call( this, object );
  9668. return object;
  9669. };
  9670. // Backwards compatibility
  9671. THREE.Particle = THREE.Sprite;
  9672. /**
  9673. * @author mrdoob / http://mrdoob.com/
  9674. */
  9675. THREE.Scene = function () {
  9676. THREE.Object3D.call( this );
  9677. this.fog = null;
  9678. this.overrideMaterial = null;
  9679. this.autoUpdate = true; // checked by the renderer
  9680. this.matrixAutoUpdate = false;
  9681. this.__lights = [];
  9682. this.__objectsAdded = [];
  9683. this.__objectsRemoved = [];
  9684. };
  9685. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9686. THREE.Scene.prototype.__addObject = function ( object ) {
  9687. if ( object instanceof THREE.Light ) {
  9688. if ( this.__lights.indexOf( object ) === - 1 ) {
  9689. this.__lights.push( object );
  9690. }
  9691. if ( object.target && object.target.parent === undefined ) {
  9692. this.add( object.target );
  9693. }
  9694. } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
  9695. this.__objectsAdded.push( object );
  9696. // check if previously removed
  9697. var i = this.__objectsRemoved.indexOf( object );
  9698. if ( i !== -1 ) {
  9699. this.__objectsRemoved.splice( i, 1 );
  9700. }
  9701. }
  9702. this.dispatchEvent( { type: 'objectAdded', object: object } );
  9703. object.dispatchEvent( { type: 'addedToScene', scene: this } );
  9704. for ( var c = 0; c < object.children.length; c ++ ) {
  9705. this.__addObject( object.children[ c ] );
  9706. }
  9707. };
  9708. THREE.Scene.prototype.__removeObject = function ( object ) {
  9709. if ( object instanceof THREE.Light ) {
  9710. var i = this.__lights.indexOf( object );
  9711. if ( i !== -1 ) {
  9712. this.__lights.splice( i, 1 );
  9713. }
  9714. if ( object.shadowCascadeArray ) {
  9715. for ( var x = 0; x < object.shadowCascadeArray.length; x ++ ) {
  9716. this.__removeObject( object.shadowCascadeArray[ x ] );
  9717. }
  9718. }
  9719. } else if ( !( object instanceof THREE.Camera ) ) {
  9720. this.__objectsRemoved.push( object );
  9721. // check if previously added
  9722. var i = this.__objectsAdded.indexOf( object );
  9723. if ( i !== -1 ) {
  9724. this.__objectsAdded.splice( i, 1 );
  9725. }
  9726. }
  9727. this.dispatchEvent( { type: 'objectRemoved', object: object } );
  9728. object.dispatchEvent( { type: 'removedFromScene', scene: this } );
  9729. for ( var c = 0; c < object.children.length; c ++ ) {
  9730. this.__removeObject( object.children[ c ] );
  9731. }
  9732. };
  9733. THREE.Scene.prototype.clone = function ( object ) {
  9734. if ( object === undefined ) object = new THREE.Scene();
  9735. THREE.Object3D.prototype.clone.call(this, object);
  9736. if ( this.fog !== null ) object.fog = this.fog.clone();
  9737. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9738. object.autoUpdate = this.autoUpdate;
  9739. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9740. return object;
  9741. };
  9742. /**
  9743. * @author mrdoob / http://mrdoob.com/
  9744. * @author alteredq / http://alteredqualia.com/
  9745. */
  9746. THREE.Fog = function ( color, near, far ) {
  9747. this.name = '';
  9748. this.color = new THREE.Color( color );
  9749. this.near = ( near !== undefined ) ? near : 1;
  9750. this.far = ( far !== undefined ) ? far : 1000;
  9751. };
  9752. THREE.Fog.prototype.clone = function () {
  9753. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9754. };
  9755. /**
  9756. * @author mrdoob / http://mrdoob.com/
  9757. * @author alteredq / http://alteredqualia.com/
  9758. */
  9759. THREE.FogExp2 = function ( color, density ) {
  9760. this.name = '';
  9761. this.color = new THREE.Color( color );
  9762. this.density = ( density !== undefined ) ? density : 0.00025;
  9763. };
  9764. THREE.FogExp2.prototype.clone = function () {
  9765. return new THREE.FogExp2( this.color.getHex(), this.density );
  9766. };
  9767. /**
  9768. * @author mrdoob / http://mrdoob.com/
  9769. */
  9770. THREE.CanvasRenderer = function ( parameters ) {
  9771. console.log( 'THREE.CanvasRenderer', THREE.REVISION );
  9772. var smoothstep = THREE.Math.smoothstep;
  9773. parameters = parameters || {};
  9774. var _this = this,
  9775. _renderData, _elements, _lights,
  9776. _projector = new THREE.Projector(),
  9777. _canvas = parameters.canvas !== undefined
  9778. ? parameters.canvas
  9779. : document.createElement( 'canvas' ),
  9780. _canvasWidth = _canvas.width,
  9781. _canvasHeight = _canvas.height,
  9782. _canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
  9783. _canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
  9784. _context = _canvas.getContext( '2d', {
  9785. alpha: parameters.alpha === true
  9786. } ),
  9787. _clearColor = new THREE.Color( 0x000000 ),
  9788. _clearAlpha = 0,
  9789. _contextGlobalAlpha = 1,
  9790. _contextGlobalCompositeOperation = 0,
  9791. _contextStrokeStyle = null,
  9792. _contextFillStyle = null,
  9793. _contextLineWidth = null,
  9794. _contextLineCap = null,
  9795. _contextLineJoin = null,
  9796. _contextDashSize = null,
  9797. _contextGapSize = 0,
  9798. _camera,
  9799. _v1, _v2, _v3, _v4,
  9800. _v5 = new THREE.RenderableVertex(),
  9801. _v6 = new THREE.RenderableVertex(),
  9802. _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
  9803. _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
  9804. _color = new THREE.Color(),
  9805. _color1 = new THREE.Color(),
  9806. _color2 = new THREE.Color(),
  9807. _color3 = new THREE.Color(),
  9808. _color4 = new THREE.Color(),
  9809. _diffuseColor = new THREE.Color(),
  9810. _emissiveColor = new THREE.Color(),
  9811. _lightColor = new THREE.Color(),
  9812. _patterns = {},
  9813. _image, _uvs,
  9814. _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
  9815. _clipBox = new THREE.Box2(),
  9816. _clearBox = new THREE.Box2(),
  9817. _elemBox = new THREE.Box2(),
  9818. _ambientLight = new THREE.Color(),
  9819. _directionalLights = new THREE.Color(),
  9820. _pointLights = new THREE.Color(),
  9821. _vector3 = new THREE.Vector3(), // Needed for PointLight
  9822. _centroid = new THREE.Vector3(),
  9823. _normal = new THREE.Vector3(),
  9824. _normalViewMatrix = new THREE.Matrix3();
  9825. // dash+gap fallbacks for Firefox and everything else
  9826. if ( _context.setLineDash === undefined ) {
  9827. _context.setLineDash = function () {}
  9828. }
  9829. this.domElement = _canvas;
  9830. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  9831. ? parameters.devicePixelRatio
  9832. : self.devicePixelRatio !== undefined
  9833. ? self.devicePixelRatio
  9834. : 1;
  9835. this.autoClear = true;
  9836. this.sortObjects = true;
  9837. this.sortElements = true;
  9838. this.info = {
  9839. render: {
  9840. vertices: 0,
  9841. faces: 0
  9842. }
  9843. }
  9844. // WebGLRenderer compatibility
  9845. this.supportsVertexTextures = function () {};
  9846. this.setFaceCulling = function () {};
  9847. this.setSize = function ( width, height, updateStyle ) {
  9848. _canvasWidth = width * this.devicePixelRatio;
  9849. _canvasHeight = height * this.devicePixelRatio;
  9850. _canvas.width = _canvasWidth;
  9851. _canvas.height = _canvasHeight;
  9852. _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
  9853. _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
  9854. if ( updateStyle !== false ) {
  9855. _canvas.style.width = width + 'px';
  9856. _canvas.style.height = height + 'px';
  9857. }
  9858. _clipBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf ),
  9859. _clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9860. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9861. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9862. _contextGlobalAlpha = 1;
  9863. _contextGlobalCompositeOperation = 0;
  9864. _contextStrokeStyle = null;
  9865. _contextFillStyle = null;
  9866. _contextLineWidth = null;
  9867. _contextLineCap = null;
  9868. _contextLineJoin = null;
  9869. this.setViewport( 0, 0, width, height );
  9870. };
  9871. this.setViewport = function ( x, y, width, height ) {
  9872. var viewportX = x * this.devicePixelRatio;
  9873. var viewportY = y * this.devicePixelRatio;
  9874. var viewportWidth = width * this.devicePixelRatio;
  9875. var viewportHeight = height * this.devicePixelRatio;
  9876. _context.setTransform( viewportWidth / _canvasWidth, 0, 0, - viewportHeight / _canvasHeight, viewportX, _canvasHeight - viewportY );
  9877. _context.translate( _canvasWidthHalf, _canvasHeightHalf );
  9878. };
  9879. this.setScissor = function () {};
  9880. this.enableScissorTest = function () {};
  9881. this.setClearColor = function ( color, alpha ) {
  9882. _clearColor.set( color );
  9883. _clearAlpha = alpha !== undefined ? alpha : 1;
  9884. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9885. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9886. };
  9887. this.setClearColorHex = function ( hex, alpha ) {
  9888. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  9889. this.setClearColor( hex, alpha );
  9890. };
  9891. this.getMaxAnisotropy = function () {
  9892. return 0;
  9893. };
  9894. this.clear = function () {
  9895. if ( _clearBox.empty() === false ) {
  9896. _clearBox.intersect( _clipBox );
  9897. _clearBox.expandByScalar( 2 );
  9898. if ( _clearAlpha < 1 ) {
  9899. _context.clearRect(
  9900. _clearBox.min.x | 0,
  9901. _clearBox.min.y | 0,
  9902. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9903. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9904. );
  9905. }
  9906. if ( _clearAlpha > 0 ) {
  9907. setBlending( THREE.NormalBlending );
  9908. setOpacity( 1 );
  9909. setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
  9910. _context.fillRect(
  9911. _clearBox.min.x | 0,
  9912. _clearBox.min.y | 0,
  9913. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9914. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9915. );
  9916. }
  9917. _clearBox.makeEmpty();
  9918. }
  9919. };
  9920. // compatibility
  9921. this.clearColor = function () {};
  9922. this.clearDepth = function () {};
  9923. this.clearStencil = function () {};
  9924. this.render = function ( scene, camera ) {
  9925. if ( camera instanceof THREE.Camera === false ) {
  9926. console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
  9927. return;
  9928. }
  9929. if ( this.autoClear === true ) this.clear();
  9930. _this.info.render.vertices = 0;
  9931. _this.info.render.faces = 0;
  9932. _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
  9933. _elements = _renderData.elements;
  9934. _lights = _renderData.lights;
  9935. _camera = camera;
  9936. _normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
  9937. /* DEBUG
  9938. setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
  9939. _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
  9940. */
  9941. calculateLights();
  9942. for ( var e = 0, el = _elements.length; e < el; e ++ ) {
  9943. var element = _elements[ e ];
  9944. var material = element.material;
  9945. if ( material === undefined || material.opacity === 0 ) continue;
  9946. _elemBox.makeEmpty();
  9947. if ( element instanceof THREE.RenderableSprite ) {
  9948. _v1 = element;
  9949. _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
  9950. renderSprite( _v1, element, material );
  9951. } else if ( element instanceof THREE.RenderableLine ) {
  9952. _v1 = element.v1; _v2 = element.v2;
  9953. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9954. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9955. _elemBox.setFromPoints( [
  9956. _v1.positionScreen,
  9957. _v2.positionScreen
  9958. ] );
  9959. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9960. renderLine( _v1, _v2, element, material );
  9961. }
  9962. } else if ( element instanceof THREE.RenderableFace ) {
  9963. _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
  9964. if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
  9965. if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
  9966. if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
  9967. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9968. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9969. _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
  9970. if ( material.overdraw > 0 ) {
  9971. expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
  9972. expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
  9973. expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
  9974. }
  9975. _elemBox.setFromPoints( [
  9976. _v1.positionScreen,
  9977. _v2.positionScreen,
  9978. _v3.positionScreen
  9979. ] );
  9980. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9981. renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
  9982. }
  9983. }
  9984. /* DEBUG
  9985. setLineWidth( 1 );
  9986. setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
  9987. _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
  9988. */
  9989. _clearBox.union( _elemBox );
  9990. }
  9991. /* DEBUG
  9992. setLineWidth( 1 );
  9993. setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
  9994. _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
  9995. */
  9996. // _context.setTransform( 1, 0, 0, 1, 0, 0 );
  9997. };
  9998. //
  9999. function calculateLights() {
  10000. _ambientLight.setRGB( 0, 0, 0 );
  10001. _directionalLights.setRGB( 0, 0, 0 );
  10002. _pointLights.setRGB( 0, 0, 0 );
  10003. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  10004. var light = _lights[ l ];
  10005. var lightColor = light.color;
  10006. if ( light instanceof THREE.AmbientLight ) {
  10007. _ambientLight.add( lightColor );
  10008. } else if ( light instanceof THREE.DirectionalLight ) {
  10009. // for sprites
  10010. _directionalLights.add( lightColor );
  10011. } else if ( light instanceof THREE.PointLight ) {
  10012. // for sprites
  10013. _pointLights.add( lightColor );
  10014. }
  10015. }
  10016. }
  10017. function calculateLight( position, normal, color ) {
  10018. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  10019. var light = _lights[ l ];
  10020. _lightColor.copy( light.color );
  10021. if ( light instanceof THREE.DirectionalLight ) {
  10022. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
  10023. var amount = normal.dot( lightPosition );
  10024. if ( amount <= 0 ) continue;
  10025. amount *= light.intensity;
  10026. color.add( _lightColor.multiplyScalar( amount ) );
  10027. } else if ( light instanceof THREE.PointLight ) {
  10028. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
  10029. var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
  10030. if ( amount <= 0 ) continue;
  10031. amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
  10032. if ( amount == 0 ) continue;
  10033. amount *= light.intensity;
  10034. color.add( _lightColor.multiplyScalar( amount ) );
  10035. }
  10036. }
  10037. }
  10038. function renderSprite( v1, element, material ) {
  10039. setOpacity( material.opacity );
  10040. setBlending( material.blending );
  10041. var scaleX = element.scale.x * _canvasWidthHalf;
  10042. var scaleY = element.scale.y * _canvasHeightHalf;
  10043. var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
  10044. _elemBox.min.set( v1.x - dist, v1.y - dist );
  10045. _elemBox.max.set( v1.x + dist, v1.y + dist );
  10046. if ( material instanceof THREE.SpriteMaterial ||
  10047. material instanceof THREE.ParticleSystemMaterial ) { // Backwards compatibility
  10048. var texture = material.map;
  10049. if ( texture !== null ) {
  10050. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  10051. if ( texture.image !== undefined && texture.image.width > 0 ) {
  10052. textureToPattern( texture );
  10053. }
  10054. texture.addEventListener( 'update', onTextureUpdate );
  10055. }
  10056. var pattern = _patterns[ texture.id ];
  10057. if ( pattern !== undefined ) {
  10058. setFillStyle( pattern );
  10059. } else {
  10060. setFillStyle( 'rgba( 0, 0, 0, 1 )' );
  10061. }
  10062. //
  10063. var bitmap = texture.image;
  10064. var ox = bitmap.width * texture.offset.x;
  10065. var oy = bitmap.height * texture.offset.y;
  10066. var sx = bitmap.width * texture.repeat.x;
  10067. var sy = bitmap.height * texture.repeat.y;
  10068. var cx = scaleX / sx;
  10069. var cy = scaleY / sy;
  10070. _context.save();
  10071. _context.translate( v1.x, v1.y );
  10072. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  10073. _context.translate( - scaleX / 2, - scaleY / 2 );
  10074. _context.scale( cx, cy );
  10075. _context.translate( - ox, - oy );
  10076. _context.fillRect( ox, oy, sx, sy );
  10077. _context.restore();
  10078. } else { // no texture
  10079. setFillStyle( material.color.getStyle() );
  10080. _context.save();
  10081. _context.translate( v1.x, v1.y );
  10082. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  10083. _context.scale( scaleX, - scaleY );
  10084. _context.fillRect( - 0.5, - 0.5, 1, 1 );
  10085. _context.restore();
  10086. }
  10087. } else if ( material instanceof THREE.SpriteCanvasMaterial ) {
  10088. setStrokeStyle( material.color.getStyle() );
  10089. setFillStyle( material.color.getStyle() );
  10090. _context.save();
  10091. _context.translate( v1.x, v1.y );
  10092. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  10093. _context.scale( scaleX, scaleY );
  10094. material.program( _context );
  10095. _context.restore();
  10096. }
  10097. /* DEBUG
  10098. setStrokeStyle( 'rgb(255,255,0)' );
  10099. _context.beginPath();
  10100. _context.moveTo( v1.x - 10, v1.y );
  10101. _context.lineTo( v1.x + 10, v1.y );
  10102. _context.moveTo( v1.x, v1.y - 10 );
  10103. _context.lineTo( v1.x, v1.y + 10 );
  10104. _context.stroke();
  10105. */
  10106. }
  10107. function renderLine( v1, v2, element, material ) {
  10108. setOpacity( material.opacity );
  10109. setBlending( material.blending );
  10110. _context.beginPath();
  10111. _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
  10112. _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
  10113. if ( material instanceof THREE.LineBasicMaterial ) {
  10114. setLineWidth( material.linewidth );
  10115. setLineCap( material.linecap );
  10116. setLineJoin( material.linejoin );
  10117. if ( material.vertexColors !== THREE.VertexColors ) {
  10118. setStrokeStyle( material.color.getStyle() );
  10119. } else {
  10120. var colorStyle1 = element.vertexColors[0].getStyle();
  10121. var colorStyle2 = element.vertexColors[1].getStyle();
  10122. if ( colorStyle1 === colorStyle2 ) {
  10123. setStrokeStyle( colorStyle1 );
  10124. } else {
  10125. try {
  10126. var grad = _context.createLinearGradient(
  10127. v1.positionScreen.x,
  10128. v1.positionScreen.y,
  10129. v2.positionScreen.x,
  10130. v2.positionScreen.y
  10131. );
  10132. grad.addColorStop( 0, colorStyle1 );
  10133. grad.addColorStop( 1, colorStyle2 );
  10134. } catch ( exception ) {
  10135. grad = colorStyle1;
  10136. }
  10137. setStrokeStyle( grad );
  10138. }
  10139. }
  10140. _context.stroke();
  10141. _elemBox.expandByScalar( material.linewidth * 2 );
  10142. } else if ( material instanceof THREE.LineDashedMaterial ) {
  10143. setLineWidth( material.linewidth );
  10144. setLineCap( material.linecap );
  10145. setLineJoin( material.linejoin );
  10146. setStrokeStyle( material.color.getStyle() );
  10147. setDashAndGap( material.dashSize, material.gapSize );
  10148. _context.stroke();
  10149. _elemBox.expandByScalar( material.linewidth * 2 );
  10150. setDashAndGap( null, null );
  10151. }
  10152. }
  10153. function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
  10154. _this.info.render.vertices += 3;
  10155. _this.info.render.faces ++;
  10156. setOpacity( material.opacity );
  10157. setBlending( material.blending );
  10158. _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
  10159. _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
  10160. _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
  10161. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
  10162. if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
  10163. _diffuseColor.copy( material.color );
  10164. _emissiveColor.copy( material.emissive );
  10165. if ( material.vertexColors === THREE.FaceColors ) {
  10166. _diffuseColor.multiply( element.color );
  10167. }
  10168. _color.copy( _ambientLight );
  10169. _centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
  10170. calculateLight( _centroid, element.normalModel, _color );
  10171. _color.multiply( _diffuseColor ).add( _emissiveColor );
  10172. material.wireframe === true
  10173. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  10174. : fillPath( _color );
  10175. } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
  10176. if ( material.map !== null ) {
  10177. if ( material.map.mapping instanceof THREE.UVMapping ) {
  10178. _uvs = element.uvs;
  10179. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
  10180. }
  10181. } else if ( material.envMap !== null ) {
  10182. if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
  10183. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  10184. _uv1x = 0.5 * _normal.x + 0.5;
  10185. _uv1y = 0.5 * _normal.y + 0.5;
  10186. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  10187. _uv2x = 0.5 * _normal.x + 0.5;
  10188. _uv2y = 0.5 * _normal.y + 0.5;
  10189. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  10190. _uv3x = 0.5 * _normal.x + 0.5;
  10191. _uv3y = 0.5 * _normal.y + 0.5;
  10192. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  10193. } else if ( material.envMap.mapping instanceof THREE.SphericalRefractionMapping ) {
  10194. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  10195. _uv1x = - 0.5 * _normal.x + 0.5;
  10196. _uv1y = - 0.5 * _normal.y + 0.5;
  10197. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  10198. _uv2x = - 0.5 * _normal.x + 0.5;
  10199. _uv2y = - 0.5 * _normal.y + 0.5;
  10200. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  10201. _uv3x = - 0.5 * _normal.x + 0.5;
  10202. _uv3y = - 0.5 * _normal.y + 0.5;
  10203. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  10204. }
  10205. } else {
  10206. _color.copy( material.color );
  10207. if ( material.vertexColors === THREE.FaceColors ) {
  10208. _color.multiply( element.color );
  10209. }
  10210. material.wireframe === true
  10211. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  10212. : fillPath( _color );
  10213. }
  10214. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  10215. _color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );
  10216. material.wireframe === true
  10217. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  10218. : fillPath( _color );
  10219. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  10220. _normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
  10221. _color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  10222. material.wireframe === true
  10223. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  10224. : fillPath( _color );
  10225. } else {
  10226. _color.setRGB( 1, 1, 1 );
  10227. material.wireframe === true
  10228. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  10229. : fillPath( _color );
  10230. }
  10231. }
  10232. //
  10233. function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
  10234. _context.beginPath();
  10235. _context.moveTo( x0, y0 );
  10236. _context.lineTo( x1, y1 );
  10237. _context.lineTo( x2, y2 );
  10238. _context.closePath();
  10239. }
  10240. function strokePath( color, linewidth, linecap, linejoin ) {
  10241. setLineWidth( linewidth );
  10242. setLineCap( linecap );
  10243. setLineJoin( linejoin );
  10244. setStrokeStyle( color.getStyle() );
  10245. _context.stroke();
  10246. _elemBox.expandByScalar( linewidth * 2 );
  10247. }
  10248. function fillPath( color ) {
  10249. setFillStyle( color.getStyle() );
  10250. _context.fill();
  10251. }
  10252. function onTextureUpdate ( event ) {
  10253. textureToPattern( event.target );
  10254. }
  10255. function textureToPattern( texture ) {
  10256. var repeatX = texture.wrapS === THREE.RepeatWrapping;
  10257. var repeatY = texture.wrapT === THREE.RepeatWrapping;
  10258. var image = texture.image;
  10259. var canvas = document.createElement( 'canvas' );
  10260. canvas.width = image.width;
  10261. canvas.height = image.height;
  10262. var context = canvas.getContext( '2d' );
  10263. context.setTransform( 1, 0, 0, - 1, 0, image.height );
  10264. context.drawImage( image, 0, 0 );
  10265. _patterns[ texture.id ] = _context.createPattern(
  10266. canvas, repeatX === true && repeatY === true
  10267. ? 'repeat'
  10268. : repeatX === true && repeatY === false
  10269. ? 'repeat-x'
  10270. : repeatX === false && repeatY === true
  10271. ? 'repeat-y'
  10272. : 'no-repeat'
  10273. );
  10274. }
  10275. function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
  10276. if ( texture instanceof THREE.DataTexture ) return;
  10277. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  10278. if ( texture.image !== undefined && texture.image.width > 0 ) {
  10279. textureToPattern( texture );
  10280. }
  10281. texture.addEventListener( 'update', onTextureUpdate );
  10282. }
  10283. var pattern = _patterns[ texture.id ];
  10284. if ( pattern !== undefined ) {
  10285. setFillStyle( pattern );
  10286. } else {
  10287. setFillStyle( 'rgba(0,0,0,1)' );
  10288. _context.fill();
  10289. return;
  10290. }
  10291. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  10292. var a, b, c, d, e, f, det, idet,
  10293. offsetX = texture.offset.x / texture.repeat.x,
  10294. offsetY = texture.offset.y / texture.repeat.y,
  10295. width = texture.image.width * texture.repeat.x,
  10296. height = texture.image.height * texture.repeat.y;
  10297. u0 = ( u0 + offsetX ) * width;
  10298. v0 = ( v0 + offsetY ) * height;
  10299. u1 = ( u1 + offsetX ) * width;
  10300. v1 = ( v1 + offsetY ) * height;
  10301. u2 = ( u2 + offsetX ) * width;
  10302. v2 = ( v2 + offsetY ) * height;
  10303. x1 -= x0; y1 -= y0;
  10304. x2 -= x0; y2 -= y0;
  10305. u1 -= u0; v1 -= v0;
  10306. u2 -= u0; v2 -= v0;
  10307. det = u1 * v2 - u2 * v1;
  10308. if ( det === 0 ) return;
  10309. idet = 1 / det;
  10310. a = ( v2 * x1 - v1 * x2 ) * idet;
  10311. b = ( v2 * y1 - v1 * y2 ) * idet;
  10312. c = ( u1 * x2 - u2 * x1 ) * idet;
  10313. d = ( u1 * y2 - u2 * y1 ) * idet;
  10314. e = x0 - a * u0 - c * v0;
  10315. f = y0 - b * u0 - d * v0;
  10316. _context.save();
  10317. _context.transform( a, b, c, d, e, f );
  10318. _context.fill();
  10319. _context.restore();
  10320. }
  10321. function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
  10322. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  10323. var a, b, c, d, e, f, det, idet,
  10324. width = image.width - 1,
  10325. height = image.height - 1;
  10326. u0 *= width; v0 *= height;
  10327. u1 *= width; v1 *= height;
  10328. u2 *= width; v2 *= height;
  10329. x1 -= x0; y1 -= y0;
  10330. x2 -= x0; y2 -= y0;
  10331. u1 -= u0; v1 -= v0;
  10332. u2 -= u0; v2 -= v0;
  10333. det = u1 * v2 - u2 * v1;
  10334. idet = 1 / det;
  10335. a = ( v2 * x1 - v1 * x2 ) * idet;
  10336. b = ( v2 * y1 - v1 * y2 ) * idet;
  10337. c = ( u1 * x2 - u2 * x1 ) * idet;
  10338. d = ( u1 * y2 - u2 * y1 ) * idet;
  10339. e = x0 - a * u0 - c * v0;
  10340. f = y0 - b * u0 - d * v0;
  10341. _context.save();
  10342. _context.transform( a, b, c, d, e, f );
  10343. _context.clip();
  10344. _context.drawImage( image, 0, 0 );
  10345. _context.restore();
  10346. }
  10347. // Hide anti-alias gaps
  10348. function expand( v1, v2, pixels ) {
  10349. var x = v2.x - v1.x, y = v2.y - v1.y,
  10350. det = x * x + y * y, idet;
  10351. if ( det === 0 ) return;
  10352. idet = pixels / Math.sqrt( det );
  10353. x *= idet; y *= idet;
  10354. v2.x += x; v2.y += y;
  10355. v1.x -= x; v1.y -= y;
  10356. }
  10357. // Context cached methods.
  10358. function setOpacity( value ) {
  10359. if ( _contextGlobalAlpha !== value ) {
  10360. _context.globalAlpha = value;
  10361. _contextGlobalAlpha = value;
  10362. }
  10363. }
  10364. function setBlending( value ) {
  10365. if ( _contextGlobalCompositeOperation !== value ) {
  10366. if ( value === THREE.NormalBlending ) {
  10367. _context.globalCompositeOperation = 'source-over';
  10368. } else if ( value === THREE.AdditiveBlending ) {
  10369. _context.globalCompositeOperation = 'lighter';
  10370. } else if ( value === THREE.SubtractiveBlending ) {
  10371. _context.globalCompositeOperation = 'darker';
  10372. }
  10373. _contextGlobalCompositeOperation = value;
  10374. }
  10375. }
  10376. function setLineWidth( value ) {
  10377. if ( _contextLineWidth !== value ) {
  10378. _context.lineWidth = value;
  10379. _contextLineWidth = value;
  10380. }
  10381. }
  10382. function setLineCap( value ) {
  10383. // "butt", "round", "square"
  10384. if ( _contextLineCap !== value ) {
  10385. _context.lineCap = value;
  10386. _contextLineCap = value;
  10387. }
  10388. }
  10389. function setLineJoin( value ) {
  10390. // "round", "bevel", "miter"
  10391. if ( _contextLineJoin !== value ) {
  10392. _context.lineJoin = value;
  10393. _contextLineJoin = value;
  10394. }
  10395. }
  10396. function setStrokeStyle( value ) {
  10397. if ( _contextStrokeStyle !== value ) {
  10398. _context.strokeStyle = value;
  10399. _contextStrokeStyle = value;
  10400. }
  10401. }
  10402. function setFillStyle( value ) {
  10403. if ( _contextFillStyle !== value ) {
  10404. _context.fillStyle = value;
  10405. _contextFillStyle = value;
  10406. }
  10407. }
  10408. function setDashAndGap( dashSizeValue, gapSizeValue ) {
  10409. if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
  10410. _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
  10411. _contextDashSize = dashSizeValue;
  10412. _contextGapSize = gapSizeValue;
  10413. }
  10414. }
  10415. };
  10416. /**
  10417. * Shader chunks for WebLG Shader library
  10418. *
  10419. * @author alteredq / http://alteredqualia.com/
  10420. * @author mrdoob / http://mrdoob.com/
  10421. * @author mikael emtinger / http://gomo.se/
  10422. */
  10423. THREE.ShaderChunk = {
  10424. // FOG
  10425. fog_pars_fragment: [
  10426. "#ifdef USE_FOG",
  10427. " uniform vec3 fogColor;",
  10428. " #ifdef FOG_EXP2",
  10429. " uniform float fogDensity;",
  10430. " #else",
  10431. " uniform float fogNear;",
  10432. " uniform float fogFar;",
  10433. " #endif",
  10434. "#endif"
  10435. ].join("\n"),
  10436. fog_fragment: [
  10437. "#ifdef USE_FOG",
  10438. " #ifdef USE_LOGDEPTHBUF_EXT",
  10439. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  10440. " #else",
  10441. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  10442. " #endif",
  10443. " #ifdef FOG_EXP2",
  10444. " const float LOG2 = 1.442695;",
  10445. " float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  10446. " fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  10447. " #else",
  10448. " float fogFactor = smoothstep( fogNear, fogFar, depth );",
  10449. " #endif",
  10450. " gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  10451. "#endif"
  10452. ].join("\n"),
  10453. // ENVIRONMENT MAP
  10454. envmap_pars_fragment: [
  10455. "#ifdef USE_ENVMAP",
  10456. " uniform float reflectivity;",
  10457. " uniform samplerCube envMap;",
  10458. " uniform float flipEnvMap;",
  10459. " uniform int combine;",
  10460. " #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  10461. " uniform bool useRefract;",
  10462. " uniform float refractionRatio;",
  10463. " #else",
  10464. " varying vec3 vReflect;",
  10465. " #endif",
  10466. "#endif"
  10467. ].join("\n"),
  10468. envmap_fragment: [
  10469. "#ifdef USE_ENVMAP",
  10470. " vec3 reflectVec;",
  10471. " #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  10472. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10473. // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
  10474. // "Transforming Normal Vectors with the Inverse Transformation"
  10475. " vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );",
  10476. " if ( useRefract ) {",
  10477. " reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );",
  10478. " } else { ",
  10479. " reflectVec = reflect( cameraToVertex, worldNormal );",
  10480. " }",
  10481. " #else",
  10482. " reflectVec = vReflect;",
  10483. " #endif",
  10484. " #ifdef DOUBLE_SIDED",
  10485. " float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  10486. " vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  10487. " #else",
  10488. " vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  10489. " #endif",
  10490. " #ifdef GAMMA_INPUT",
  10491. " cubeColor.xyz *= cubeColor.xyz;",
  10492. " #endif",
  10493. " if ( combine == 1 ) {",
  10494. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
  10495. " } else if ( combine == 2 ) {",
  10496. " gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
  10497. " } else {",
  10498. " gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
  10499. " }",
  10500. "#endif"
  10501. ].join("\n"),
  10502. envmap_pars_vertex: [
  10503. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  10504. " varying vec3 vReflect;",
  10505. " uniform float refractionRatio;",
  10506. " uniform bool useRefract;",
  10507. "#endif"
  10508. ].join("\n"),
  10509. worldpos_vertex : [
  10510. "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
  10511. " #ifdef USE_SKINNING",
  10512. " vec4 worldPosition = modelMatrix * skinned;",
  10513. " #endif",
  10514. " #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  10515. " vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
  10516. " #endif",
  10517. " #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  10518. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  10519. " #endif",
  10520. "#endif"
  10521. ].join("\n"),
  10522. envmap_vertex : [
  10523. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  10524. " vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
  10525. " worldNormal = normalize( worldNormal );",
  10526. " vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
  10527. " if ( useRefract ) {",
  10528. " vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
  10529. " } else {",
  10530. " vReflect = reflect( cameraToVertex, worldNormal );",
  10531. " }",
  10532. "#endif"
  10533. ].join("\n"),
  10534. // COLOR MAP (particles)
  10535. map_particle_pars_fragment: [
  10536. "#ifdef USE_MAP",
  10537. " uniform sampler2D map;",
  10538. "#endif"
  10539. ].join("\n"),
  10540. map_particle_fragment: [
  10541. "#ifdef USE_MAP",
  10542. " gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
  10543. "#endif"
  10544. ].join("\n"),
  10545. // COLOR MAP (triangles)
  10546. map_pars_vertex: [
  10547. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  10548. " varying vec2 vUv;",
  10549. " uniform vec4 offsetRepeat;",
  10550. "#endif"
  10551. ].join("\n"),
  10552. map_pars_fragment: [
  10553. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  10554. " varying vec2 vUv;",
  10555. "#endif",
  10556. "#ifdef USE_MAP",
  10557. " uniform sampler2D map;",
  10558. "#endif"
  10559. ].join("\n"),
  10560. map_vertex: [
  10561. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  10562. " vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  10563. "#endif"
  10564. ].join("\n"),
  10565. map_fragment: [
  10566. "#ifdef USE_MAP",
  10567. " vec4 texelColor = texture2D( map, vUv );",
  10568. " #ifdef GAMMA_INPUT",
  10569. " texelColor.xyz *= texelColor.xyz;",
  10570. " #endif",
  10571. " gl_FragColor = gl_FragColor * texelColor;",
  10572. "#endif"
  10573. ].join("\n"),
  10574. // LIGHT MAP
  10575. lightmap_pars_fragment: [
  10576. "#ifdef USE_LIGHTMAP",
  10577. " varying vec2 vUv2;",
  10578. " uniform sampler2D lightMap;",
  10579. "#endif"
  10580. ].join("\n"),
  10581. lightmap_pars_vertex: [
  10582. "#ifdef USE_LIGHTMAP",
  10583. " varying vec2 vUv2;",
  10584. "#endif"
  10585. ].join("\n"),
  10586. lightmap_fragment: [
  10587. "#ifdef USE_LIGHTMAP",
  10588. " gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
  10589. "#endif"
  10590. ].join("\n"),
  10591. lightmap_vertex: [
  10592. "#ifdef USE_LIGHTMAP",
  10593. " vUv2 = uv2;",
  10594. "#endif"
  10595. ].join("\n"),
  10596. // BUMP MAP
  10597. bumpmap_pars_fragment: [
  10598. "#ifdef USE_BUMPMAP",
  10599. " uniform sampler2D bumpMap;",
  10600. " uniform float bumpScale;",
  10601. // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
  10602. // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
  10603. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  10604. " vec2 dHdxy_fwd() {",
  10605. " vec2 dSTdx = dFdx( vUv );",
  10606. " vec2 dSTdy = dFdy( vUv );",
  10607. " float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
  10608. " float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
  10609. " float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
  10610. " return vec2( dBx, dBy );",
  10611. " }",
  10612. " vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
  10613. " vec3 vSigmaX = dFdx( surf_pos );",
  10614. " vec3 vSigmaY = dFdy( surf_pos );",
  10615. " vec3 vN = surf_norm;", // normalized
  10616. " vec3 R1 = cross( vSigmaY, vN );",
  10617. " vec3 R2 = cross( vN, vSigmaX );",
  10618. " float fDet = dot( vSigmaX, R1 );",
  10619. " vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
  10620. " return normalize( abs( fDet ) * surf_norm - vGrad );",
  10621. " }",
  10622. "#endif"
  10623. ].join("\n"),
  10624. // NORMAL MAP
  10625. normalmap_pars_fragment: [
  10626. "#ifdef USE_NORMALMAP",
  10627. " uniform sampler2D normalMap;",
  10628. " uniform vec2 normalScale;",
  10629. // Per-Pixel Tangent Space Normal Mapping
  10630. // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
  10631. " vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
  10632. " vec3 q0 = dFdx( eye_pos.xyz );",
  10633. " vec3 q1 = dFdy( eye_pos.xyz );",
  10634. " vec2 st0 = dFdx( vUv.st );",
  10635. " vec2 st1 = dFdy( vUv.st );",
  10636. " vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
  10637. " vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
  10638. " vec3 N = normalize( surf_norm );",
  10639. " vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
  10640. " mapN.xy = normalScale * mapN.xy;",
  10641. " mat3 tsn = mat3( S, T, N );",
  10642. " return normalize( tsn * mapN );",
  10643. " }",
  10644. "#endif"
  10645. ].join("\n"),
  10646. // SPECULAR MAP
  10647. specularmap_pars_fragment: [
  10648. "#ifdef USE_SPECULARMAP",
  10649. " uniform sampler2D specularMap;",
  10650. "#endif"
  10651. ].join("\n"),
  10652. specularmap_fragment: [
  10653. "float specularStrength;",
  10654. "#ifdef USE_SPECULARMAP",
  10655. " vec4 texelSpecular = texture2D( specularMap, vUv );",
  10656. " specularStrength = texelSpecular.r;",
  10657. "#else",
  10658. " specularStrength = 1.0;",
  10659. "#endif"
  10660. ].join("\n"),
  10661. // LIGHTS LAMBERT
  10662. lights_lambert_pars_vertex: [
  10663. "uniform vec3 ambient;",
  10664. "uniform vec3 diffuse;",
  10665. "uniform vec3 emissive;",
  10666. "uniform vec3 ambientLightColor;",
  10667. "#if MAX_DIR_LIGHTS > 0",
  10668. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10669. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10670. "#endif",
  10671. "#if MAX_HEMI_LIGHTS > 0",
  10672. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10673. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10674. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10675. "#endif",
  10676. "#if MAX_POINT_LIGHTS > 0",
  10677. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10678. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10679. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10680. "#endif",
  10681. "#if MAX_SPOT_LIGHTS > 0",
  10682. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10683. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10684. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10685. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10686. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10687. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10688. "#endif",
  10689. "#ifdef WRAP_AROUND",
  10690. " uniform vec3 wrapRGB;",
  10691. "#endif"
  10692. ].join("\n"),
  10693. lights_lambert_vertex: [
  10694. "vLightFront = vec3( 0.0 );",
  10695. "#ifdef DOUBLE_SIDED",
  10696. " vLightBack = vec3( 0.0 );",
  10697. "#endif",
  10698. "transformedNormal = normalize( transformedNormal );",
  10699. "#if MAX_DIR_LIGHTS > 0",
  10700. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  10701. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10702. " vec3 dirVector = normalize( lDirection.xyz );",
  10703. " float dotProduct = dot( transformedNormal, dirVector );",
  10704. " vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10705. " #ifdef DOUBLE_SIDED",
  10706. " vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10707. " #ifdef WRAP_AROUND",
  10708. " vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10709. " #endif",
  10710. " #endif",
  10711. " #ifdef WRAP_AROUND",
  10712. " vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10713. " directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
  10714. " #ifdef DOUBLE_SIDED",
  10715. " directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
  10716. " #endif",
  10717. " #endif",
  10718. " vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
  10719. " #ifdef DOUBLE_SIDED",
  10720. " vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
  10721. " #endif",
  10722. "}",
  10723. "#endif",
  10724. "#if MAX_POINT_LIGHTS > 0",
  10725. " for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10726. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10727. " vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  10728. " float lDistance = 1.0;",
  10729. " if ( pointLightDistance[ i ] > 0.0 )",
  10730. " lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  10731. " lVector = normalize( lVector );",
  10732. " float dotProduct = dot( transformedNormal, lVector );",
  10733. " vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10734. " #ifdef DOUBLE_SIDED",
  10735. " vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10736. " #ifdef WRAP_AROUND",
  10737. " vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10738. " #endif",
  10739. " #endif",
  10740. " #ifdef WRAP_AROUND",
  10741. " vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10742. " pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
  10743. " #ifdef DOUBLE_SIDED",
  10744. " pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
  10745. " #endif",
  10746. " #endif",
  10747. " vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
  10748. " #ifdef DOUBLE_SIDED",
  10749. " vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
  10750. " #endif",
  10751. " }",
  10752. "#endif",
  10753. "#if MAX_SPOT_LIGHTS > 0",
  10754. " for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10755. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10756. " vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  10757. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
  10758. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10759. " spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  10760. " float lDistance = 1.0;",
  10761. " if ( spotLightDistance[ i ] > 0.0 )",
  10762. " lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  10763. " lVector = normalize( lVector );",
  10764. " float dotProduct = dot( transformedNormal, lVector );",
  10765. " vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10766. " #ifdef DOUBLE_SIDED",
  10767. " vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10768. " #ifdef WRAP_AROUND",
  10769. " vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10770. " #endif",
  10771. " #endif",
  10772. " #ifdef WRAP_AROUND",
  10773. " vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10774. " spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
  10775. " #ifdef DOUBLE_SIDED",
  10776. " spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
  10777. " #endif",
  10778. " #endif",
  10779. " vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
  10780. " #ifdef DOUBLE_SIDED",
  10781. " vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
  10782. " #endif",
  10783. " }",
  10784. " }",
  10785. "#endif",
  10786. "#if MAX_HEMI_LIGHTS > 0",
  10787. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10788. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10789. " vec3 lVector = normalize( lDirection.xyz );",
  10790. " float dotProduct = dot( transformedNormal, lVector );",
  10791. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10792. " float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
  10793. " vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10794. " #ifdef DOUBLE_SIDED",
  10795. " vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
  10796. " #endif",
  10797. " }",
  10798. "#endif",
  10799. "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
  10800. "#ifdef DOUBLE_SIDED",
  10801. " vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
  10802. "#endif"
  10803. ].join("\n"),
  10804. // LIGHTS PHONG
  10805. lights_phong_pars_vertex: [
  10806. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10807. " varying vec3 vWorldPosition;",
  10808. "#endif"
  10809. ].join("\n"),
  10810. lights_phong_vertex: [
  10811. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10812. " vWorldPosition = worldPosition.xyz;",
  10813. "#endif"
  10814. ].join("\n"),
  10815. lights_phong_pars_fragment: [
  10816. "uniform vec3 ambientLightColor;",
  10817. "#if MAX_DIR_LIGHTS > 0",
  10818. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10819. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10820. "#endif",
  10821. "#if MAX_HEMI_LIGHTS > 0",
  10822. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10823. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10824. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10825. "#endif",
  10826. "#if MAX_POINT_LIGHTS > 0",
  10827. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10828. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10829. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10830. "#endif",
  10831. "#if MAX_SPOT_LIGHTS > 0",
  10832. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10833. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10834. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10835. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10836. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10837. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10838. "#endif",
  10839. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10840. " varying vec3 vWorldPosition;",
  10841. "#endif",
  10842. "#ifdef WRAP_AROUND",
  10843. " uniform vec3 wrapRGB;",
  10844. "#endif",
  10845. "varying vec3 vViewPosition;",
  10846. "varying vec3 vNormal;"
  10847. ].join("\n"),
  10848. lights_phong_fragment: [
  10849. "vec3 normal = normalize( vNormal );",
  10850. "vec3 viewPosition = normalize( vViewPosition );",
  10851. "#ifdef DOUBLE_SIDED",
  10852. " normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  10853. "#endif",
  10854. "#ifdef USE_NORMALMAP",
  10855. " normal = perturbNormal2Arb( -vViewPosition, normal );",
  10856. "#elif defined( USE_BUMPMAP )",
  10857. " normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  10858. "#endif",
  10859. "#if MAX_POINT_LIGHTS > 0",
  10860. " vec3 pointDiffuse = vec3( 0.0 );",
  10861. " vec3 pointSpecular = vec3( 0.0 );",
  10862. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10863. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10864. " vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  10865. " float lDistance = 1.0;",
  10866. " if ( pointLightDistance[ i ] > 0.0 )",
  10867. " lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  10868. " lVector = normalize( lVector );",
  10869. // diffuse
  10870. " float dotProduct = dot( normal, lVector );",
  10871. " #ifdef WRAP_AROUND",
  10872. " float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
  10873. " float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10874. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10875. " #else",
  10876. " float pointDiffuseWeight = max( dotProduct, 0.0 );",
  10877. " #endif",
  10878. " pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
  10879. // specular
  10880. " vec3 pointHalfVector = normalize( lVector + viewPosition );",
  10881. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10882. " float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10883. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10884. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10885. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );",
  10886. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
  10887. " }",
  10888. "#endif",
  10889. "#if MAX_SPOT_LIGHTS > 0",
  10890. " vec3 spotDiffuse = vec3( 0.0 );",
  10891. " vec3 spotSpecular = vec3( 0.0 );",
  10892. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10893. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10894. " vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  10895. " float lDistance = 1.0;",
  10896. " if ( spotLightDistance[ i ] > 0.0 )",
  10897. " lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  10898. " lVector = normalize( lVector );",
  10899. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10900. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10901. " spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  10902. // diffuse
  10903. " float dotProduct = dot( normal, lVector );",
  10904. " #ifdef WRAP_AROUND",
  10905. " float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
  10906. " float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10907. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10908. " #else",
  10909. " float spotDiffuseWeight = max( dotProduct, 0.0 );",
  10910. " #endif",
  10911. " spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
  10912. // specular
  10913. " vec3 spotHalfVector = normalize( lVector + viewPosition );",
  10914. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10915. " float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10916. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10917. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10918. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );",
  10919. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
  10920. " }",
  10921. " }",
  10922. "#endif",
  10923. "#if MAX_DIR_LIGHTS > 0",
  10924. " vec3 dirDiffuse = vec3( 0.0 );",
  10925. " vec3 dirSpecular = vec3( 0.0 );" ,
  10926. " for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  10927. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10928. " vec3 dirVector = normalize( lDirection.xyz );",
  10929. // diffuse
  10930. " float dotProduct = dot( normal, dirVector );",
  10931. " #ifdef WRAP_AROUND",
  10932. " float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
  10933. " float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10934. " vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
  10935. " #else",
  10936. " float dirDiffuseWeight = max( dotProduct, 0.0 );",
  10937. " #endif",
  10938. " dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
  10939. // specular
  10940. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10941. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10942. " float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10943. /*
  10944. // fresnel term from skin shader
  10945. " const float F0 = 0.128;",
  10946. " float base = 1.0 - dot( viewPosition, dirHalfVector );",
  10947. " float exponential = pow( base, 5.0 );",
  10948. " float fresnel = exponential + F0 * ( 1.0 - exponential );",
  10949. */
  10950. /*
  10951. // fresnel term from fresnel shader
  10952. " const float mFresnelBias = 0.08;",
  10953. " const float mFresnelScale = 0.3;",
  10954. " const float mFresnelPower = 5.0;",
  10955. " float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
  10956. */
  10957. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10958. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10959. //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
  10960. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10961. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10962. " }",
  10963. "#endif",
  10964. "#if MAX_HEMI_LIGHTS > 0",
  10965. " vec3 hemiDiffuse = vec3( 0.0 );",
  10966. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10967. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10968. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10969. " vec3 lVector = normalize( lDirection.xyz );",
  10970. // diffuse
  10971. " float dotProduct = dot( normal, lVector );",
  10972. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10973. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10974. " hemiDiffuse += diffuse * hemiColor;",
  10975. // specular (sky light)
  10976. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10977. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10978. " float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  10979. // specular (ground light)
  10980. " vec3 lVectorGround = -lVector;",
  10981. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10982. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10983. " float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  10984. " float dotProductGround = dot( normal, lVectorGround );",
  10985. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10986. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10987. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10988. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10989. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10990. " }",
  10991. "#endif",
  10992. "vec3 totalDiffuse = vec3( 0.0 );",
  10993. "vec3 totalSpecular = vec3( 0.0 );",
  10994. "#if MAX_DIR_LIGHTS > 0",
  10995. " totalDiffuse += dirDiffuse;",
  10996. " totalSpecular += dirSpecular;",
  10997. "#endif",
  10998. "#if MAX_HEMI_LIGHTS > 0",
  10999. " totalDiffuse += hemiDiffuse;",
  11000. " totalSpecular += hemiSpecular;",
  11001. "#endif",
  11002. "#if MAX_POINT_LIGHTS > 0",
  11003. " totalDiffuse += pointDiffuse;",
  11004. " totalSpecular += pointSpecular;",
  11005. "#endif",
  11006. "#if MAX_SPOT_LIGHTS > 0",
  11007. " totalDiffuse += spotDiffuse;",
  11008. " totalSpecular += spotSpecular;",
  11009. "#endif",
  11010. "#ifdef METAL",
  11011. " gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  11012. "#else",
  11013. " gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  11014. "#endif"
  11015. ].join("\n"),
  11016. // VERTEX COLORS
  11017. color_pars_fragment: [
  11018. "#ifdef USE_COLOR",
  11019. " varying vec3 vColor;",
  11020. "#endif"
  11021. ].join("\n"),
  11022. color_fragment: [
  11023. "#ifdef USE_COLOR",
  11024. " gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );",
  11025. "#endif"
  11026. ].join("\n"),
  11027. color_pars_vertex: [
  11028. "#ifdef USE_COLOR",
  11029. " varying vec3 vColor;",
  11030. "#endif"
  11031. ].join("\n"),
  11032. color_vertex: [
  11033. "#ifdef USE_COLOR",
  11034. " #ifdef GAMMA_INPUT",
  11035. " vColor = color * color;",
  11036. " #else",
  11037. " vColor = color;",
  11038. " #endif",
  11039. "#endif"
  11040. ].join("\n"),
  11041. // SKINNING
  11042. skinning_pars_vertex: [
  11043. "#ifdef USE_SKINNING",
  11044. " #ifdef BONE_TEXTURE",
  11045. " uniform sampler2D boneTexture;",
  11046. " uniform int boneTextureWidth;",
  11047. " uniform int boneTextureHeight;",
  11048. " mat4 getBoneMatrix( const in float i ) {",
  11049. " float j = i * 4.0;",
  11050. " float x = mod( j, float( boneTextureWidth ) );",
  11051. " float y = floor( j / float( boneTextureWidth ) );",
  11052. " float dx = 1.0 / float( boneTextureWidth );",
  11053. " float dy = 1.0 / float( boneTextureHeight );",
  11054. " y = dy * ( y + 0.5 );",
  11055. " vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
  11056. " vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
  11057. " vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
  11058. " vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
  11059. " mat4 bone = mat4( v1, v2, v3, v4 );",
  11060. " return bone;",
  11061. " }",
  11062. " #else",
  11063. " uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  11064. " mat4 getBoneMatrix( const in float i ) {",
  11065. " mat4 bone = boneGlobalMatrices[ int(i) ];",
  11066. " return bone;",
  11067. " }",
  11068. " #endif",
  11069. "#endif"
  11070. ].join("\n"),
  11071. skinbase_vertex: [
  11072. "#ifdef USE_SKINNING",
  11073. " mat4 boneMatX = getBoneMatrix( skinIndex.x );",
  11074. " mat4 boneMatY = getBoneMatrix( skinIndex.y );",
  11075. " mat4 boneMatZ = getBoneMatrix( skinIndex.z );",
  11076. " mat4 boneMatW = getBoneMatrix( skinIndex.w );",
  11077. "#endif"
  11078. ].join("\n"),
  11079. skinning_vertex: [
  11080. "#ifdef USE_SKINNING",
  11081. " #ifdef USE_MORPHTARGETS",
  11082. " vec4 skinVertex = vec4( morphed, 1.0 );",
  11083. " #else",
  11084. " vec4 skinVertex = vec4( position, 1.0 );",
  11085. " #endif",
  11086. " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  11087. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11088. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11089. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11090. "#endif"
  11091. ].join("\n"),
  11092. // MORPHING
  11093. morphtarget_pars_vertex: [
  11094. "#ifdef USE_MORPHTARGETS",
  11095. " #ifndef USE_MORPHNORMALS",
  11096. " uniform float morphTargetInfluences[ 8 ];",
  11097. " #else",
  11098. " uniform float morphTargetInfluences[ 4 ];",
  11099. " #endif",
  11100. "#endif"
  11101. ].join("\n"),
  11102. morphtarget_vertex: [
  11103. "#ifdef USE_MORPHTARGETS",
  11104. " vec3 morphed = vec3( 0.0 );",
  11105. " morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
  11106. " morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
  11107. " morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
  11108. " morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
  11109. " #ifndef USE_MORPHNORMALS",
  11110. " morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
  11111. " morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
  11112. " morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
  11113. " morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
  11114. " #endif",
  11115. " morphed += position;",
  11116. "#endif"
  11117. ].join("\n"),
  11118. default_vertex : [
  11119. "vec4 mvPosition;",
  11120. "#ifdef USE_SKINNING",
  11121. " mvPosition = modelViewMatrix * skinned;",
  11122. "#endif",
  11123. "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
  11124. " mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
  11125. "#endif",
  11126. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
  11127. " mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  11128. "#endif",
  11129. "gl_Position = projectionMatrix * mvPosition;"
  11130. ].join("\n"),
  11131. morphnormal_vertex: [
  11132. "#ifdef USE_MORPHNORMALS",
  11133. " vec3 morphedNormal = vec3( 0.0 );",
  11134. " morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
  11135. " morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
  11136. " morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
  11137. " morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
  11138. " morphedNormal += normal;",
  11139. "#endif"
  11140. ].join("\n"),
  11141. skinnormal_vertex: [
  11142. "#ifdef USE_SKINNING",
  11143. " mat4 skinMatrix = skinWeight.x * boneMatX;",
  11144. " skinMatrix += skinWeight.y * boneMatY;",
  11145. " skinMatrix += skinWeight.z * boneMatZ;",
  11146. " skinMatrix += skinWeight.w * boneMatW;",
  11147. " #ifdef USE_MORPHNORMALS",
  11148. " vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
  11149. " #else",
  11150. " vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
  11151. " #endif",
  11152. "#endif"
  11153. ].join("\n"),
  11154. defaultnormal_vertex: [
  11155. "vec3 objectNormal;",
  11156. "#ifdef USE_SKINNING",
  11157. " objectNormal = skinnedNormal.xyz;",
  11158. "#endif",
  11159. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  11160. " objectNormal = morphedNormal;",
  11161. "#endif",
  11162. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  11163. " objectNormal = normal;",
  11164. "#endif",
  11165. "#ifdef FLIP_SIDED",
  11166. " objectNormal = -objectNormal;",
  11167. "#endif",
  11168. "vec3 transformedNormal = normalMatrix * objectNormal;"
  11169. ].join("\n"),
  11170. // SHADOW MAP
  11171. // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  11172. // http://spidergl.org/example.php?id=6
  11173. // http://fabiensanglard.net/shadowmapping
  11174. shadowmap_pars_fragment: [
  11175. "#ifdef USE_SHADOWMAP",
  11176. " uniform sampler2D shadowMap[ MAX_SHADOWS ];",
  11177. " uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
  11178. " uniform float shadowDarkness[ MAX_SHADOWS ];",
  11179. " uniform float shadowBias[ MAX_SHADOWS ];",
  11180. " varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  11181. " float unpackDepth( const in vec4 rgba_depth ) {",
  11182. " 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 );",
  11183. " float depth = dot( rgba_depth, bit_shift );",
  11184. " return depth;",
  11185. " }",
  11186. "#endif"
  11187. ].join("\n"),
  11188. shadowmap_fragment: [
  11189. "#ifdef USE_SHADOWMAP",
  11190. " #ifdef SHADOWMAP_DEBUG",
  11191. " vec3 frustumColors[3];",
  11192. " frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
  11193. " frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
  11194. " frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
  11195. " #endif",
  11196. " #ifdef SHADOWMAP_CASCADE",
  11197. " int inFrustumCount = 0;",
  11198. " #endif",
  11199. " float fDepth;",
  11200. " vec3 shadowColor = vec3( 1.0 );",
  11201. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  11202. " vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
  11203. // "if ( something && something )" breaks ATI OpenGL shader compiler
  11204. // "if ( all( something, something ) )" using this instead
  11205. " bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
  11206. " bool inFrustum = all( inFrustumVec );",
  11207. // don't shadow pixels outside of light frustum
  11208. // use just first frustum (for cascades)
  11209. // don't shadow pixels behind far plane of light frustum
  11210. " #ifdef SHADOWMAP_CASCADE",
  11211. " inFrustumCount += int( inFrustum );",
  11212. " bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
  11213. " #else",
  11214. " bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
  11215. " #endif",
  11216. " bool frustumTest = all( frustumTestVec );",
  11217. " if ( frustumTest ) {",
  11218. " shadowCoord.z += shadowBias[ i ];",
  11219. " #if defined( SHADOWMAP_TYPE_PCF )",
  11220. // Percentage-close filtering
  11221. // (9 pixel kernel)
  11222. // http://fabiensanglard.net/shadowmappingPCF/
  11223. " float shadow = 0.0;",
  11224. /*
  11225. // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
  11226. // must enroll loop manually
  11227. " for ( float y = -1.25; y <= 1.25; y += 1.25 )",
  11228. " for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
  11229. " vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
  11230. // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
  11231. //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
  11232. " float fDepth = unpackDepth( rgbaDepth );",
  11233. " if ( fDepth < shadowCoord.z )",
  11234. " shadow += 1.0;",
  11235. " }",
  11236. " shadow /= 9.0;",
  11237. */
  11238. " const float shadowDelta = 1.0 / 9.0;",
  11239. " float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  11240. " float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  11241. " float dx0 = -1.25 * xPixelOffset;",
  11242. " float dy0 = -1.25 * yPixelOffset;",
  11243. " float dx1 = 1.25 * xPixelOffset;",
  11244. " float dy1 = 1.25 * yPixelOffset;",
  11245. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  11246. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11247. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  11248. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11249. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  11250. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11251. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  11252. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11253. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  11254. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11255. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  11256. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11257. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  11258. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11259. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  11260. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11261. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  11262. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  11263. " shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  11264. " #elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
  11265. // Percentage-close filtering
  11266. // (9 pixel kernel)
  11267. // http://fabiensanglard.net/shadowmappingPCF/
  11268. " float shadow = 0.0;",
  11269. " float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  11270. " float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  11271. " float dx0 = -1.0 * xPixelOffset;",
  11272. " float dy0 = -1.0 * yPixelOffset;",
  11273. " float dx1 = 1.0 * xPixelOffset;",
  11274. " float dy1 = 1.0 * yPixelOffset;",
  11275. " mat3 shadowKernel;",
  11276. " mat3 depthKernel;",
  11277. " depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  11278. " depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  11279. " depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  11280. " depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  11281. " depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  11282. " depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  11283. " depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  11284. " depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  11285. " depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  11286. " vec3 shadowZ = vec3( shadowCoord.z );",
  11287. " shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
  11288. " shadowKernel[0] *= vec3(0.25);",
  11289. " shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
  11290. " shadowKernel[1] *= vec3(0.25);",
  11291. " shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
  11292. " shadowKernel[2] *= vec3(0.25);",
  11293. " vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
  11294. " shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
  11295. " shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
  11296. " vec4 shadowValues;",
  11297. " shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
  11298. " shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
  11299. " shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
  11300. " shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
  11301. " shadow = dot( shadowValues, vec4( 1.0 ) );",
  11302. " shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  11303. " #else",
  11304. " vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
  11305. " float fDepth = unpackDepth( rgbaDepth );",
  11306. " if ( fDepth < shadowCoord.z )",
  11307. // spot with multiple shadows is darker
  11308. " shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
  11309. // spot with multiple shadows has the same color as single shadow spot
  11310. //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
  11311. " #endif",
  11312. " }",
  11313. " #ifdef SHADOWMAP_DEBUG",
  11314. " #ifdef SHADOWMAP_CASCADE",
  11315. " if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
  11316. " #else",
  11317. " if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
  11318. " #endif",
  11319. " #endif",
  11320. " }",
  11321. " #ifdef GAMMA_OUTPUT",
  11322. " shadowColor *= shadowColor;",
  11323. " #endif",
  11324. " gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
  11325. "#endif"
  11326. ].join("\n"),
  11327. shadowmap_pars_vertex: [
  11328. "#ifdef USE_SHADOWMAP",
  11329. " varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  11330. " uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
  11331. "#endif"
  11332. ].join("\n"),
  11333. shadowmap_vertex: [
  11334. "#ifdef USE_SHADOWMAP",
  11335. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  11336. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  11337. " }",
  11338. "#endif"
  11339. ].join("\n"),
  11340. // ALPHATEST
  11341. alphatest_fragment: [
  11342. "#ifdef ALPHATEST",
  11343. " if ( gl_FragColor.a < ALPHATEST ) discard;",
  11344. "#endif"
  11345. ].join("\n"),
  11346. // LINEAR SPACE
  11347. linear_to_gamma_fragment: [
  11348. "#ifdef GAMMA_OUTPUT",
  11349. " gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
  11350. "#endif"
  11351. ].join("\n"),
  11352. // LOGARITHMIC DEPTH BUFFER
  11353. // http://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html
  11354. // WebGL doesn't support gl_FragDepth out of the box, unless the EXT_frag_depth extension is available. On platforms
  11355. // without EXT_frag_depth, we have to fall back on linear z-buffer in the fragment shader, which means that some long
  11356. // faces close to the camera may have issues. This can be worked around by tesselating the model more finely when
  11357. // the camera is near the surface.
  11358. logdepthbuf_pars_vertex: [
  11359. "#ifdef USE_LOGDEPTHBUF",
  11360. " #ifdef USE_LOGDEPTHBUF_EXT",
  11361. " varying float vFragDepth;",
  11362. " #endif",
  11363. " uniform float logDepthBufFC;",
  11364. "#endif",
  11365. ].join('\n'),
  11366. logdepthbuf_vertex: [
  11367. "#ifdef USE_LOGDEPTHBUF",
  11368. " gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;",
  11369. " #ifdef USE_LOGDEPTHBUF_EXT",
  11370. " vFragDepth = 1.0 + gl_Position.w;",
  11371. "#else",
  11372. " gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;",
  11373. " #endif",
  11374. "#endif"
  11375. ].join("\n"),
  11376. logdepthbuf_pars_fragment: [
  11377. "#ifdef USE_LOGDEPTHBUF",
  11378. " uniform float logDepthBufFC;",
  11379. " #ifdef USE_LOGDEPTHBUF_EXT",
  11380. " #extension GL_EXT_frag_depth : enable",
  11381. " varying float vFragDepth;",
  11382. " #endif",
  11383. "#endif"
  11384. ].join('\n'),
  11385. logdepthbuf_fragment: [
  11386. "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)",
  11387. " gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;",
  11388. "#endif"
  11389. ].join("\n")
  11390. };
  11391. /**
  11392. * Uniform Utilities
  11393. */
  11394. THREE.UniformsUtils = {
  11395. merge: function ( uniforms ) {
  11396. var u, p, tmp, merged = {};
  11397. for ( u = 0; u < uniforms.length; u ++ ) {
  11398. tmp = this.clone( uniforms[ u ] );
  11399. for ( p in tmp ) {
  11400. merged[ p ] = tmp[ p ];
  11401. }
  11402. }
  11403. return merged;
  11404. },
  11405. clone: function ( uniforms_src ) {
  11406. var u, p, parameter, parameter_src, uniforms_dst = {};
  11407. for ( u in uniforms_src ) {
  11408. uniforms_dst[ u ] = {};
  11409. for ( p in uniforms_src[ u ] ) {
  11410. parameter_src = uniforms_src[ u ][ p ];
  11411. if ( parameter_src instanceof THREE.Color ||
  11412. parameter_src instanceof THREE.Vector2 ||
  11413. parameter_src instanceof THREE.Vector3 ||
  11414. parameter_src instanceof THREE.Vector4 ||
  11415. parameter_src instanceof THREE.Matrix4 ||
  11416. parameter_src instanceof THREE.Texture ) {
  11417. uniforms_dst[ u ][ p ] = parameter_src.clone();
  11418. } else if ( parameter_src instanceof Array ) {
  11419. uniforms_dst[ u ][ p ] = parameter_src.slice();
  11420. } else {
  11421. uniforms_dst[ u ][ p ] = parameter_src;
  11422. }
  11423. }
  11424. }
  11425. return uniforms_dst;
  11426. }
  11427. };
  11428. /**
  11429. * Uniforms library for shared webgl shaders
  11430. */
  11431. THREE.UniformsLib = {
  11432. common: {
  11433. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  11434. "opacity" : { type: "f", value: 1.0 },
  11435. "map" : { type: "t", value: null },
  11436. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  11437. "lightMap" : { type: "t", value: null },
  11438. "specularMap" : { type: "t", value: null },
  11439. "envMap" : { type: "t", value: null },
  11440. "flipEnvMap" : { type: "f", value: -1 },
  11441. "useRefract" : { type: "i", value: 0 },
  11442. "reflectivity" : { type: "f", value: 1.0 },
  11443. "refractionRatio" : { type: "f", value: 0.98 },
  11444. "combine" : { type: "i", value: 0 },
  11445. "morphTargetInfluences" : { type: "f", value: 0 }
  11446. },
  11447. bump: {
  11448. "bumpMap" : { type: "t", value: null },
  11449. "bumpScale" : { type: "f", value: 1 }
  11450. },
  11451. normalmap: {
  11452. "normalMap" : { type: "t", value: null },
  11453. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  11454. },
  11455. fog : {
  11456. "fogDensity" : { type: "f", value: 0.00025 },
  11457. "fogNear" : { type: "f", value: 1 },
  11458. "fogFar" : { type: "f", value: 2000 },
  11459. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  11460. },
  11461. lights: {
  11462. "ambientLightColor" : { type: "fv", value: [] },
  11463. "directionalLightDirection" : { type: "fv", value: [] },
  11464. "directionalLightColor" : { type: "fv", value: [] },
  11465. "hemisphereLightDirection" : { type: "fv", value: [] },
  11466. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  11467. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  11468. "pointLightColor" : { type: "fv", value: [] },
  11469. "pointLightPosition" : { type: "fv", value: [] },
  11470. "pointLightDistance" : { type: "fv1", value: [] },
  11471. "spotLightColor" : { type: "fv", value: [] },
  11472. "spotLightPosition" : { type: "fv", value: [] },
  11473. "spotLightDirection" : { type: "fv", value: [] },
  11474. "spotLightDistance" : { type: "fv1", value: [] },
  11475. "spotLightAngleCos" : { type: "fv1", value: [] },
  11476. "spotLightExponent" : { type: "fv1", value: [] }
  11477. },
  11478. particle: {
  11479. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  11480. "opacity" : { type: "f", value: 1.0 },
  11481. "size" : { type: "f", value: 1.0 },
  11482. "scale" : { type: "f", value: 1.0 },
  11483. "map" : { type: "t", value: null },
  11484. "fogDensity" : { type: "f", value: 0.00025 },
  11485. "fogNear" : { type: "f", value: 1 },
  11486. "fogFar" : { type: "f", value: 2000 },
  11487. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  11488. },
  11489. shadowmap: {
  11490. "shadowMap": { type: "tv", value: [] },
  11491. "shadowMapSize": { type: "v2v", value: [] },
  11492. "shadowBias" : { type: "fv1", value: [] },
  11493. "shadowDarkness": { type: "fv1", value: [] },
  11494. "shadowMatrix" : { type: "m4v", value: [] }
  11495. }
  11496. };
  11497. /**
  11498. * Webgl Shader Library for three.js
  11499. *
  11500. * @author alteredq / http://alteredqualia.com/
  11501. * @author mrdoob / http://mrdoob.com/
  11502. * @author mikael emtinger / http://gomo.se/
  11503. */
  11504. THREE.ShaderLib = {
  11505. 'basic': {
  11506. uniforms: THREE.UniformsUtils.merge( [
  11507. THREE.UniformsLib[ "common" ],
  11508. THREE.UniformsLib[ "fog" ],
  11509. THREE.UniformsLib[ "shadowmap" ]
  11510. ] ),
  11511. vertexShader: [
  11512. THREE.ShaderChunk[ "map_pars_vertex" ],
  11513. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  11514. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  11515. THREE.ShaderChunk[ "color_pars_vertex" ],
  11516. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11517. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11518. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11519. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11520. "void main() {",
  11521. THREE.ShaderChunk[ "map_vertex" ],
  11522. THREE.ShaderChunk[ "lightmap_vertex" ],
  11523. THREE.ShaderChunk[ "color_vertex" ],
  11524. THREE.ShaderChunk[ "skinbase_vertex" ],
  11525. " #ifdef USE_ENVMAP",
  11526. THREE.ShaderChunk[ "morphnormal_vertex" ],
  11527. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11528. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  11529. " #endif",
  11530. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11531. THREE.ShaderChunk[ "skinning_vertex" ],
  11532. THREE.ShaderChunk[ "default_vertex" ],
  11533. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11534. THREE.ShaderChunk[ "worldpos_vertex" ],
  11535. THREE.ShaderChunk[ "envmap_vertex" ],
  11536. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11537. "}"
  11538. ].join("\n"),
  11539. fragmentShader: [
  11540. "uniform vec3 diffuse;",
  11541. "uniform float opacity;",
  11542. THREE.ShaderChunk[ "color_pars_fragment" ],
  11543. THREE.ShaderChunk[ "map_pars_fragment" ],
  11544. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11545. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11546. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11547. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11548. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11549. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11550. "void main() {",
  11551. " gl_FragColor = vec4( diffuse, opacity );",
  11552. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11553. THREE.ShaderChunk[ "map_fragment" ],
  11554. THREE.ShaderChunk[ "alphatest_fragment" ],
  11555. THREE.ShaderChunk[ "specularmap_fragment" ],
  11556. THREE.ShaderChunk[ "lightmap_fragment" ],
  11557. THREE.ShaderChunk[ "color_fragment" ],
  11558. THREE.ShaderChunk[ "envmap_fragment" ],
  11559. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11560. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11561. THREE.ShaderChunk[ "fog_fragment" ],
  11562. "}"
  11563. ].join("\n")
  11564. },
  11565. 'lambert': {
  11566. uniforms: THREE.UniformsUtils.merge( [
  11567. THREE.UniformsLib[ "common" ],
  11568. THREE.UniformsLib[ "fog" ],
  11569. THREE.UniformsLib[ "lights" ],
  11570. THREE.UniformsLib[ "shadowmap" ],
  11571. {
  11572. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  11573. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  11574. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11575. }
  11576. ] ),
  11577. vertexShader: [
  11578. "#define LAMBERT",
  11579. "varying vec3 vLightFront;",
  11580. "#ifdef DOUBLE_SIDED",
  11581. " varying vec3 vLightBack;",
  11582. "#endif",
  11583. THREE.ShaderChunk[ "map_pars_vertex" ],
  11584. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  11585. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  11586. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  11587. THREE.ShaderChunk[ "color_pars_vertex" ],
  11588. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11589. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11590. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11591. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11592. "void main() {",
  11593. THREE.ShaderChunk[ "map_vertex" ],
  11594. THREE.ShaderChunk[ "lightmap_vertex" ],
  11595. THREE.ShaderChunk[ "color_vertex" ],
  11596. THREE.ShaderChunk[ "morphnormal_vertex" ],
  11597. THREE.ShaderChunk[ "skinbase_vertex" ],
  11598. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11599. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  11600. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11601. THREE.ShaderChunk[ "skinning_vertex" ],
  11602. THREE.ShaderChunk[ "default_vertex" ],
  11603. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11604. THREE.ShaderChunk[ "worldpos_vertex" ],
  11605. THREE.ShaderChunk[ "envmap_vertex" ],
  11606. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  11607. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11608. "}"
  11609. ].join("\n"),
  11610. fragmentShader: [
  11611. "uniform float opacity;",
  11612. "varying vec3 vLightFront;",
  11613. "#ifdef DOUBLE_SIDED",
  11614. " varying vec3 vLightBack;",
  11615. "#endif",
  11616. THREE.ShaderChunk[ "color_pars_fragment" ],
  11617. THREE.ShaderChunk[ "map_pars_fragment" ],
  11618. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11619. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11620. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11621. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11622. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11623. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11624. "void main() {",
  11625. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11626. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11627. THREE.ShaderChunk[ "map_fragment" ],
  11628. THREE.ShaderChunk[ "alphatest_fragment" ],
  11629. THREE.ShaderChunk[ "specularmap_fragment" ],
  11630. " #ifdef DOUBLE_SIDED",
  11631. //"float isFront = float( gl_FrontFacing );",
  11632. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  11633. " if ( gl_FrontFacing )",
  11634. " gl_FragColor.xyz *= vLightFront;",
  11635. " else",
  11636. " gl_FragColor.xyz *= vLightBack;",
  11637. " #else",
  11638. " gl_FragColor.xyz *= vLightFront;",
  11639. " #endif",
  11640. THREE.ShaderChunk[ "lightmap_fragment" ],
  11641. THREE.ShaderChunk[ "color_fragment" ],
  11642. THREE.ShaderChunk[ "envmap_fragment" ],
  11643. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11644. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11645. THREE.ShaderChunk[ "fog_fragment" ],
  11646. "}"
  11647. ].join("\n")
  11648. },
  11649. 'phong': {
  11650. uniforms: THREE.UniformsUtils.merge( [
  11651. THREE.UniformsLib[ "common" ],
  11652. THREE.UniformsLib[ "bump" ],
  11653. THREE.UniformsLib[ "normalmap" ],
  11654. THREE.UniformsLib[ "fog" ],
  11655. THREE.UniformsLib[ "lights" ],
  11656. THREE.UniformsLib[ "shadowmap" ],
  11657. {
  11658. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  11659. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  11660. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  11661. "shininess": { type: "f", value: 30 },
  11662. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11663. }
  11664. ] ),
  11665. vertexShader: [
  11666. "#define PHONG",
  11667. "varying vec3 vViewPosition;",
  11668. "varying vec3 vNormal;",
  11669. THREE.ShaderChunk[ "map_pars_vertex" ],
  11670. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  11671. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  11672. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  11673. THREE.ShaderChunk[ "color_pars_vertex" ],
  11674. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11675. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11676. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11677. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11678. "void main() {",
  11679. THREE.ShaderChunk[ "map_vertex" ],
  11680. THREE.ShaderChunk[ "lightmap_vertex" ],
  11681. THREE.ShaderChunk[ "color_vertex" ],
  11682. THREE.ShaderChunk[ "morphnormal_vertex" ],
  11683. THREE.ShaderChunk[ "skinbase_vertex" ],
  11684. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11685. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  11686. " vNormal = normalize( transformedNormal );",
  11687. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11688. THREE.ShaderChunk[ "skinning_vertex" ],
  11689. THREE.ShaderChunk[ "default_vertex" ],
  11690. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11691. " vViewPosition = -mvPosition.xyz;",
  11692. THREE.ShaderChunk[ "worldpos_vertex" ],
  11693. THREE.ShaderChunk[ "envmap_vertex" ],
  11694. THREE.ShaderChunk[ "lights_phong_vertex" ],
  11695. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11696. "}"
  11697. ].join("\n"),
  11698. fragmentShader: [
  11699. "uniform vec3 diffuse;",
  11700. "uniform float opacity;",
  11701. "uniform vec3 ambient;",
  11702. "uniform vec3 emissive;",
  11703. "uniform vec3 specular;",
  11704. "uniform float shininess;",
  11705. THREE.ShaderChunk[ "color_pars_fragment" ],
  11706. THREE.ShaderChunk[ "map_pars_fragment" ],
  11707. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11708. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11709. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11710. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  11711. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11712. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  11713. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  11714. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11715. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11716. "void main() {",
  11717. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11718. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11719. THREE.ShaderChunk[ "map_fragment" ],
  11720. THREE.ShaderChunk[ "alphatest_fragment" ],
  11721. THREE.ShaderChunk[ "specularmap_fragment" ],
  11722. THREE.ShaderChunk[ "lights_phong_fragment" ],
  11723. THREE.ShaderChunk[ "lightmap_fragment" ],
  11724. THREE.ShaderChunk[ "color_fragment" ],
  11725. THREE.ShaderChunk[ "envmap_fragment" ],
  11726. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11727. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11728. THREE.ShaderChunk[ "fog_fragment" ],
  11729. "}"
  11730. ].join("\n")
  11731. },
  11732. 'particle_basic': {
  11733. uniforms: THREE.UniformsUtils.merge( [
  11734. THREE.UniformsLib[ "particle" ],
  11735. THREE.UniformsLib[ "shadowmap" ]
  11736. ] ),
  11737. vertexShader: [
  11738. "uniform float size;",
  11739. "uniform float scale;",
  11740. THREE.ShaderChunk[ "color_pars_vertex" ],
  11741. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11742. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11743. "void main() {",
  11744. THREE.ShaderChunk[ "color_vertex" ],
  11745. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  11746. " #ifdef USE_SIZEATTENUATION",
  11747. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  11748. " #else",
  11749. " gl_PointSize = size;",
  11750. " #endif",
  11751. " gl_Position = projectionMatrix * mvPosition;",
  11752. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11753. THREE.ShaderChunk[ "worldpos_vertex" ],
  11754. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11755. "}"
  11756. ].join("\n"),
  11757. fragmentShader: [
  11758. "uniform vec3 psColor;",
  11759. "uniform float opacity;",
  11760. THREE.ShaderChunk[ "color_pars_fragment" ],
  11761. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  11762. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11763. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11764. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11765. "void main() {",
  11766. " gl_FragColor = vec4( psColor, opacity );",
  11767. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11768. THREE.ShaderChunk[ "map_particle_fragment" ],
  11769. THREE.ShaderChunk[ "alphatest_fragment" ],
  11770. THREE.ShaderChunk[ "color_fragment" ],
  11771. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11772. THREE.ShaderChunk[ "fog_fragment" ],
  11773. "}"
  11774. ].join("\n")
  11775. },
  11776. 'dashed': {
  11777. uniforms: THREE.UniformsUtils.merge( [
  11778. THREE.UniformsLib[ "common" ],
  11779. THREE.UniformsLib[ "fog" ],
  11780. {
  11781. "scale": { type: "f", value: 1 },
  11782. "dashSize": { type: "f", value: 1 },
  11783. "totalSize": { type: "f", value: 2 }
  11784. }
  11785. ] ),
  11786. vertexShader: [
  11787. "uniform float scale;",
  11788. "attribute float lineDistance;",
  11789. "varying float vLineDistance;",
  11790. THREE.ShaderChunk[ "color_pars_vertex" ],
  11791. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11792. "void main() {",
  11793. THREE.ShaderChunk[ "color_vertex" ],
  11794. " vLineDistance = scale * lineDistance;",
  11795. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  11796. " gl_Position = projectionMatrix * mvPosition;",
  11797. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11798. "}"
  11799. ].join("\n"),
  11800. fragmentShader: [
  11801. "uniform vec3 diffuse;",
  11802. "uniform float opacity;",
  11803. "uniform float dashSize;",
  11804. "uniform float totalSize;",
  11805. "varying float vLineDistance;",
  11806. THREE.ShaderChunk[ "color_pars_fragment" ],
  11807. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11808. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11809. "void main() {",
  11810. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  11811. " discard;",
  11812. " }",
  11813. " gl_FragColor = vec4( diffuse, opacity );",
  11814. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11815. THREE.ShaderChunk[ "color_fragment" ],
  11816. THREE.ShaderChunk[ "fog_fragment" ],
  11817. "}"
  11818. ].join("\n")
  11819. },
  11820. 'depth': {
  11821. uniforms: {
  11822. "mNear": { type: "f", value: 1.0 },
  11823. "mFar" : { type: "f", value: 2000.0 },
  11824. "opacity" : { type: "f", value: 1.0 }
  11825. },
  11826. vertexShader: [
  11827. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11828. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11829. "void main() {",
  11830. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11831. THREE.ShaderChunk[ "default_vertex" ],
  11832. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11833. "}"
  11834. ].join("\n"),
  11835. fragmentShader: [
  11836. "uniform float mNear;",
  11837. "uniform float mFar;",
  11838. "uniform float opacity;",
  11839. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11840. "void main() {",
  11841. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11842. " #ifdef USE_LOGDEPTHBUF_EXT",
  11843. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  11844. " #else",
  11845. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  11846. " #endif",
  11847. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  11848. " gl_FragColor = vec4( vec3( color ), opacity );",
  11849. "}"
  11850. ].join("\n")
  11851. },
  11852. 'normal': {
  11853. uniforms: {
  11854. "opacity" : { type: "f", value: 1.0 }
  11855. },
  11856. vertexShader: [
  11857. "varying vec3 vNormal;",
  11858. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11859. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11860. "void main() {",
  11861. " vNormal = normalize( normalMatrix * normal );",
  11862. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11863. THREE.ShaderChunk[ "default_vertex" ],
  11864. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11865. "}"
  11866. ].join("\n"),
  11867. fragmentShader: [
  11868. "uniform float opacity;",
  11869. "varying vec3 vNormal;",
  11870. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11871. "void main() {",
  11872. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  11873. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11874. "}"
  11875. ].join("\n")
  11876. },
  11877. /* -------------------------------------------------------------------------
  11878. // Normal map shader
  11879. // - Blinn-Phong
  11880. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  11881. // - point and directional lights (use with "lights: true" material option)
  11882. ------------------------------------------------------------------------- */
  11883. 'normalmap' : {
  11884. uniforms: THREE.UniformsUtils.merge( [
  11885. THREE.UniformsLib[ "fog" ],
  11886. THREE.UniformsLib[ "lights" ],
  11887. THREE.UniformsLib[ "shadowmap" ],
  11888. {
  11889. "enableAO" : { type: "i", value: 0 },
  11890. "enableDiffuse" : { type: "i", value: 0 },
  11891. "enableSpecular" : { type: "i", value: 0 },
  11892. "enableReflection": { type: "i", value: 0 },
  11893. "enableDisplacement": { type: "i", value: 0 },
  11894. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  11895. "tDiffuse" : { type: "t", value: null },
  11896. "tCube" : { type: "t", value: null },
  11897. "tNormal" : { type: "t", value: null },
  11898. "tSpecular" : { type: "t", value: null },
  11899. "tAO" : { type: "t", value: null },
  11900. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  11901. "uDisplacementBias": { type: "f", value: 0.0 },
  11902. "uDisplacementScale": { type: "f", value: 1.0 },
  11903. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  11904. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  11905. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  11906. "shininess": { type: "f", value: 30 },
  11907. "opacity": { type: "f", value: 1 },
  11908. "useRefract": { type: "i", value: 0 },
  11909. "refractionRatio": { type: "f", value: 0.98 },
  11910. "reflectivity": { type: "f", value: 0.5 },
  11911. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  11912. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  11913. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11914. }
  11915. ] ),
  11916. fragmentShader: [
  11917. "uniform vec3 ambient;",
  11918. "uniform vec3 diffuse;",
  11919. "uniform vec3 specular;",
  11920. "uniform float shininess;",
  11921. "uniform float opacity;",
  11922. "uniform bool enableDiffuse;",
  11923. "uniform bool enableSpecular;",
  11924. "uniform bool enableAO;",
  11925. "uniform bool enableReflection;",
  11926. "uniform sampler2D tDiffuse;",
  11927. "uniform sampler2D tNormal;",
  11928. "uniform sampler2D tSpecular;",
  11929. "uniform sampler2D tAO;",
  11930. "uniform samplerCube tCube;",
  11931. "uniform vec2 uNormalScale;",
  11932. "uniform bool useRefract;",
  11933. "uniform float refractionRatio;",
  11934. "uniform float reflectivity;",
  11935. "varying vec3 vTangent;",
  11936. "varying vec3 vBinormal;",
  11937. "varying vec3 vNormal;",
  11938. "varying vec2 vUv;",
  11939. "uniform vec3 ambientLightColor;",
  11940. "#if MAX_DIR_LIGHTS > 0",
  11941. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  11942. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  11943. "#endif",
  11944. "#if MAX_HEMI_LIGHTS > 0",
  11945. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  11946. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  11947. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  11948. "#endif",
  11949. "#if MAX_POINT_LIGHTS > 0",
  11950. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  11951. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  11952. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  11953. "#endif",
  11954. "#if MAX_SPOT_LIGHTS > 0",
  11955. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  11956. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  11957. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  11958. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  11959. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  11960. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  11961. "#endif",
  11962. "#ifdef WRAP_AROUND",
  11963. " uniform vec3 wrapRGB;",
  11964. "#endif",
  11965. "varying vec3 vWorldPosition;",
  11966. "varying vec3 vViewPosition;",
  11967. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11968. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11969. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11970. "void main() {",
  11971. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11972. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11973. " vec3 specularTex = vec3( 1.0 );",
  11974. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  11975. " normalTex.xy *= uNormalScale;",
  11976. " normalTex = normalize( normalTex );",
  11977. " if( enableDiffuse ) {",
  11978. " #ifdef GAMMA_INPUT",
  11979. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  11980. " texelColor.xyz *= texelColor.xyz;",
  11981. " gl_FragColor = gl_FragColor * texelColor;",
  11982. " #else",
  11983. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  11984. " #endif",
  11985. " }",
  11986. " if( enableAO ) {",
  11987. " #ifdef GAMMA_INPUT",
  11988. " vec4 aoColor = texture2D( tAO, vUv );",
  11989. " aoColor.xyz *= aoColor.xyz;",
  11990. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  11991. " #else",
  11992. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  11993. " #endif",
  11994. " }",
  11995. " if( enableSpecular )",
  11996. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  11997. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  11998. " vec3 finalNormal = tsb * normalTex;",
  11999. " #ifdef FLIP_SIDED",
  12000. " finalNormal = -finalNormal;",
  12001. " #endif",
  12002. " vec3 normal = normalize( finalNormal );",
  12003. " vec3 viewPosition = normalize( vViewPosition );",
  12004. // point lights
  12005. " #if MAX_POINT_LIGHTS > 0",
  12006. " vec3 pointDiffuse = vec3( 0.0 );",
  12007. " vec3 pointSpecular = vec3( 0.0 );",
  12008. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  12009. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  12010. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  12011. " float pointDistance = 1.0;",
  12012. " if ( pointLightDistance[ i ] > 0.0 )",
  12013. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  12014. " pointVector = normalize( pointVector );",
  12015. // diffuse
  12016. " #ifdef WRAP_AROUND",
  12017. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  12018. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  12019. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  12020. " #else",
  12021. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  12022. " #endif",
  12023. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  12024. // specular
  12025. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  12026. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  12027. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  12028. // 2.0 => 2.0001 is hack to work around ANGLE bug
  12029. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  12030. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
  12031. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  12032. " }",
  12033. " #endif",
  12034. // spot lights
  12035. " #if MAX_SPOT_LIGHTS > 0",
  12036. " vec3 spotDiffuse = vec3( 0.0 );",
  12037. " vec3 spotSpecular = vec3( 0.0 );",
  12038. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  12039. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  12040. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  12041. " float spotDistance = 1.0;",
  12042. " if ( spotLightDistance[ i ] > 0.0 )",
  12043. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  12044. " spotVector = normalize( spotVector );",
  12045. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  12046. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  12047. " spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  12048. // diffuse
  12049. " #ifdef WRAP_AROUND",
  12050. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  12051. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  12052. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  12053. " #else",
  12054. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  12055. " #endif",
  12056. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  12057. // specular
  12058. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  12059. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  12060. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  12061. // 2.0 => 2.0001 is hack to work around ANGLE bug
  12062. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  12063. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
  12064. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  12065. " }",
  12066. " }",
  12067. " #endif",
  12068. // directional lights
  12069. " #if MAX_DIR_LIGHTS > 0",
  12070. " vec3 dirDiffuse = vec3( 0.0 );",
  12071. " vec3 dirSpecular = vec3( 0.0 );",
  12072. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  12073. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  12074. " vec3 dirVector = normalize( lDirection.xyz );",
  12075. // diffuse
  12076. " #ifdef WRAP_AROUND",
  12077. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  12078. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  12079. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  12080. " #else",
  12081. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  12082. " #endif",
  12083. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  12084. // specular
  12085. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  12086. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  12087. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  12088. // 2.0 => 2.0001 is hack to work around ANGLE bug
  12089. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  12090. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
  12091. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  12092. " }",
  12093. " #endif",
  12094. // hemisphere lights
  12095. " #if MAX_HEMI_LIGHTS > 0",
  12096. " vec3 hemiDiffuse = vec3( 0.0 );",
  12097. " vec3 hemiSpecular = vec3( 0.0 );" ,
  12098. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  12099. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  12100. " vec3 lVector = normalize( lDirection.xyz );",
  12101. // diffuse
  12102. " float dotProduct = dot( normal, lVector );",
  12103. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  12104. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  12105. " hemiDiffuse += diffuse * hemiColor;",
  12106. // specular (sky light)
  12107. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  12108. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  12109. " float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  12110. // specular (ground light)
  12111. " vec3 lVectorGround = -lVector;",
  12112. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  12113. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  12114. " float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  12115. " float dotProductGround = dot( normal, lVectorGround );",
  12116. // 2.0 => 2.0001 is hack to work around ANGLE bug
  12117. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  12118. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
  12119. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
  12120. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  12121. " }",
  12122. " #endif",
  12123. // all lights contribution summation
  12124. " vec3 totalDiffuse = vec3( 0.0 );",
  12125. " vec3 totalSpecular = vec3( 0.0 );",
  12126. " #if MAX_DIR_LIGHTS > 0",
  12127. " totalDiffuse += dirDiffuse;",
  12128. " totalSpecular += dirSpecular;",
  12129. " #endif",
  12130. " #if MAX_HEMI_LIGHTS > 0",
  12131. " totalDiffuse += hemiDiffuse;",
  12132. " totalSpecular += hemiSpecular;",
  12133. " #endif",
  12134. " #if MAX_POINT_LIGHTS > 0",
  12135. " totalDiffuse += pointDiffuse;",
  12136. " totalSpecular += pointSpecular;",
  12137. " #endif",
  12138. " #if MAX_SPOT_LIGHTS > 0",
  12139. " totalDiffuse += spotDiffuse;",
  12140. " totalSpecular += spotSpecular;",
  12141. " #endif",
  12142. " #ifdef METAL",
  12143. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  12144. " #else",
  12145. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  12146. " #endif",
  12147. " if ( enableReflection ) {",
  12148. " vec3 vReflect;",
  12149. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  12150. " if ( useRefract ) {",
  12151. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  12152. " } else {",
  12153. " vReflect = reflect( cameraToVertex, normal );",
  12154. " }",
  12155. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  12156. " #ifdef GAMMA_INPUT",
  12157. " cubeColor.xyz *= cubeColor.xyz;",
  12158. " #endif",
  12159. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  12160. " }",
  12161. THREE.ShaderChunk[ "shadowmap_fragment" ],
  12162. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  12163. THREE.ShaderChunk[ "fog_fragment" ],
  12164. "}"
  12165. ].join("\n"),
  12166. vertexShader: [
  12167. "attribute vec4 tangent;",
  12168. "uniform vec2 uOffset;",
  12169. "uniform vec2 uRepeat;",
  12170. "uniform bool enableDisplacement;",
  12171. "#ifdef VERTEX_TEXTURES",
  12172. " uniform sampler2D tDisplacement;",
  12173. " uniform float uDisplacementScale;",
  12174. " uniform float uDisplacementBias;",
  12175. "#endif",
  12176. "varying vec3 vTangent;",
  12177. "varying vec3 vBinormal;",
  12178. "varying vec3 vNormal;",
  12179. "varying vec2 vUv;",
  12180. "varying vec3 vWorldPosition;",
  12181. "varying vec3 vViewPosition;",
  12182. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  12183. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  12184. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  12185. "void main() {",
  12186. THREE.ShaderChunk[ "skinbase_vertex" ],
  12187. THREE.ShaderChunk[ "skinnormal_vertex" ],
  12188. // normal, tangent and binormal vectors
  12189. " #ifdef USE_SKINNING",
  12190. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  12191. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  12192. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  12193. " #else",
  12194. " vNormal = normalize( normalMatrix * normal );",
  12195. " vTangent = normalize( normalMatrix * tangent.xyz );",
  12196. " #endif",
  12197. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  12198. " vUv = uv * uRepeat + uOffset;",
  12199. // displacement mapping
  12200. " vec3 displacedPosition;",
  12201. " #ifdef VERTEX_TEXTURES",
  12202. " if ( enableDisplacement ) {",
  12203. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  12204. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  12205. " displacedPosition = position + normalize( normal ) * df;",
  12206. " } else {",
  12207. " #ifdef USE_SKINNING",
  12208. " vec4 skinVertex = vec4( position, 1.0 );",
  12209. " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  12210. " skinned += boneMatY * skinVertex * skinWeight.y;",
  12211. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  12212. " skinned += boneMatW * skinVertex * skinWeight.w;",
  12213. " displacedPosition = skinned.xyz;",
  12214. " #else",
  12215. " displacedPosition = position;",
  12216. " #endif",
  12217. " }",
  12218. " #else",
  12219. " #ifdef USE_SKINNING",
  12220. " vec4 skinVertex = vec4( position, 1.0 );",
  12221. " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  12222. " skinned += boneMatY * skinVertex * skinWeight.y;",
  12223. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  12224. " skinned += boneMatW * skinVertex * skinWeight.w;",
  12225. " displacedPosition = skinned.xyz;",
  12226. " #else",
  12227. " displacedPosition = position;",
  12228. " #endif",
  12229. " #endif",
  12230. //
  12231. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  12232. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  12233. " gl_Position = projectionMatrix * mvPosition;",
  12234. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  12235. //
  12236. " vWorldPosition = worldPosition.xyz;",
  12237. " vViewPosition = -mvPosition.xyz;",
  12238. // shadows
  12239. " #ifdef USE_SHADOWMAP",
  12240. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  12241. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  12242. " }",
  12243. " #endif",
  12244. "}"
  12245. ].join("\n")
  12246. },
  12247. /* -------------------------------------------------------------------------
  12248. // Cube map shader
  12249. ------------------------------------------------------------------------- */
  12250. 'cube': {
  12251. uniforms: { "tCube": { type: "t", value: null },
  12252. "tFlip": { type: "f", value: -1 } },
  12253. vertexShader: [
  12254. "varying vec3 vWorldPosition;",
  12255. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  12256. "void main() {",
  12257. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  12258. " vWorldPosition = worldPosition.xyz;",
  12259. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  12260. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  12261. "}"
  12262. ].join("\n"),
  12263. fragmentShader: [
  12264. "uniform samplerCube tCube;",
  12265. "uniform float tFlip;",
  12266. "varying vec3 vWorldPosition;",
  12267. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  12268. "void main() {",
  12269. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  12270. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  12271. "}"
  12272. ].join("\n")
  12273. },
  12274. // Depth encoding into RGBA texture
  12275. // based on SpiderGL shadow map example
  12276. // http://spidergl.org/example.php?id=6
  12277. // originally from
  12278. // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  12279. // see also here:
  12280. // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  12281. 'depthRGBA': {
  12282. uniforms: {},
  12283. vertexShader: [
  12284. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  12285. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  12286. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  12287. "void main() {",
  12288. THREE.ShaderChunk[ "skinbase_vertex" ],
  12289. THREE.ShaderChunk[ "morphtarget_vertex" ],
  12290. THREE.ShaderChunk[ "skinning_vertex" ],
  12291. THREE.ShaderChunk[ "default_vertex" ],
  12292. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  12293. "}"
  12294. ].join("\n"),
  12295. fragmentShader: [
  12296. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  12297. "vec4 pack_depth( const in float depth ) {",
  12298. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  12299. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  12300. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  12301. " res -= res.xxyz * bit_mask;",
  12302. " return res;",
  12303. "}",
  12304. "void main() {",
  12305. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  12306. " #ifdef USE_LOGDEPTHBUF_EXT",
  12307. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  12308. " #else",
  12309. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  12310. " #endif",
  12311. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  12312. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  12313. //"gl_FragData[ 0 ] = pack_depth( z );",
  12314. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  12315. "}"
  12316. ].join("\n")
  12317. }
  12318. };
  12319. /**
  12320. * @author supereggbert / http://www.paulbrunt.co.uk/
  12321. * @author mrdoob / http://mrdoob.com/
  12322. * @author alteredq / http://alteredqualia.com/
  12323. * @author szimek / https://github.com/szimek/
  12324. */
  12325. THREE.WebGLRenderer = function ( parameters ) {
  12326. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  12327. parameters = parameters || {};
  12328. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  12329. _context = parameters.context !== undefined ? parameters.context : null,
  12330. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  12331. _buffers = {},
  12332. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  12333. _depth = parameters.depth !== undefined ? parameters.depth : true,
  12334. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  12335. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  12336. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  12337. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  12338. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  12339. _clearColor = new THREE.Color( 0x000000 ),
  12340. _clearAlpha = 0;
  12341. // public properties
  12342. this.domElement = _canvas;
  12343. this.context = null;
  12344. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  12345. ? parameters.devicePixelRatio
  12346. : self.devicePixelRatio !== undefined
  12347. ? self.devicePixelRatio
  12348. : 1;
  12349. // clearing
  12350. this.autoClear = true;
  12351. this.autoClearColor = true;
  12352. this.autoClearDepth = true;
  12353. this.autoClearStencil = true;
  12354. // scene graph
  12355. this.sortObjects = true;
  12356. this.autoUpdateObjects = true;
  12357. // physically based shading
  12358. this.gammaInput = false;
  12359. this.gammaOutput = false;
  12360. // shadow map
  12361. this.shadowMapEnabled = false;
  12362. this.shadowMapAutoUpdate = true;
  12363. this.shadowMapType = THREE.PCFShadowMap;
  12364. this.shadowMapCullFace = THREE.CullFaceFront;
  12365. this.shadowMapDebug = false;
  12366. this.shadowMapCascade = false;
  12367. // morphs
  12368. this.maxMorphTargets = 8;
  12369. this.maxMorphNormals = 4;
  12370. // flags
  12371. this.autoScaleCubemaps = true;
  12372. // custom render plugins
  12373. this.renderPluginsPre = [];
  12374. this.renderPluginsPost = [];
  12375. // info
  12376. this.info = {
  12377. memory: {
  12378. programs: 0,
  12379. geometries: 0,
  12380. textures: 0
  12381. },
  12382. render: {
  12383. calls: 0,
  12384. vertices: 0,
  12385. faces: 0,
  12386. points: 0
  12387. }
  12388. };
  12389. // internal properties
  12390. var _this = this,
  12391. _programs = [],
  12392. // internal state cache
  12393. _currentProgram = null,
  12394. _currentFramebuffer = null,
  12395. _currentMaterialId = -1,
  12396. _currentGeometryGroupHash = null,
  12397. _currentCamera = null,
  12398. _usedTextureUnits = 0,
  12399. // GL state cache
  12400. _oldDoubleSided = -1,
  12401. _oldFlipSided = -1,
  12402. _oldBlending = -1,
  12403. _oldBlendEquation = -1,
  12404. _oldBlendSrc = -1,
  12405. _oldBlendDst = -1,
  12406. _oldDepthTest = -1,
  12407. _oldDepthWrite = -1,
  12408. _oldPolygonOffset = null,
  12409. _oldPolygonOffsetFactor = null,
  12410. _oldPolygonOffsetUnits = null,
  12411. _oldLineWidth = null,
  12412. _viewportX = 0,
  12413. _viewportY = 0,
  12414. _viewportWidth = _canvas.width,
  12415. _viewportHeight = _canvas.height,
  12416. _currentWidth = 0,
  12417. _currentHeight = 0,
  12418. _newAttributes = new Uint8Array( 16 ),
  12419. _enabledAttributes = new Uint8Array( 16 ),
  12420. // frustum
  12421. _frustum = new THREE.Frustum(),
  12422. // camera matrices cache
  12423. _projScreenMatrix = new THREE.Matrix4(),
  12424. _projScreenMatrixPS = new THREE.Matrix4(),
  12425. _vector3 = new THREE.Vector3(),
  12426. // light arrays cache
  12427. _direction = new THREE.Vector3(),
  12428. _lightsNeedUpdate = true,
  12429. _lights = {
  12430. ambient: [ 0, 0, 0 ],
  12431. directional: { length: 0, colors: new Array(), positions: new Array() },
  12432. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  12433. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  12434. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  12435. };
  12436. // initialize
  12437. var _gl;
  12438. var _glExtensionTextureFloat;
  12439. var _glExtensionTextureFloatLinear;
  12440. var _glExtensionStandardDerivatives;
  12441. var _glExtensionTextureFilterAnisotropic;
  12442. var _glExtensionCompressedTextureS3TC;
  12443. var _glExtensionElementIndexUint;
  12444. var _glExtensionFragDepth;
  12445. initGL();
  12446. setDefaultGLState();
  12447. this.context = _gl;
  12448. // GPU capabilities
  12449. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  12450. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  12451. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  12452. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  12453. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  12454. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  12455. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  12456. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  12457. //
  12458. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  12459. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  12460. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  12461. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  12462. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  12463. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  12464. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  12465. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  12466. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  12467. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  12468. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  12469. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  12470. // clamp precision to maximum available
  12471. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  12472. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  12473. if ( _precision === "highp" && ! highpAvailable ) {
  12474. if ( mediumpAvailable ) {
  12475. _precision = "mediump";
  12476. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  12477. } else {
  12478. _precision = "lowp";
  12479. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  12480. }
  12481. }
  12482. if ( _precision === "mediump" && ! mediumpAvailable ) {
  12483. _precision = "lowp";
  12484. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  12485. }
  12486. // API
  12487. this.getContext = function () {
  12488. return _gl;
  12489. };
  12490. this.supportsVertexTextures = function () {
  12491. return _supportsVertexTextures;
  12492. };
  12493. this.supportsFloatTextures = function () {
  12494. return _glExtensionTextureFloat;
  12495. };
  12496. this.supportsStandardDerivatives = function () {
  12497. return _glExtensionStandardDerivatives;
  12498. };
  12499. this.supportsCompressedTextureS3TC = function () {
  12500. return _glExtensionCompressedTextureS3TC;
  12501. };
  12502. this.getMaxAnisotropy = function () {
  12503. return _maxAnisotropy;
  12504. };
  12505. this.getPrecision = function () {
  12506. return _precision;
  12507. };
  12508. this.setSize = function ( width, height, updateStyle ) {
  12509. _canvas.width = width * this.devicePixelRatio;
  12510. _canvas.height = height * this.devicePixelRatio;
  12511. if ( updateStyle !== false ) {
  12512. _canvas.style.width = width + 'px';
  12513. _canvas.style.height = height + 'px';
  12514. }
  12515. this.setViewport( 0, 0, width, height );
  12516. };
  12517. this.setViewport = function ( x, y, width, height ) {
  12518. _viewportX = x * this.devicePixelRatio;
  12519. _viewportY = y * this.devicePixelRatio;
  12520. _viewportWidth = width * this.devicePixelRatio;
  12521. _viewportHeight = height * this.devicePixelRatio;
  12522. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  12523. };
  12524. this.setScissor = function ( x, y, width, height ) {
  12525. _gl.scissor(
  12526. x * this.devicePixelRatio,
  12527. y * this.devicePixelRatio,
  12528. width * this.devicePixelRatio,
  12529. height * this.devicePixelRatio
  12530. );
  12531. };
  12532. this.enableScissorTest = function ( enable ) {
  12533. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  12534. };
  12535. // Clearing
  12536. this.setClearColor = function ( color, alpha ) {
  12537. _clearColor.set( color );
  12538. _clearAlpha = alpha !== undefined ? alpha : 1;
  12539. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  12540. };
  12541. this.setClearColorHex = function ( hex, alpha ) {
  12542. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  12543. this.setClearColor( hex, alpha );
  12544. };
  12545. this.getClearColor = function () {
  12546. return _clearColor;
  12547. };
  12548. this.getClearAlpha = function () {
  12549. return _clearAlpha;
  12550. };
  12551. this.clear = function ( color, depth, stencil ) {
  12552. var bits = 0;
  12553. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  12554. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  12555. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  12556. _gl.clear( bits );
  12557. };
  12558. this.clearColor = function () {
  12559. _gl.clear( _gl.COLOR_BUFFER_BIT );
  12560. };
  12561. this.clearDepth = function () {
  12562. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  12563. };
  12564. this.clearStencil = function () {
  12565. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  12566. };
  12567. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  12568. this.setRenderTarget( renderTarget );
  12569. this.clear( color, depth, stencil );
  12570. };
  12571. // Plugins
  12572. this.addPostPlugin = function ( plugin ) {
  12573. plugin.init( this );
  12574. this.renderPluginsPost.push( plugin );
  12575. };
  12576. this.addPrePlugin = function ( plugin ) {
  12577. plugin.init( this );
  12578. this.renderPluginsPre.push( plugin );
  12579. };
  12580. // Rendering
  12581. this.updateShadowMap = function ( scene, camera ) {
  12582. _currentProgram = null;
  12583. _oldBlending = -1;
  12584. _oldDepthTest = -1;
  12585. _oldDepthWrite = -1;
  12586. _currentGeometryGroupHash = -1;
  12587. _currentMaterialId = -1;
  12588. _lightsNeedUpdate = true;
  12589. _oldDoubleSided = -1;
  12590. _oldFlipSided = -1;
  12591. this.shadowMapPlugin.update( scene, camera );
  12592. };
  12593. // Internal functions
  12594. // Buffer allocation
  12595. function createParticleBuffers ( geometry ) {
  12596. geometry.__webglVertexBuffer = _gl.createBuffer();
  12597. geometry.__webglColorBuffer = _gl.createBuffer();
  12598. _this.info.memory.geometries ++;
  12599. };
  12600. function createLineBuffers ( geometry ) {
  12601. geometry.__webglVertexBuffer = _gl.createBuffer();
  12602. geometry.__webglColorBuffer = _gl.createBuffer();
  12603. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  12604. _this.info.memory.geometries ++;
  12605. };
  12606. function createMeshBuffers ( geometryGroup ) {
  12607. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  12608. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  12609. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  12610. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  12611. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  12612. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  12613. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  12614. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  12615. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  12616. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  12617. var m, ml;
  12618. if ( geometryGroup.numMorphTargets ) {
  12619. geometryGroup.__webglMorphTargetsBuffers = [];
  12620. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12621. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  12622. }
  12623. }
  12624. if ( geometryGroup.numMorphNormals ) {
  12625. geometryGroup.__webglMorphNormalsBuffers = [];
  12626. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12627. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  12628. }
  12629. }
  12630. _this.info.memory.geometries ++;
  12631. };
  12632. // Events
  12633. var onGeometryDispose = function ( event ) {
  12634. var geometry = event.target;
  12635. geometry.removeEventListener( 'dispose', onGeometryDispose );
  12636. deallocateGeometry( geometry );
  12637. };
  12638. var onTextureDispose = function ( event ) {
  12639. var texture = event.target;
  12640. texture.removeEventListener( 'dispose', onTextureDispose );
  12641. deallocateTexture( texture );
  12642. _this.info.memory.textures --;
  12643. };
  12644. var onRenderTargetDispose = function ( event ) {
  12645. var renderTarget = event.target;
  12646. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12647. deallocateRenderTarget( renderTarget );
  12648. _this.info.memory.textures --;
  12649. };
  12650. var onMaterialDispose = function ( event ) {
  12651. var material = event.target;
  12652. material.removeEventListener( 'dispose', onMaterialDispose );
  12653. deallocateMaterial( material );
  12654. };
  12655. // Buffer deallocation
  12656. var deleteBuffers = function ( geometry ) {
  12657. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  12658. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  12659. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  12660. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  12661. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  12662. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  12663. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  12664. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  12665. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  12666. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  12667. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  12668. // custom attributes
  12669. if ( geometry.__webglCustomAttributesList !== undefined ) {
  12670. for ( var id in geometry.__webglCustomAttributesList ) {
  12671. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  12672. }
  12673. }
  12674. _this.info.memory.geometries --;
  12675. };
  12676. var deallocateGeometry = function ( geometry ) {
  12677. geometry.__webglInit = undefined;
  12678. if ( geometry instanceof THREE.BufferGeometry ) {
  12679. var attributes = geometry.attributes;
  12680. for ( var key in attributes ) {
  12681. if ( attributes[ key ].buffer !== undefined ) {
  12682. _gl.deleteBuffer( attributes[ key ].buffer );
  12683. }
  12684. }
  12685. _this.info.memory.geometries --;
  12686. } else {
  12687. if ( geometry.geometryGroups !== undefined ) {
  12688. for ( var g in geometry.geometryGroups ) {
  12689. var geometryGroup = geometry.geometryGroups[ g ];
  12690. if ( geometryGroup.numMorphTargets !== undefined ) {
  12691. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12692. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  12693. }
  12694. }
  12695. if ( geometryGroup.numMorphNormals !== undefined ) {
  12696. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12697. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  12698. }
  12699. }
  12700. deleteBuffers( geometryGroup );
  12701. }
  12702. } else {
  12703. deleteBuffers( geometry );
  12704. }
  12705. }
  12706. };
  12707. var deallocateTexture = function ( texture ) {
  12708. if ( texture.image && texture.image.__webglTextureCube ) {
  12709. // cube texture
  12710. _gl.deleteTexture( texture.image.__webglTextureCube );
  12711. } else {
  12712. // 2D texture
  12713. if ( ! texture.__webglInit ) return;
  12714. texture.__webglInit = false;
  12715. _gl.deleteTexture( texture.__webglTexture );
  12716. }
  12717. };
  12718. var deallocateRenderTarget = function ( renderTarget ) {
  12719. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  12720. _gl.deleteTexture( renderTarget.__webglTexture );
  12721. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  12722. for ( var i = 0; i < 6; i ++ ) {
  12723. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  12724. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  12725. }
  12726. } else {
  12727. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  12728. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  12729. }
  12730. };
  12731. var deallocateMaterial = function ( material ) {
  12732. var program = material.program;
  12733. if ( program === undefined ) return;
  12734. material.program = undefined;
  12735. // only deallocate GL program if this was the last use of shared program
  12736. // assumed there is only single copy of any program in the _programs list
  12737. // (that's how it's constructed)
  12738. var i, il, programInfo;
  12739. var deleteProgram = false;
  12740. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  12741. programInfo = _programs[ i ];
  12742. if ( programInfo.program === program ) {
  12743. programInfo.usedTimes --;
  12744. if ( programInfo.usedTimes === 0 ) {
  12745. deleteProgram = true;
  12746. }
  12747. break;
  12748. }
  12749. }
  12750. if ( deleteProgram === true ) {
  12751. // avoid using array.splice, this is costlier than creating new array from scratch
  12752. var newPrograms = [];
  12753. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  12754. programInfo = _programs[ i ];
  12755. if ( programInfo.program !== program ) {
  12756. newPrograms.push( programInfo );
  12757. }
  12758. }
  12759. _programs = newPrograms;
  12760. _gl.deleteProgram( program );
  12761. _this.info.memory.programs --;
  12762. }
  12763. };
  12764. // Buffer initialization
  12765. function initCustomAttributes ( geometry, object ) {
  12766. var nvertices = geometry.vertices.length;
  12767. var material = object.material;
  12768. if ( material.attributes ) {
  12769. if ( geometry.__webglCustomAttributesList === undefined ) {
  12770. geometry.__webglCustomAttributesList = [];
  12771. }
  12772. for ( var a in material.attributes ) {
  12773. var attribute = material.attributes[ a ];
  12774. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  12775. attribute.__webglInitialized = true;
  12776. var size = 1; // "f" and "i"
  12777. if ( attribute.type === "v2" ) size = 2;
  12778. else if ( attribute.type === "v3" ) size = 3;
  12779. else if ( attribute.type === "v4" ) size = 4;
  12780. else if ( attribute.type === "c" ) size = 3;
  12781. attribute.size = size;
  12782. attribute.array = new Float32Array( nvertices * size );
  12783. attribute.buffer = _gl.createBuffer();
  12784. attribute.buffer.belongsToAttribute = a;
  12785. attribute.needsUpdate = true;
  12786. }
  12787. geometry.__webglCustomAttributesList.push( attribute );
  12788. }
  12789. }
  12790. };
  12791. function initParticleBuffers ( geometry, object ) {
  12792. var nvertices = geometry.vertices.length;
  12793. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  12794. geometry.__colorArray = new Float32Array( nvertices * 3 );
  12795. geometry.__sortArray = [];
  12796. geometry.__webglParticleCount = nvertices;
  12797. initCustomAttributes ( geometry, object );
  12798. };
  12799. function initLineBuffers ( geometry, object ) {
  12800. var nvertices = geometry.vertices.length;
  12801. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  12802. geometry.__colorArray = new Float32Array( nvertices * 3 );
  12803. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  12804. geometry.__webglLineCount = nvertices;
  12805. initCustomAttributes ( geometry, object );
  12806. };
  12807. function initMeshBuffers ( geometryGroup, object ) {
  12808. var geometry = object.geometry,
  12809. faces3 = geometryGroup.faces3,
  12810. nvertices = faces3.length * 3,
  12811. ntris = faces3.length * 1,
  12812. nlines = faces3.length * 3,
  12813. material = getBufferMaterial( object, geometryGroup ),
  12814. uvType = bufferGuessUVType( material ),
  12815. normalType = bufferGuessNormalType( material ),
  12816. vertexColorType = bufferGuessVertexColorType( material );
  12817. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  12818. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  12819. if ( normalType ) {
  12820. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  12821. }
  12822. if ( geometry.hasTangents ) {
  12823. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  12824. }
  12825. if ( vertexColorType ) {
  12826. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  12827. }
  12828. if ( uvType ) {
  12829. if ( geometry.faceVertexUvs.length > 0 ) {
  12830. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  12831. }
  12832. if ( geometry.faceVertexUvs.length > 1 ) {
  12833. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  12834. }
  12835. }
  12836. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  12837. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  12838. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  12839. }
  12840. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  12841. geometryGroup.__typeArray = UintArray;
  12842. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  12843. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  12844. var m, ml;
  12845. if ( geometryGroup.numMorphTargets ) {
  12846. geometryGroup.__morphTargetsArrays = [];
  12847. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12848. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  12849. }
  12850. }
  12851. if ( geometryGroup.numMorphNormals ) {
  12852. geometryGroup.__morphNormalsArrays = [];
  12853. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12854. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  12855. }
  12856. }
  12857. geometryGroup.__webglFaceCount = ntris * 3;
  12858. geometryGroup.__webglLineCount = nlines * 2;
  12859. // custom attributes
  12860. if ( material.attributes ) {
  12861. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  12862. geometryGroup.__webglCustomAttributesList = [];
  12863. }
  12864. for ( var a in material.attributes ) {
  12865. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  12866. // attribute buffers which are correctly indexed in the setMeshBuffers function
  12867. var originalAttribute = material.attributes[ a ];
  12868. var attribute = {};
  12869. for ( var property in originalAttribute ) {
  12870. attribute[ property ] = originalAttribute[ property ];
  12871. }
  12872. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  12873. attribute.__webglInitialized = true;
  12874. var size = 1; // "f" and "i"
  12875. if( attribute.type === "v2" ) size = 2;
  12876. else if( attribute.type === "v3" ) size = 3;
  12877. else if( attribute.type === "v4" ) size = 4;
  12878. else if( attribute.type === "c" ) size = 3;
  12879. attribute.size = size;
  12880. attribute.array = new Float32Array( nvertices * size );
  12881. attribute.buffer = _gl.createBuffer();
  12882. attribute.buffer.belongsToAttribute = a;
  12883. originalAttribute.needsUpdate = true;
  12884. attribute.__original = originalAttribute;
  12885. }
  12886. geometryGroup.__webglCustomAttributesList.push( attribute );
  12887. }
  12888. }
  12889. geometryGroup.__inittedArrays = true;
  12890. };
  12891. function getBufferMaterial( object, geometryGroup ) {
  12892. return object.material instanceof THREE.MeshFaceMaterial
  12893. ? object.material.materials[ geometryGroup.materialIndex ]
  12894. : object.material;
  12895. };
  12896. function materialNeedsSmoothNormals ( material ) {
  12897. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  12898. };
  12899. function bufferGuessNormalType ( material ) {
  12900. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  12901. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  12902. return false;
  12903. }
  12904. if ( materialNeedsSmoothNormals( material ) ) {
  12905. return THREE.SmoothShading;
  12906. } else {
  12907. return THREE.FlatShading;
  12908. }
  12909. };
  12910. function bufferGuessVertexColorType( material ) {
  12911. if ( material.vertexColors ) {
  12912. return material.vertexColors;
  12913. }
  12914. return false;
  12915. };
  12916. function bufferGuessUVType( material ) {
  12917. // material must use some texture to require uvs
  12918. if ( material.map ||
  12919. material.lightMap ||
  12920. material.bumpMap ||
  12921. material.normalMap ||
  12922. material.specularMap ||
  12923. material instanceof THREE.ShaderMaterial ) {
  12924. return true;
  12925. }
  12926. return false;
  12927. };
  12928. //
  12929. function initDirectBuffers( geometry ) {
  12930. for ( var name in geometry.attributes ) {
  12931. var bufferType = ( name === "index" ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  12932. var attribute = geometry.attributes[ name ];
  12933. attribute.buffer = _gl.createBuffer();
  12934. _gl.bindBuffer( bufferType, attribute.buffer );
  12935. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  12936. }
  12937. }
  12938. // Buffer setting
  12939. function setParticleBuffers ( geometry, hint, object ) {
  12940. var v, c, vertex, offset, index, color,
  12941. vertices = geometry.vertices,
  12942. vl = vertices.length,
  12943. colors = geometry.colors,
  12944. cl = colors.length,
  12945. vertexArray = geometry.__vertexArray,
  12946. colorArray = geometry.__colorArray,
  12947. sortArray = geometry.__sortArray,
  12948. dirtyVertices = geometry.verticesNeedUpdate,
  12949. dirtyElements = geometry.elementsNeedUpdate,
  12950. dirtyColors = geometry.colorsNeedUpdate,
  12951. customAttributes = geometry.__webglCustomAttributesList,
  12952. i, il,
  12953. a, ca, cal, value,
  12954. customAttribute;
  12955. if ( object.sortParticles ) {
  12956. _projScreenMatrixPS.copy( _projScreenMatrix );
  12957. _projScreenMatrixPS.multiply( object.matrixWorld );
  12958. for ( v = 0; v < vl; v ++ ) {
  12959. vertex = vertices[ v ];
  12960. _vector3.copy( vertex );
  12961. _vector3.applyProjection( _projScreenMatrixPS );
  12962. sortArray[ v ] = [ _vector3.z, v ];
  12963. }
  12964. sortArray.sort( numericalSort );
  12965. for ( v = 0; v < vl; v ++ ) {
  12966. vertex = vertices[ sortArray[v][1] ];
  12967. offset = v * 3;
  12968. vertexArray[ offset ] = vertex.x;
  12969. vertexArray[ offset + 1 ] = vertex.y;
  12970. vertexArray[ offset + 2 ] = vertex.z;
  12971. }
  12972. for ( c = 0; c < cl; c ++ ) {
  12973. offset = c * 3;
  12974. color = colors[ sortArray[c][1] ];
  12975. colorArray[ offset ] = color.r;
  12976. colorArray[ offset + 1 ] = color.g;
  12977. colorArray[ offset + 2 ] = color.b;
  12978. }
  12979. if ( customAttributes ) {
  12980. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12981. customAttribute = customAttributes[ i ];
  12982. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  12983. offset = 0;
  12984. cal = customAttribute.value.length;
  12985. if ( customAttribute.size === 1 ) {
  12986. for ( ca = 0; ca < cal; ca ++ ) {
  12987. index = sortArray[ ca ][ 1 ];
  12988. customAttribute.array[ ca ] = customAttribute.value[ index ];
  12989. }
  12990. } else if ( customAttribute.size === 2 ) {
  12991. for ( ca = 0; ca < cal; ca ++ ) {
  12992. index = sortArray[ ca ][ 1 ];
  12993. value = customAttribute.value[ index ];
  12994. customAttribute.array[ offset ] = value.x;
  12995. customAttribute.array[ offset + 1 ] = value.y;
  12996. offset += 2;
  12997. }
  12998. } else if ( customAttribute.size === 3 ) {
  12999. if ( customAttribute.type === "c" ) {
  13000. for ( ca = 0; ca < cal; ca ++ ) {
  13001. index = sortArray[ ca ][ 1 ];
  13002. value = customAttribute.value[ index ];
  13003. customAttribute.array[ offset ] = value.r;
  13004. customAttribute.array[ offset + 1 ] = value.g;
  13005. customAttribute.array[ offset + 2 ] = value.b;
  13006. offset += 3;
  13007. }
  13008. } else {
  13009. for ( ca = 0; ca < cal; ca ++ ) {
  13010. index = sortArray[ ca ][ 1 ];
  13011. value = customAttribute.value[ index ];
  13012. customAttribute.array[ offset ] = value.x;
  13013. customAttribute.array[ offset + 1 ] = value.y;
  13014. customAttribute.array[ offset + 2 ] = value.z;
  13015. offset += 3;
  13016. }
  13017. }
  13018. } else if ( customAttribute.size === 4 ) {
  13019. for ( ca = 0; ca < cal; ca ++ ) {
  13020. index = sortArray[ ca ][ 1 ];
  13021. value = customAttribute.value[ index ];
  13022. customAttribute.array[ offset ] = value.x;
  13023. customAttribute.array[ offset + 1 ] = value.y;
  13024. customAttribute.array[ offset + 2 ] = value.z;
  13025. customAttribute.array[ offset + 3 ] = value.w;
  13026. offset += 4;
  13027. }
  13028. }
  13029. }
  13030. }
  13031. } else {
  13032. if ( dirtyVertices ) {
  13033. for ( v = 0; v < vl; v ++ ) {
  13034. vertex = vertices[ v ];
  13035. offset = v * 3;
  13036. vertexArray[ offset ] = vertex.x;
  13037. vertexArray[ offset + 1 ] = vertex.y;
  13038. vertexArray[ offset + 2 ] = vertex.z;
  13039. }
  13040. }
  13041. if ( dirtyColors ) {
  13042. for ( c = 0; c < cl; c ++ ) {
  13043. color = colors[ c ];
  13044. offset = c * 3;
  13045. colorArray[ offset ] = color.r;
  13046. colorArray[ offset + 1 ] = color.g;
  13047. colorArray[ offset + 2 ] = color.b;
  13048. }
  13049. }
  13050. if ( customAttributes ) {
  13051. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  13052. customAttribute = customAttributes[ i ];
  13053. if ( customAttribute.needsUpdate &&
  13054. ( customAttribute.boundTo === undefined ||
  13055. customAttribute.boundTo === "vertices") ) {
  13056. cal = customAttribute.value.length;
  13057. offset = 0;
  13058. if ( customAttribute.size === 1 ) {
  13059. for ( ca = 0; ca < cal; ca ++ ) {
  13060. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  13061. }
  13062. } else if ( customAttribute.size === 2 ) {
  13063. for ( ca = 0; ca < cal; ca ++ ) {
  13064. value = customAttribute.value[ ca ];
  13065. customAttribute.array[ offset ] = value.x;
  13066. customAttribute.array[ offset + 1 ] = value.y;
  13067. offset += 2;
  13068. }
  13069. } else if ( customAttribute.size === 3 ) {
  13070. if ( customAttribute.type === "c" ) {
  13071. for ( ca = 0; ca < cal; ca ++ ) {
  13072. value = customAttribute.value[ ca ];
  13073. customAttribute.array[ offset ] = value.r;
  13074. customAttribute.array[ offset + 1 ] = value.g;
  13075. customAttribute.array[ offset + 2 ] = value.b;
  13076. offset += 3;
  13077. }
  13078. } else {
  13079. for ( ca = 0; ca < cal; ca ++ ) {
  13080. value = customAttribute.value[ ca ];
  13081. customAttribute.array[ offset ] = value.x;
  13082. customAttribute.array[ offset + 1 ] = value.y;
  13083. customAttribute.array[ offset + 2 ] = value.z;
  13084. offset += 3;
  13085. }
  13086. }
  13087. } else if ( customAttribute.size === 4 ) {
  13088. for ( ca = 0; ca < cal; ca ++ ) {
  13089. value = customAttribute.value[ ca ];
  13090. customAttribute.array[ offset ] = value.x;
  13091. customAttribute.array[ offset + 1 ] = value.y;
  13092. customAttribute.array[ offset + 2 ] = value.z;
  13093. customAttribute.array[ offset + 3 ] = value.w;
  13094. offset += 4;
  13095. }
  13096. }
  13097. }
  13098. }
  13099. }
  13100. }
  13101. if ( dirtyVertices || object.sortParticles ) {
  13102. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  13103. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  13104. }
  13105. if ( dirtyColors || object.sortParticles ) {
  13106. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  13107. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  13108. }
  13109. if ( customAttributes ) {
  13110. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  13111. customAttribute = customAttributes[ i ];
  13112. if ( customAttribute.needsUpdate || object.sortParticles ) {
  13113. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  13114. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  13115. }
  13116. }
  13117. }
  13118. }
  13119. function setLineBuffers ( geometry, hint ) {
  13120. var v, c, d, vertex, offset, color,
  13121. vertices = geometry.vertices,
  13122. colors = geometry.colors,
  13123. lineDistances = geometry.lineDistances,
  13124. vl = vertices.length,
  13125. cl = colors.length,
  13126. dl = lineDistances.length,
  13127. vertexArray = geometry.__vertexArray,
  13128. colorArray = geometry.__colorArray,
  13129. lineDistanceArray = geometry.__lineDistanceArray,
  13130. dirtyVertices = geometry.verticesNeedUpdate,
  13131. dirtyColors = geometry.colorsNeedUpdate,
  13132. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  13133. customAttributes = geometry.__webglCustomAttributesList,
  13134. i, il,
  13135. a, ca, cal, value,
  13136. customAttribute;
  13137. if ( dirtyVertices ) {
  13138. for ( v = 0; v < vl; v ++ ) {
  13139. vertex = vertices[ v ];
  13140. offset = v * 3;
  13141. vertexArray[ offset ] = vertex.x;
  13142. vertexArray[ offset + 1 ] = vertex.y;
  13143. vertexArray[ offset + 2 ] = vertex.z;
  13144. }
  13145. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  13146. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  13147. }
  13148. if ( dirtyColors ) {
  13149. for ( c = 0; c < cl; c ++ ) {
  13150. color = colors[ c ];
  13151. offset = c * 3;
  13152. colorArray[ offset ] = color.r;
  13153. colorArray[ offset + 1 ] = color.g;
  13154. colorArray[ offset + 2 ] = color.b;
  13155. }
  13156. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  13157. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  13158. }
  13159. if ( dirtyLineDistances ) {
  13160. for ( d = 0; d < dl; d ++ ) {
  13161. lineDistanceArray[ d ] = lineDistances[ d ];
  13162. }
  13163. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  13164. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  13165. }
  13166. if ( customAttributes ) {
  13167. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  13168. customAttribute = customAttributes[ i ];
  13169. if ( customAttribute.needsUpdate &&
  13170. ( customAttribute.boundTo === undefined ||
  13171. customAttribute.boundTo === "vertices" ) ) {
  13172. offset = 0;
  13173. cal = customAttribute.value.length;
  13174. if ( customAttribute.size === 1 ) {
  13175. for ( ca = 0; ca < cal; ca ++ ) {
  13176. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  13177. }
  13178. } else if ( customAttribute.size === 2 ) {
  13179. for ( ca = 0; ca < cal; ca ++ ) {
  13180. value = customAttribute.value[ ca ];
  13181. customAttribute.array[ offset ] = value.x;
  13182. customAttribute.array[ offset + 1 ] = value.y;
  13183. offset += 2;
  13184. }
  13185. } else if ( customAttribute.size === 3 ) {
  13186. if ( customAttribute.type === "c" ) {
  13187. for ( ca = 0; ca < cal; ca ++ ) {
  13188. value = customAttribute.value[ ca ];
  13189. customAttribute.array[ offset ] = value.r;
  13190. customAttribute.array[ offset + 1 ] = value.g;
  13191. customAttribute.array[ offset + 2 ] = value.b;
  13192. offset += 3;
  13193. }
  13194. } else {
  13195. for ( ca = 0; ca < cal; ca ++ ) {
  13196. value = customAttribute.value[ ca ];
  13197. customAttribute.array[ offset ] = value.x;
  13198. customAttribute.array[ offset + 1 ] = value.y;
  13199. customAttribute.array[ offset + 2 ] = value.z;
  13200. offset += 3;
  13201. }
  13202. }
  13203. } else if ( customAttribute.size === 4 ) {
  13204. for ( ca = 0; ca < cal; ca ++ ) {
  13205. value = customAttribute.value[ ca ];
  13206. customAttribute.array[ offset ] = value.x;
  13207. customAttribute.array[ offset + 1 ] = value.y;
  13208. customAttribute.array[ offset + 2 ] = value.z;
  13209. customAttribute.array[ offset + 3 ] = value.w;
  13210. offset += 4;
  13211. }
  13212. }
  13213. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  13214. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  13215. }
  13216. }
  13217. }
  13218. }
  13219. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  13220. if ( ! geometryGroup.__inittedArrays ) {
  13221. return;
  13222. }
  13223. var normalType = bufferGuessNormalType( material ),
  13224. vertexColorType = bufferGuessVertexColorType( material ),
  13225. uvType = bufferGuessUVType( material ),
  13226. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  13227. var f, fl, fi, face,
  13228. vertexNormals, faceNormal, normal,
  13229. vertexColors, faceColor,
  13230. vertexTangents,
  13231. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  13232. c1, c2, c3, c4,
  13233. sw1, sw2, sw3, sw4,
  13234. si1, si2, si3, si4,
  13235. sa1, sa2, sa3, sa4,
  13236. sb1, sb2, sb3, sb4,
  13237. m, ml, i, il,
  13238. vn, uvi, uv2i,
  13239. vk, vkl, vka,
  13240. nka, chf, faceVertexNormals,
  13241. a,
  13242. vertexIndex = 0,
  13243. offset = 0,
  13244. offset_uv = 0,
  13245. offset_uv2 = 0,
  13246. offset_face = 0,
  13247. offset_normal = 0,
  13248. offset_tangent = 0,
  13249. offset_line = 0,
  13250. offset_color = 0,
  13251. offset_skin = 0,
  13252. offset_morphTarget = 0,
  13253. offset_custom = 0,
  13254. offset_customSrc = 0,
  13255. value,
  13256. vertexArray = geometryGroup.__vertexArray,
  13257. uvArray = geometryGroup.__uvArray,
  13258. uv2Array = geometryGroup.__uv2Array,
  13259. normalArray = geometryGroup.__normalArray,
  13260. tangentArray = geometryGroup.__tangentArray,
  13261. colorArray = geometryGroup.__colorArray,
  13262. skinIndexArray = geometryGroup.__skinIndexArray,
  13263. skinWeightArray = geometryGroup.__skinWeightArray,
  13264. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  13265. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  13266. customAttributes = geometryGroup.__webglCustomAttributesList,
  13267. customAttribute,
  13268. faceArray = geometryGroup.__faceArray,
  13269. lineArray = geometryGroup.__lineArray,
  13270. geometry = object.geometry, // this is shared for all chunks
  13271. dirtyVertices = geometry.verticesNeedUpdate,
  13272. dirtyElements = geometry.elementsNeedUpdate,
  13273. dirtyUvs = geometry.uvsNeedUpdate,
  13274. dirtyNormals = geometry.normalsNeedUpdate,
  13275. dirtyTangents = geometry.tangentsNeedUpdate,
  13276. dirtyColors = geometry.colorsNeedUpdate,
  13277. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  13278. vertices = geometry.vertices,
  13279. chunk_faces3 = geometryGroup.faces3,
  13280. obj_faces = geometry.faces,
  13281. obj_uvs = geometry.faceVertexUvs[ 0 ],
  13282. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  13283. obj_colors = geometry.colors,
  13284. obj_skinIndices = geometry.skinIndices,
  13285. obj_skinWeights = geometry.skinWeights,
  13286. morphTargets = geometry.morphTargets,
  13287. morphNormals = geometry.morphNormals;
  13288. if ( dirtyVertices ) {
  13289. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13290. face = obj_faces[ chunk_faces3[ f ] ];
  13291. v1 = vertices[ face.a ];
  13292. v2 = vertices[ face.b ];
  13293. v3 = vertices[ face.c ];
  13294. vertexArray[ offset ] = v1.x;
  13295. vertexArray[ offset + 1 ] = v1.y;
  13296. vertexArray[ offset + 2 ] = v1.z;
  13297. vertexArray[ offset + 3 ] = v2.x;
  13298. vertexArray[ offset + 4 ] = v2.y;
  13299. vertexArray[ offset + 5 ] = v2.z;
  13300. vertexArray[ offset + 6 ] = v3.x;
  13301. vertexArray[ offset + 7 ] = v3.y;
  13302. vertexArray[ offset + 8 ] = v3.z;
  13303. offset += 9;
  13304. }
  13305. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  13306. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  13307. }
  13308. if ( dirtyMorphTargets ) {
  13309. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  13310. offset_morphTarget = 0;
  13311. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13312. chf = chunk_faces3[ f ];
  13313. face = obj_faces[ chf ];
  13314. // morph positions
  13315. v1 = morphTargets[ vk ].vertices[ face.a ];
  13316. v2 = morphTargets[ vk ].vertices[ face.b ];
  13317. v3 = morphTargets[ vk ].vertices[ face.c ];
  13318. vka = morphTargetsArrays[ vk ];
  13319. vka[ offset_morphTarget ] = v1.x;
  13320. vka[ offset_morphTarget + 1 ] = v1.y;
  13321. vka[ offset_morphTarget + 2 ] = v1.z;
  13322. vka[ offset_morphTarget + 3 ] = v2.x;
  13323. vka[ offset_morphTarget + 4 ] = v2.y;
  13324. vka[ offset_morphTarget + 5 ] = v2.z;
  13325. vka[ offset_morphTarget + 6 ] = v3.x;
  13326. vka[ offset_morphTarget + 7 ] = v3.y;
  13327. vka[ offset_morphTarget + 8 ] = v3.z;
  13328. // morph normals
  13329. if ( material.morphNormals ) {
  13330. if ( needsSmoothNormals ) {
  13331. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  13332. n1 = faceVertexNormals.a;
  13333. n2 = faceVertexNormals.b;
  13334. n3 = faceVertexNormals.c;
  13335. } else {
  13336. n1 = morphNormals[ vk ].faceNormals[ chf ];
  13337. n2 = n1;
  13338. n3 = n1;
  13339. }
  13340. nka = morphNormalsArrays[ vk ];
  13341. nka[ offset_morphTarget ] = n1.x;
  13342. nka[ offset_morphTarget + 1 ] = n1.y;
  13343. nka[ offset_morphTarget + 2 ] = n1.z;
  13344. nka[ offset_morphTarget + 3 ] = n2.x;
  13345. nka[ offset_morphTarget + 4 ] = n2.y;
  13346. nka[ offset_morphTarget + 5 ] = n2.z;
  13347. nka[ offset_morphTarget + 6 ] = n3.x;
  13348. nka[ offset_morphTarget + 7 ] = n3.y;
  13349. nka[ offset_morphTarget + 8 ] = n3.z;
  13350. }
  13351. //
  13352. offset_morphTarget += 9;
  13353. }
  13354. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  13355. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  13356. if ( material.morphNormals ) {
  13357. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  13358. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  13359. }
  13360. }
  13361. }
  13362. if ( obj_skinWeights.length ) {
  13363. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13364. face = obj_faces[ chunk_faces3[ f ] ];
  13365. // weights
  13366. sw1 = obj_skinWeights[ face.a ];
  13367. sw2 = obj_skinWeights[ face.b ];
  13368. sw3 = obj_skinWeights[ face.c ];
  13369. skinWeightArray[ offset_skin ] = sw1.x;
  13370. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  13371. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  13372. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  13373. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  13374. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  13375. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  13376. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  13377. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  13378. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  13379. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  13380. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  13381. // indices
  13382. si1 = obj_skinIndices[ face.a ];
  13383. si2 = obj_skinIndices[ face.b ];
  13384. si3 = obj_skinIndices[ face.c ];
  13385. skinIndexArray[ offset_skin ] = si1.x;
  13386. skinIndexArray[ offset_skin + 1 ] = si1.y;
  13387. skinIndexArray[ offset_skin + 2 ] = si1.z;
  13388. skinIndexArray[ offset_skin + 3 ] = si1.w;
  13389. skinIndexArray[ offset_skin + 4 ] = si2.x;
  13390. skinIndexArray[ offset_skin + 5 ] = si2.y;
  13391. skinIndexArray[ offset_skin + 6 ] = si2.z;
  13392. skinIndexArray[ offset_skin + 7 ] = si2.w;
  13393. skinIndexArray[ offset_skin + 8 ] = si3.x;
  13394. skinIndexArray[ offset_skin + 9 ] = si3.y;
  13395. skinIndexArray[ offset_skin + 10 ] = si3.z;
  13396. skinIndexArray[ offset_skin + 11 ] = si3.w;
  13397. offset_skin += 12;
  13398. }
  13399. if ( offset_skin > 0 ) {
  13400. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  13401. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  13402. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  13403. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  13404. }
  13405. }
  13406. if ( dirtyColors && vertexColorType ) {
  13407. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13408. face = obj_faces[ chunk_faces3[ f ] ];
  13409. vertexColors = face.vertexColors;
  13410. faceColor = face.color;
  13411. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  13412. c1 = vertexColors[ 0 ];
  13413. c2 = vertexColors[ 1 ];
  13414. c3 = vertexColors[ 2 ];
  13415. } else {
  13416. c1 = faceColor;
  13417. c2 = faceColor;
  13418. c3 = faceColor;
  13419. }
  13420. colorArray[ offset_color ] = c1.r;
  13421. colorArray[ offset_color + 1 ] = c1.g;
  13422. colorArray[ offset_color + 2 ] = c1.b;
  13423. colorArray[ offset_color + 3 ] = c2.r;
  13424. colorArray[ offset_color + 4 ] = c2.g;
  13425. colorArray[ offset_color + 5 ] = c2.b;
  13426. colorArray[ offset_color + 6 ] = c3.r;
  13427. colorArray[ offset_color + 7 ] = c3.g;
  13428. colorArray[ offset_color + 8 ] = c3.b;
  13429. offset_color += 9;
  13430. }
  13431. if ( offset_color > 0 ) {
  13432. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  13433. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  13434. }
  13435. }
  13436. if ( dirtyTangents && geometry.hasTangents ) {
  13437. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13438. face = obj_faces[ chunk_faces3[ f ] ];
  13439. vertexTangents = face.vertexTangents;
  13440. t1 = vertexTangents[ 0 ];
  13441. t2 = vertexTangents[ 1 ];
  13442. t3 = vertexTangents[ 2 ];
  13443. tangentArray[ offset_tangent ] = t1.x;
  13444. tangentArray[ offset_tangent + 1 ] = t1.y;
  13445. tangentArray[ offset_tangent + 2 ] = t1.z;
  13446. tangentArray[ offset_tangent + 3 ] = t1.w;
  13447. tangentArray[ offset_tangent + 4 ] = t2.x;
  13448. tangentArray[ offset_tangent + 5 ] = t2.y;
  13449. tangentArray[ offset_tangent + 6 ] = t2.z;
  13450. tangentArray[ offset_tangent + 7 ] = t2.w;
  13451. tangentArray[ offset_tangent + 8 ] = t3.x;
  13452. tangentArray[ offset_tangent + 9 ] = t3.y;
  13453. tangentArray[ offset_tangent + 10 ] = t3.z;
  13454. tangentArray[ offset_tangent + 11 ] = t3.w;
  13455. offset_tangent += 12;
  13456. }
  13457. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  13458. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  13459. }
  13460. if ( dirtyNormals && normalType ) {
  13461. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13462. face = obj_faces[ chunk_faces3[ f ] ];
  13463. vertexNormals = face.vertexNormals;
  13464. faceNormal = face.normal;
  13465. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  13466. for ( i = 0; i < 3; i ++ ) {
  13467. vn = vertexNormals[ i ];
  13468. normalArray[ offset_normal ] = vn.x;
  13469. normalArray[ offset_normal + 1 ] = vn.y;
  13470. normalArray[ offset_normal + 2 ] = vn.z;
  13471. offset_normal += 3;
  13472. }
  13473. } else {
  13474. for ( i = 0; i < 3; i ++ ) {
  13475. normalArray[ offset_normal ] = faceNormal.x;
  13476. normalArray[ offset_normal + 1 ] = faceNormal.y;
  13477. normalArray[ offset_normal + 2 ] = faceNormal.z;
  13478. offset_normal += 3;
  13479. }
  13480. }
  13481. }
  13482. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  13483. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  13484. }
  13485. if ( dirtyUvs && obj_uvs && uvType ) {
  13486. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13487. fi = chunk_faces3[ f ];
  13488. uv = obj_uvs[ fi ];
  13489. if ( uv === undefined ) continue;
  13490. for ( i = 0; i < 3; i ++ ) {
  13491. uvi = uv[ i ];
  13492. uvArray[ offset_uv ] = uvi.x;
  13493. uvArray[ offset_uv + 1 ] = uvi.y;
  13494. offset_uv += 2;
  13495. }
  13496. }
  13497. if ( offset_uv > 0 ) {
  13498. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  13499. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  13500. }
  13501. }
  13502. if ( dirtyUvs && obj_uvs2 && uvType ) {
  13503. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13504. fi = chunk_faces3[ f ];
  13505. uv2 = obj_uvs2[ fi ];
  13506. if ( uv2 === undefined ) continue;
  13507. for ( i = 0; i < 3; i ++ ) {
  13508. uv2i = uv2[ i ];
  13509. uv2Array[ offset_uv2 ] = uv2i.x;
  13510. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  13511. offset_uv2 += 2;
  13512. }
  13513. }
  13514. if ( offset_uv2 > 0 ) {
  13515. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  13516. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  13517. }
  13518. }
  13519. if ( dirtyElements ) {
  13520. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13521. faceArray[ offset_face ] = vertexIndex;
  13522. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  13523. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  13524. offset_face += 3;
  13525. lineArray[ offset_line ] = vertexIndex;
  13526. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  13527. lineArray[ offset_line + 2 ] = vertexIndex;
  13528. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  13529. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  13530. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  13531. offset_line += 6;
  13532. vertexIndex += 3;
  13533. }
  13534. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  13535. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  13536. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  13537. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  13538. }
  13539. if ( customAttributes ) {
  13540. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  13541. customAttribute = customAttributes[ i ];
  13542. if ( ! customAttribute.__original.needsUpdate ) continue;
  13543. offset_custom = 0;
  13544. offset_customSrc = 0;
  13545. if ( customAttribute.size === 1 ) {
  13546. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  13547. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13548. face = obj_faces[ chunk_faces3[ f ] ];
  13549. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  13550. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  13551. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  13552. offset_custom += 3;
  13553. }
  13554. } else if ( customAttribute.boundTo === "faces" ) {
  13555. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13556. value = customAttribute.value[ chunk_faces3[ f ] ];
  13557. customAttribute.array[ offset_custom ] = value;
  13558. customAttribute.array[ offset_custom + 1 ] = value;
  13559. customAttribute.array[ offset_custom + 2 ] = value;
  13560. offset_custom += 3;
  13561. }
  13562. }
  13563. } else if ( customAttribute.size === 2 ) {
  13564. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  13565. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13566. face = obj_faces[ chunk_faces3[ f ] ];
  13567. v1 = customAttribute.value[ face.a ];
  13568. v2 = customAttribute.value[ face.b ];
  13569. v3 = customAttribute.value[ face.c ];
  13570. customAttribute.array[ offset_custom ] = v1.x;
  13571. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13572. customAttribute.array[ offset_custom + 2 ] = v2.x;
  13573. customAttribute.array[ offset_custom + 3 ] = v2.y;
  13574. customAttribute.array[ offset_custom + 4 ] = v3.x;
  13575. customAttribute.array[ offset_custom + 5 ] = v3.y;
  13576. offset_custom += 6;
  13577. }
  13578. } else if ( customAttribute.boundTo === "faces" ) {
  13579. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13580. value = customAttribute.value[ chunk_faces3[ f ] ];
  13581. v1 = value;
  13582. v2 = value;
  13583. v3 = value;
  13584. customAttribute.array[ offset_custom ] = v1.x;
  13585. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13586. customAttribute.array[ offset_custom + 2 ] = v2.x;
  13587. customAttribute.array[ offset_custom + 3 ] = v2.y;
  13588. customAttribute.array[ offset_custom + 4 ] = v3.x;
  13589. customAttribute.array[ offset_custom + 5 ] = v3.y;
  13590. offset_custom += 6;
  13591. }
  13592. }
  13593. } else if ( customAttribute.size === 3 ) {
  13594. var pp;
  13595. if ( customAttribute.type === "c" ) {
  13596. pp = [ "r", "g", "b" ];
  13597. } else {
  13598. pp = [ "x", "y", "z" ];
  13599. }
  13600. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  13601. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13602. face = obj_faces[ chunk_faces3[ f ] ];
  13603. v1 = customAttribute.value[ face.a ];
  13604. v2 = customAttribute.value[ face.b ];
  13605. v3 = customAttribute.value[ face.c ];
  13606. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13607. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13608. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13609. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13610. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13611. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13612. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13613. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13614. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13615. offset_custom += 9;
  13616. }
  13617. } else if ( customAttribute.boundTo === "faces" ) {
  13618. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13619. value = customAttribute.value[ chunk_faces3[ f ] ];
  13620. v1 = value;
  13621. v2 = value;
  13622. v3 = value;
  13623. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13624. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13625. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13626. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13627. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13628. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13629. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13630. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13631. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13632. offset_custom += 9;
  13633. }
  13634. } else if ( customAttribute.boundTo === "faceVertices" ) {
  13635. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13636. value = customAttribute.value[ chunk_faces3[ f ] ];
  13637. v1 = value[ 0 ];
  13638. v2 = value[ 1 ];
  13639. v3 = value[ 2 ];
  13640. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13641. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13642. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13643. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13644. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13645. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13646. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13647. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13648. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13649. offset_custom += 9;
  13650. }
  13651. }
  13652. } else if ( customAttribute.size === 4 ) {
  13653. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  13654. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13655. face = obj_faces[ chunk_faces3[ f ] ];
  13656. v1 = customAttribute.value[ face.a ];
  13657. v2 = customAttribute.value[ face.b ];
  13658. v3 = customAttribute.value[ face.c ];
  13659. customAttribute.array[ offset_custom ] = v1.x;
  13660. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13661. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13662. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13663. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13664. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13665. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13666. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13667. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13668. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13669. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13670. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13671. offset_custom += 12;
  13672. }
  13673. } else if ( customAttribute.boundTo === "faces" ) {
  13674. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13675. value = customAttribute.value[ chunk_faces3[ f ] ];
  13676. v1 = value;
  13677. v2 = value;
  13678. v3 = value;
  13679. customAttribute.array[ offset_custom ] = v1.x;
  13680. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13681. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13682. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13683. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13684. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13685. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13686. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13687. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13688. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13689. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13690. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13691. offset_custom += 12;
  13692. }
  13693. } else if ( customAttribute.boundTo === "faceVertices" ) {
  13694. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13695. value = customAttribute.value[ chunk_faces3[ f ] ];
  13696. v1 = value[ 0 ];
  13697. v2 = value[ 1 ];
  13698. v3 = value[ 2 ];
  13699. customAttribute.array[ offset_custom ] = v1.x;
  13700. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13701. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13702. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13703. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13704. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13705. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13706. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13707. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13708. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13709. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13710. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13711. offset_custom += 12;
  13712. }
  13713. }
  13714. }
  13715. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  13716. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  13717. }
  13718. }
  13719. if ( dispose ) {
  13720. delete geometryGroup.__inittedArrays;
  13721. delete geometryGroup.__colorArray;
  13722. delete geometryGroup.__normalArray;
  13723. delete geometryGroup.__tangentArray;
  13724. delete geometryGroup.__uvArray;
  13725. delete geometryGroup.__uv2Array;
  13726. delete geometryGroup.__faceArray;
  13727. delete geometryGroup.__vertexArray;
  13728. delete geometryGroup.__lineArray;
  13729. delete geometryGroup.__skinIndexArray;
  13730. delete geometryGroup.__skinWeightArray;
  13731. }
  13732. };
  13733. function setDirectBuffers( geometry, hint ) {
  13734. var attributes = geometry.attributes;
  13735. var attributeName, attributeItem;
  13736. for ( attributeName in attributes ) {
  13737. attributeItem = attributes[ attributeName ];
  13738. if ( attributeItem.needsUpdate ) {
  13739. if ( attributeName === 'index' ) {
  13740. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  13741. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  13742. } else {
  13743. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  13744. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  13745. }
  13746. attributeItem.needsUpdate = false;
  13747. }
  13748. }
  13749. }
  13750. // Buffer rendering
  13751. this.renderBufferImmediate = function ( object, program, material ) {
  13752. initAttributes();
  13753. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  13754. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  13755. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  13756. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  13757. if ( object.hasPositions ) {
  13758. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  13759. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  13760. enableAttribute( program.attributes.position );
  13761. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13762. }
  13763. if ( object.hasNormals ) {
  13764. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  13765. if ( material.shading === THREE.FlatShading ) {
  13766. var nx, ny, nz,
  13767. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  13768. normalArray,
  13769. i, il = object.count * 3;
  13770. for( i = 0; i < il; i += 9 ) {
  13771. normalArray = object.normalArray;
  13772. nax = normalArray[ i ];
  13773. nay = normalArray[ i + 1 ];
  13774. naz = normalArray[ i + 2 ];
  13775. nbx = normalArray[ i + 3 ];
  13776. nby = normalArray[ i + 4 ];
  13777. nbz = normalArray[ i + 5 ];
  13778. ncx = normalArray[ i + 6 ];
  13779. ncy = normalArray[ i + 7 ];
  13780. ncz = normalArray[ i + 8 ];
  13781. nx = ( nax + nbx + ncx ) / 3;
  13782. ny = ( nay + nby + ncy ) / 3;
  13783. nz = ( naz + nbz + ncz ) / 3;
  13784. normalArray[ i ] = nx;
  13785. normalArray[ i + 1 ] = ny;
  13786. normalArray[ i + 2 ] = nz;
  13787. normalArray[ i + 3 ] = nx;
  13788. normalArray[ i + 4 ] = ny;
  13789. normalArray[ i + 5 ] = nz;
  13790. normalArray[ i + 6 ] = nx;
  13791. normalArray[ i + 7 ] = ny;
  13792. normalArray[ i + 8 ] = nz;
  13793. }
  13794. }
  13795. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  13796. enableAttribute( program.attributes.normal );
  13797. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  13798. }
  13799. if ( object.hasUvs && material.map ) {
  13800. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  13801. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  13802. enableAttribute( program.attributes.uv );
  13803. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  13804. }
  13805. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  13806. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  13807. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  13808. enableAttribute( program.attributes.color );
  13809. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  13810. }
  13811. disableUnusedAttributes();
  13812. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  13813. object.count = 0;
  13814. };
  13815. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  13816. for ( var attributeName in programAttributes ) {
  13817. var attributePointer = programAttributes[ attributeName ];
  13818. var attributeItem = geometryAttributes[ attributeName ];
  13819. if ( attributePointer >= 0 ) {
  13820. if ( attributeItem ) {
  13821. var attributeSize = attributeItem.itemSize;
  13822. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  13823. enableAttribute( attributePointer );
  13824. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  13825. } else if ( material.defaultAttributeValues ) {
  13826. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  13827. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  13828. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  13829. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  13830. }
  13831. }
  13832. }
  13833. }
  13834. disableUnusedAttributes();
  13835. }
  13836. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  13837. if ( material.visible === false ) return;
  13838. var linewidth, a, attribute;
  13839. var attributeItem, attributeName, attributePointer, attributeSize;
  13840. var program = setProgram( camera, lights, fog, material, object );
  13841. var programAttributes = program.attributes;
  13842. var geometryAttributes = geometry.attributes;
  13843. var updateBuffers = false,
  13844. wireframeBit = material.wireframe ? 1 : 0,
  13845. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  13846. if ( geometryHash !== _currentGeometryGroupHash ) {
  13847. _currentGeometryGroupHash = geometryHash;
  13848. updateBuffers = true;
  13849. }
  13850. if ( updateBuffers ) {
  13851. initAttributes();
  13852. }
  13853. // render mesh
  13854. if ( object instanceof THREE.Mesh ) {
  13855. var index = geometryAttributes[ "index" ];
  13856. if ( index ) {
  13857. // indexed triangles
  13858. var type, size;
  13859. if ( index.array instanceof Uint32Array ) {
  13860. type = _gl.UNSIGNED_INT;
  13861. size = 4;
  13862. } else {
  13863. type = _gl.UNSIGNED_SHORT;
  13864. size = 2;
  13865. }
  13866. var offsets = geometry.offsets;
  13867. if ( offsets.length === 0 ) {
  13868. if ( updateBuffers ) {
  13869. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13870. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13871. }
  13872. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  13873. _this.info.render.calls ++;
  13874. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  13875. _this.info.render.faces += index.array.length / 3;
  13876. } else {
  13877. // if there is more than 1 chunk
  13878. // must set attribute pointers to use new offsets for each chunk
  13879. // even if geometry and materials didn't change
  13880. updateBuffers = true;
  13881. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  13882. var startIndex = offsets[ i ].index;
  13883. if ( updateBuffers ) {
  13884. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  13885. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13886. }
  13887. // render indexed triangles
  13888. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  13889. _this.info.render.calls ++;
  13890. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  13891. _this.info.render.faces += offsets[ i ].count / 3;
  13892. }
  13893. }
  13894. } else {
  13895. // non-indexed triangles
  13896. if ( updateBuffers ) {
  13897. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13898. }
  13899. var position = geometry.attributes[ "position" ];
  13900. // render non-indexed triangles
  13901. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  13902. _this.info.render.calls ++;
  13903. _this.info.render.vertices += position.array.length / 3;
  13904. _this.info.render.faces += position.array.length / 9;
  13905. }
  13906. } else if ( object instanceof THREE.ParticleSystem ) {
  13907. // render particles
  13908. if ( updateBuffers ) {
  13909. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13910. }
  13911. var position = geometryAttributes[ "position" ];
  13912. // render particles
  13913. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  13914. _this.info.render.calls ++;
  13915. _this.info.render.points += position.array.length / 3;
  13916. } else if ( object instanceof THREE.Line ) {
  13917. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  13918. setLineWidth( material.linewidth );
  13919. var index = geometryAttributes[ "index" ];
  13920. if ( index ) {
  13921. // indexed lines
  13922. var type, size;
  13923. if ( index.array instanceof Uint32Array ){
  13924. type = _gl.UNSIGNED_INT;
  13925. size = 4;
  13926. } else {
  13927. type = _gl.UNSIGNED_SHORT;
  13928. size = 2;
  13929. }
  13930. var offsets = geometry.offsets;
  13931. if ( offsets.length === 0 ) {
  13932. if ( updateBuffers ) {
  13933. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13934. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13935. }
  13936. _gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  13937. _this.info.render.calls ++;
  13938. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  13939. } else {
  13940. // if there is more than 1 chunk
  13941. // must set attribute pointers to use new offsets for each chunk
  13942. // even if geometry and materials didn't change
  13943. if ( offsets.length > 1 ) updateBuffers = true;
  13944. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  13945. var startIndex = offsets[ i ].index;
  13946. if ( updateBuffers ) {
  13947. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  13948. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13949. }
  13950. // render indexed lines
  13951. _gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  13952. _this.info.render.calls ++;
  13953. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  13954. }
  13955. }
  13956. } else {
  13957. // non-indexed lines
  13958. if ( updateBuffers ) {
  13959. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13960. }
  13961. var position = geometryAttributes[ "position" ];
  13962. _gl.drawArrays( mode, 0, position.array.length / 3 );
  13963. _this.info.render.calls ++;
  13964. _this.info.render.points += position.array.length / 3;
  13965. }
  13966. }
  13967. };
  13968. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  13969. if ( material.visible === false ) return;
  13970. var linewidth, a, attribute, i, il;
  13971. var program = setProgram( camera, lights, fog, material, object );
  13972. var attributes = program.attributes;
  13973. var updateBuffers = false,
  13974. wireframeBit = material.wireframe ? 1 : 0,
  13975. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  13976. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  13977. _currentGeometryGroupHash = geometryGroupHash;
  13978. updateBuffers = true;
  13979. }
  13980. if ( updateBuffers ) {
  13981. initAttributes();
  13982. }
  13983. // vertices
  13984. if ( !material.morphTargets && attributes.position >= 0 ) {
  13985. if ( updateBuffers ) {
  13986. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  13987. enableAttribute( attributes.position );
  13988. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13989. }
  13990. } else {
  13991. if ( object.morphTargetBase ) {
  13992. setupMorphTargets( material, geometryGroup, object );
  13993. }
  13994. }
  13995. if ( updateBuffers ) {
  13996. // custom attributes
  13997. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  13998. if ( geometryGroup.__webglCustomAttributesList ) {
  13999. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  14000. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  14001. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  14002. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  14003. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  14004. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  14005. }
  14006. }
  14007. }
  14008. // colors
  14009. if ( attributes.color >= 0 ) {
  14010. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  14011. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  14012. enableAttribute( attributes.color );
  14013. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  14014. } else if ( material.defaultAttributeValues ) {
  14015. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  14016. }
  14017. }
  14018. // normals
  14019. if ( attributes.normal >= 0 ) {
  14020. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  14021. enableAttribute( attributes.normal );
  14022. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  14023. }
  14024. // tangents
  14025. if ( attributes.tangent >= 0 ) {
  14026. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  14027. enableAttribute( attributes.tangent );
  14028. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  14029. }
  14030. // uvs
  14031. if ( attributes.uv >= 0 ) {
  14032. if ( object.geometry.faceVertexUvs[0] ) {
  14033. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  14034. enableAttribute( attributes.uv );
  14035. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  14036. } else if ( material.defaultAttributeValues ) {
  14037. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  14038. }
  14039. }
  14040. if ( attributes.uv2 >= 0 ) {
  14041. if ( object.geometry.faceVertexUvs[1] ) {
  14042. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  14043. enableAttribute( attributes.uv2 );
  14044. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  14045. } else if ( material.defaultAttributeValues ) {
  14046. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  14047. }
  14048. }
  14049. if ( material.skinning &&
  14050. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  14051. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  14052. enableAttribute( attributes.skinIndex );
  14053. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  14054. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  14055. enableAttribute( attributes.skinWeight );
  14056. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  14057. }
  14058. // line distances
  14059. if ( attributes.lineDistance >= 0 ) {
  14060. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  14061. enableAttribute( attributes.lineDistance );
  14062. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  14063. }
  14064. }
  14065. disableUnusedAttributes();
  14066. // render mesh
  14067. if ( object instanceof THREE.Mesh ) {
  14068. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  14069. // wireframe
  14070. if ( material.wireframe ) {
  14071. setLineWidth( material.wireframeLinewidth );
  14072. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  14073. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  14074. // triangles
  14075. } else {
  14076. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  14077. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  14078. }
  14079. _this.info.render.calls ++;
  14080. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  14081. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  14082. // render lines
  14083. } else if ( object instanceof THREE.Line ) {
  14084. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  14085. setLineWidth( material.linewidth );
  14086. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  14087. _this.info.render.calls ++;
  14088. // render particles
  14089. } else if ( object instanceof THREE.ParticleSystem ) {
  14090. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  14091. _this.info.render.calls ++;
  14092. _this.info.render.points += geometryGroup.__webglParticleCount;
  14093. }
  14094. };
  14095. function initAttributes() {
  14096. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  14097. _newAttributes[ i ] = 0;
  14098. }
  14099. }
  14100. function enableAttribute( attribute ) {
  14101. _newAttributes[ attribute ] = 1;
  14102. if ( _enabledAttributes[ attribute ] === 0 ) {
  14103. _gl.enableVertexAttribArray( attribute );
  14104. _enabledAttributes[ attribute ] = 1;
  14105. }
  14106. }
  14107. function disableUnusedAttributes() {
  14108. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  14109. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  14110. _gl.disableVertexAttribArray( i );
  14111. _enabledAttributes[ i ] = 0;
  14112. }
  14113. }
  14114. }
  14115. function setupMorphTargets ( material, geometryGroup, object ) {
  14116. // set base
  14117. var attributes = material.program.attributes;
  14118. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  14119. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  14120. enableAttribute( attributes.position );
  14121. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  14122. } else if ( attributes.position >= 0 ) {
  14123. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  14124. enableAttribute( attributes.position );
  14125. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  14126. }
  14127. if ( object.morphTargetForcedOrder.length ) {
  14128. // set forced order
  14129. var m = 0;
  14130. var order = object.morphTargetForcedOrder;
  14131. var influences = object.morphTargetInfluences;
  14132. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  14133. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  14134. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  14135. enableAttribute( attributes[ "morphTarget" + m ] );
  14136. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  14137. }
  14138. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  14139. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  14140. enableAttribute( attributes[ "morphNormal" + m ] );
  14141. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  14142. }
  14143. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  14144. m ++;
  14145. }
  14146. } else {
  14147. // find the most influencing
  14148. var influence, activeInfluenceIndices = [];
  14149. var influences = object.morphTargetInfluences;
  14150. var i, il = influences.length;
  14151. for ( i = 0; i < il; i ++ ) {
  14152. influence = influences[ i ];
  14153. if ( influence > 0 ) {
  14154. activeInfluenceIndices.push( [ influence, i ] );
  14155. }
  14156. }
  14157. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  14158. activeInfluenceIndices.sort( numericalSort );
  14159. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  14160. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  14161. activeInfluenceIndices.sort( numericalSort );
  14162. } else if ( activeInfluenceIndices.length === 0 ) {
  14163. activeInfluenceIndices.push( [ 0, 0 ] );
  14164. };
  14165. var influenceIndex, m = 0;
  14166. while ( m < material.numSupportedMorphTargets ) {
  14167. if ( activeInfluenceIndices[ m ] ) {
  14168. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  14169. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  14170. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  14171. enableAttribute( attributes[ "morphTarget" + m ] );
  14172. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  14173. }
  14174. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  14175. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  14176. enableAttribute( attributes[ "morphNormal" + m ] );
  14177. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  14178. }
  14179. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  14180. } else {
  14181. /*
  14182. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  14183. if ( material.morphNormals ) {
  14184. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  14185. }
  14186. */
  14187. object.__webglMorphTargetInfluences[ m ] = 0;
  14188. }
  14189. m ++;
  14190. }
  14191. }
  14192. // load updated influences uniform
  14193. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  14194. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  14195. }
  14196. };
  14197. // Sorting
  14198. function painterSortStable ( a, b ) {
  14199. if ( a.z !== b.z ) {
  14200. return b.z - a.z;
  14201. } else {
  14202. return a.id - b.id;
  14203. }
  14204. };
  14205. function numericalSort ( a, b ) {
  14206. return b[ 0 ] - a[ 0 ];
  14207. };
  14208. // Rendering
  14209. this.render = function ( scene, camera, renderTarget, forceClear ) {
  14210. if ( camera instanceof THREE.Camera === false ) {
  14211. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14212. return;
  14213. }
  14214. var i, il,
  14215. webglObject, object,
  14216. renderList,
  14217. lights = scene.__lights,
  14218. fog = scene.fog;
  14219. // reset caching for this frame
  14220. _currentMaterialId = -1;
  14221. _lightsNeedUpdate = true;
  14222. // update scene graph
  14223. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  14224. // update camera matrices and frustum
  14225. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  14226. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14227. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14228. _frustum.setFromMatrix( _projScreenMatrix );
  14229. // update WebGL objects
  14230. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  14231. // custom render plugins (pre pass)
  14232. renderPlugins( this.renderPluginsPre, scene, camera );
  14233. //
  14234. _this.info.render.calls = 0;
  14235. _this.info.render.vertices = 0;
  14236. _this.info.render.faces = 0;
  14237. _this.info.render.points = 0;
  14238. this.setRenderTarget( renderTarget );
  14239. if ( this.autoClear || forceClear ) {
  14240. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  14241. }
  14242. // set matrices for regular objects (frustum culled)
  14243. renderList = scene.__webglObjects;
  14244. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  14245. webglObject = renderList[ i ];
  14246. object = webglObject.object;
  14247. webglObject.id = i;
  14248. webglObject.render = false;
  14249. if ( object.visible ) {
  14250. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  14251. setupMatrices( object, camera );
  14252. unrollBufferMaterial( webglObject );
  14253. webglObject.render = true;
  14254. if ( this.sortObjects === true ) {
  14255. if ( object.renderDepth !== null ) {
  14256. webglObject.z = object.renderDepth;
  14257. } else {
  14258. _vector3.setFromMatrixPosition( object.matrixWorld );
  14259. _vector3.applyProjection( _projScreenMatrix );
  14260. webglObject.z = _vector3.z;
  14261. }
  14262. }
  14263. }
  14264. }
  14265. }
  14266. if ( this.sortObjects ) {
  14267. renderList.sort( painterSortStable );
  14268. }
  14269. // set matrices for immediate objects
  14270. renderList = scene.__webglObjectsImmediate;
  14271. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  14272. webglObject = renderList[ i ];
  14273. object = webglObject.object;
  14274. if ( object.visible ) {
  14275. setupMatrices( object, camera );
  14276. unrollImmediateBufferMaterial( webglObject );
  14277. }
  14278. }
  14279. if ( scene.overrideMaterial ) {
  14280. var material = scene.overrideMaterial;
  14281. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  14282. this.setDepthTest( material.depthTest );
  14283. this.setDepthWrite( material.depthWrite );
  14284. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  14285. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  14286. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  14287. } else {
  14288. var material = null;
  14289. // opaque pass (front-to-back order)
  14290. this.setBlending( THREE.NoBlending );
  14291. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  14292. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  14293. // transparent pass (back-to-front order)
  14294. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  14295. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  14296. }
  14297. // custom render plugins (post pass)
  14298. renderPlugins( this.renderPluginsPost, scene, camera );
  14299. // Generate mipmap if we're using any kind of mipmap filtering
  14300. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  14301. updateRenderTargetMipmap( renderTarget );
  14302. }
  14303. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14304. this.setDepthTest( true );
  14305. this.setDepthWrite( true );
  14306. // _gl.finish();
  14307. };
  14308. function renderPlugins( plugins, scene, camera ) {
  14309. if ( ! plugins.length ) return;
  14310. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  14311. // reset state for plugin (to start from clean slate)
  14312. _currentProgram = null;
  14313. _currentCamera = null;
  14314. _oldBlending = -1;
  14315. _oldDepthTest = -1;
  14316. _oldDepthWrite = -1;
  14317. _oldDoubleSided = -1;
  14318. _oldFlipSided = -1;
  14319. _currentGeometryGroupHash = -1;
  14320. _currentMaterialId = -1;
  14321. _lightsNeedUpdate = true;
  14322. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  14323. // reset state after plugin (anything could have changed)
  14324. _currentProgram = null;
  14325. _currentCamera = null;
  14326. _oldBlending = -1;
  14327. _oldDepthTest = -1;
  14328. _oldDepthWrite = -1;
  14329. _oldDoubleSided = -1;
  14330. _oldFlipSided = -1;
  14331. _currentGeometryGroupHash = -1;
  14332. _currentMaterialId = -1;
  14333. _lightsNeedUpdate = true;
  14334. }
  14335. };
  14336. function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  14337. var webglObject, object, buffer, material, start, end, delta;
  14338. if ( reverse ) {
  14339. start = renderList.length - 1;
  14340. end = -1;
  14341. delta = -1;
  14342. } else {
  14343. start = 0;
  14344. end = renderList.length;
  14345. delta = 1;
  14346. }
  14347. for ( var i = start; i !== end; i += delta ) {
  14348. webglObject = renderList[ i ];
  14349. if ( webglObject.render ) {
  14350. object = webglObject.object;
  14351. buffer = webglObject.buffer;
  14352. if ( overrideMaterial ) {
  14353. material = overrideMaterial;
  14354. } else {
  14355. material = webglObject[ materialType ];
  14356. if ( ! material ) continue;
  14357. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  14358. _this.setDepthTest( material.depthTest );
  14359. _this.setDepthWrite( material.depthWrite );
  14360. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  14361. }
  14362. _this.setMaterialFaces( material );
  14363. if ( buffer instanceof THREE.BufferGeometry ) {
  14364. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  14365. } else {
  14366. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  14367. }
  14368. }
  14369. }
  14370. };
  14371. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  14372. var webglObject, object, material, program;
  14373. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  14374. webglObject = renderList[ i ];
  14375. object = webglObject.object;
  14376. if ( object.visible ) {
  14377. if ( overrideMaterial ) {
  14378. material = overrideMaterial;
  14379. } else {
  14380. material = webglObject[ materialType ];
  14381. if ( ! material ) continue;
  14382. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  14383. _this.setDepthTest( material.depthTest );
  14384. _this.setDepthWrite( material.depthWrite );
  14385. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  14386. }
  14387. _this.renderImmediateObject( camera, lights, fog, material, object );
  14388. }
  14389. }
  14390. };
  14391. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  14392. var program = setProgram( camera, lights, fog, material, object );
  14393. _currentGeometryGroupHash = -1;
  14394. _this.setMaterialFaces( material );
  14395. if ( object.immediateRenderCallback ) {
  14396. object.immediateRenderCallback( program, _gl, _frustum );
  14397. } else {
  14398. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  14399. }
  14400. };
  14401. function unrollImmediateBufferMaterial ( globject ) {
  14402. var object = globject.object,
  14403. material = object.material;
  14404. if ( material.transparent ) {
  14405. globject.transparent = material;
  14406. globject.opaque = null;
  14407. } else {
  14408. globject.opaque = material;
  14409. globject.transparent = null;
  14410. }
  14411. };
  14412. function unrollBufferMaterial ( globject ) {
  14413. var object = globject.object;
  14414. var buffer = globject.buffer;
  14415. var geometry = object.geometry;
  14416. var material = object.material;
  14417. if ( material instanceof THREE.MeshFaceMaterial ) {
  14418. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  14419. material = material.materials[ materialIndex ];
  14420. if ( material.transparent ) {
  14421. globject.transparent = material;
  14422. globject.opaque = null;
  14423. } else {
  14424. globject.opaque = material;
  14425. globject.transparent = null;
  14426. }
  14427. } else {
  14428. if ( material ) {
  14429. if ( material.transparent ) {
  14430. globject.transparent = material;
  14431. globject.opaque = null;
  14432. } else {
  14433. globject.opaque = material;
  14434. globject.transparent = null;
  14435. }
  14436. }
  14437. }
  14438. };
  14439. // Objects refresh
  14440. this.initWebGLObjects = function ( scene ) {
  14441. if ( !scene.__webglObjects ) {
  14442. scene.__webglObjects = [];
  14443. scene.__webglObjectsImmediate = [];
  14444. scene.__webglSprites = [];
  14445. scene.__webglFlares = [];
  14446. }
  14447. while ( scene.__objectsAdded.length ) {
  14448. addObject( scene.__objectsAdded[ 0 ], scene );
  14449. scene.__objectsAdded.splice( 0, 1 );
  14450. }
  14451. while ( scene.__objectsRemoved.length ) {
  14452. removeObject( scene.__objectsRemoved[ 0 ], scene );
  14453. scene.__objectsRemoved.splice( 0, 1 );
  14454. }
  14455. // update must be called after objects adding / removal
  14456. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  14457. var object = scene.__webglObjects[ o ].object;
  14458. // TODO: Remove this hack (WebGLRenderer refactoring)
  14459. if ( object.__webglInit === undefined ) {
  14460. if ( object.__webglActive !== undefined ) {
  14461. removeObject( object, scene );
  14462. }
  14463. addObject( object, scene );
  14464. }
  14465. updateObject( object );
  14466. }
  14467. };
  14468. // Objects adding
  14469. function addObject( object, scene ) {
  14470. var g, geometry, material, geometryGroup;
  14471. if ( object.__webglInit === undefined ) {
  14472. object.__webglInit = true;
  14473. object._modelViewMatrix = new THREE.Matrix4();
  14474. object._normalMatrix = new THREE.Matrix3();
  14475. geometry = object.geometry;
  14476. if ( geometry === undefined ) {
  14477. // ImmediateRenderObject
  14478. } else if ( geometry.__webglInit === undefined ) {
  14479. geometry.__webglInit = true;
  14480. geometry.addEventListener( 'dispose', onGeometryDispose );
  14481. if ( geometry instanceof THREE.BufferGeometry ) {
  14482. initDirectBuffers( geometry );
  14483. } else if ( object instanceof THREE.Mesh ) {
  14484. material = object.material;
  14485. if ( geometry.geometryGroups === undefined ) {
  14486. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  14487. }
  14488. // create separate VBOs per geometry chunk
  14489. for ( g in geometry.geometryGroups ) {
  14490. geometryGroup = geometry.geometryGroups[ g ];
  14491. // initialise VBO on the first access
  14492. if ( ! geometryGroup.__webglVertexBuffer ) {
  14493. createMeshBuffers( geometryGroup );
  14494. initMeshBuffers( geometryGroup, object );
  14495. geometry.verticesNeedUpdate = true;
  14496. geometry.morphTargetsNeedUpdate = true;
  14497. geometry.elementsNeedUpdate = true;
  14498. geometry.uvsNeedUpdate = true;
  14499. geometry.normalsNeedUpdate = true;
  14500. geometry.tangentsNeedUpdate = true;
  14501. geometry.colorsNeedUpdate = true;
  14502. }
  14503. }
  14504. } else if ( object instanceof THREE.Line ) {
  14505. if ( ! geometry.__webglVertexBuffer ) {
  14506. createLineBuffers( geometry );
  14507. initLineBuffers( geometry, object );
  14508. geometry.verticesNeedUpdate = true;
  14509. geometry.colorsNeedUpdate = true;
  14510. geometry.lineDistancesNeedUpdate = true;
  14511. }
  14512. } else if ( object instanceof THREE.ParticleSystem ) {
  14513. if ( ! geometry.__webglVertexBuffer ) {
  14514. createParticleBuffers( geometry );
  14515. initParticleBuffers( geometry, object );
  14516. geometry.verticesNeedUpdate = true;
  14517. geometry.colorsNeedUpdate = true;
  14518. }
  14519. }
  14520. }
  14521. }
  14522. if ( object.__webglActive === undefined ) {
  14523. if ( object instanceof THREE.Mesh ) {
  14524. geometry = object.geometry;
  14525. if ( geometry instanceof THREE.BufferGeometry ) {
  14526. addBuffer( scene.__webglObjects, geometry, object );
  14527. } else if ( geometry instanceof THREE.Geometry ) {
  14528. for ( g in geometry.geometryGroups ) {
  14529. geometryGroup = geometry.geometryGroups[ g ];
  14530. addBuffer( scene.__webglObjects, geometryGroup, object );
  14531. }
  14532. }
  14533. } else if ( object instanceof THREE.Line ||
  14534. object instanceof THREE.ParticleSystem ) {
  14535. geometry = object.geometry;
  14536. addBuffer( scene.__webglObjects, geometry, object );
  14537. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  14538. addBufferImmediate( scene.__webglObjectsImmediate, object );
  14539. } else if ( object instanceof THREE.Sprite ) {
  14540. scene.__webglSprites.push( object );
  14541. } else if ( object instanceof THREE.LensFlare ) {
  14542. scene.__webglFlares.push( object );
  14543. }
  14544. object.__webglActive = true;
  14545. }
  14546. };
  14547. function addBuffer( objlist, buffer, object ) {
  14548. objlist.push(
  14549. {
  14550. id: null,
  14551. buffer: buffer,
  14552. object: object,
  14553. opaque: null,
  14554. transparent: null,
  14555. z: 0
  14556. }
  14557. );
  14558. };
  14559. function addBufferImmediate( objlist, object ) {
  14560. objlist.push(
  14561. {
  14562. id: null,
  14563. object: object,
  14564. opaque: null,
  14565. transparent: null,
  14566. z: 0
  14567. }
  14568. );
  14569. };
  14570. // Objects updates
  14571. function updateObject( object ) {
  14572. var geometry = object.geometry,
  14573. geometryGroup, customAttributesDirty, material;
  14574. if ( geometry instanceof THREE.BufferGeometry ) {
  14575. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  14576. } else if ( object instanceof THREE.Mesh ) {
  14577. // check all geometry groups
  14578. for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  14579. geometryGroup = geometry.geometryGroupsList[ i ];
  14580. material = getBufferMaterial( object, geometryGroup );
  14581. if ( geometry.buffersNeedUpdate ) {
  14582. initMeshBuffers( geometryGroup, object );
  14583. }
  14584. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  14585. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  14586. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  14587. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  14588. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  14589. }
  14590. }
  14591. geometry.verticesNeedUpdate = false;
  14592. geometry.morphTargetsNeedUpdate = false;
  14593. geometry.elementsNeedUpdate = false;
  14594. geometry.uvsNeedUpdate = false;
  14595. geometry.normalsNeedUpdate = false;
  14596. geometry.colorsNeedUpdate = false;
  14597. geometry.tangentsNeedUpdate = false;
  14598. geometry.buffersNeedUpdate = false;
  14599. material.attributes && clearCustomAttributes( material );
  14600. } else if ( object instanceof THREE.Line ) {
  14601. material = getBufferMaterial( object, geometry );
  14602. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  14603. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  14604. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  14605. }
  14606. geometry.verticesNeedUpdate = false;
  14607. geometry.colorsNeedUpdate = false;
  14608. geometry.lineDistancesNeedUpdate = false;
  14609. material.attributes && clearCustomAttributes( material );
  14610. } else if ( object instanceof THREE.ParticleSystem ) {
  14611. material = getBufferMaterial( object, geometry );
  14612. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  14613. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  14614. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  14615. }
  14616. geometry.verticesNeedUpdate = false;
  14617. geometry.colorsNeedUpdate = false;
  14618. material.attributes && clearCustomAttributes( material );
  14619. }
  14620. };
  14621. // Objects updates - custom attributes check
  14622. function areCustomAttributesDirty( material ) {
  14623. for ( var a in material.attributes ) {
  14624. if ( material.attributes[ a ].needsUpdate ) return true;
  14625. }
  14626. return false;
  14627. };
  14628. function clearCustomAttributes( material ) {
  14629. for ( var a in material.attributes ) {
  14630. material.attributes[ a ].needsUpdate = false;
  14631. }
  14632. };
  14633. // Objects removal
  14634. function removeObject( object, scene ) {
  14635. if ( object instanceof THREE.Mesh ||
  14636. object instanceof THREE.ParticleSystem ||
  14637. object instanceof THREE.Line ) {
  14638. removeInstances( scene.__webglObjects, object );
  14639. } else if ( object instanceof THREE.Sprite ) {
  14640. removeInstancesDirect( scene.__webglSprites, object );
  14641. } else if ( object instanceof THREE.LensFlare ) {
  14642. removeInstancesDirect( scene.__webglFlares, object );
  14643. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  14644. removeInstances( scene.__webglObjectsImmediate, object );
  14645. }
  14646. delete object.__webglActive;
  14647. };
  14648. function removeInstances( objlist, object ) {
  14649. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  14650. if ( objlist[ o ].object === object ) {
  14651. objlist.splice( o, 1 );
  14652. }
  14653. }
  14654. };
  14655. function removeInstancesDirect( objlist, object ) {
  14656. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  14657. if ( objlist[ o ] === object ) {
  14658. objlist.splice( o, 1 );
  14659. }
  14660. }
  14661. };
  14662. // Materials
  14663. this.initMaterial = function ( material, lights, fog, object ) {
  14664. material.addEventListener( 'dispose', onMaterialDispose );
  14665. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  14666. if ( material instanceof THREE.MeshDepthMaterial ) {
  14667. shaderID = 'depth';
  14668. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  14669. shaderID = 'normal';
  14670. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  14671. shaderID = 'basic';
  14672. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  14673. shaderID = 'lambert';
  14674. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  14675. shaderID = 'phong';
  14676. } else if ( material instanceof THREE.LineBasicMaterial ) {
  14677. shaderID = 'basic';
  14678. } else if ( material instanceof THREE.LineDashedMaterial ) {
  14679. shaderID = 'dashed';
  14680. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  14681. shaderID = 'particle_basic';
  14682. }
  14683. if ( shaderID ) {
  14684. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  14685. }
  14686. // heuristics to create shader parameters according to lights in the scene
  14687. // (not to blow over maxLights budget)
  14688. maxLightCount = allocateLights( lights );
  14689. maxShadows = allocateShadows( lights );
  14690. maxBones = allocateBones( object );
  14691. parameters = {
  14692. precision: _precision,
  14693. supportsVertexTextures: _supportsVertexTextures,
  14694. map: !!material.map,
  14695. envMap: !!material.envMap,
  14696. lightMap: !!material.lightMap,
  14697. bumpMap: !!material.bumpMap,
  14698. normalMap: !!material.normalMap,
  14699. specularMap: !!material.specularMap,
  14700. vertexColors: material.vertexColors,
  14701. fog: fog,
  14702. useFog: material.fog,
  14703. fogExp: fog instanceof THREE.FogExp2,
  14704. sizeAttenuation: material.sizeAttenuation,
  14705. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  14706. skinning: material.skinning,
  14707. maxBones: maxBones,
  14708. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  14709. morphTargets: material.morphTargets,
  14710. morphNormals: material.morphNormals,
  14711. maxMorphTargets: this.maxMorphTargets,
  14712. maxMorphNormals: this.maxMorphNormals,
  14713. maxDirLights: maxLightCount.directional,
  14714. maxPointLights: maxLightCount.point,
  14715. maxSpotLights: maxLightCount.spot,
  14716. maxHemiLights: maxLightCount.hemi,
  14717. maxShadows: maxShadows,
  14718. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  14719. shadowMapType: this.shadowMapType,
  14720. shadowMapDebug: this.shadowMapDebug,
  14721. shadowMapCascade: this.shadowMapCascade,
  14722. alphaTest: material.alphaTest,
  14723. metal: material.metal,
  14724. wrapAround: material.wrapAround,
  14725. doubleSided: material.side === THREE.DoubleSide,
  14726. flipSided: material.side === THREE.BackSide
  14727. };
  14728. // Generate code
  14729. var chunks = [];
  14730. if ( shaderID ) {
  14731. chunks.push( shaderID );
  14732. } else {
  14733. chunks.push( material.fragmentShader );
  14734. chunks.push( material.vertexShader );
  14735. }
  14736. for ( var d in material.defines ) {
  14737. chunks.push( d );
  14738. chunks.push( material.defines[ d ] );
  14739. }
  14740. for ( var p in parameters ) {
  14741. chunks.push( p );
  14742. chunks.push( parameters[ p ] );
  14743. }
  14744. var code = chunks.join();
  14745. var program;
  14746. // Check if code has been already compiled
  14747. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  14748. var programInfo = _programs[ p ];
  14749. if ( programInfo.code === code ) {
  14750. program = programInfo;
  14751. program.usedTimes ++;
  14752. break;
  14753. }
  14754. }
  14755. if ( program === undefined ) {
  14756. program = new THREE.WebGLProgram( this, code, material, parameters );
  14757. _programs.push( program );
  14758. _this.info.memory.programs = _programs.length;
  14759. }
  14760. material.program = program;
  14761. var attributes = material.program.attributes;
  14762. if ( material.morphTargets ) {
  14763. material.numSupportedMorphTargets = 0;
  14764. var id, base = "morphTarget";
  14765. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  14766. id = base + i;
  14767. if ( attributes[ id ] >= 0 ) {
  14768. material.numSupportedMorphTargets ++;
  14769. }
  14770. }
  14771. }
  14772. if ( material.morphNormals ) {
  14773. material.numSupportedMorphNormals = 0;
  14774. var id, base = "morphNormal";
  14775. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  14776. id = base + i;
  14777. if ( attributes[ id ] >= 0 ) {
  14778. material.numSupportedMorphNormals ++;
  14779. }
  14780. }
  14781. }
  14782. material.uniformsList = [];
  14783. for ( u in material.uniforms ) {
  14784. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  14785. }
  14786. };
  14787. function setMaterialShaders( material, shaders ) {
  14788. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  14789. material.vertexShader = shaders.vertexShader;
  14790. material.fragmentShader = shaders.fragmentShader;
  14791. };
  14792. function setProgram( camera, lights, fog, material, object ) {
  14793. _usedTextureUnits = 0;
  14794. if ( material.needsUpdate ) {
  14795. if ( material.program ) deallocateMaterial( material );
  14796. _this.initMaterial( material, lights, fog, object );
  14797. material.needsUpdate = false;
  14798. }
  14799. if ( material.morphTargets ) {
  14800. if ( ! object.__webglMorphTargetInfluences ) {
  14801. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  14802. }
  14803. }
  14804. var refreshMaterial = false;
  14805. var program = material.program,
  14806. p_uniforms = program.uniforms,
  14807. m_uniforms = material.uniforms;
  14808. if ( program.id !== _currentProgram ) {
  14809. _gl.useProgram( program.program );
  14810. _currentProgram = program.id;
  14811. refreshMaterial = true;
  14812. }
  14813. if ( material.id !== _currentMaterialId ) {
  14814. _currentMaterialId = material.id;
  14815. refreshMaterial = true;
  14816. }
  14817. if ( refreshMaterial || camera !== _currentCamera ) {
  14818. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  14819. if ( _logarithmicDepthBuffer ) {
  14820. _gl.uniform1f(p_uniforms.logDepthBufFC, 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  14821. }
  14822. if ( camera !== _currentCamera ) _currentCamera = camera;
  14823. }
  14824. // skinning uniforms must be set even if material didn't change
  14825. // auto-setting of texture unit for bone texture must go before other textures
  14826. // not sure why, but otherwise weird things happen
  14827. if ( material.skinning ) {
  14828. if ( _supportsBoneTextures && object.skeleton.useVertexTexture ) {
  14829. if ( p_uniforms.boneTexture !== null ) {
  14830. var textureUnit = getTextureUnit();
  14831. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  14832. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  14833. }
  14834. if ( p_uniforms.boneTextureWidth !== null ) {
  14835. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  14836. }
  14837. if ( p_uniforms.boneTextureHeight !== null ) {
  14838. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  14839. }
  14840. } else {
  14841. if ( p_uniforms.boneGlobalMatrices !== null ) {
  14842. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  14843. }
  14844. }
  14845. }
  14846. if ( refreshMaterial ) {
  14847. // refresh uniforms common to several materials
  14848. if ( fog && material.fog ) {
  14849. refreshUniformsFog( m_uniforms, fog );
  14850. }
  14851. if ( material instanceof THREE.MeshPhongMaterial ||
  14852. material instanceof THREE.MeshLambertMaterial ||
  14853. material.lights ) {
  14854. if ( _lightsNeedUpdate ) {
  14855. setupLights( program, lights );
  14856. _lightsNeedUpdate = false;
  14857. }
  14858. refreshUniformsLights( m_uniforms, _lights );
  14859. }
  14860. if ( material instanceof THREE.MeshBasicMaterial ||
  14861. material instanceof THREE.MeshLambertMaterial ||
  14862. material instanceof THREE.MeshPhongMaterial ) {
  14863. refreshUniformsCommon( m_uniforms, material );
  14864. }
  14865. // refresh single material specific uniforms
  14866. if ( material instanceof THREE.LineBasicMaterial ) {
  14867. refreshUniformsLine( m_uniforms, material );
  14868. } else if ( material instanceof THREE.LineDashedMaterial ) {
  14869. refreshUniformsLine( m_uniforms, material );
  14870. refreshUniformsDash( m_uniforms, material );
  14871. } else if ( material instanceof THREE.ParticleSystemMaterial ) {
  14872. refreshUniformsParticle( m_uniforms, material );
  14873. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  14874. refreshUniformsPhong( m_uniforms, material );
  14875. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  14876. refreshUniformsLambert( m_uniforms, material );
  14877. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  14878. m_uniforms.mNear.value = camera.near;
  14879. m_uniforms.mFar.value = camera.far;
  14880. m_uniforms.opacity.value = material.opacity;
  14881. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  14882. m_uniforms.opacity.value = material.opacity;
  14883. }
  14884. if ( object.receiveShadow && ! material._shadowPass ) {
  14885. refreshUniformsShadow( m_uniforms, lights );
  14886. }
  14887. // load common uniforms
  14888. loadUniformsGeneric( program, material.uniformsList );
  14889. // load material specific uniforms
  14890. // (shader material also gets them for the sake of genericity)
  14891. if ( material instanceof THREE.ShaderMaterial ||
  14892. material instanceof THREE.MeshPhongMaterial ||
  14893. material.envMap ) {
  14894. if ( p_uniforms.cameraPosition !== null ) {
  14895. _vector3.setFromMatrixPosition( camera.matrixWorld );
  14896. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  14897. }
  14898. }
  14899. if ( material instanceof THREE.MeshPhongMaterial ||
  14900. material instanceof THREE.MeshLambertMaterial ||
  14901. material instanceof THREE.ShaderMaterial ||
  14902. material.skinning ) {
  14903. if ( p_uniforms.viewMatrix !== null ) {
  14904. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  14905. }
  14906. }
  14907. }
  14908. loadUniformsMatrices( p_uniforms, object );
  14909. if ( p_uniforms.modelMatrix !== null ) {
  14910. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  14911. }
  14912. return program;
  14913. };
  14914. // Uniforms (refresh uniforms objects)
  14915. function refreshUniformsCommon ( uniforms, material ) {
  14916. uniforms.opacity.value = material.opacity;
  14917. if ( _this.gammaInput ) {
  14918. uniforms.diffuse.value.copyGammaToLinear( material.color );
  14919. } else {
  14920. uniforms.diffuse.value = material.color;
  14921. }
  14922. uniforms.map.value = material.map;
  14923. uniforms.lightMap.value = material.lightMap;
  14924. uniforms.specularMap.value = material.specularMap;
  14925. if ( material.bumpMap ) {
  14926. uniforms.bumpMap.value = material.bumpMap;
  14927. uniforms.bumpScale.value = material.bumpScale;
  14928. }
  14929. if ( material.normalMap ) {
  14930. uniforms.normalMap.value = material.normalMap;
  14931. uniforms.normalScale.value.copy( material.normalScale );
  14932. }
  14933. // uv repeat and offset setting priorities
  14934. // 1. color map
  14935. // 2. specular map
  14936. // 3. normal map
  14937. // 4. bump map
  14938. var uvScaleMap;
  14939. if ( material.map ) {
  14940. uvScaleMap = material.map;
  14941. } else if ( material.specularMap ) {
  14942. uvScaleMap = material.specularMap;
  14943. } else if ( material.normalMap ) {
  14944. uvScaleMap = material.normalMap;
  14945. } else if ( material.bumpMap ) {
  14946. uvScaleMap = material.bumpMap;
  14947. }
  14948. if ( uvScaleMap !== undefined ) {
  14949. var offset = uvScaleMap.offset;
  14950. var repeat = uvScaleMap.repeat;
  14951. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  14952. }
  14953. uniforms.envMap.value = material.envMap;
  14954. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  14955. if ( _this.gammaInput ) {
  14956. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  14957. uniforms.reflectivity.value = material.reflectivity;
  14958. } else {
  14959. uniforms.reflectivity.value = material.reflectivity;
  14960. }
  14961. uniforms.refractionRatio.value = material.refractionRatio;
  14962. uniforms.combine.value = material.combine;
  14963. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  14964. };
  14965. function refreshUniformsLine ( uniforms, material ) {
  14966. uniforms.diffuse.value = material.color;
  14967. uniforms.opacity.value = material.opacity;
  14968. };
  14969. function refreshUniformsDash ( uniforms, material ) {
  14970. uniforms.dashSize.value = material.dashSize;
  14971. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14972. uniforms.scale.value = material.scale;
  14973. };
  14974. function refreshUniformsParticle ( uniforms, material ) {
  14975. uniforms.psColor.value = material.color;
  14976. uniforms.opacity.value = material.opacity;
  14977. uniforms.size.value = material.size;
  14978. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  14979. uniforms.map.value = material.map;
  14980. };
  14981. function refreshUniformsFog ( uniforms, fog ) {
  14982. uniforms.fogColor.value = fog.color;
  14983. if ( fog instanceof THREE.Fog ) {
  14984. uniforms.fogNear.value = fog.near;
  14985. uniforms.fogFar.value = fog.far;
  14986. } else if ( fog instanceof THREE.FogExp2 ) {
  14987. uniforms.fogDensity.value = fog.density;
  14988. }
  14989. };
  14990. function refreshUniformsPhong ( uniforms, material ) {
  14991. uniforms.shininess.value = material.shininess;
  14992. if ( _this.gammaInput ) {
  14993. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  14994. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  14995. uniforms.specular.value.copyGammaToLinear( material.specular );
  14996. } else {
  14997. uniforms.ambient.value = material.ambient;
  14998. uniforms.emissive.value = material.emissive;
  14999. uniforms.specular.value = material.specular;
  15000. }
  15001. if ( material.wrapAround ) {
  15002. uniforms.wrapRGB.value.copy( material.wrapRGB );
  15003. }
  15004. };
  15005. function refreshUniformsLambert ( uniforms, material ) {
  15006. if ( _this.gammaInput ) {
  15007. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  15008. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  15009. } else {
  15010. uniforms.ambient.value = material.ambient;
  15011. uniforms.emissive.value = material.emissive;
  15012. }
  15013. if ( material.wrapAround ) {
  15014. uniforms.wrapRGB.value.copy( material.wrapRGB );
  15015. }
  15016. };
  15017. function refreshUniformsLights ( uniforms, lights ) {
  15018. uniforms.ambientLightColor.value = lights.ambient;
  15019. uniforms.directionalLightColor.value = lights.directional.colors;
  15020. uniforms.directionalLightDirection.value = lights.directional.positions;
  15021. uniforms.pointLightColor.value = lights.point.colors;
  15022. uniforms.pointLightPosition.value = lights.point.positions;
  15023. uniforms.pointLightDistance.value = lights.point.distances;
  15024. uniforms.spotLightColor.value = lights.spot.colors;
  15025. uniforms.spotLightPosition.value = lights.spot.positions;
  15026. uniforms.spotLightDistance.value = lights.spot.distances;
  15027. uniforms.spotLightDirection.value = lights.spot.directions;
  15028. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  15029. uniforms.spotLightExponent.value = lights.spot.exponents;
  15030. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  15031. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  15032. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  15033. };
  15034. function refreshUniformsShadow ( uniforms, lights ) {
  15035. if ( uniforms.shadowMatrix ) {
  15036. var j = 0;
  15037. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  15038. var light = lights[ i ];
  15039. if ( ! light.castShadow ) continue;
  15040. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  15041. uniforms.shadowMap.value[ j ] = light.shadowMap;
  15042. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  15043. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  15044. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  15045. uniforms.shadowBias.value[ j ] = light.shadowBias;
  15046. j ++;
  15047. }
  15048. }
  15049. }
  15050. };
  15051. // Uniforms (load to GPU)
  15052. function loadUniformsMatrices ( uniforms, object ) {
  15053. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  15054. if ( uniforms.normalMatrix ) {
  15055. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  15056. }
  15057. };
  15058. function getTextureUnit() {
  15059. var textureUnit = _usedTextureUnits;
  15060. if ( textureUnit >= _maxTextures ) {
  15061. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
  15062. }
  15063. _usedTextureUnits += 1;
  15064. return textureUnit;
  15065. };
  15066. function loadUniformsGeneric ( program, uniforms ) {
  15067. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  15068. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  15069. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  15070. if ( !location ) continue;
  15071. uniform = uniforms[ j ][ 0 ];
  15072. type = uniform.type;
  15073. value = uniform.value;
  15074. if ( type === "i" ) { // single integer
  15075. _gl.uniform1i( location, value );
  15076. } else if ( type === "f" ) { // single float
  15077. _gl.uniform1f( location, value );
  15078. } else if ( type === "v2" ) { // single THREE.Vector2
  15079. _gl.uniform2f( location, value.x, value.y );
  15080. } else if ( type === "v3" ) { // single THREE.Vector3
  15081. _gl.uniform3f( location, value.x, value.y, value.z );
  15082. } else if ( type === "v4" ) { // single THREE.Vector4
  15083. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  15084. } else if ( type === "c" ) { // single THREE.Color
  15085. _gl.uniform3f( location, value.r, value.g, value.b );
  15086. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  15087. _gl.uniform1iv( location, value );
  15088. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  15089. _gl.uniform3iv( location, value );
  15090. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  15091. _gl.uniform1fv( location, value );
  15092. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  15093. _gl.uniform3fv( location, value );
  15094. } else if ( type === "v2v" ) { // array of THREE.Vector2
  15095. if ( uniform._array === undefined ) {
  15096. uniform._array = new Float32Array( 2 * value.length );
  15097. }
  15098. for ( i = 0, il = value.length; i < il; i ++ ) {
  15099. offset = i * 2;
  15100. uniform._array[ offset ] = value[ i ].x;
  15101. uniform._array[ offset + 1 ] = value[ i ].y;
  15102. }
  15103. _gl.uniform2fv( location, uniform._array );
  15104. } else if ( type === "v3v" ) { // array of THREE.Vector3
  15105. if ( uniform._array === undefined ) {
  15106. uniform._array = new Float32Array( 3 * value.length );
  15107. }
  15108. for ( i = 0, il = value.length; i < il; i ++ ) {
  15109. offset = i * 3;
  15110. uniform._array[ offset ] = value[ i ].x;
  15111. uniform._array[ offset + 1 ] = value[ i ].y;
  15112. uniform._array[ offset + 2 ] = value[ i ].z;
  15113. }
  15114. _gl.uniform3fv( location, uniform._array );
  15115. } else if ( type === "v4v" ) { // array of THREE.Vector4
  15116. if ( uniform._array === undefined ) {
  15117. uniform._array = new Float32Array( 4 * value.length );
  15118. }
  15119. for ( i = 0, il = value.length; i < il; i ++ ) {
  15120. offset = i * 4;
  15121. uniform._array[ offset ] = value[ i ].x;
  15122. uniform._array[ offset + 1 ] = value[ i ].y;
  15123. uniform._array[ offset + 2 ] = value[ i ].z;
  15124. uniform._array[ offset + 3 ] = value[ i ].w;
  15125. }
  15126. _gl.uniform4fv( location, uniform._array );
  15127. } else if ( type === "m3") { // single THREE.Matrix3
  15128. _gl.uniformMatrix3fv( location, false, value.elements );
  15129. } else if ( type === "m3v" ) { // array of THREE.Matrix3
  15130. if ( uniform._array === undefined ) {
  15131. uniform._array = new Float32Array( 9 * value.length );
  15132. }
  15133. for ( i = 0, il = value.length; i < il; i ++ ) {
  15134. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  15135. }
  15136. _gl.uniformMatrix3fv( location, false, uniform._array );
  15137. } else if ( type === "m4") { // single THREE.Matrix4
  15138. _gl.uniformMatrix4fv( location, false, value.elements );
  15139. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  15140. if ( uniform._array === undefined ) {
  15141. uniform._array = new Float32Array( 16 * value.length );
  15142. }
  15143. for ( i = 0, il = value.length; i < il; i ++ ) {
  15144. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  15145. }
  15146. _gl.uniformMatrix4fv( location, false, uniform._array );
  15147. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  15148. texture = value;
  15149. textureUnit = getTextureUnit();
  15150. _gl.uniform1i( location, textureUnit );
  15151. if ( !texture ) continue;
  15152. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  15153. setCubeTexture( texture, textureUnit );
  15154. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  15155. setCubeTextureDynamic( texture, textureUnit );
  15156. } else {
  15157. _this.setTexture( texture, textureUnit );
  15158. }
  15159. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  15160. if ( uniform._array === undefined ) {
  15161. uniform._array = [];
  15162. }
  15163. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  15164. uniform._array[ i ] = getTextureUnit();
  15165. }
  15166. _gl.uniform1iv( location, uniform._array );
  15167. for( i = 0, il = uniform.value.length; i < il; i ++ ) {
  15168. texture = uniform.value[ i ];
  15169. textureUnit = uniform._array[ i ];
  15170. if ( !texture ) continue;
  15171. _this.setTexture( texture, textureUnit );
  15172. }
  15173. } else {
  15174. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  15175. }
  15176. }
  15177. };
  15178. function setupMatrices ( object, camera ) {
  15179. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15180. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  15181. };
  15182. //
  15183. function setColorGamma( array, offset, color, intensitySq ) {
  15184. array[ offset ] = color.r * color.r * intensitySq;
  15185. array[ offset + 1 ] = color.g * color.g * intensitySq;
  15186. array[ offset + 2 ] = color.b * color.b * intensitySq;
  15187. };
  15188. function setColorLinear( array, offset, color, intensity ) {
  15189. array[ offset ] = color.r * intensity;
  15190. array[ offset + 1 ] = color.g * intensity;
  15191. array[ offset + 2 ] = color.b * intensity;
  15192. };
  15193. function setupLights ( program, lights ) {
  15194. var l, ll, light, n,
  15195. r = 0, g = 0, b = 0,
  15196. color, skyColor, groundColor,
  15197. intensity, intensitySq,
  15198. position,
  15199. distance,
  15200. zlights = _lights,
  15201. dirColors = zlights.directional.colors,
  15202. dirPositions = zlights.directional.positions,
  15203. pointColors = zlights.point.colors,
  15204. pointPositions = zlights.point.positions,
  15205. pointDistances = zlights.point.distances,
  15206. spotColors = zlights.spot.colors,
  15207. spotPositions = zlights.spot.positions,
  15208. spotDistances = zlights.spot.distances,
  15209. spotDirections = zlights.spot.directions,
  15210. spotAnglesCos = zlights.spot.anglesCos,
  15211. spotExponents = zlights.spot.exponents,
  15212. hemiSkyColors = zlights.hemi.skyColors,
  15213. hemiGroundColors = zlights.hemi.groundColors,
  15214. hemiPositions = zlights.hemi.positions,
  15215. dirLength = 0,
  15216. pointLength = 0,
  15217. spotLength = 0,
  15218. hemiLength = 0,
  15219. dirCount = 0,
  15220. pointCount = 0,
  15221. spotCount = 0,
  15222. hemiCount = 0,
  15223. dirOffset = 0,
  15224. pointOffset = 0,
  15225. spotOffset = 0,
  15226. hemiOffset = 0;
  15227. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  15228. light = lights[ l ];
  15229. if ( light.onlyShadow ) continue;
  15230. color = light.color;
  15231. intensity = light.intensity;
  15232. distance = light.distance;
  15233. if ( light instanceof THREE.AmbientLight ) {
  15234. if ( ! light.visible ) continue;
  15235. if ( _this.gammaInput ) {
  15236. r += color.r * color.r;
  15237. g += color.g * color.g;
  15238. b += color.b * color.b;
  15239. } else {
  15240. r += color.r;
  15241. g += color.g;
  15242. b += color.b;
  15243. }
  15244. } else if ( light instanceof THREE.DirectionalLight ) {
  15245. dirCount += 1;
  15246. if ( ! light.visible ) continue;
  15247. _direction.setFromMatrixPosition( light.matrixWorld );
  15248. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  15249. _direction.sub( _vector3 );
  15250. _direction.normalize();
  15251. // skip lights with undefined direction
  15252. // these create troubles in OpenGL (making pixel black)
  15253. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  15254. dirOffset = dirLength * 3;
  15255. dirPositions[ dirOffset ] = _direction.x;
  15256. dirPositions[ dirOffset + 1 ] = _direction.y;
  15257. dirPositions[ dirOffset + 2 ] = _direction.z;
  15258. if ( _this.gammaInput ) {
  15259. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  15260. } else {
  15261. setColorLinear( dirColors, dirOffset, color, intensity );
  15262. }
  15263. dirLength += 1;
  15264. } else if ( light instanceof THREE.PointLight ) {
  15265. pointCount += 1;
  15266. if ( ! light.visible ) continue;
  15267. pointOffset = pointLength * 3;
  15268. if ( _this.gammaInput ) {
  15269. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  15270. } else {
  15271. setColorLinear( pointColors, pointOffset, color, intensity );
  15272. }
  15273. _vector3.setFromMatrixPosition( light.matrixWorld );
  15274. pointPositions[ pointOffset ] = _vector3.x;
  15275. pointPositions[ pointOffset + 1 ] = _vector3.y;
  15276. pointPositions[ pointOffset + 2 ] = _vector3.z;
  15277. pointDistances[ pointLength ] = distance;
  15278. pointLength += 1;
  15279. } else if ( light instanceof THREE.SpotLight ) {
  15280. spotCount += 1;
  15281. if ( ! light.visible ) continue;
  15282. spotOffset = spotLength * 3;
  15283. if ( _this.gammaInput ) {
  15284. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  15285. } else {
  15286. setColorLinear( spotColors, spotOffset, color, intensity );
  15287. }
  15288. _vector3.setFromMatrixPosition( light.matrixWorld );
  15289. spotPositions[ spotOffset ] = _vector3.x;
  15290. spotPositions[ spotOffset + 1 ] = _vector3.y;
  15291. spotPositions[ spotOffset + 2 ] = _vector3.z;
  15292. spotDistances[ spotLength ] = distance;
  15293. _direction.copy( _vector3 );
  15294. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  15295. _direction.sub( _vector3 );
  15296. _direction.normalize();
  15297. spotDirections[ spotOffset ] = _direction.x;
  15298. spotDirections[ spotOffset + 1 ] = _direction.y;
  15299. spotDirections[ spotOffset + 2 ] = _direction.z;
  15300. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  15301. spotExponents[ spotLength ] = light.exponent;
  15302. spotLength += 1;
  15303. } else if ( light instanceof THREE.HemisphereLight ) {
  15304. hemiCount += 1;
  15305. if ( ! light.visible ) continue;
  15306. _direction.setFromMatrixPosition( light.matrixWorld );
  15307. _direction.normalize();
  15308. // skip lights with undefined direction
  15309. // these create troubles in OpenGL (making pixel black)
  15310. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  15311. hemiOffset = hemiLength * 3;
  15312. hemiPositions[ hemiOffset ] = _direction.x;
  15313. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  15314. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  15315. skyColor = light.color;
  15316. groundColor = light.groundColor;
  15317. if ( _this.gammaInput ) {
  15318. intensitySq = intensity * intensity;
  15319. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  15320. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  15321. } else {
  15322. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  15323. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  15324. }
  15325. hemiLength += 1;
  15326. }
  15327. }
  15328. // null eventual remains from removed lights
  15329. // (this is to avoid if in shader)
  15330. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  15331. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  15332. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  15333. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  15334. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  15335. zlights.directional.length = dirLength;
  15336. zlights.point.length = pointLength;
  15337. zlights.spot.length = spotLength;
  15338. zlights.hemi.length = hemiLength;
  15339. zlights.ambient[ 0 ] = r;
  15340. zlights.ambient[ 1 ] = g;
  15341. zlights.ambient[ 2 ] = b;
  15342. };
  15343. // GL state setting
  15344. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  15345. if ( cullFace === THREE.CullFaceNone ) {
  15346. _gl.disable( _gl.CULL_FACE );
  15347. } else {
  15348. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  15349. _gl.frontFace( _gl.CW );
  15350. } else {
  15351. _gl.frontFace( _gl.CCW );
  15352. }
  15353. if ( cullFace === THREE.CullFaceBack ) {
  15354. _gl.cullFace( _gl.BACK );
  15355. } else if ( cullFace === THREE.CullFaceFront ) {
  15356. _gl.cullFace( _gl.FRONT );
  15357. } else {
  15358. _gl.cullFace( _gl.FRONT_AND_BACK );
  15359. }
  15360. _gl.enable( _gl.CULL_FACE );
  15361. }
  15362. };
  15363. this.setMaterialFaces = function ( material ) {
  15364. var doubleSided = material.side === THREE.DoubleSide;
  15365. var flipSided = material.side === THREE.BackSide;
  15366. if ( _oldDoubleSided !== doubleSided ) {
  15367. if ( doubleSided ) {
  15368. _gl.disable( _gl.CULL_FACE );
  15369. } else {
  15370. _gl.enable( _gl.CULL_FACE );
  15371. }
  15372. _oldDoubleSided = doubleSided;
  15373. }
  15374. if ( _oldFlipSided !== flipSided ) {
  15375. if ( flipSided ) {
  15376. _gl.frontFace( _gl.CW );
  15377. } else {
  15378. _gl.frontFace( _gl.CCW );
  15379. }
  15380. _oldFlipSided = flipSided;
  15381. }
  15382. };
  15383. this.setDepthTest = function ( depthTest ) {
  15384. if ( _oldDepthTest !== depthTest ) {
  15385. if ( depthTest ) {
  15386. _gl.enable( _gl.DEPTH_TEST );
  15387. } else {
  15388. _gl.disable( _gl.DEPTH_TEST );
  15389. }
  15390. _oldDepthTest = depthTest;
  15391. }
  15392. };
  15393. this.setDepthWrite = function ( depthWrite ) {
  15394. if ( _oldDepthWrite !== depthWrite ) {
  15395. _gl.depthMask( depthWrite );
  15396. _oldDepthWrite = depthWrite;
  15397. }
  15398. };
  15399. function setLineWidth ( width ) {
  15400. if ( width !== _oldLineWidth ) {
  15401. _gl.lineWidth( width );
  15402. _oldLineWidth = width;
  15403. }
  15404. };
  15405. function setPolygonOffset ( polygonoffset, factor, units ) {
  15406. if ( _oldPolygonOffset !== polygonoffset ) {
  15407. if ( polygonoffset ) {
  15408. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  15409. } else {
  15410. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  15411. }
  15412. _oldPolygonOffset = polygonoffset;
  15413. }
  15414. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  15415. _gl.polygonOffset( factor, units );
  15416. _oldPolygonOffsetFactor = factor;
  15417. _oldPolygonOffsetUnits = units;
  15418. }
  15419. };
  15420. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  15421. if ( blending !== _oldBlending ) {
  15422. if ( blending === THREE.NoBlending ) {
  15423. _gl.disable( _gl.BLEND );
  15424. } else if ( blending === THREE.AdditiveBlending ) {
  15425. _gl.enable( _gl.BLEND );
  15426. _gl.blendEquation( _gl.FUNC_ADD );
  15427. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  15428. } else if ( blending === THREE.SubtractiveBlending ) {
  15429. // TODO: Find blendFuncSeparate() combination
  15430. _gl.enable( _gl.BLEND );
  15431. _gl.blendEquation( _gl.FUNC_ADD );
  15432. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  15433. } else if ( blending === THREE.MultiplyBlending ) {
  15434. // TODO: Find blendFuncSeparate() combination
  15435. _gl.enable( _gl.BLEND );
  15436. _gl.blendEquation( _gl.FUNC_ADD );
  15437. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  15438. } else if ( blending === THREE.CustomBlending ) {
  15439. _gl.enable( _gl.BLEND );
  15440. } else {
  15441. _gl.enable( _gl.BLEND );
  15442. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  15443. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  15444. }
  15445. _oldBlending = blending;
  15446. }
  15447. if ( blending === THREE.CustomBlending ) {
  15448. if ( blendEquation !== _oldBlendEquation ) {
  15449. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  15450. _oldBlendEquation = blendEquation;
  15451. }
  15452. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  15453. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  15454. _oldBlendSrc = blendSrc;
  15455. _oldBlendDst = blendDst;
  15456. }
  15457. } else {
  15458. _oldBlendEquation = null;
  15459. _oldBlendSrc = null;
  15460. _oldBlendDst = null;
  15461. }
  15462. };
  15463. // Textures
  15464. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  15465. if ( isImagePowerOfTwo ) {
  15466. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  15467. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  15468. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  15469. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  15470. } else {
  15471. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  15472. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  15473. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  15474. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  15475. }
  15476. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  15477. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  15478. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  15479. texture.__oldAnisotropy = texture.anisotropy;
  15480. }
  15481. }
  15482. };
  15483. this.setTexture = function ( texture, slot ) {
  15484. if ( texture.needsUpdate ) {
  15485. if ( ! texture.__webglInit ) {
  15486. texture.__webglInit = true;
  15487. texture.addEventListener( 'dispose', onTextureDispose );
  15488. texture.__webglTexture = _gl.createTexture();
  15489. _this.info.memory.textures ++;
  15490. }
  15491. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15492. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  15493. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  15494. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  15495. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  15496. var image = texture.image,
  15497. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  15498. glFormat = paramThreeToGL( texture.format ),
  15499. glType = paramThreeToGL( texture.type );
  15500. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  15501. var mipmap, mipmaps = texture.mipmaps;
  15502. if ( texture instanceof THREE.DataTexture ) {
  15503. // use manually created mipmaps if available
  15504. // if there are no manual mipmaps
  15505. // set 0 level mipmap and then use GL to generate other mipmap levels
  15506. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  15507. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  15508. mipmap = mipmaps[ i ];
  15509. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  15510. }
  15511. texture.generateMipmaps = false;
  15512. } else {
  15513. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  15514. }
  15515. } else if ( texture instanceof THREE.CompressedTexture ) {
  15516. for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  15517. mipmap = mipmaps[ i ];
  15518. if ( texture.format!==THREE.RGBAFormat ) {
  15519. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  15520. } else {
  15521. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  15522. }
  15523. }
  15524. } else { // regular Texture (image, video, canvas)
  15525. // use manually created mipmaps if available
  15526. // if there are no manual mipmaps
  15527. // set 0 level mipmap and then use GL to generate other mipmap levels
  15528. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  15529. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  15530. mipmap = mipmaps[ i ];
  15531. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  15532. }
  15533. texture.generateMipmaps = false;
  15534. } else {
  15535. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  15536. }
  15537. }
  15538. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  15539. texture.needsUpdate = false;
  15540. if ( texture.onUpdate ) texture.onUpdate();
  15541. } else {
  15542. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15543. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  15544. }
  15545. };
  15546. function clampToMaxSize ( image, maxSize ) {
  15547. if ( image.width <= maxSize && image.height <= maxSize ) {
  15548. return image;
  15549. }
  15550. // Warning: Scaling through the canvas will only work with images that use
  15551. // premultiplied alpha.
  15552. var maxDimension = Math.max( image.width, image.height );
  15553. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  15554. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  15555. var canvas = document.createElement( 'canvas' );
  15556. canvas.width = newWidth;
  15557. canvas.height = newHeight;
  15558. var ctx = canvas.getContext( "2d" );
  15559. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  15560. return canvas;
  15561. }
  15562. function setCubeTexture ( texture, slot ) {
  15563. if ( texture.image.length === 6 ) {
  15564. if ( texture.needsUpdate ) {
  15565. if ( ! texture.image.__webglTextureCube ) {
  15566. texture.addEventListener( 'dispose', onTextureDispose );
  15567. texture.image.__webglTextureCube = _gl.createTexture();
  15568. _this.info.memory.textures ++;
  15569. }
  15570. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15571. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  15572. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  15573. var isCompressed = texture instanceof THREE.CompressedTexture;
  15574. var cubeImage = [];
  15575. for ( var i = 0; i < 6; i ++ ) {
  15576. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  15577. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  15578. } else {
  15579. cubeImage[ i ] = texture.image[ i ];
  15580. }
  15581. }
  15582. var image = cubeImage[ 0 ],
  15583. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  15584. glFormat = paramThreeToGL( texture.format ),
  15585. glType = paramThreeToGL( texture.type );
  15586. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  15587. for ( var i = 0; i < 6; i ++ ) {
  15588. if( !isCompressed ) {
  15589. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  15590. } else {
  15591. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  15592. for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  15593. mipmap = mipmaps[ j ];
  15594. if ( texture.format!==THREE.RGBAFormat ) {
  15595. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  15596. } else {
  15597. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  15598. }
  15599. }
  15600. }
  15601. }
  15602. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  15603. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15604. }
  15605. texture.needsUpdate = false;
  15606. if ( texture.onUpdate ) texture.onUpdate();
  15607. } else {
  15608. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15609. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  15610. }
  15611. }
  15612. };
  15613. function setCubeTextureDynamic ( texture, slot ) {
  15614. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15615. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  15616. };
  15617. // Render targets
  15618. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  15619. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  15620. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  15621. };
  15622. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  15623. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  15624. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  15625. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  15626. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15627. /* For some reason this is not working. Defaulting to RGBA4.
  15628. } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15629. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  15630. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15631. */
  15632. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15633. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  15634. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15635. } else {
  15636. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  15637. }
  15638. };
  15639. this.setRenderTarget = function ( renderTarget ) {
  15640. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  15641. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  15642. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  15643. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  15644. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  15645. renderTarget.__webglTexture = _gl.createTexture();
  15646. _this.info.memory.textures ++;
  15647. // Setup texture, create render and frame buffers
  15648. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  15649. glFormat = paramThreeToGL( renderTarget.format ),
  15650. glType = paramThreeToGL( renderTarget.type );
  15651. if ( isCube ) {
  15652. renderTarget.__webglFramebuffer = [];
  15653. renderTarget.__webglRenderbuffer = [];
  15654. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  15655. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  15656. for ( var i = 0; i < 6; i ++ ) {
  15657. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  15658. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  15659. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  15660. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  15661. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  15662. }
  15663. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15664. } else {
  15665. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  15666. if ( renderTarget.shareDepthFrom ) {
  15667. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  15668. } else {
  15669. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  15670. }
  15671. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  15672. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  15673. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  15674. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  15675. if ( renderTarget.shareDepthFrom ) {
  15676. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  15677. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  15678. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15679. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  15680. }
  15681. } else {
  15682. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  15683. }
  15684. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  15685. }
  15686. // Release everything
  15687. if ( isCube ) {
  15688. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  15689. } else {
  15690. _gl.bindTexture( _gl.TEXTURE_2D, null );
  15691. }
  15692. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  15693. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  15694. }
  15695. var framebuffer, width, height, vx, vy;
  15696. if ( renderTarget ) {
  15697. if ( isCube ) {
  15698. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  15699. } else {
  15700. framebuffer = renderTarget.__webglFramebuffer;
  15701. }
  15702. width = renderTarget.width;
  15703. height = renderTarget.height;
  15704. vx = 0;
  15705. vy = 0;
  15706. } else {
  15707. framebuffer = null;
  15708. width = _viewportWidth;
  15709. height = _viewportHeight;
  15710. vx = _viewportX;
  15711. vy = _viewportY;
  15712. }
  15713. if ( framebuffer !== _currentFramebuffer ) {
  15714. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  15715. _gl.viewport( vx, vy, width, height );
  15716. _currentFramebuffer = framebuffer;
  15717. }
  15718. _currentWidth = width;
  15719. _currentHeight = height;
  15720. };
  15721. function updateRenderTargetMipmap ( renderTarget ) {
  15722. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  15723. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  15724. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15725. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  15726. } else {
  15727. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  15728. _gl.generateMipmap( _gl.TEXTURE_2D );
  15729. _gl.bindTexture( _gl.TEXTURE_2D, null );
  15730. }
  15731. };
  15732. // Fallback filters for non-power-of-2 textures
  15733. function filterFallback ( f ) {
  15734. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  15735. return _gl.NEAREST;
  15736. }
  15737. return _gl.LINEAR;
  15738. };
  15739. // Map three.js constants to WebGL constants
  15740. function paramThreeToGL ( p ) {
  15741. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  15742. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  15743. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  15744. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  15745. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  15746. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  15747. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  15748. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  15749. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  15750. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  15751. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  15752. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  15753. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  15754. if ( p === THREE.ByteType ) return _gl.BYTE;
  15755. if ( p === THREE.ShortType ) return _gl.SHORT;
  15756. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  15757. if ( p === THREE.IntType ) return _gl.INT;
  15758. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  15759. if ( p === THREE.FloatType ) return _gl.FLOAT;
  15760. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  15761. if ( p === THREE.RGBFormat ) return _gl.RGB;
  15762. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  15763. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  15764. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  15765. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  15766. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  15767. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  15768. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  15769. if ( p === THREE.OneFactor ) return _gl.ONE;
  15770. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  15771. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  15772. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  15773. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  15774. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  15775. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  15776. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  15777. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  15778. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  15779. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  15780. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  15781. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  15782. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  15783. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  15784. }
  15785. return 0;
  15786. };
  15787. // Allocations
  15788. function allocateBones ( object ) {
  15789. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  15790. return 1024;
  15791. } else {
  15792. // default for when object is not specified
  15793. // ( for example when prebuilding shader
  15794. // to be used with multiple objects )
  15795. //
  15796. // - leave some extra space for other uniforms
  15797. // - limit here is ANGLE's 254 max uniform vectors
  15798. // (up to 54 should be safe)
  15799. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  15800. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  15801. var maxBones = nVertexMatrices;
  15802. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  15803. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  15804. if ( maxBones < object.skeleton.bones.length ) {
  15805. console.warn( "WebGLRenderer: too many bones - " + object.skeleton.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  15806. }
  15807. }
  15808. return maxBones;
  15809. }
  15810. };
  15811. function allocateLights( lights ) {
  15812. var dirLights = 0;
  15813. var pointLights = 0;
  15814. var spotLights = 0;
  15815. var hemiLights = 0;
  15816. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  15817. var light = lights[ l ];
  15818. if ( light.onlyShadow || light.visible === false ) continue;
  15819. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  15820. if ( light instanceof THREE.PointLight ) pointLights ++;
  15821. if ( light instanceof THREE.SpotLight ) spotLights ++;
  15822. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  15823. }
  15824. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  15825. };
  15826. function allocateShadows( lights ) {
  15827. var maxShadows = 0;
  15828. for ( var l = 0, ll = lights.length; l < ll; l++ ) {
  15829. var light = lights[ l ];
  15830. if ( ! light.castShadow ) continue;
  15831. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  15832. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  15833. }
  15834. return maxShadows;
  15835. };
  15836. // Initialization
  15837. function initGL() {
  15838. try {
  15839. var attributes = {
  15840. alpha: _alpha,
  15841. depth: _depth,
  15842. stencil: _stencil,
  15843. antialias: _antialias,
  15844. premultipliedAlpha: _premultipliedAlpha,
  15845. preserveDrawingBuffer: _preserveDrawingBuffer
  15846. };
  15847. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  15848. if ( _gl === null ) {
  15849. throw 'Error creating WebGL context.';
  15850. }
  15851. } catch ( error ) {
  15852. console.error( error );
  15853. }
  15854. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  15855. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  15856. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  15857. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  15858. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  15859. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  15860. if ( _glExtensionTextureFloat === null ) {
  15861. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  15862. }
  15863. if ( _glExtensionStandardDerivatives === null ) {
  15864. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  15865. }
  15866. if ( _glExtensionTextureFilterAnisotropic === null ) {
  15867. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  15868. }
  15869. if ( _glExtensionCompressedTextureS3TC === null ) {
  15870. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  15871. }
  15872. if ( _glExtensionElementIndexUint === null ) {
  15873. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  15874. }
  15875. if ( _gl.getShaderPrecisionFormat === undefined ) {
  15876. _gl.getShaderPrecisionFormat = function() {
  15877. return {
  15878. "rangeMin" : 1,
  15879. "rangeMax" : 1,
  15880. "precision" : 1
  15881. };
  15882. }
  15883. }
  15884. if ( _logarithmicDepthBuffer ) {
  15885. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  15886. }
  15887. };
  15888. function setDefaultGLState () {
  15889. _gl.clearColor( 0, 0, 0, 1 );
  15890. _gl.clearDepth( 1 );
  15891. _gl.clearStencil( 0 );
  15892. _gl.enable( _gl.DEPTH_TEST );
  15893. _gl.depthFunc( _gl.LEQUAL );
  15894. _gl.frontFace( _gl.CCW );
  15895. _gl.cullFace( _gl.BACK );
  15896. _gl.enable( _gl.CULL_FACE );
  15897. _gl.enable( _gl.BLEND );
  15898. _gl.blendEquation( _gl.FUNC_ADD );
  15899. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  15900. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  15901. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  15902. };
  15903. // default plugins (order is important)
  15904. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  15905. this.addPrePlugin( this.shadowMapPlugin );
  15906. this.addPostPlugin( new THREE.SpritePlugin() );
  15907. this.addPostPlugin( new THREE.LensFlarePlugin() );
  15908. };
  15909. /**
  15910. * @author szimek / https://github.com/szimek/
  15911. * @author alteredq / http://alteredqualia.com/
  15912. */
  15913. THREE.WebGLRenderTarget = function ( width, height, options ) {
  15914. this.width = width;
  15915. this.height = height;
  15916. options = options || {};
  15917. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  15918. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  15919. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  15920. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  15921. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  15922. this.offset = new THREE.Vector2( 0, 0 );
  15923. this.repeat = new THREE.Vector2( 1, 1 );
  15924. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  15925. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  15926. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  15927. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  15928. this.generateMipmaps = true;
  15929. this.shareDepthFrom = null;
  15930. };
  15931. THREE.WebGLRenderTarget.prototype = {
  15932. constructor: THREE.WebGLRenderTarget,
  15933. setSize: function ( width, height ) {
  15934. this.width = width;
  15935. this.height = height;
  15936. },
  15937. clone: function () {
  15938. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  15939. tmp.wrapS = this.wrapS;
  15940. tmp.wrapT = this.wrapT;
  15941. tmp.magFilter = this.magFilter;
  15942. tmp.minFilter = this.minFilter;
  15943. tmp.anisotropy = this.anisotropy;
  15944. tmp.offset.copy( this.offset );
  15945. tmp.repeat.copy( this.repeat );
  15946. tmp.format = this.format;
  15947. tmp.type = this.type;
  15948. tmp.depthBuffer = this.depthBuffer;
  15949. tmp.stencilBuffer = this.stencilBuffer;
  15950. tmp.generateMipmaps = this.generateMipmaps;
  15951. tmp.shareDepthFrom = this.shareDepthFrom;
  15952. return tmp;
  15953. },
  15954. dispose: function () {
  15955. this.dispatchEvent( { type: 'dispose' } );
  15956. }
  15957. };
  15958. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  15959. /**
  15960. * @author alteredq / http://alteredqualia.com
  15961. */
  15962. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  15963. THREE.WebGLRenderTarget.call( this, width, height, options );
  15964. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  15965. };
  15966. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  15967. THREE.WebGLProgram = ( function () {
  15968. var programIdCount = 0;
  15969. var generateDefines = function ( defines ) {
  15970. var value, chunk, chunks = [];
  15971. for ( var d in defines ) {
  15972. value = defines[ d ];
  15973. if ( value === false ) continue;
  15974. chunk = "#define " + d + " " + value;
  15975. chunks.push( chunk );
  15976. }
  15977. return chunks.join( "\n" );
  15978. };
  15979. var cacheUniformLocations = function ( gl, program, identifiers ) {
  15980. var uniforms = {};
  15981. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  15982. var id = identifiers[ i ];
  15983. uniforms[ id ] = gl.getUniformLocation( program, id );
  15984. }
  15985. return uniforms;
  15986. };
  15987. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  15988. var attributes = {};
  15989. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  15990. var id = identifiers[ i ];
  15991. attributes[ id ] = gl.getAttribLocation( program, id );
  15992. }
  15993. return attributes;
  15994. };
  15995. return function ( renderer, code, material, parameters ) {
  15996. var _this = renderer;
  15997. var _gl = _this.context;
  15998. var fragmentShader = material.fragmentShader;
  15999. var vertexShader = material.vertexShader;
  16000. var uniforms = material.uniforms;
  16001. var attributes = material.attributes;
  16002. var defines = material.defines;
  16003. var index0AttributeName = material.index0AttributeName;
  16004. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  16005. // programs with morphTargets displace position out of attribute 0
  16006. index0AttributeName = 'position';
  16007. }
  16008. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  16009. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  16010. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  16011. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  16012. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  16013. }
  16014. // console.log( "building new program " );
  16015. //
  16016. var customDefines = generateDefines( defines );
  16017. //
  16018. var program = _gl.createProgram();
  16019. var prefix_vertex, prefix_fragment;
  16020. if ( material instanceof THREE.RawShaderMaterial ) {
  16021. prefix_vertex = '';
  16022. prefix_fragment = '';
  16023. } else {
  16024. prefix_vertex = [
  16025. "precision " + parameters.precision + " float;",
  16026. "precision " + parameters.precision + " int;",
  16027. customDefines,
  16028. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  16029. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  16030. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  16031. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  16032. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  16033. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  16034. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  16035. "#define MAX_SHADOWS " + parameters.maxShadows,
  16036. "#define MAX_BONES " + parameters.maxBones,
  16037. parameters.map ? "#define USE_MAP" : "",
  16038. parameters.envMap ? "#define USE_ENVMAP" : "",
  16039. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  16040. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  16041. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  16042. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  16043. parameters.vertexColors ? "#define USE_COLOR" : "",
  16044. parameters.skinning ? "#define USE_SKINNING" : "",
  16045. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  16046. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  16047. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  16048. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  16049. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  16050. parameters.flipSided ? "#define FLIP_SIDED" : "",
  16051. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  16052. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  16053. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  16054. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  16055. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  16056. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  16057. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  16058. "uniform mat4 modelMatrix;",
  16059. "uniform mat4 modelViewMatrix;",
  16060. "uniform mat4 projectionMatrix;",
  16061. "uniform mat4 viewMatrix;",
  16062. "uniform mat3 normalMatrix;",
  16063. "uniform vec3 cameraPosition;",
  16064. "attribute vec3 position;",
  16065. "attribute vec3 normal;",
  16066. "attribute vec2 uv;",
  16067. "attribute vec2 uv2;",
  16068. "#ifdef USE_COLOR",
  16069. " attribute vec3 color;",
  16070. "#endif",
  16071. "#ifdef USE_MORPHTARGETS",
  16072. " attribute vec3 morphTarget0;",
  16073. " attribute vec3 morphTarget1;",
  16074. " attribute vec3 morphTarget2;",
  16075. " attribute vec3 morphTarget3;",
  16076. " #ifdef USE_MORPHNORMALS",
  16077. " attribute vec3 morphNormal0;",
  16078. " attribute vec3 morphNormal1;",
  16079. " attribute vec3 morphNormal2;",
  16080. " attribute vec3 morphNormal3;",
  16081. " #else",
  16082. " attribute vec3 morphTarget4;",
  16083. " attribute vec3 morphTarget5;",
  16084. " attribute vec3 morphTarget6;",
  16085. " attribute vec3 morphTarget7;",
  16086. " #endif",
  16087. "#endif",
  16088. "#ifdef USE_SKINNING",
  16089. " attribute vec4 skinIndex;",
  16090. " attribute vec4 skinWeight;",
  16091. "#endif",
  16092. ""
  16093. ].join( '\n' );
  16094. prefix_fragment = [
  16095. "precision " + parameters.precision + " float;",
  16096. "precision " + parameters.precision + " int;",
  16097. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  16098. customDefines,
  16099. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  16100. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  16101. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  16102. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  16103. "#define MAX_SHADOWS " + parameters.maxShadows,
  16104. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  16105. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  16106. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  16107. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  16108. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  16109. parameters.map ? "#define USE_MAP" : "",
  16110. parameters.envMap ? "#define USE_ENVMAP" : "",
  16111. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  16112. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  16113. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  16114. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  16115. parameters.vertexColors ? "#define USE_COLOR" : "",
  16116. parameters.metal ? "#define METAL" : "",
  16117. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  16118. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  16119. parameters.flipSided ? "#define FLIP_SIDED" : "",
  16120. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  16121. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  16122. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  16123. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  16124. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  16125. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  16126. "uniform mat4 viewMatrix;",
  16127. "uniform vec3 cameraPosition;",
  16128. ""
  16129. ].join( '\n' );
  16130. }
  16131. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  16132. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  16133. _gl.attachShader( program, glVertexShader );
  16134. _gl.attachShader( program, glFragmentShader );
  16135. if ( index0AttributeName !== undefined ) {
  16136. // Force a particular attribute to index 0.
  16137. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  16138. // And, color, for example is often automatically bound to index 0 so disabling it
  16139. _gl.bindAttribLocation( program, 0, index0AttributeName );
  16140. }
  16141. _gl.linkProgram( program );
  16142. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  16143. console.error( 'Could not initialise shader' );
  16144. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  16145. console.error( 'gl.getError()', _gl.getError() );
  16146. }
  16147. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  16148. console.error( 'gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  16149. }
  16150. // clean up
  16151. _gl.deleteShader( glVertexShader );
  16152. _gl.deleteShader( glFragmentShader );
  16153. // cache uniform locations
  16154. var identifiers = [
  16155. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  16156. 'morphTargetInfluences'
  16157. ];
  16158. if ( parameters.useVertexTexture ) {
  16159. identifiers.push( 'boneTexture' );
  16160. identifiers.push( 'boneTextureWidth' );
  16161. identifiers.push( 'boneTextureHeight' );
  16162. } else {
  16163. identifiers.push( 'boneGlobalMatrices' );
  16164. }
  16165. if ( parameters.logarithmicDepthBuffer ) {
  16166. identifiers.push('logDepthBufFC');
  16167. }
  16168. for ( var u in uniforms ) {
  16169. identifiers.push( u );
  16170. }
  16171. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  16172. // cache attributes locations
  16173. identifiers = [
  16174. "position", "normal", "uv", "uv2", "tangent", "color",
  16175. "skinIndex", "skinWeight", "lineDistance"
  16176. ];
  16177. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  16178. identifiers.push( "morphTarget" + i );
  16179. }
  16180. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  16181. identifiers.push( "morphNormal" + i );
  16182. }
  16183. for ( var a in attributes ) {
  16184. identifiers.push( a );
  16185. }
  16186. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  16187. //
  16188. this.id = programIdCount ++;
  16189. this.code = code;
  16190. this.usedTimes = 1;
  16191. this.program = program;
  16192. this.vertexShader = glVertexShader;
  16193. this.fragmentShader = glFragmentShader;
  16194. return this;
  16195. };
  16196. } )();
  16197. THREE.WebGLShader = ( function () {
  16198. var addLineNumbers = function ( string ) {
  16199. var lines = string.split( '\n' );
  16200. for ( var i = 0; i < lines.length; i ++ ) {
  16201. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  16202. }
  16203. return lines.join( '\n' );
  16204. };
  16205. return function ( gl, type, string ) {
  16206. var shader = gl.createShader( type );
  16207. gl.shaderSource( shader, string );
  16208. gl.compileShader( shader );
  16209. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  16210. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  16211. }
  16212. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  16213. console.error( 'THREE.WebGLShader:', 'gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  16214. console.error( addLineNumbers( string ) );
  16215. }
  16216. // --enable-privileged-webgl-extension
  16217. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  16218. return shader;
  16219. };
  16220. } )();
  16221. /**
  16222. * @author mrdoob / http://mrdoob.com/
  16223. */
  16224. THREE.RenderableVertex = function () {
  16225. this.position = new THREE.Vector3();
  16226. this.positionWorld = new THREE.Vector3();
  16227. this.positionScreen = new THREE.Vector4();
  16228. this.visible = true;
  16229. };
  16230. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  16231. this.positionWorld.copy( vertex.positionWorld );
  16232. this.positionScreen.copy( vertex.positionScreen );
  16233. };
  16234. /**
  16235. * @author mrdoob / http://mrdoob.com/
  16236. */
  16237. THREE.RenderableFace = function () {
  16238. this.id = 0;
  16239. this.v1 = new THREE.RenderableVertex();
  16240. this.v2 = new THREE.RenderableVertex();
  16241. this.v3 = new THREE.RenderableVertex();
  16242. this.normalModel = new THREE.Vector3();
  16243. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  16244. this.vertexNormalsLength = 0;
  16245. this.color = null;
  16246. this.material = null;
  16247. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  16248. this.z = 0;
  16249. };
  16250. /**
  16251. * @author mrdoob / http://mrdoob.com/
  16252. */
  16253. THREE.RenderableObject = function () {
  16254. this.id = 0;
  16255. this.object = null;
  16256. this.z = 0;
  16257. };
  16258. /**
  16259. * @author mrdoob / http://mrdoob.com/
  16260. */
  16261. THREE.RenderableSprite = function () {
  16262. this.id = 0;
  16263. this.object = null;
  16264. this.x = 0;
  16265. this.y = 0;
  16266. this.z = 0;
  16267. this.rotation = 0;
  16268. this.scale = new THREE.Vector2();
  16269. this.material = null;
  16270. };
  16271. /**
  16272. * @author mrdoob / http://mrdoob.com/
  16273. */
  16274. THREE.RenderableLine = function () {
  16275. this.id = 0;
  16276. this.v1 = new THREE.RenderableVertex();
  16277. this.v2 = new THREE.RenderableVertex();
  16278. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  16279. this.material = null;
  16280. this.z = 0;
  16281. };
  16282. /**
  16283. * @author mrdoob / http://mrdoob.com/
  16284. * @author alteredq / http://alteredqualia.com/
  16285. */
  16286. THREE.GeometryUtils = {
  16287. // Merge two geometries or geometry and geometry from object (using object's transform)
  16288. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  16289. console.warn( 'DEPRECATED: GeometryUtils\'s .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  16290. var matrix;
  16291. if ( geometry2 instanceof THREE.Mesh ) {
  16292. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  16293. matrix = geometry2.matrix;
  16294. geometry2 = geometry2.geometry;
  16295. }
  16296. geometry1.merge( geometry2, matrix, materialIndexOffset );
  16297. },
  16298. // Get random point in triangle (via barycentric coordinates)
  16299. // (uniform distribution)
  16300. // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
  16301. randomPointInTriangle: function () {
  16302. var vector = new THREE.Vector3();
  16303. return function ( vectorA, vectorB, vectorC ) {
  16304. var point = new THREE.Vector3();
  16305. var a = THREE.Math.random16();
  16306. var b = THREE.Math.random16();
  16307. if ( ( a + b ) > 1 ) {
  16308. a = 1 - a;
  16309. b = 1 - b;
  16310. }
  16311. var c = 1 - a - b;
  16312. point.copy( vectorA );
  16313. point.multiplyScalar( a );
  16314. vector.copy( vectorB );
  16315. vector.multiplyScalar( b );
  16316. point.add( vector );
  16317. vector.copy( vectorC );
  16318. vector.multiplyScalar( c );
  16319. point.add( vector );
  16320. return point;
  16321. };
  16322. }(),
  16323. // Get random point in face (triangle)
  16324. // (uniform distribution)
  16325. randomPointInFace: function ( face, geometry, useCachedAreas ) {
  16326. var vA, vB, vC;
  16327. vA = geometry.vertices[ face.a ];
  16328. vB = geometry.vertices[ face.b ];
  16329. vC = geometry.vertices[ face.c ];
  16330. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
  16331. },
  16332. // Get uniformly distributed random points in mesh
  16333. // - create array with cumulative sums of face areas
  16334. // - pick random number from 0 to total area
  16335. // - find corresponding place in area array by binary search
  16336. // - get random point in face
  16337. randomPointsInGeometry: function ( geometry, n ) {
  16338. var face, i,
  16339. faces = geometry.faces,
  16340. vertices = geometry.vertices,
  16341. il = faces.length,
  16342. totalArea = 0,
  16343. cumulativeAreas = [],
  16344. vA, vB, vC, vD;
  16345. // precompute face areas
  16346. for ( i = 0; i < il; i ++ ) {
  16347. face = faces[ i ];
  16348. vA = vertices[ face.a ];
  16349. vB = vertices[ face.b ];
  16350. vC = vertices[ face.c ];
  16351. face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
  16352. totalArea += face._area;
  16353. cumulativeAreas[ i ] = totalArea;
  16354. }
  16355. // binary search cumulative areas array
  16356. function binarySearchIndices( value ) {
  16357. function binarySearch( start, end ) {
  16358. // return closest larger index
  16359. // if exact number is not found
  16360. if ( end < start )
  16361. return start;
  16362. var mid = start + Math.floor( ( end - start ) / 2 );
  16363. if ( cumulativeAreas[ mid ] > value ) {
  16364. return binarySearch( start, mid - 1 );
  16365. } else if ( cumulativeAreas[ mid ] < value ) {
  16366. return binarySearch( mid + 1, end );
  16367. } else {
  16368. return mid;
  16369. }
  16370. }
  16371. var result = binarySearch( 0, cumulativeAreas.length - 1 )
  16372. return result;
  16373. }
  16374. // pick random face weighted by face area
  16375. var r, index,
  16376. result = [];
  16377. var stats = {};
  16378. for ( i = 0; i < n; i ++ ) {
  16379. r = THREE.Math.random16() * totalArea;
  16380. index = binarySearchIndices( r );
  16381. result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
  16382. if ( ! stats[ index ] ) {
  16383. stats[ index ] = 1;
  16384. } else {
  16385. stats[ index ] += 1;
  16386. }
  16387. }
  16388. return result;
  16389. },
  16390. // Get triangle area (half of parallelogram)
  16391. // http://mathworld.wolfram.com/TriangleArea.html
  16392. triangleArea: function () {
  16393. var vector1 = new THREE.Vector3();
  16394. var vector2 = new THREE.Vector3();
  16395. return function ( vectorA, vectorB, vectorC ) {
  16396. vector1.subVectors( vectorB, vectorA );
  16397. vector2.subVectors( vectorC, vectorA );
  16398. vector1.cross( vector2 );
  16399. return 0.5 * vector1.length();
  16400. };
  16401. }(),
  16402. // Center geometry so that 0,0,0 is in center of bounding box
  16403. center: function ( geometry ) {
  16404. geometry.computeBoundingBox();
  16405. var bb = geometry.boundingBox;
  16406. var offset = new THREE.Vector3();
  16407. offset.addVectors( bb.min, bb.max );
  16408. offset.multiplyScalar( -0.5 );
  16409. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  16410. geometry.computeBoundingBox();
  16411. return offset;
  16412. }
  16413. };
  16414. /**
  16415. * @author alteredq / http://alteredqualia.com/
  16416. * @author mrdoob / http://mrdoob.com/
  16417. */
  16418. THREE.ImageUtils = {
  16419. crossOrigin: undefined,
  16420. loadTexture: function ( url, mapping, onLoad, onError ) {
  16421. var loader = new THREE.ImageLoader();
  16422. loader.crossOrigin = this.crossOrigin;
  16423. var texture = new THREE.Texture( undefined, mapping );
  16424. var image = loader.load( url, function () {
  16425. texture.needsUpdate = true;
  16426. if ( onLoad ) onLoad( texture );
  16427. }, undefined, function ( event ) {
  16428. if ( onError ) onError( event );
  16429. } );
  16430. texture.image = image;
  16431. texture.sourceFile = url;
  16432. return texture;
  16433. },
  16434. loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
  16435. var texture = new THREE.CompressedTexture();
  16436. texture.mapping = mapping;
  16437. var request = new XMLHttpRequest();
  16438. request.onload = function () {
  16439. var buffer = request.response;
  16440. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  16441. texture.format = dds.format;
  16442. texture.mipmaps = dds.mipmaps;
  16443. texture.image.width = dds.width;
  16444. texture.image.height = dds.height;
  16445. // gl.generateMipmap fails for compressed textures
  16446. // mipmaps must be embedded in the DDS file
  16447. // or texture filters must not use mipmapping
  16448. texture.generateMipmaps = false;
  16449. texture.needsUpdate = true;
  16450. if ( onLoad ) onLoad( texture );
  16451. }
  16452. request.onerror = onError;
  16453. request.open( 'GET', url, true );
  16454. request.responseType = "arraybuffer";
  16455. request.send( null );
  16456. return texture;
  16457. },
  16458. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  16459. var images = [];
  16460. images.loadCount = 0;
  16461. var loader = new THREE.ImageLoader();
  16462. loader.crossOrigin = this.crossOrigin;
  16463. var texture = new THREE.Texture();
  16464. texture.image = images;
  16465. if ( mapping !== undefined ) texture.mapping = mapping;
  16466. // no flipping needed for cube textures
  16467. texture.flipY = false;
  16468. for ( var i = 0, il = array.length; i < il; ++ i ) {
  16469. var cubeImage = loader.load( array[i], function () {
  16470. images.loadCount += 1;
  16471. if ( images.loadCount === 6 ) {
  16472. texture.needsUpdate = true;
  16473. if ( onLoad ) onLoad( texture );
  16474. }
  16475. } );
  16476. images[ i ] = cubeImage;
  16477. }
  16478. return texture;
  16479. },
  16480. loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
  16481. var images = [];
  16482. images.loadCount = 0;
  16483. var texture = new THREE.CompressedTexture();
  16484. texture.image = images;
  16485. if ( mapping !== undefined ) texture.mapping = mapping;
  16486. // no flipping for cube textures
  16487. // (also flipping doesn't work for compressed textures )
  16488. texture.flipY = false;
  16489. // can't generate mipmaps for compressed textures
  16490. // mips must be embedded in DDS files
  16491. texture.generateMipmaps = false;
  16492. var generateCubeFaceCallback = function ( rq, img ) {
  16493. return function () {
  16494. var buffer = rq.response;
  16495. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  16496. img.format = dds.format;
  16497. img.mipmaps = dds.mipmaps;
  16498. img.width = dds.width;
  16499. img.height = dds.height;
  16500. images.loadCount += 1;
  16501. if ( images.loadCount === 6 ) {
  16502. texture.format = dds.format;
  16503. texture.needsUpdate = true;
  16504. if ( onLoad ) onLoad( texture );
  16505. }
  16506. }
  16507. }
  16508. // compressed cubemap textures as 6 separate DDS files
  16509. if ( array instanceof Array ) {
  16510. for ( var i = 0, il = array.length; i < il; ++ i ) {
  16511. var cubeImage = {};
  16512. images[ i ] = cubeImage;
  16513. var request = new XMLHttpRequest();
  16514. request.onload = generateCubeFaceCallback( request, cubeImage );
  16515. request.onerror = onError;
  16516. var url = array[ i ];
  16517. request.open( 'GET', url, true );
  16518. request.responseType = "arraybuffer";
  16519. request.send( null );
  16520. }
  16521. // compressed cubemap texture stored in a single DDS file
  16522. } else {
  16523. var url = array;
  16524. var request = new XMLHttpRequest();
  16525. request.onload = function( ) {
  16526. var buffer = request.response;
  16527. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  16528. if ( dds.isCubemap ) {
  16529. var faces = dds.mipmaps.length / dds.mipmapCount;
  16530. for ( var f = 0; f < faces; f ++ ) {
  16531. images[ f ] = { mipmaps : [] };
  16532. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  16533. images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
  16534. images[ f ].format = dds.format;
  16535. images[ f ].width = dds.width;
  16536. images[ f ].height = dds.height;
  16537. }
  16538. }
  16539. texture.format = dds.format;
  16540. texture.needsUpdate = true;
  16541. if ( onLoad ) onLoad( texture );
  16542. }
  16543. }
  16544. request.onerror = onError;
  16545. request.open( 'GET', url, true );
  16546. request.responseType = "arraybuffer";
  16547. request.send( null );
  16548. }
  16549. return texture;
  16550. },
  16551. loadDDSTexture: function ( url, mapping, onLoad, onError ) {
  16552. var images = [];
  16553. images.loadCount = 0;
  16554. var texture = new THREE.CompressedTexture();
  16555. texture.image = images;
  16556. if ( mapping !== undefined ) texture.mapping = mapping;
  16557. // no flipping for cube textures
  16558. // (also flipping doesn't work for compressed textures )
  16559. texture.flipY = false;
  16560. // can't generate mipmaps for compressed textures
  16561. // mips must be embedded in DDS files
  16562. texture.generateMipmaps = false;
  16563. {
  16564. var request = new XMLHttpRequest();
  16565. request.onload = function( ) {
  16566. var buffer = request.response;
  16567. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  16568. if ( dds.isCubemap ) {
  16569. var faces = dds.mipmaps.length / dds.mipmapCount;
  16570. for ( var f = 0; f < faces; f ++ ) {
  16571. images[ f ] = { mipmaps : [] };
  16572. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  16573. images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
  16574. images[ f ].format = dds.format;
  16575. images[ f ].width = dds.width;
  16576. images[ f ].height = dds.height;
  16577. }
  16578. }
  16579. } else {
  16580. texture.image.width = dds.width;
  16581. texture.image.height = dds.height;
  16582. texture.mipmaps = dds.mipmaps;
  16583. }
  16584. texture.format = dds.format;
  16585. texture.needsUpdate = true;
  16586. if ( onLoad ) onLoad( texture );
  16587. }
  16588. request.onerror = onError;
  16589. request.open( 'GET', url, true );
  16590. request.responseType = "arraybuffer";
  16591. request.send( null );
  16592. }
  16593. return texture;
  16594. },
  16595. parseDDS: function ( buffer, loadMipmaps ) {
  16596. var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
  16597. // Adapted from @toji's DDS utils
  16598. // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
  16599. // All values and structures referenced from:
  16600. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  16601. var DDS_MAGIC = 0x20534444;
  16602. var DDSD_CAPS = 0x1,
  16603. DDSD_HEIGHT = 0x2,
  16604. DDSD_WIDTH = 0x4,
  16605. DDSD_PITCH = 0x8,
  16606. DDSD_PIXELFORMAT = 0x1000,
  16607. DDSD_MIPMAPCOUNT = 0x20000,
  16608. DDSD_LINEARSIZE = 0x80000,
  16609. DDSD_DEPTH = 0x800000;
  16610. var DDSCAPS_COMPLEX = 0x8,
  16611. DDSCAPS_MIPMAP = 0x400000,
  16612. DDSCAPS_TEXTURE = 0x1000;
  16613. var DDSCAPS2_CUBEMAP = 0x200,
  16614. DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  16615. DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  16616. DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  16617. DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  16618. DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  16619. DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  16620. DDSCAPS2_VOLUME = 0x200000;
  16621. var DDPF_ALPHAPIXELS = 0x1,
  16622. DDPF_ALPHA = 0x2,
  16623. DDPF_FOURCC = 0x4,
  16624. DDPF_RGB = 0x40,
  16625. DDPF_YUV = 0x200,
  16626. DDPF_LUMINANCE = 0x20000;
  16627. function fourCCToInt32( value ) {
  16628. return value.charCodeAt(0) +
  16629. (value.charCodeAt(1) << 8) +
  16630. (value.charCodeAt(2) << 16) +
  16631. (value.charCodeAt(3) << 24);
  16632. }
  16633. function int32ToFourCC( value ) {
  16634. return String.fromCharCode(
  16635. value & 0xff,
  16636. (value >> 8) & 0xff,
  16637. (value >> 16) & 0xff,
  16638. (value >> 24) & 0xff
  16639. );
  16640. }
  16641. function loadARGBMip( buffer, dataOffset, width, height ) {
  16642. var dataLength = width*height*4;
  16643. var srcBuffer = new Uint8Array( buffer, dataOffset, dataLength );
  16644. var byteArray = new Uint8Array( dataLength );
  16645. var dst = 0;
  16646. var src = 0;
  16647. for ( var y = 0; y < height; y++ ) {
  16648. for ( var x = 0; x < width; x++ ) {
  16649. var b = srcBuffer[src]; src++;
  16650. var g = srcBuffer[src]; src++;
  16651. var r = srcBuffer[src]; src++;
  16652. var a = srcBuffer[src]; src++;
  16653. byteArray[dst] = r; dst++; //r
  16654. byteArray[dst] = g; dst++; //g
  16655. byteArray[dst] = b; dst++; //b
  16656. byteArray[dst] = a; dst++; //a
  16657. }
  16658. }
  16659. return byteArray;
  16660. }
  16661. var FOURCC_DXT1 = fourCCToInt32("DXT1");
  16662. var FOURCC_DXT3 = fourCCToInt32("DXT3");
  16663. var FOURCC_DXT5 = fourCCToInt32("DXT5");
  16664. var headerLengthInt = 31; // The header length in 32 bit ints
  16665. // Offsets into the header array
  16666. var off_magic = 0;
  16667. var off_size = 1;
  16668. var off_flags = 2;
  16669. var off_height = 3;
  16670. var off_width = 4;
  16671. var off_mipmapCount = 7;
  16672. var off_pfFlags = 20;
  16673. var off_pfFourCC = 21;
  16674. var off_RGBBitCount = 22;
  16675. var off_RBitMask = 23;
  16676. var off_GBitMask = 24;
  16677. var off_BBitMask = 25;
  16678. var off_ABitMask = 26;
  16679. var off_caps = 27;
  16680. var off_caps2 = 28;
  16681. var off_caps3 = 29;
  16682. var off_caps4 = 30;
  16683. // Parse header
  16684. var header = new Int32Array( buffer, 0, headerLengthInt );
  16685. if ( header[ off_magic ] !== DDS_MAGIC ) {
  16686. console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
  16687. return dds;
  16688. }
  16689. if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
  16690. console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
  16691. return dds;
  16692. }
  16693. var blockBytes;
  16694. var fourCC = header[ off_pfFourCC ];
  16695. var isRGBAUncompressed = false;
  16696. switch ( fourCC ) {
  16697. case FOURCC_DXT1:
  16698. blockBytes = 8;
  16699. dds.format = THREE.RGB_S3TC_DXT1_Format;
  16700. break;
  16701. case FOURCC_DXT3:
  16702. blockBytes = 16;
  16703. dds.format = THREE.RGBA_S3TC_DXT3_Format;
  16704. break;
  16705. case FOURCC_DXT5:
  16706. blockBytes = 16;
  16707. dds.format = THREE.RGBA_S3TC_DXT5_Format;
  16708. break;
  16709. default:
  16710. if( header[off_RGBBitCount] ==32
  16711. && header[off_RBitMask]&0xff0000
  16712. && header[off_GBitMask]&0xff00
  16713. && header[off_BBitMask]&0xff
  16714. && header[off_ABitMask]&0xff000000 ) {
  16715. isRGBAUncompressed = true;
  16716. blockBytes = 64;
  16717. dds.format = THREE.RGBAFormat;
  16718. } else {
  16719. console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
  16720. return dds;
  16721. }
  16722. }
  16723. dds.mipmapCount = 1;
  16724. if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
  16725. dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
  16726. }
  16727. //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
  16728. dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
  16729. dds.width = header[ off_width ];
  16730. dds.height = header[ off_height ];
  16731. var dataOffset = header[ off_size ] + 4;
  16732. // Extract mipmaps buffers
  16733. var width = dds.width;
  16734. var height = dds.height;
  16735. var faces = dds.isCubemap ? 6 : 1;
  16736. for ( var face = 0; face < faces; face ++ ) {
  16737. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  16738. if( isRGBAUncompressed ) {
  16739. var byteArray = loadARGBMip( buffer, dataOffset, width, height );
  16740. var dataLength = byteArray.length;
  16741. } else {
  16742. var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
  16743. var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
  16744. }
  16745. var mipmap = { "data": byteArray, "width": width, "height": height };
  16746. dds.mipmaps.push( mipmap );
  16747. dataOffset += dataLength;
  16748. width = Math.max( width * 0.5, 1 );
  16749. height = Math.max( height * 0.5, 1 );
  16750. }
  16751. width = dds.width;
  16752. height = dds.height;
  16753. }
  16754. return dds;
  16755. },
  16756. getNormalMap: function ( image, depth ) {
  16757. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  16758. var cross = function ( a, b ) {
  16759. 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 ] ];
  16760. }
  16761. var subtract = function ( a, b ) {
  16762. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  16763. }
  16764. var normalize = function ( a ) {
  16765. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  16766. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  16767. }
  16768. depth = depth | 1;
  16769. var width = image.width;
  16770. var height = image.height;
  16771. var canvas = document.createElement( 'canvas' );
  16772. canvas.width = width;
  16773. canvas.height = height;
  16774. var context = canvas.getContext( '2d' );
  16775. context.drawImage( image, 0, 0 );
  16776. var data = context.getImageData( 0, 0, width, height ).data;
  16777. var imageData = context.createImageData( width, height );
  16778. var output = imageData.data;
  16779. for ( var x = 0; x < width; x ++ ) {
  16780. for ( var y = 0; y < height; y ++ ) {
  16781. var ly = y - 1 < 0 ? 0 : y - 1;
  16782. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  16783. var lx = x - 1 < 0 ? 0 : x - 1;
  16784. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  16785. var points = [];
  16786. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  16787. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  16788. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  16789. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  16790. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  16791. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  16792. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  16793. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  16794. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  16795. var normals = [];
  16796. var num_points = points.length;
  16797. for ( var i = 0; i < num_points; i ++ ) {
  16798. var v1 = points[ i ];
  16799. var v2 = points[ ( i + 1 ) % num_points ];
  16800. v1 = subtract( v1, origin );
  16801. v2 = subtract( v2, origin );
  16802. normals.push( normalize( cross( v1, v2 ) ) );
  16803. }
  16804. var normal = [ 0, 0, 0 ];
  16805. for ( var i = 0; i < normals.length; i ++ ) {
  16806. normal[ 0 ] += normals[ i ][ 0 ];
  16807. normal[ 1 ] += normals[ i ][ 1 ];
  16808. normal[ 2 ] += normals[ i ][ 2 ];
  16809. }
  16810. normal[ 0 ] /= normals.length;
  16811. normal[ 1 ] /= normals.length;
  16812. normal[ 2 ] /= normals.length;
  16813. var idx = ( y * width + x ) * 4;
  16814. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  16815. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  16816. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  16817. output[ idx + 3 ] = 255;
  16818. }
  16819. }
  16820. context.putImageData( imageData, 0, 0 );
  16821. return canvas;
  16822. },
  16823. generateDataTexture: function ( width, height, color ) {
  16824. var size = width * height;
  16825. var data = new Uint8Array( 3 * size );
  16826. var r = Math.floor( color.r * 255 );
  16827. var g = Math.floor( color.g * 255 );
  16828. var b = Math.floor( color.b * 255 );
  16829. for ( var i = 0; i < size; i ++ ) {
  16830. data[ i * 3 ] = r;
  16831. data[ i * 3 + 1 ] = g;
  16832. data[ i * 3 + 2 ] = b;
  16833. }
  16834. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  16835. texture.needsUpdate = true;
  16836. return texture;
  16837. }
  16838. };
  16839. /**
  16840. * @author alteredq / http://alteredqualia.com/
  16841. */
  16842. THREE.SceneUtils = {
  16843. createMultiMaterialObject: function ( geometry, materials ) {
  16844. var group = new THREE.Object3D();
  16845. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  16846. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  16847. }
  16848. return group;
  16849. },
  16850. detach : function ( child, parent, scene ) {
  16851. child.applyMatrix( parent.matrixWorld );
  16852. parent.remove( child );
  16853. scene.add( child );
  16854. },
  16855. attach: function ( child, scene, parent ) {
  16856. var matrixWorldInverse = new THREE.Matrix4();
  16857. matrixWorldInverse.getInverse( parent.matrixWorld );
  16858. child.applyMatrix( matrixWorldInverse );
  16859. scene.remove( child );
  16860. parent.add( child );
  16861. }
  16862. };
  16863. /**
  16864. * @author zz85 / http://www.lab4games.net/zz85/blog
  16865. * @author alteredq / http://alteredqualia.com/
  16866. *
  16867. * For Text operations in three.js (See TextGeometry)
  16868. *
  16869. * It uses techniques used in:
  16870. *
  16871. * typeface.js and canvastext
  16872. * For converting fonts and rendering with javascript
  16873. * http://typeface.neocracy.org
  16874. *
  16875. * Triangulation ported from AS3
  16876. * Simple Polygon Triangulation
  16877. * http://actionsnippet.com/?p=1462
  16878. *
  16879. * A Method to triangulate shapes with holes
  16880. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  16881. *
  16882. */
  16883. THREE.FontUtils = {
  16884. faces : {},
  16885. // Just for now. face[weight][style]
  16886. face : "helvetiker",
  16887. weight: "normal",
  16888. style : "normal",
  16889. size : 150,
  16890. divisions : 10,
  16891. getFace : function() {
  16892. return this.faces[ this.face ][ this.weight ][ this.style ];
  16893. },
  16894. loadFace : function( data ) {
  16895. var family = data.familyName.toLowerCase();
  16896. var ThreeFont = this;
  16897. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  16898. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  16899. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  16900. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  16901. return data;
  16902. },
  16903. drawText : function( text ) {
  16904. var characterPts = [], allPts = [];
  16905. // RenderText
  16906. var i, p,
  16907. face = this.getFace(),
  16908. scale = this.size / face.resolution,
  16909. offset = 0,
  16910. chars = String( text ).split( '' ),
  16911. length = chars.length;
  16912. var fontPaths = [];
  16913. for ( i = 0; i < length; i ++ ) {
  16914. var path = new THREE.Path();
  16915. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  16916. offset += ret.offset;
  16917. fontPaths.push( ret.path );
  16918. }
  16919. // get the width
  16920. var width = offset / 2;
  16921. //
  16922. // for ( p = 0; p < allPts.length; p++ ) {
  16923. //
  16924. // allPts[ p ].x -= width;
  16925. //
  16926. // }
  16927. //var extract = this.extractPoints( allPts, characterPts );
  16928. //extract.contour = allPts;
  16929. //extract.paths = fontPaths;
  16930. //extract.offset = width;
  16931. return { paths : fontPaths, offset : width };
  16932. },
  16933. extractGlyphPoints : function( c, face, scale, offset, path ) {
  16934. var pts = [];
  16935. var i, i2, divisions,
  16936. outline, action, length,
  16937. scaleX, scaleY,
  16938. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  16939. laste,
  16940. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  16941. if ( !glyph ) return;
  16942. if ( glyph.o ) {
  16943. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  16944. length = outline.length;
  16945. scaleX = scale;
  16946. scaleY = scale;
  16947. for ( i = 0; i < length; ) {
  16948. action = outline[ i ++ ];
  16949. //console.log( action );
  16950. switch( action ) {
  16951. case 'm':
  16952. // Move To
  16953. x = outline[ i++ ] * scaleX + offset;
  16954. y = outline[ i++ ] * scaleY;
  16955. path.moveTo( x, y );
  16956. break;
  16957. case 'l':
  16958. // Line To
  16959. x = outline[ i++ ] * scaleX + offset;
  16960. y = outline[ i++ ] * scaleY;
  16961. path.lineTo(x,y);
  16962. break;
  16963. case 'q':
  16964. // QuadraticCurveTo
  16965. cpx = outline[ i++ ] * scaleX + offset;
  16966. cpy = outline[ i++ ] * scaleY;
  16967. cpx1 = outline[ i++ ] * scaleX + offset;
  16968. cpy1 = outline[ i++ ] * scaleY;
  16969. path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
  16970. laste = pts[ pts.length - 1 ];
  16971. if ( laste ) {
  16972. cpx0 = laste.x;
  16973. cpy0 = laste.y;
  16974. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16975. var t = i2 / divisions;
  16976. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16977. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16978. }
  16979. }
  16980. break;
  16981. case 'b':
  16982. // Cubic Bezier Curve
  16983. cpx = outline[ i++ ] * scaleX + offset;
  16984. cpy = outline[ i++ ] * scaleY;
  16985. cpx1 = outline[ i++ ] * scaleX + offset;
  16986. cpy1 = outline[ i++ ] * -scaleY;
  16987. cpx2 = outline[ i++ ] * scaleX + offset;
  16988. cpy2 = outline[ i++ ] * -scaleY;
  16989. path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
  16990. laste = pts[ pts.length - 1 ];
  16991. if ( laste ) {
  16992. cpx0 = laste.x;
  16993. cpy0 = laste.y;
  16994. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16995. var t = i2 / divisions;
  16996. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16997. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16998. }
  16999. }
  17000. break;
  17001. }
  17002. }
  17003. }
  17004. return { offset: glyph.ha*scale, path:path};
  17005. }
  17006. };
  17007. THREE.FontUtils.generateShapes = function( text, parameters ) {
  17008. // Parameters
  17009. parameters = parameters || {};
  17010. var size = parameters.size !== undefined ? parameters.size : 100;
  17011. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
  17012. var font = parameters.font !== undefined ? parameters.font : "helvetiker";
  17013. var weight = parameters.weight !== undefined ? parameters.weight : "normal";
  17014. var style = parameters.style !== undefined ? parameters.style : "normal";
  17015. THREE.FontUtils.size = size;
  17016. THREE.FontUtils.divisions = curveSegments;
  17017. THREE.FontUtils.face = font;
  17018. THREE.FontUtils.weight = weight;
  17019. THREE.FontUtils.style = style;
  17020. // Get a Font data json object
  17021. var data = THREE.FontUtils.drawText( text );
  17022. var paths = data.paths;
  17023. var shapes = [];
  17024. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  17025. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  17026. }
  17027. return shapes;
  17028. };
  17029. /**
  17030. * This code is a quick port of code written in C++ which was submitted to
  17031. * flipcode.com by John W. Ratcliff // July 22, 2000
  17032. * See original code and more information here:
  17033. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  17034. *
  17035. * ported to actionscript by Zevan Rosser
  17036. * www.actionsnippet.com
  17037. *
  17038. * ported to javascript by Joshua Koo
  17039. * http://www.lab4games.net/zz85/blog
  17040. *
  17041. */
  17042. ( function( namespace ) {
  17043. var EPSILON = 0.0000000001;
  17044. // takes in an contour array and returns
  17045. var process = function( contour, indices ) {
  17046. var n = contour.length;
  17047. if ( n < 3 ) return null;
  17048. var result = [],
  17049. verts = [],
  17050. vertIndices = [];
  17051. /* we want a counter-clockwise polygon in verts */
  17052. var u, v, w;
  17053. if ( area( contour ) > 0.0 ) {
  17054. for ( v = 0; v < n; v++ ) verts[ v ] = v;
  17055. } else {
  17056. for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
  17057. }
  17058. var nv = n;
  17059. /* remove nv - 2 vertices, creating 1 triangle every time */
  17060. var count = 2 * nv; /* error detection */
  17061. for( v = nv - 1; nv > 2; ) {
  17062. /* if we loop, it is probably a non-simple polygon */
  17063. if ( ( count-- ) <= 0 ) {
  17064. //** Triangulate: ERROR - probable bad polygon!
  17065. //throw ( "Warning, unable to triangulate polygon!" );
  17066. //return null;
  17067. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  17068. console.log( "Warning, unable to triangulate polygon!" );
  17069. if ( indices ) return vertIndices;
  17070. return result;
  17071. }
  17072. /* three consecutive vertices in current polygon, <u,v,w> */
  17073. u = v; if ( nv <= u ) u = 0; /* previous */
  17074. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  17075. w = v + 1; if ( nv <= w ) w = 0; /* next */
  17076. if ( snip( contour, u, v, w, nv, verts ) ) {
  17077. var a, b, c, s, t;
  17078. /* true names of the vertices */
  17079. a = verts[ u ];
  17080. b = verts[ v ];
  17081. c = verts[ w ];
  17082. /* output Triangle */
  17083. result.push( [ contour[ a ],
  17084. contour[ b ],
  17085. contour[ c ] ] );
  17086. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  17087. /* remove v from the remaining polygon */
  17088. for( s = v, t = v + 1; t < nv; s++, t++ ) {
  17089. verts[ s ] = verts[ t ];
  17090. }
  17091. nv--;
  17092. /* reset error detection counter */
  17093. count = 2 * nv;
  17094. }
  17095. }
  17096. if ( indices ) return vertIndices;
  17097. return result;
  17098. };
  17099. // calculate area of the contour polygon
  17100. var area = function ( contour ) {
  17101. var n = contour.length;
  17102. var a = 0.0;
  17103. for( var p = n - 1, q = 0; q < n; p = q++ ) {
  17104. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17105. }
  17106. return a * 0.5;
  17107. };
  17108. var snip = function ( contour, u, v, w, n, verts ) {
  17109. var p;
  17110. var ax, ay, bx, by;
  17111. var cx, cy, px, py;
  17112. ax = contour[ verts[ u ] ].x;
  17113. ay = contour[ verts[ u ] ].y;
  17114. bx = contour[ verts[ v ] ].x;
  17115. by = contour[ verts[ v ] ].y;
  17116. cx = contour[ verts[ w ] ].x;
  17117. cy = contour[ verts[ w ] ].y;
  17118. if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
  17119. var aX, aY, bX, bY, cX, cY;
  17120. var apx, apy, bpx, bpy, cpx, cpy;
  17121. var cCROSSap, bCROSScp, aCROSSbp;
  17122. aX = cx - bx; aY = cy - by;
  17123. bX = ax - cx; bY = ay - cy;
  17124. cX = bx - ax; cY = by - ay;
  17125. for ( p = 0; p < n; p++ ) {
  17126. px = contour[ verts[ p ] ].x
  17127. py = contour[ verts[ p ] ].y
  17128. if ( ( (px === ax) && (py === ay) ) ||
  17129. ( (px === bx) && (py === by) ) ||
  17130. ( (px === cx) && (py === cy) ) ) continue;
  17131. apx = px - ax; apy = py - ay;
  17132. bpx = px - bx; bpy = py - by;
  17133. cpx = px - cx; cpy = py - cy;
  17134. // see if p is inside triangle abc
  17135. aCROSSbp = aX*bpy - aY*bpx;
  17136. cCROSSap = cX*apy - cY*apx;
  17137. bCROSScp = bX*cpy - bY*cpx;
  17138. if ( (aCROSSbp >= -EPSILON) && (bCROSScp >= -EPSILON) && (cCROSSap >= -EPSILON) ) return false;
  17139. }
  17140. return true;
  17141. };
  17142. namespace.Triangulate = process;
  17143. namespace.Triangulate.area = area;
  17144. return namespace;
  17145. })(THREE.FontUtils);
  17146. // To use the typeface.js face files, hook up the API
  17147. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  17148. THREE.typeface_js = self._typeface_js;
  17149. /**
  17150. * @author zz85 / http://www.lab4games.net/zz85/blog
  17151. * Extensible curve object
  17152. *
  17153. * Some common of Curve methods
  17154. * .getPoint(t), getTangent(t)
  17155. * .getPointAt(u), getTagentAt(u)
  17156. * .getPoints(), .getSpacedPoints()
  17157. * .getLength()
  17158. * .updateArcLengths()
  17159. *
  17160. * This following classes subclasses THREE.Curve:
  17161. *
  17162. * -- 2d classes --
  17163. * THREE.LineCurve
  17164. * THREE.QuadraticBezierCurve
  17165. * THREE.CubicBezierCurve
  17166. * THREE.SplineCurve
  17167. * THREE.ArcCurve
  17168. * THREE.EllipseCurve
  17169. *
  17170. * -- 3d classes --
  17171. * THREE.LineCurve3
  17172. * THREE.QuadraticBezierCurve3
  17173. * THREE.CubicBezierCurve3
  17174. * THREE.SplineCurve3
  17175. * THREE.ClosedSplineCurve3
  17176. *
  17177. * A series of curves can be represented as a THREE.CurvePath
  17178. *
  17179. **/
  17180. /**************************************************************
  17181. * Abstract Curve base class
  17182. **************************************************************/
  17183. THREE.Curve = function () {
  17184. };
  17185. // Virtual base class method to overwrite and implement in subclasses
  17186. // - t [0 .. 1]
  17187. THREE.Curve.prototype.getPoint = function ( t ) {
  17188. console.log( "Warning, getPoint() not implemented!" );
  17189. return null;
  17190. };
  17191. // Get point at relative position in curve according to arc length
  17192. // - u [0 .. 1]
  17193. THREE.Curve.prototype.getPointAt = function ( u ) {
  17194. var t = this.getUtoTmapping( u );
  17195. return this.getPoint( t );
  17196. };
  17197. // Get sequence of points using getPoint( t )
  17198. THREE.Curve.prototype.getPoints = function ( divisions ) {
  17199. if ( !divisions ) divisions = 5;
  17200. var d, pts = [];
  17201. for ( d = 0; d <= divisions; d ++ ) {
  17202. pts.push( this.getPoint( d / divisions ) );
  17203. }
  17204. return pts;
  17205. };
  17206. // Get sequence of points using getPointAt( u )
  17207. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  17208. if ( !divisions ) divisions = 5;
  17209. var d, pts = [];
  17210. for ( d = 0; d <= divisions; d ++ ) {
  17211. pts.push( this.getPointAt( d / divisions ) );
  17212. }
  17213. return pts;
  17214. };
  17215. // Get total curve arc length
  17216. THREE.Curve.prototype.getLength = function () {
  17217. var lengths = this.getLengths();
  17218. return lengths[ lengths.length - 1 ];
  17219. };
  17220. // Get list of cumulative segment lengths
  17221. THREE.Curve.prototype.getLengths = function ( divisions ) {
  17222. if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  17223. if ( this.cacheArcLengths
  17224. && ( this.cacheArcLengths.length == divisions + 1 )
  17225. && !this.needsUpdate) {
  17226. //console.log( "cached", this.cacheArcLengths );
  17227. return this.cacheArcLengths;
  17228. }
  17229. this.needsUpdate = false;
  17230. var cache = [];
  17231. var current, last = this.getPoint( 0 );
  17232. var p, sum = 0;
  17233. cache.push( 0 );
  17234. for ( p = 1; p <= divisions; p ++ ) {
  17235. current = this.getPoint ( p / divisions );
  17236. sum += current.distanceTo( last );
  17237. cache.push( sum );
  17238. last = current;
  17239. }
  17240. this.cacheArcLengths = cache;
  17241. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  17242. };
  17243. THREE.Curve.prototype.updateArcLengths = function() {
  17244. this.needsUpdate = true;
  17245. this.getLengths();
  17246. };
  17247. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  17248. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  17249. var arcLengths = this.getLengths();
  17250. var i = 0, il = arcLengths.length;
  17251. var targetArcLength; // The targeted u distance value to get
  17252. if ( distance ) {
  17253. targetArcLength = distance;
  17254. } else {
  17255. targetArcLength = u * arcLengths[ il - 1 ];
  17256. }
  17257. //var time = Date.now();
  17258. // binary search for the index with largest value smaller than target u distance
  17259. var low = 0, high = il - 1, comparison;
  17260. while ( low <= high ) {
  17261. 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
  17262. comparison = arcLengths[ i ] - targetArcLength;
  17263. if ( comparison < 0 ) {
  17264. low = i + 1;
  17265. continue;
  17266. } else if ( comparison > 0 ) {
  17267. high = i - 1;
  17268. continue;
  17269. } else {
  17270. high = i;
  17271. break;
  17272. // DONE
  17273. }
  17274. }
  17275. i = high;
  17276. //console.log('b' , i, low, high, Date.now()- time);
  17277. if ( arcLengths[ i ] == targetArcLength ) {
  17278. var t = i / ( il - 1 );
  17279. return t;
  17280. }
  17281. // we could get finer grain at lengths, or use simple interpolatation between two points
  17282. var lengthBefore = arcLengths[ i ];
  17283. var lengthAfter = arcLengths[ i + 1 ];
  17284. var segmentLength = lengthAfter - lengthBefore;
  17285. // determine where we are between the 'before' and 'after' points
  17286. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  17287. // add that fractional amount to t
  17288. var t = ( i + segmentFraction ) / ( il -1 );
  17289. return t;
  17290. };
  17291. // Returns a unit vector tangent at t
  17292. // In case any sub curve does not implement its tangent derivation,
  17293. // 2 points a small delta apart will be used to find its gradient
  17294. // which seems to give a reasonable approximation
  17295. THREE.Curve.prototype.getTangent = function( t ) {
  17296. var delta = 0.0001;
  17297. var t1 = t - delta;
  17298. var t2 = t + delta;
  17299. // Capping in case of danger
  17300. if ( t1 < 0 ) t1 = 0;
  17301. if ( t2 > 1 ) t2 = 1;
  17302. var pt1 = this.getPoint( t1 );
  17303. var pt2 = this.getPoint( t2 );
  17304. var vec = pt2.clone().sub(pt1);
  17305. return vec.normalize();
  17306. };
  17307. THREE.Curve.prototype.getTangentAt = function ( u ) {
  17308. var t = this.getUtoTmapping( u );
  17309. return this.getTangent( t );
  17310. };
  17311. /**************************************************************
  17312. * Utils
  17313. **************************************************************/
  17314. THREE.Curve.Utils = {
  17315. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  17316. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  17317. },
  17318. // Puay Bing, thanks for helping with this derivative!
  17319. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  17320. return -3 * p0 * (1 - t) * (1 - t) +
  17321. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  17322. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  17323. 3 * t * t * p3;
  17324. },
  17325. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  17326. // To check if my formulas are correct
  17327. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  17328. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  17329. var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
  17330. var h11 = 3 * t * t - 2 * t; // t3 − t2
  17331. return h00 + h10 + h01 + h11;
  17332. },
  17333. // Catmull-Rom
  17334. interpolate: function( p0, p1, p2, p3, t ) {
  17335. var v0 = ( p2 - p0 ) * 0.5;
  17336. var v1 = ( p3 - p1 ) * 0.5;
  17337. var t2 = t * t;
  17338. var t3 = t * t2;
  17339. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  17340. }
  17341. };
  17342. // TODO: Transformation for Curves?
  17343. /**************************************************************
  17344. * 3D Curves
  17345. **************************************************************/
  17346. // A Factory method for creating new curve subclasses
  17347. THREE.Curve.create = function ( constructor, getPointFunc ) {
  17348. constructor.prototype = Object.create( THREE.Curve.prototype );
  17349. constructor.prototype.getPoint = getPointFunc;
  17350. return constructor;
  17351. };
  17352. /**
  17353. * @author zz85 / http://www.lab4games.net/zz85/blog
  17354. *
  17355. **/
  17356. /**************************************************************
  17357. * Curved Path - a curve path is simply a array of connected
  17358. * curves, but retains the api of a curve
  17359. **************************************************************/
  17360. THREE.CurvePath = function () {
  17361. this.curves = [];
  17362. this.bends = [];
  17363. this.autoClose = false; // Automatically closes the path
  17364. };
  17365. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  17366. THREE.CurvePath.prototype.add = function ( curve ) {
  17367. this.curves.push( curve );
  17368. };
  17369. THREE.CurvePath.prototype.checkConnection = function() {
  17370. // TODO
  17371. // If the ending of curve is not connected to the starting
  17372. // or the next curve, then, this is not a real path
  17373. };
  17374. THREE.CurvePath.prototype.closePath = function() {
  17375. // TODO Test
  17376. // and verify for vector3 (needs to implement equals)
  17377. // Add a line curve if start and end of lines are not connected
  17378. var startPoint = this.curves[0].getPoint(0);
  17379. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  17380. if (!startPoint.equals(endPoint)) {
  17381. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  17382. }
  17383. };
  17384. // To get accurate point with reference to
  17385. // entire path distance at time t,
  17386. // following has to be done:
  17387. // 1. Length of each sub path have to be known
  17388. // 2. Locate and identify type of curve
  17389. // 3. Get t for the curve
  17390. // 4. Return curve.getPointAt(t')
  17391. THREE.CurvePath.prototype.getPoint = function( t ) {
  17392. var d = t * this.getLength();
  17393. var curveLengths = this.getCurveLengths();
  17394. var i = 0, diff, curve;
  17395. // To think about boundaries points.
  17396. while ( i < curveLengths.length ) {
  17397. if ( curveLengths[ i ] >= d ) {
  17398. diff = curveLengths[ i ] - d;
  17399. curve = this.curves[ i ];
  17400. var u = 1 - diff / curve.getLength();
  17401. return curve.getPointAt( u );
  17402. break;
  17403. }
  17404. i ++;
  17405. }
  17406. return null;
  17407. // loop where sum != 0, sum > d , sum+1 <d
  17408. };
  17409. /*
  17410. THREE.CurvePath.prototype.getTangent = function( t ) {
  17411. };*/
  17412. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  17413. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  17414. // getPoint() depends on getLength
  17415. THREE.CurvePath.prototype.getLength = function() {
  17416. var lens = this.getCurveLengths();
  17417. return lens[ lens.length - 1 ];
  17418. };
  17419. // Compute lengths and cache them
  17420. // We cannot overwrite getLengths() because UtoT mapping uses it.
  17421. THREE.CurvePath.prototype.getCurveLengths = function() {
  17422. // We use cache values if curves and cache array are same length
  17423. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  17424. return this.cacheLengths;
  17425. };
  17426. // Get length of subsurve
  17427. // Push sums into cached array
  17428. var lengths = [], sums = 0;
  17429. var i, il = this.curves.length;
  17430. for ( i = 0; i < il; i ++ ) {
  17431. sums += this.curves[ i ].getLength();
  17432. lengths.push( sums );
  17433. }
  17434. this.cacheLengths = lengths;
  17435. return lengths;
  17436. };
  17437. // Returns min and max coordinates
  17438. THREE.CurvePath.prototype.getBoundingBox = function () {
  17439. var points = this.getPoints();
  17440. var maxX, maxY, maxZ;
  17441. var minX, minY, minZ;
  17442. maxX = maxY = Number.NEGATIVE_INFINITY;
  17443. minX = minY = Number.POSITIVE_INFINITY;
  17444. var p, i, il, sum;
  17445. var v3 = points[0] instanceof THREE.Vector3;
  17446. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  17447. for ( i = 0, il = points.length; i < il; i ++ ) {
  17448. p = points[ i ];
  17449. if ( p.x > maxX ) maxX = p.x;
  17450. else if ( p.x < minX ) minX = p.x;
  17451. if ( p.y > maxY ) maxY = p.y;
  17452. else if ( p.y < minY ) minY = p.y;
  17453. if ( v3 ) {
  17454. if ( p.z > maxZ ) maxZ = p.z;
  17455. else if ( p.z < minZ ) minZ = p.z;
  17456. }
  17457. sum.add( p );
  17458. }
  17459. var ret = {
  17460. minX: minX,
  17461. minY: minY,
  17462. maxX: maxX,
  17463. maxY: maxY
  17464. };
  17465. if ( v3 ) {
  17466. ret.maxZ = maxZ;
  17467. ret.minZ = minZ;
  17468. }
  17469. return ret;
  17470. };
  17471. /**************************************************************
  17472. * Create Geometries Helpers
  17473. **************************************************************/
  17474. /// Generate geometry from path points (for Line or ParticleSystem objects)
  17475. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  17476. var pts = this.getPoints( divisions, true );
  17477. return this.createGeometry( pts );
  17478. };
  17479. // Generate geometry from equidistance sampling along the path
  17480. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  17481. var pts = this.getSpacedPoints( divisions, true );
  17482. return this.createGeometry( pts );
  17483. };
  17484. THREE.CurvePath.prototype.createGeometry = function( points ) {
  17485. var geometry = new THREE.Geometry();
  17486. for ( var i = 0; i < points.length; i ++ ) {
  17487. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  17488. }
  17489. return geometry;
  17490. };
  17491. /**************************************************************
  17492. * Bend / Wrap Helper Methods
  17493. **************************************************************/
  17494. // Wrap path / Bend modifiers?
  17495. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  17496. this.bends.push( bendpath );
  17497. };
  17498. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  17499. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  17500. var i, il;
  17501. if ( !bends ) {
  17502. bends = this.bends;
  17503. }
  17504. for ( i = 0, il = bends.length; i < il; i ++ ) {
  17505. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  17506. }
  17507. return oldPts;
  17508. };
  17509. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  17510. var oldPts = this.getSpacedPoints( segments );
  17511. var i, il;
  17512. if ( !bends ) {
  17513. bends = this.bends;
  17514. }
  17515. for ( i = 0, il = bends.length; i < il; i ++ ) {
  17516. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  17517. }
  17518. return oldPts;
  17519. };
  17520. // This returns getPoints() bend/wrapped around the contour of a path.
  17521. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  17522. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  17523. var bounds = this.getBoundingBox();
  17524. var i, il, p, oldX, oldY, xNorm;
  17525. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  17526. p = oldPts[ i ];
  17527. oldX = p.x;
  17528. oldY = p.y;
  17529. xNorm = oldX / bounds.maxX;
  17530. // If using actual distance, for length > path, requires line extrusions
  17531. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  17532. xNorm = path.getUtoTmapping( xNorm, oldX );
  17533. // check for out of bounds?
  17534. var pathPt = path.getPoint( xNorm );
  17535. var normal = path.getTangent( xNorm );
  17536. normal.set( -normal.y, normal.x ).multiplyScalar( oldY );
  17537. p.x = pathPt.x + normal.x;
  17538. p.y = pathPt.y + normal.y;
  17539. }
  17540. return oldPts;
  17541. };
  17542. /**
  17543. * @author alteredq / http://alteredqualia.com/
  17544. */
  17545. THREE.Gyroscope = function () {
  17546. THREE.Object3D.call( this );
  17547. };
  17548. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  17549. THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
  17550. this.matrixAutoUpdate && this.updateMatrix();
  17551. // update matrixWorld
  17552. if ( this.matrixWorldNeedsUpdate || force ) {
  17553. if ( this.parent ) {
  17554. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  17555. this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
  17556. this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
  17557. this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
  17558. } else {
  17559. this.matrixWorld.copy( this.matrix );
  17560. }
  17561. this.matrixWorldNeedsUpdate = false;
  17562. force = true;
  17563. }
  17564. // update children
  17565. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  17566. this.children[ i ].updateMatrixWorld( force );
  17567. }
  17568. };
  17569. THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
  17570. THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
  17571. THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
  17572. THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
  17573. THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
  17574. THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
  17575. /**
  17576. * @author zz85 / http://www.lab4games.net/zz85/blog
  17577. * Creates free form 2d path using series of points, lines or curves.
  17578. *
  17579. **/
  17580. THREE.Path = function ( points ) {
  17581. THREE.CurvePath.call(this);
  17582. this.actions = [];
  17583. if ( points ) {
  17584. this.fromPoints( points );
  17585. }
  17586. };
  17587. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  17588. THREE.PathActions = {
  17589. MOVE_TO: 'moveTo',
  17590. LINE_TO: 'lineTo',
  17591. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  17592. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  17593. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  17594. ARC: 'arc', // Circle
  17595. ELLIPSE: 'ellipse'
  17596. };
  17597. // TODO Clean up PATH API
  17598. // Create path using straight lines to connect all points
  17599. // - vectors: array of Vector2
  17600. THREE.Path.prototype.fromPoints = function ( vectors ) {
  17601. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  17602. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  17603. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  17604. };
  17605. };
  17606. // startPath() endPath()?
  17607. THREE.Path.prototype.moveTo = function ( x, y ) {
  17608. var args = Array.prototype.slice.call( arguments );
  17609. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  17610. };
  17611. THREE.Path.prototype.lineTo = function ( x, y ) {
  17612. var args = Array.prototype.slice.call( arguments );
  17613. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17614. var x0 = lastargs[ lastargs.length - 2 ];
  17615. var y0 = lastargs[ lastargs.length - 1 ];
  17616. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  17617. this.curves.push( curve );
  17618. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  17619. };
  17620. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  17621. var args = Array.prototype.slice.call( arguments );
  17622. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17623. var x0 = lastargs[ lastargs.length - 2 ];
  17624. var y0 = lastargs[ lastargs.length - 1 ];
  17625. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  17626. new THREE.Vector2( aCPx, aCPy ),
  17627. new THREE.Vector2( aX, aY ) );
  17628. this.curves.push( curve );
  17629. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  17630. };
  17631. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  17632. aCP2x, aCP2y,
  17633. aX, aY ) {
  17634. var args = Array.prototype.slice.call( arguments );
  17635. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17636. var x0 = lastargs[ lastargs.length - 2 ];
  17637. var y0 = lastargs[ lastargs.length - 1 ];
  17638. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  17639. new THREE.Vector2( aCP1x, aCP1y ),
  17640. new THREE.Vector2( aCP2x, aCP2y ),
  17641. new THREE.Vector2( aX, aY ) );
  17642. this.curves.push( curve );
  17643. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  17644. };
  17645. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  17646. var args = Array.prototype.slice.call( arguments );
  17647. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17648. var x0 = lastargs[ lastargs.length - 2 ];
  17649. var y0 = lastargs[ lastargs.length - 1 ];
  17650. //---
  17651. var npts = [ new THREE.Vector2( x0, y0 ) ];
  17652. Array.prototype.push.apply( npts, pts );
  17653. var curve = new THREE.SplineCurve( npts );
  17654. this.curves.push( curve );
  17655. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  17656. };
  17657. // FUTURE: Change the API or follow canvas API?
  17658. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  17659. aStartAngle, aEndAngle, aClockwise ) {
  17660. var lastargs = this.actions[ this.actions.length - 1].args;
  17661. var x0 = lastargs[ lastargs.length - 2 ];
  17662. var y0 = lastargs[ lastargs.length - 1 ];
  17663. this.absarc(aX + x0, aY + y0, aRadius,
  17664. aStartAngle, aEndAngle, aClockwise );
  17665. };
  17666. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  17667. aStartAngle, aEndAngle, aClockwise ) {
  17668. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  17669. };
  17670. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  17671. aStartAngle, aEndAngle, aClockwise ) {
  17672. var lastargs = this.actions[ this.actions.length - 1].args;
  17673. var x0 = lastargs[ lastargs.length - 2 ];
  17674. var y0 = lastargs[ lastargs.length - 1 ];
  17675. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  17676. aStartAngle, aEndAngle, aClockwise );
  17677. };
  17678. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  17679. aStartAngle, aEndAngle, aClockwise ) {
  17680. var args = Array.prototype.slice.call( arguments );
  17681. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  17682. aStartAngle, aEndAngle, aClockwise );
  17683. this.curves.push( curve );
  17684. var lastPoint = curve.getPoint(1);
  17685. args.push(lastPoint.x);
  17686. args.push(lastPoint.y);
  17687. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  17688. };
  17689. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  17690. if ( ! divisions ) divisions = 40;
  17691. var points = [];
  17692. for ( var i = 0; i < divisions; i ++ ) {
  17693. points.push( this.getPoint( i / divisions ) );
  17694. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  17695. }
  17696. // if ( closedPath ) {
  17697. //
  17698. // points.push( points[ 0 ] );
  17699. //
  17700. // }
  17701. return points;
  17702. };
  17703. /* Return an array of vectors based on contour of the path */
  17704. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  17705. if (this.useSpacedPoints) {
  17706. console.log('tata');
  17707. return this.getSpacedPoints( divisions, closedPath );
  17708. }
  17709. divisions = divisions || 12;
  17710. var points = [];
  17711. var i, il, item, action, args;
  17712. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  17713. laste, j,
  17714. t, tx, ty;
  17715. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  17716. item = this.actions[ i ];
  17717. action = item.action;
  17718. args = item.args;
  17719. switch( action ) {
  17720. case THREE.PathActions.MOVE_TO:
  17721. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  17722. break;
  17723. case THREE.PathActions.LINE_TO:
  17724. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  17725. break;
  17726. case THREE.PathActions.QUADRATIC_CURVE_TO:
  17727. cpx = args[ 2 ];
  17728. cpy = args[ 3 ];
  17729. cpx1 = args[ 0 ];
  17730. cpy1 = args[ 1 ];
  17731. if ( points.length > 0 ) {
  17732. laste = points[ points.length - 1 ];
  17733. cpx0 = laste.x;
  17734. cpy0 = laste.y;
  17735. } else {
  17736. laste = this.actions[ i - 1 ].args;
  17737. cpx0 = laste[ laste.length - 2 ];
  17738. cpy0 = laste[ laste.length - 1 ];
  17739. }
  17740. for ( j = 1; j <= divisions; j ++ ) {
  17741. t = j / divisions;
  17742. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  17743. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  17744. points.push( new THREE.Vector2( tx, ty ) );
  17745. }
  17746. break;
  17747. case THREE.PathActions.BEZIER_CURVE_TO:
  17748. cpx = args[ 4 ];
  17749. cpy = args[ 5 ];
  17750. cpx1 = args[ 0 ];
  17751. cpy1 = args[ 1 ];
  17752. cpx2 = args[ 2 ];
  17753. cpy2 = args[ 3 ];
  17754. if ( points.length > 0 ) {
  17755. laste = points[ points.length - 1 ];
  17756. cpx0 = laste.x;
  17757. cpy0 = laste.y;
  17758. } else {
  17759. laste = this.actions[ i - 1 ].args;
  17760. cpx0 = laste[ laste.length - 2 ];
  17761. cpy0 = laste[ laste.length - 1 ];
  17762. }
  17763. for ( j = 1; j <= divisions; j ++ ) {
  17764. t = j / divisions;
  17765. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  17766. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  17767. points.push( new THREE.Vector2( tx, ty ) );
  17768. }
  17769. break;
  17770. case THREE.PathActions.CSPLINE_THRU:
  17771. laste = this.actions[ i - 1 ].args;
  17772. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  17773. var spts = [ last ];
  17774. var n = divisions * args[ 0 ].length;
  17775. spts = spts.concat( args[ 0 ] );
  17776. var spline = new THREE.SplineCurve( spts );
  17777. for ( j = 1; j <= n; j ++ ) {
  17778. points.push( spline.getPointAt( j / n ) ) ;
  17779. }
  17780. break;
  17781. case THREE.PathActions.ARC:
  17782. var aX = args[ 0 ], aY = args[ 1 ],
  17783. aRadius = args[ 2 ],
  17784. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  17785. aClockwise = !!args[ 5 ];
  17786. var deltaAngle = aEndAngle - aStartAngle;
  17787. var angle;
  17788. var tdivisions = divisions * 2;
  17789. for ( j = 1; j <= tdivisions; j ++ ) {
  17790. t = j / tdivisions;
  17791. if ( ! aClockwise ) {
  17792. t = 1 - t;
  17793. }
  17794. angle = aStartAngle + t * deltaAngle;
  17795. tx = aX + aRadius * Math.cos( angle );
  17796. ty = aY + aRadius * Math.sin( angle );
  17797. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  17798. points.push( new THREE.Vector2( tx, ty ) );
  17799. }
  17800. //console.log(points);
  17801. break;
  17802. case THREE.PathActions.ELLIPSE:
  17803. var aX = args[ 0 ], aY = args[ 1 ],
  17804. xRadius = args[ 2 ],
  17805. yRadius = args[ 3 ],
  17806. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  17807. aClockwise = !!args[ 6 ];
  17808. var deltaAngle = aEndAngle - aStartAngle;
  17809. var angle;
  17810. var tdivisions = divisions * 2;
  17811. for ( j = 1; j <= tdivisions; j ++ ) {
  17812. t = j / tdivisions;
  17813. if ( ! aClockwise ) {
  17814. t = 1 - t;
  17815. }
  17816. angle = aStartAngle + t * deltaAngle;
  17817. tx = aX + xRadius * Math.cos( angle );
  17818. ty = aY + yRadius * Math.sin( angle );
  17819. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  17820. points.push( new THREE.Vector2( tx, ty ) );
  17821. }
  17822. //console.log(points);
  17823. break;
  17824. } // end switch
  17825. }
  17826. // Normalize to remove the closing point by default.
  17827. var lastPoint = points[ points.length - 1];
  17828. var EPSILON = 0.0000000001;
  17829. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  17830. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  17831. points.splice( points.length - 1, 1);
  17832. if ( closedPath ) {
  17833. points.push( points[ 0 ] );
  17834. }
  17835. return points;
  17836. };
  17837. //
  17838. // Breaks path into shapes
  17839. //
  17840. // Assumptions (if parameter isCCW==true the opposite holds):
  17841. // - solid shapes are defined clockwise (CW)
  17842. // - holes are defined counterclockwise (CCW)
  17843. //
  17844. // If parameter noHoles==true:
  17845. // - all subPaths are regarded as solid shapes
  17846. // - definition order CW/CCW has no relevance
  17847. //
  17848. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  17849. function extractSubpaths( inActions ) {
  17850. var i, il, item, action, args;
  17851. var subPaths = [], lastPath = new THREE.Path();
  17852. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  17853. item = inActions[ i ];
  17854. args = item.args;
  17855. action = item.action;
  17856. if ( action == THREE.PathActions.MOVE_TO ) {
  17857. if ( lastPath.actions.length != 0 ) {
  17858. subPaths.push( lastPath );
  17859. lastPath = new THREE.Path();
  17860. }
  17861. }
  17862. lastPath[ action ].apply( lastPath, args );
  17863. }
  17864. if ( lastPath.actions.length != 0 ) {
  17865. subPaths.push( lastPath );
  17866. }
  17867. // console.log(subPaths);
  17868. return subPaths;
  17869. }
  17870. function toShapesNoHoles( inSubpaths ) {
  17871. var shapes = [];
  17872. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  17873. var tmpPath = inSubpaths[ i ];
  17874. var tmpShape = new THREE.Shape();
  17875. tmpShape.actions = tmpPath.actions;
  17876. tmpShape.curves = tmpPath.curves;
  17877. shapes.push( tmpShape );
  17878. }
  17879. //console.log("shape", shapes);
  17880. return shapes;
  17881. };
  17882. function isPointInsidePolygon( inPt, inPolygon ) {
  17883. var EPSILON = 0.0000000001;
  17884. var polyLen = inPolygon.length;
  17885. // inPt on polygon contour => immediate success or
  17886. // toggling of inside/outside at every single! intersection point of an edge
  17887. // with the horizontal line through inPt, left of inPt
  17888. // not counting lowerY endpoints of edges and whole edges on that line
  17889. var inside = false;
  17890. for( var p = polyLen - 1, q = 0; q < polyLen; p = q++ ) {
  17891. var edgeLowPt = inPolygon[ p ];
  17892. var edgeHighPt = inPolygon[ q ];
  17893. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  17894. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  17895. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  17896. if ( edgeDy < 0 ) {
  17897. edgeLowPt = inPolygon[ q ]; edgeDx = -edgeDx;
  17898. edgeHighPt = inPolygon[ p ]; edgeDy = -edgeDy;
  17899. }
  17900. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  17901. if ( inPt.y == edgeLowPt.y ) {
  17902. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  17903. // continue; // no intersection or edgeLowPt => doesn't count !!!
  17904. } else {
  17905. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  17906. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  17907. if ( perpEdge < 0 ) continue;
  17908. inside = !inside; // true intersection left of inPt
  17909. }
  17910. } else { // parallel or colinear
  17911. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  17912. // egde lies on the same horizontal line as inPt
  17913. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  17914. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  17915. // continue;
  17916. }
  17917. }
  17918. return inside;
  17919. }
  17920. var subPaths = extractSubpaths( this.actions );
  17921. if ( subPaths.length == 0 ) return [];
  17922. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  17923. var solid, tmpPath, tmpShape, shapes = [];
  17924. if ( subPaths.length == 1) {
  17925. tmpPath = subPaths[0];
  17926. tmpShape = new THREE.Shape();
  17927. tmpShape.actions = tmpPath.actions;
  17928. tmpShape.curves = tmpPath.curves;
  17929. shapes.push( tmpShape );
  17930. return shapes;
  17931. }
  17932. var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  17933. holesFirst = isCCW ? !holesFirst : holesFirst;
  17934. // console.log("Holes first", holesFirst);
  17935. var betterShapeHoles = [];
  17936. var newShapes = [];
  17937. var newShapeHoles = [];
  17938. var mainIdx = 0;
  17939. var tmpPoints;
  17940. newShapes[mainIdx] = undefined;
  17941. newShapeHoles[mainIdx] = [];
  17942. var i, il;
  17943. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  17944. tmpPath = subPaths[ i ];
  17945. tmpPoints = tmpPath.getPoints();
  17946. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  17947. solid = isCCW ? !solid : solid;
  17948. if ( solid ) {
  17949. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx++;
  17950. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  17951. newShapes[mainIdx].s.actions = tmpPath.actions;
  17952. newShapes[mainIdx].s.curves = tmpPath.curves;
  17953. if ( holesFirst ) mainIdx++;
  17954. newShapeHoles[mainIdx] = [];
  17955. //console.log('cw', i);
  17956. } else {
  17957. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  17958. //console.log('ccw', i);
  17959. }
  17960. }
  17961. // only Holes? -> probably all Shapes with wrong orientation
  17962. if ( !newShapes[0] ) return toShapesNoHoles( subPaths );
  17963. if ( newShapes.length > 1 ) {
  17964. var ambigious = false;
  17965. var toChange = [];
  17966. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
  17967. betterShapeHoles[sIdx] = [];
  17968. }
  17969. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
  17970. var sh = newShapes[sIdx];
  17971. var sho = newShapeHoles[sIdx];
  17972. for (var hIdx = 0; hIdx < sho.length; hIdx++ ) {
  17973. var ho = sho[hIdx];
  17974. var hole_unassigned = true;
  17975. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++ ) {
  17976. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  17977. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  17978. if ( hole_unassigned ) {
  17979. hole_unassigned = false;
  17980. betterShapeHoles[s2Idx].push( ho );
  17981. } else {
  17982. ambigious = true;
  17983. }
  17984. }
  17985. }
  17986. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  17987. }
  17988. }
  17989. // console.log("ambigious: ", ambigious);
  17990. if ( toChange.length > 0 ) {
  17991. // console.log("to change: ", toChange);
  17992. if (! ambigious) newShapeHoles = betterShapeHoles;
  17993. }
  17994. }
  17995. var tmpHoles, j, jl;
  17996. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  17997. tmpShape = newShapes[i].s;
  17998. shapes.push( tmpShape );
  17999. tmpHoles = newShapeHoles[i];
  18000. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  18001. tmpShape.holes.push( tmpHoles[j].h );
  18002. }
  18003. }
  18004. //console.log("shape", shapes);
  18005. return shapes;
  18006. };
  18007. /**
  18008. * @author zz85 / http://www.lab4games.net/zz85/blog
  18009. * Defines a 2d shape plane using paths.
  18010. **/
  18011. // STEP 1 Create a path.
  18012. // STEP 2 Turn path into shape.
  18013. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  18014. // STEP 3a - Extract points from each shape, turn to vertices
  18015. // STEP 3b - Triangulate each shape, add faces.
  18016. THREE.Shape = function () {
  18017. THREE.Path.apply( this, arguments );
  18018. this.holes = [];
  18019. };
  18020. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  18021. // Convenience method to return ExtrudeGeometry
  18022. THREE.Shape.prototype.extrude = function ( options ) {
  18023. var extruded = new THREE.ExtrudeGeometry( this, options );
  18024. return extruded;
  18025. };
  18026. // Convenience method to return ShapeGeometry
  18027. THREE.Shape.prototype.makeGeometry = function ( options ) {
  18028. var geometry = new THREE.ShapeGeometry( this, options );
  18029. return geometry;
  18030. };
  18031. // Get points of holes
  18032. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  18033. var i, il = this.holes.length, holesPts = [];
  18034. for ( i = 0; i < il; i ++ ) {
  18035. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  18036. }
  18037. return holesPts;
  18038. };
  18039. // Get points of holes (spaced by regular distance)
  18040. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  18041. var i, il = this.holes.length, holesPts = [];
  18042. for ( i = 0; i < il; i ++ ) {
  18043. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  18044. }
  18045. return holesPts;
  18046. };
  18047. // Get points of shape and holes (keypoints based on segments parameter)
  18048. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  18049. return {
  18050. shape: this.getTransformedPoints( divisions ),
  18051. holes: this.getPointsHoles( divisions )
  18052. };
  18053. };
  18054. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  18055. if (this.useSpacedPoints) {
  18056. return this.extractAllSpacedPoints(divisions);
  18057. }
  18058. return this.extractAllPoints(divisions);
  18059. };
  18060. //
  18061. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  18062. //
  18063. // return {
  18064. //
  18065. // shape: this.transform( bend, divisions ),
  18066. // holes: this.getPointsHoles( divisions, bend )
  18067. //
  18068. // };
  18069. //
  18070. // };
  18071. // Get points of shape and holes (spaced by regular distance)
  18072. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  18073. return {
  18074. shape: this.getTransformedSpacedPoints( divisions ),
  18075. holes: this.getSpacedPointsHoles( divisions )
  18076. };
  18077. };
  18078. /**************************************************************
  18079. * Utils
  18080. **************************************************************/
  18081. THREE.Shape.Utils = {
  18082. triangulateShape: function ( contour, holes ) {
  18083. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  18084. // inOtherPt needs to be colinear to the inSegment
  18085. if ( inSegPt1.x != inSegPt2.x ) {
  18086. if ( inSegPt1.x < inSegPt2.x ) {
  18087. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  18088. } else {
  18089. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  18090. }
  18091. } else {
  18092. if ( inSegPt1.y < inSegPt2.y ) {
  18093. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  18094. } else {
  18095. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  18096. }
  18097. }
  18098. }
  18099. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  18100. var EPSILON = 0.0000000001;
  18101. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  18102. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  18103. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  18104. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  18105. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  18106. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  18107. if ( Math.abs(limit) > EPSILON ) { // not parallel
  18108. var perpSeg2;
  18109. if ( limit > 0 ) {
  18110. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  18111. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  18112. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  18113. } else {
  18114. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  18115. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  18116. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  18117. }
  18118. // i.e. to reduce rounding errors
  18119. // intersection at endpoint of segment#1?
  18120. if ( perpSeg2 == 0 ) {
  18121. if ( ( inExcludeAdjacentSegs ) &&
  18122. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  18123. return [ inSeg1Pt1 ];
  18124. }
  18125. if ( perpSeg2 == limit ) {
  18126. if ( ( inExcludeAdjacentSegs ) &&
  18127. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  18128. return [ inSeg1Pt2 ];
  18129. }
  18130. // intersection at endpoint of segment#2?
  18131. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  18132. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  18133. // return real intersection point
  18134. var factorSeg1 = perpSeg2 / limit;
  18135. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  18136. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  18137. } else { // parallel or colinear
  18138. if ( ( perpSeg1 != 0 ) ||
  18139. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  18140. // they are collinear or degenerate
  18141. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  18142. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  18143. // both segments are points
  18144. if ( seg1Pt && seg2Pt ) {
  18145. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  18146. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  18147. return [ inSeg1Pt1 ]; // they are the same point
  18148. }
  18149. // segment#1 is a single point
  18150. if ( seg1Pt ) {
  18151. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  18152. return [ inSeg1Pt1 ];
  18153. }
  18154. // segment#2 is a single point
  18155. if ( seg2Pt ) {
  18156. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  18157. return [ inSeg2Pt1 ];
  18158. }
  18159. // they are collinear segments, which might overlap
  18160. var seg1min, seg1max, seg1minVal, seg1maxVal;
  18161. var seg2min, seg2max, seg2minVal, seg2maxVal;
  18162. if (seg1dx != 0) { // the segments are NOT on a vertical line
  18163. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  18164. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  18165. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  18166. } else {
  18167. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  18168. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  18169. }
  18170. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  18171. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  18172. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  18173. } else {
  18174. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  18175. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  18176. }
  18177. } else { // the segments are on a vertical line
  18178. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  18179. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  18180. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  18181. } else {
  18182. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  18183. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  18184. }
  18185. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  18186. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  18187. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  18188. } else {
  18189. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  18190. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  18191. }
  18192. }
  18193. if ( seg1minVal <= seg2minVal ) {
  18194. if ( seg1maxVal < seg2minVal ) return [];
  18195. if ( seg1maxVal == seg2minVal ) {
  18196. if ( inExcludeAdjacentSegs ) return [];
  18197. return [ seg2min ];
  18198. }
  18199. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  18200. return [ seg2min, seg2max ];
  18201. } else {
  18202. if ( seg1minVal > seg2maxVal ) return [];
  18203. if ( seg1minVal == seg2maxVal ) {
  18204. if ( inExcludeAdjacentSegs ) return [];
  18205. return [ seg1min ];
  18206. }
  18207. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  18208. return [ seg1min, seg2max ];
  18209. }
  18210. }
  18211. }
  18212. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  18213. // The order of legs is important
  18214. var EPSILON = 0.0000000001;
  18215. // translation of all points, so that Vertex is at (0,0)
  18216. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  18217. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  18218. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  18219. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  18220. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  18221. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  18222. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  18223. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  18224. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  18225. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  18226. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  18227. } else { // main angle > 180 deg.
  18228. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  18229. }
  18230. } else { // angle == 180 deg.
  18231. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  18232. return ( from2otherAngle > 0 );
  18233. }
  18234. }
  18235. function removeHoles( contour, holes ) {
  18236. var shape = contour.concat(); // work on this shape
  18237. var hole;
  18238. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  18239. // Check if hole point lies within angle around shape point
  18240. var lastShapeIdx = shape.length - 1;
  18241. var prevShapeIdx = inShapeIdx - 1;
  18242. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  18243. var nextShapeIdx = inShapeIdx + 1;
  18244. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  18245. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  18246. if (! insideAngle ) {
  18247. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  18248. return false;
  18249. }
  18250. // Check if shape point lies within angle around hole point
  18251. var lastHoleIdx = hole.length - 1;
  18252. var prevHoleIdx = inHoleIdx - 1;
  18253. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  18254. var nextHoleIdx = inHoleIdx + 1;
  18255. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  18256. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  18257. if (! insideAngle ) {
  18258. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  18259. return false;
  18260. }
  18261. return true;
  18262. }
  18263. function intersectsShapeEdge( inShapePt, inHolePt ) {
  18264. // checks for intersections with shape edges
  18265. var sIdx, nextIdx, intersection;
  18266. for ( sIdx = 0; sIdx < shape.length; sIdx++ ) {
  18267. nextIdx = sIdx+1; nextIdx %= shape.length;
  18268. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  18269. if ( intersection.length > 0 ) return true;
  18270. }
  18271. return false;
  18272. }
  18273. var indepHoles = [];
  18274. function intersectsHoleEdge( inShapePt, inHolePt ) {
  18275. // checks for intersections with hole edges
  18276. var ihIdx, chkHole,
  18277. hIdx, nextIdx, intersection;
  18278. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx++ ) {
  18279. chkHole = holes[indepHoles[ihIdx]];
  18280. for ( hIdx = 0; hIdx < chkHole.length; hIdx++ ) {
  18281. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  18282. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  18283. if ( intersection.length > 0 ) return true;
  18284. }
  18285. }
  18286. return false;
  18287. }
  18288. var holeIndex, shapeIndex,
  18289. shapePt, holePt,
  18290. holeIdx, cutKey, failedCuts = [],
  18291. tmpShape1, tmpShape2,
  18292. tmpHole1, tmpHole2;
  18293. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18294. indepHoles.push( h );
  18295. }
  18296. var minShapeIndex = 0;
  18297. var counter = indepHoles.length * 2;
  18298. while ( indepHoles.length > 0 ) {
  18299. counter --;
  18300. if ( counter < 0 ) {
  18301. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  18302. break;
  18303. }
  18304. // search for shape-vertex and hole-vertex,
  18305. // which can be connected without intersections
  18306. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex++ ) {
  18307. shapePt = shape[ shapeIndex ];
  18308. holeIndex = -1;
  18309. // search for hole which can be reached without intersections
  18310. for ( var h = 0; h < indepHoles.length; h ++ ) {
  18311. holeIdx = indepHoles[h];
  18312. // prevent multiple checks
  18313. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  18314. if ( failedCuts[cutKey] !== undefined ) continue;
  18315. hole = holes[holeIdx];
  18316. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  18317. holePt = hole[ h2 ];
  18318. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  18319. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  18320. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  18321. holeIndex = h2;
  18322. indepHoles.splice(h,1);
  18323. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  18324. tmpShape2 = shape.slice( shapeIndex );
  18325. tmpHole1 = hole.slice( holeIndex );
  18326. tmpHole2 = hole.slice( 0, holeIndex+1 );
  18327. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  18328. minShapeIndex = shapeIndex;
  18329. // Debug only, to show the selected cuts
  18330. // glob_CutLines.push( [ shapePt, holePt ] );
  18331. break;
  18332. }
  18333. if ( holeIndex >= 0 ) break; // hole-vertex found
  18334. failedCuts[cutKey] = true; // remember failure
  18335. }
  18336. if ( holeIndex >= 0 ) break; // hole-vertex found
  18337. }
  18338. }
  18339. return shape; /* shape with no holes */
  18340. }
  18341. var i, il, f, face,
  18342. key, index,
  18343. allPointsMap = {};
  18344. // 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.
  18345. var allpoints = contour.concat();
  18346. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18347. Array.prototype.push.apply( allpoints, holes[h] );
  18348. }
  18349. //console.log( "allpoints",allpoints, allpoints.length );
  18350. // prepare all points map
  18351. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  18352. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  18353. if ( allPointsMap[ key ] !== undefined ) {
  18354. console.log( "Duplicate point", key );
  18355. }
  18356. allPointsMap[ key ] = i;
  18357. }
  18358. // remove holes by cutting paths to holes and adding them to the shape
  18359. var shapeWithoutHoles = removeHoles( contour, holes );
  18360. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  18361. //console.log( "triangles",triangles, triangles.length );
  18362. // check all face vertices against all points map
  18363. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  18364. face = triangles[ i ];
  18365. for ( f = 0; f < 3; f ++ ) {
  18366. key = face[ f ].x + ":" + face[ f ].y;
  18367. index = allPointsMap[ key ];
  18368. if ( index !== undefined ) {
  18369. face[ f ] = index;
  18370. }
  18371. }
  18372. }
  18373. return triangles.concat();
  18374. },
  18375. isClockWise: function ( pts ) {
  18376. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  18377. },
  18378. // Bezier Curves formulas obtained from
  18379. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  18380. // Quad Bezier Functions
  18381. b2p0: function ( t, p ) {
  18382. var k = 1 - t;
  18383. return k * k * p;
  18384. },
  18385. b2p1: function ( t, p ) {
  18386. return 2 * ( 1 - t ) * t * p;
  18387. },
  18388. b2p2: function ( t, p ) {
  18389. return t * t * p;
  18390. },
  18391. b2: function ( t, p0, p1, p2 ) {
  18392. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  18393. },
  18394. // Cubic Bezier Functions
  18395. b3p0: function ( t, p ) {
  18396. var k = 1 - t;
  18397. return k * k * k * p;
  18398. },
  18399. b3p1: function ( t, p ) {
  18400. var k = 1 - t;
  18401. return 3 * k * k * t * p;
  18402. },
  18403. b3p2: function ( t, p ) {
  18404. var k = 1 - t;
  18405. return 3 * k * t * t * p;
  18406. },
  18407. b3p3: function ( t, p ) {
  18408. return t * t * t * p;
  18409. },
  18410. b3: function ( t, p0, p1, p2, p3 ) {
  18411. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  18412. }
  18413. };
  18414. /**************************************************************
  18415. * Line
  18416. **************************************************************/
  18417. THREE.LineCurve = function ( v1, v2 ) {
  18418. this.v1 = v1;
  18419. this.v2 = v2;
  18420. };
  18421. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  18422. THREE.LineCurve.prototype.getPoint = function ( t ) {
  18423. var point = this.v2.clone().sub(this.v1);
  18424. point.multiplyScalar( t ).add( this.v1 );
  18425. return point;
  18426. };
  18427. // Line curve is linear, so we can overwrite default getPointAt
  18428. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  18429. return this.getPoint( u );
  18430. };
  18431. THREE.LineCurve.prototype.getTangent = function( t ) {
  18432. var tangent = this.v2.clone().sub(this.v1);
  18433. return tangent.normalize();
  18434. };
  18435. /**************************************************************
  18436. * Quadratic Bezier curve
  18437. **************************************************************/
  18438. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  18439. this.v0 = v0;
  18440. this.v1 = v1;
  18441. this.v2 = v2;
  18442. };
  18443. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  18444. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  18445. var tx, ty;
  18446. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  18447. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  18448. return new THREE.Vector2( tx, ty );
  18449. };
  18450. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  18451. var tx, ty;
  18452. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  18453. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  18454. // returns unit vector
  18455. var tangent = new THREE.Vector2( tx, ty );
  18456. tangent.normalize();
  18457. return tangent;
  18458. };
  18459. /**************************************************************
  18460. * Cubic Bezier curve
  18461. **************************************************************/
  18462. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  18463. this.v0 = v0;
  18464. this.v1 = v1;
  18465. this.v2 = v2;
  18466. this.v3 = v3;
  18467. };
  18468. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  18469. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  18470. var tx, ty;
  18471. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  18472. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  18473. return new THREE.Vector2( tx, ty );
  18474. };
  18475. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  18476. var tx, ty;
  18477. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  18478. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  18479. var tangent = new THREE.Vector2( tx, ty );
  18480. tangent.normalize();
  18481. return tangent;
  18482. };
  18483. /**************************************************************
  18484. * Spline curve
  18485. **************************************************************/
  18486. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  18487. this.points = (points == undefined) ? [] : points;
  18488. };
  18489. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  18490. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  18491. var v = new THREE.Vector2();
  18492. var c = [];
  18493. var points = this.points, point, intPoint, weight;
  18494. point = ( points.length - 1 ) * t;
  18495. intPoint = Math.floor( point );
  18496. weight = point - intPoint;
  18497. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  18498. c[ 1 ] = intPoint;
  18499. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  18500. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  18501. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  18502. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  18503. return v;
  18504. };
  18505. /**************************************************************
  18506. * Ellipse curve
  18507. **************************************************************/
  18508. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  18509. this.aX = aX;
  18510. this.aY = aY;
  18511. this.xRadius = xRadius;
  18512. this.yRadius = yRadius;
  18513. this.aStartAngle = aStartAngle;
  18514. this.aEndAngle = aEndAngle;
  18515. this.aClockwise = aClockwise;
  18516. };
  18517. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  18518. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  18519. var angle;
  18520. var deltaAngle = this.aEndAngle - this.aStartAngle;
  18521. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  18522. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  18523. if ( this.aClockwise === true ) {
  18524. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  18525. } else {
  18526. angle = this.aStartAngle + t * deltaAngle;
  18527. }
  18528. var tx = this.aX + this.xRadius * Math.cos( angle );
  18529. var ty = this.aY + this.yRadius * Math.sin( angle );
  18530. return new THREE.Vector2( tx, ty );
  18531. };
  18532. /**************************************************************
  18533. * Arc curve
  18534. **************************************************************/
  18535. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  18536. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  18537. };
  18538. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  18539. /**************************************************************
  18540. * Line3D
  18541. **************************************************************/
  18542. THREE.LineCurve3 = THREE.Curve.create(
  18543. function ( v1, v2 ) {
  18544. this.v1 = v1;
  18545. this.v2 = v2;
  18546. },
  18547. function ( t ) {
  18548. var r = new THREE.Vector3();
  18549. r.subVectors( this.v2, this.v1 ); // diff
  18550. r.multiplyScalar( t );
  18551. r.add( this.v1 );
  18552. return r;
  18553. }
  18554. );
  18555. /**************************************************************
  18556. * Quadratic Bezier 3D curve
  18557. **************************************************************/
  18558. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  18559. function ( v0, v1, v2 ) {
  18560. this.v0 = v0;
  18561. this.v1 = v1;
  18562. this.v2 = v2;
  18563. },
  18564. function ( t ) {
  18565. var tx, ty, tz;
  18566. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  18567. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  18568. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  18569. return new THREE.Vector3( tx, ty, tz );
  18570. }
  18571. );
  18572. /**************************************************************
  18573. * Cubic Bezier 3D curve
  18574. **************************************************************/
  18575. THREE.CubicBezierCurve3 = THREE.Curve.create(
  18576. function ( v0, v1, v2, v3 ) {
  18577. this.v0 = v0;
  18578. this.v1 = v1;
  18579. this.v2 = v2;
  18580. this.v3 = v3;
  18581. },
  18582. function ( t ) {
  18583. var tx, ty, tz;
  18584. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  18585. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  18586. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  18587. return new THREE.Vector3( tx, ty, tz );
  18588. }
  18589. );
  18590. /**************************************************************
  18591. * Spline 3D curve
  18592. **************************************************************/
  18593. THREE.SplineCurve3 = THREE.Curve.create(
  18594. function ( points /* array of Vector3 */) {
  18595. this.points = (points == undefined) ? [] : points;
  18596. },
  18597. function ( t ) {
  18598. var v = new THREE.Vector3();
  18599. var c = [];
  18600. var points = this.points, point, intPoint, weight;
  18601. point = ( points.length - 1 ) * t;
  18602. intPoint = Math.floor( point );
  18603. weight = point - intPoint;
  18604. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  18605. c[ 1 ] = intPoint;
  18606. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  18607. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  18608. var pt0 = points[ c[0] ],
  18609. pt1 = points[ c[1] ],
  18610. pt2 = points[ c[2] ],
  18611. pt3 = points[ c[3] ];
  18612. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  18613. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  18614. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  18615. return v;
  18616. }
  18617. );
  18618. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  18619. // var v = new THREE.Vector3();
  18620. // var c = [];
  18621. // var points = this.points, point, intPoint, weight;
  18622. // point = ( points.length - 1 ) * t;
  18623. // intPoint = Math.floor( point );
  18624. // weight = point - intPoint;
  18625. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  18626. // c[ 1 ] = intPoint;
  18627. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  18628. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  18629. // var pt0 = points[ c[0] ],
  18630. // pt1 = points[ c[1] ],
  18631. // pt2 = points[ c[2] ],
  18632. // pt3 = points[ c[3] ];
  18633. // // t = weight;
  18634. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  18635. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  18636. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  18637. // return v;
  18638. // }
  18639. /**************************************************************
  18640. * Closed Spline 3D curve
  18641. **************************************************************/
  18642. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  18643. function ( points /* array of Vector3 */) {
  18644. this.points = (points == undefined) ? [] : points;
  18645. },
  18646. function ( t ) {
  18647. var v = new THREE.Vector3();
  18648. var c = [];
  18649. var points = this.points, point, intPoint, weight;
  18650. point = ( points.length - 0 ) * t;
  18651. // This needs to be from 0-length +1
  18652. intPoint = Math.floor( point );
  18653. weight = point - intPoint;
  18654. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  18655. c[ 0 ] = ( intPoint - 1 ) % points.length;
  18656. c[ 1 ] = ( intPoint ) % points.length;
  18657. c[ 2 ] = ( intPoint + 1 ) % points.length;
  18658. c[ 3 ] = ( intPoint + 2 ) % points.length;
  18659. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  18660. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  18661. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  18662. return v;
  18663. }
  18664. );
  18665. /**
  18666. * @author mikael emtinger / http://gomo.se/
  18667. */
  18668. THREE.AnimationHandler = ( function () {
  18669. var playing = [];
  18670. var library = {};
  18671. var that = {};
  18672. that.update = function ( deltaTimeMS ) {
  18673. for ( var i = 0; i < playing.length; i ++ ) {
  18674. playing[ i ].update( deltaTimeMS );
  18675. }
  18676. };
  18677. that.addToUpdate = function ( animation ) {
  18678. if ( playing.indexOf( animation ) === -1 ) {
  18679. playing.push( animation );
  18680. }
  18681. };
  18682. that.removeFromUpdate = function ( animation ) {
  18683. var index = playing.indexOf( animation );
  18684. if ( index !== -1 ) {
  18685. playing.splice( index, 1 );
  18686. }
  18687. };
  18688. that.add = function ( data ) {
  18689. if ( library[ data.name ] !== undefined ) {
  18690. console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
  18691. }
  18692. library[ data.name ] = data;
  18693. initData( data );
  18694. };
  18695. that.remove = function ( name ) {
  18696. if ( library[ name ] === undefined ) {
  18697. console.log( "THREE.AnimationHandler.add: Warning! " + name + " doesn't exists in library. Doing nothing." );
  18698. }
  18699. library[ name ] = undefined;
  18700. };
  18701. that.get = function ( name ) {
  18702. if ( typeof name === "string" ) {
  18703. if ( library[ name ] ) {
  18704. return library[ name ];
  18705. } else {
  18706. return null;
  18707. }
  18708. } else {
  18709. // todo: add simple tween library
  18710. }
  18711. };
  18712. that.parse = function ( root ) {
  18713. // setup hierarchy
  18714. var hierarchy = [];
  18715. if ( root instanceof THREE.SkinnedMesh ) {
  18716. for ( var b = 0; b < root.skeleton.bones.length; b++ ) {
  18717. hierarchy.push( root.skeleton.bones[ b ] );
  18718. }
  18719. } else {
  18720. parseRecurseHierarchy( root, hierarchy );
  18721. }
  18722. return hierarchy;
  18723. };
  18724. var parseRecurseHierarchy = function ( root, hierarchy ) {
  18725. hierarchy.push( root );
  18726. for ( var c = 0; c < root.children.length; c++ )
  18727. parseRecurseHierarchy( root.children[ c ], hierarchy );
  18728. }
  18729. var initData = function ( data ) {
  18730. if ( data.initialized === true )
  18731. return;
  18732. // loop through all keys
  18733. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  18734. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18735. // remove minus times
  18736. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  18737. data.hierarchy[ h ].keys[ k ].time = 0;
  18738. }
  18739. // create quaternions
  18740. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  18741. !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  18742. var quat = data.hierarchy[ h ].keys[ k ].rot;
  18743. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  18744. }
  18745. }
  18746. // prepare morph target keys
  18747. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  18748. // get all used
  18749. var usedMorphTargets = {};
  18750. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18751. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  18752. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  18753. usedMorphTargets[ morphTargetName ] = -1;
  18754. }
  18755. }
  18756. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  18757. // set all used on all frames
  18758. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18759. var influences = {};
  18760. for ( var morphTargetName in usedMorphTargets ) {
  18761. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  18762. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  18763. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  18764. break;
  18765. }
  18766. }
  18767. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  18768. influences[ morphTargetName ] = 0;
  18769. }
  18770. }
  18771. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  18772. }
  18773. }
  18774. // remove all keys that are on the same time
  18775. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18776. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  18777. data.hierarchy[ h ].keys.splice( k, 1 );
  18778. k --;
  18779. }
  18780. }
  18781. // set index
  18782. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18783. data.hierarchy[ h ].keys[ k ].index = k;
  18784. }
  18785. }
  18786. data.initialized = true;
  18787. };
  18788. // interpolation types
  18789. that.LINEAR = 0;
  18790. that.CATMULLROM = 1;
  18791. that.CATMULLROM_FORWARD = 2;
  18792. return that;
  18793. }() );
  18794. /**
  18795. * @author mikael emtinger / http://gomo.se/
  18796. * @author mrdoob / http://mrdoob.com/
  18797. * @author alteredq / http://alteredqualia.com/
  18798. */
  18799. THREE.Animation = function ( root, name ) {
  18800. this.root = root;
  18801. this.data = THREE.AnimationHandler.get( name );
  18802. this.hierarchy = THREE.AnimationHandler.parse( root );
  18803. this.currentTime = 0;
  18804. this.timeScale = 1;
  18805. this.isPlaying = false;
  18806. this.isPaused = true;
  18807. this.loop = true;
  18808. this.weight = 0;
  18809. this.interpolationType = THREE.AnimationHandler.LINEAR;
  18810. };
  18811. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  18812. THREE.Animation.prototype.play = function ( startTime, weight ) {
  18813. this.currentTime = startTime !== undefined ? startTime : 0;
  18814. this.weight = weight !== undefined ? weight: 1;
  18815. this.isPlaying = true;
  18816. this.isPaused = false;
  18817. this.reset();
  18818. THREE.AnimationHandler.addToUpdate( this );
  18819. };
  18820. THREE.Animation.prototype.pause = function() {
  18821. if ( this.isPaused === true ) {
  18822. THREE.AnimationHandler.addToUpdate( this );
  18823. } else {
  18824. THREE.AnimationHandler.removeFromUpdate( this );
  18825. }
  18826. this.isPaused = !this.isPaused;
  18827. };
  18828. THREE.Animation.prototype.stop = function() {
  18829. this.isPlaying = false;
  18830. this.isPaused = false;
  18831. THREE.AnimationHandler.removeFromUpdate( this );
  18832. };
  18833. THREE.Animation.prototype.reset = function () {
  18834. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18835. var object = this.hierarchy[ h ];
  18836. object.matrixAutoUpdate = true;
  18837. if ( object.animationCache === undefined ) {
  18838. object.animationCache = {};
  18839. }
  18840. if ( object.animationCache[this.data.name] === undefined ) {
  18841. object.animationCache[this.data.name] = {};
  18842. object.animationCache[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  18843. object.animationCache[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  18844. object.animationCache[this.data.name].originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  18845. }
  18846. var animationCache = object.animationCache[this.data.name];
  18847. // Get keys to match our current time
  18848. for ( var t = 0; t < 3; t ++ ) {
  18849. var type = this.keyTypes[ t ];
  18850. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  18851. var nextKey = this.getNextKeyWith( type, h, 1 );
  18852. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18853. prevKey = nextKey;
  18854. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  18855. }
  18856. animationCache.prevKey[ type ] = prevKey;
  18857. animationCache.nextKey[ type ] = nextKey;
  18858. }
  18859. }
  18860. };
  18861. THREE.Animation.prototype.update = (function(){
  18862. var points = [];
  18863. var target = new THREE.Vector3();
  18864. var newVector = new THREE.Vector3();
  18865. var newQuat = new THREE.Quaternion();
  18866. // Catmull-Rom spline
  18867. var interpolateCatmullRom = function ( points, scale ) {
  18868. var c = [], v3 = [],
  18869. point, intPoint, weight, w2, w3,
  18870. pa, pb, pc, pd;
  18871. point = ( points.length - 1 ) * scale;
  18872. intPoint = Math.floor( point );
  18873. weight = point - intPoint;
  18874. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  18875. c[ 1 ] = intPoint;
  18876. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  18877. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  18878. pa = points[ c[ 0 ] ];
  18879. pb = points[ c[ 1 ] ];
  18880. pc = points[ c[ 2 ] ];
  18881. pd = points[ c[ 3 ] ];
  18882. w2 = weight * weight;
  18883. w3 = weight * w2;
  18884. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  18885. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  18886. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  18887. return v3;
  18888. };
  18889. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  18890. var v0 = ( p2 - p0 ) * 0.5,
  18891. v1 = ( p3 - p1 ) * 0.5;
  18892. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  18893. };
  18894. return function ( delta ) {
  18895. if ( this.isPlaying === false ) return;
  18896. this.currentTime += delta * this.timeScale;
  18897. if ( this.weight === 0 )
  18898. return;
  18899. //
  18900. var vector;
  18901. var duration = this.data.length;
  18902. if ( this.loop === true && this.currentTime > duration ) {
  18903. this.currentTime %= duration;
  18904. this.reset();
  18905. } else if ( this.loop === false && this.currentTime > duration ) {
  18906. this.stop();
  18907. return;
  18908. }
  18909. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18910. var object = this.hierarchy[ h ];
  18911. var animationCache = object.animationCache[this.data.name];
  18912. // loop through pos/rot/scl
  18913. for ( var t = 0; t < 3; t ++ ) {
  18914. // get keys
  18915. var type = this.keyTypes[ t ];
  18916. var prevKey = animationCache.prevKey[ type ];
  18917. var nextKey = animationCache.nextKey[ type ];
  18918. if ( nextKey.time <= this.currentTime ) {
  18919. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  18920. nextKey = this.getNextKeyWith( type, h, 1 );
  18921. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18922. prevKey = nextKey;
  18923. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  18924. }
  18925. animationCache.prevKey[ type ] = prevKey;
  18926. animationCache.nextKey[ type ] = nextKey;
  18927. }
  18928. object.matrixAutoUpdate = true;
  18929. object.matrixWorldNeedsUpdate = true;
  18930. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  18931. var prevXYZ = prevKey[ type ];
  18932. var nextXYZ = nextKey[ type ];
  18933. if ( scale < 0 ) scale = 0;
  18934. if ( scale > 1 ) scale = 1;
  18935. // interpolate
  18936. if ( type === "pos" ) {
  18937. vector = object.position;
  18938. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  18939. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  18940. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  18941. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  18942. // blend
  18943. if (object instanceof THREE.Bone) {
  18944. var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  18945. vector.lerp( newVector, proportionalWeight );
  18946. object.accumulatedPosWeight += this.weight;
  18947. } else
  18948. vector = newVector;
  18949. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18950. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18951. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  18952. points[ 1 ] = prevXYZ;
  18953. points[ 2 ] = nextXYZ;
  18954. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  18955. scale = scale * 0.33 + 0.33;
  18956. var currentPoint = interpolateCatmullRom( points, scale );
  18957. if ( object instanceof THREE.Bone ) {
  18958. var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  18959. object.accumulatedPosWeight += this.weight;
  18960. }
  18961. else
  18962. var proportionalWeight = 1;
  18963. // blend
  18964. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  18965. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  18966. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  18967. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18968. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  18969. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  18970. target.sub( vector );
  18971. target.y = 0;
  18972. target.normalize();
  18973. var angle = Math.atan2( target.x, target.z );
  18974. object.rotation.set( 0, angle, 0 );
  18975. }
  18976. }
  18977. } else if ( type === "rot" ) {
  18978. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  18979. // Avoid paying the cost of an additional slerp if we don't have to
  18980. if ( !( object instanceof THREE.Bone ) ) {
  18981. object.quaternion.copy(newQuat);
  18982. }
  18983. else if ( object.accumulatedRotWeight === 0) {
  18984. object.quaternion.copy(newQuat);
  18985. object.accumulatedRotWeight = this.weight;
  18986. }
  18987. else {
  18988. var proportionalWeight = this.weight / ( this.weight + object.accumulatedRotWeight );
  18989. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  18990. object.accumulatedRotWeight += this.weight;
  18991. }
  18992. } else if ( type === "scl" ) {
  18993. vector = object.scale;
  18994. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  18995. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  18996. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  18997. if ( object instanceof THREE.Bone ) {
  18998. var proportionalWeight = this.weight / ( this.weight + object.accumulatedSclWeight);
  18999. vector.lerp( newVector, proportionalWeight );
  19000. object.accumulatedSclWeight += this.weight;
  19001. } else
  19002. vector = newVector;
  19003. }
  19004. }
  19005. }
  19006. return true;
  19007. };
  19008. })();
  19009. // Get next key with
  19010. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  19011. var keys = this.data.hierarchy[ h ].keys;
  19012. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  19013. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  19014. key = key < keys.length - 1 ? key : keys.length - 1;
  19015. } else {
  19016. key = key % keys.length;
  19017. }
  19018. for ( ; key < keys.length; key++ ) {
  19019. if ( keys[ key ][ type ] !== undefined ) {
  19020. return keys[ key ];
  19021. }
  19022. }
  19023. return this.data.hierarchy[ h ].keys[ 0 ];
  19024. };
  19025. // Get previous key with
  19026. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  19027. var keys = this.data.hierarchy[ h ].keys;
  19028. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  19029. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  19030. key = key > 0 ? key : 0;
  19031. } else {
  19032. key = key >= 0 ? key : key + keys.length;
  19033. }
  19034. for ( ; key >= 0; key -- ) {
  19035. if ( keys[ key ][ type ] !== undefined ) {
  19036. return keys[ key ];
  19037. }
  19038. }
  19039. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  19040. };
  19041. /**
  19042. * @author mikael emtinger / http://gomo.se/
  19043. * @author mrdoob / http://mrdoob.com/
  19044. * @author alteredq / http://alteredqualia.com/
  19045. * @author khang duong
  19046. * @author erik kitson
  19047. */
  19048. THREE.KeyFrameAnimation = function ( root, data ) {
  19049. this.root = root;
  19050. this.data = THREE.AnimationHandler.get( data );
  19051. this.hierarchy = THREE.AnimationHandler.parse( root );
  19052. this.currentTime = 0;
  19053. this.timeScale = 0.001;
  19054. this.isPlaying = false;
  19055. this.isPaused = true;
  19056. this.loop = true;
  19057. // initialize to first keyframes
  19058. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  19059. var keys = this.data.hierarchy[h].keys,
  19060. sids = this.data.hierarchy[h].sids,
  19061. obj = this.hierarchy[h];
  19062. if ( keys.length && sids ) {
  19063. for ( var s = 0; s < sids.length; s++ ) {
  19064. var sid = sids[ s ],
  19065. next = this.getNextKeyWith( sid, h, 0 );
  19066. if ( next ) {
  19067. next.apply( sid );
  19068. }
  19069. }
  19070. obj.matrixAutoUpdate = false;
  19071. this.data.hierarchy[h].node.updateMatrix();
  19072. obj.matrixWorldNeedsUpdate = true;
  19073. }
  19074. }
  19075. };
  19076. // Play
  19077. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  19078. this.currentTime = startTime !== undefined ? startTime : 0;
  19079. if ( this.isPlaying === false ) {
  19080. this.isPlaying = true;
  19081. // reset key cache
  19082. var h, hl = this.hierarchy.length,
  19083. object,
  19084. node;
  19085. for ( h = 0; h < hl; h++ ) {
  19086. object = this.hierarchy[ h ];
  19087. node = this.data.hierarchy[ h ];
  19088. if ( node.animationCache === undefined ) {
  19089. node.animationCache = {};
  19090. node.animationCache.prevKey = null;
  19091. node.animationCache.nextKey = null;
  19092. node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  19093. }
  19094. var keys = this.data.hierarchy[h].keys;
  19095. if (keys.length) {
  19096. node.animationCache.prevKey = keys[ 0 ];
  19097. node.animationCache.nextKey = keys[ 1 ];
  19098. this.startTime = Math.min( keys[0].time, this.startTime );
  19099. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  19100. }
  19101. }
  19102. this.update( 0 );
  19103. }
  19104. this.isPaused = false;
  19105. THREE.AnimationHandler.addToUpdate( this );
  19106. };
  19107. // Pause
  19108. THREE.KeyFrameAnimation.prototype.pause = function() {
  19109. if( this.isPaused ) {
  19110. THREE.AnimationHandler.addToUpdate( this );
  19111. } else {
  19112. THREE.AnimationHandler.removeFromUpdate( this );
  19113. }
  19114. this.isPaused = !this.isPaused;
  19115. };
  19116. // Stop
  19117. THREE.KeyFrameAnimation.prototype.stop = function() {
  19118. this.isPlaying = false;
  19119. this.isPaused = false;
  19120. THREE.AnimationHandler.removeFromUpdate( this );
  19121. // reset JIT matrix and remove cache
  19122. for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
  19123. var obj = this.hierarchy[ h ];
  19124. var node = this.data.hierarchy[ h ];
  19125. if ( node.animationCache !== undefined ) {
  19126. var original = node.animationCache.originalMatrix;
  19127. if( obj instanceof THREE.Bone ) {
  19128. original.copy( obj.skinMatrix );
  19129. obj.skinMatrix = original;
  19130. } else {
  19131. original.copy( obj.matrix );
  19132. obj.matrix = original;
  19133. }
  19134. delete node.animationCache;
  19135. }
  19136. }
  19137. };
  19138. // Update
  19139. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  19140. if ( this.isPlaying === false ) return;
  19141. this.currentTime += delta * this.timeScale;
  19142. //
  19143. var duration = this.data.length;
  19144. if ( this.loop === true && this.currentTime > duration ) {
  19145. this.currentTime %= duration;
  19146. }
  19147. this.currentTime = Math.min( this.currentTime, duration );
  19148. for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
  19149. var object = this.hierarchy[ h ];
  19150. var node = this.data.hierarchy[ h ];
  19151. var keys = node.keys,
  19152. animationCache = node.animationCache;
  19153. if ( keys.length ) {
  19154. var prevKey = animationCache.prevKey;
  19155. var nextKey = animationCache.nextKey;
  19156. if ( nextKey.time <= this.currentTime ) {
  19157. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  19158. prevKey = nextKey;
  19159. nextKey = keys[ prevKey.index + 1 ];
  19160. }
  19161. animationCache.prevKey = prevKey;
  19162. animationCache.nextKey = nextKey;
  19163. }
  19164. if ( nextKey.time >= this.currentTime ) {
  19165. prevKey.interpolate( nextKey, this.currentTime );
  19166. } else {
  19167. prevKey.interpolate( nextKey, nextKey.time );
  19168. }
  19169. this.data.hierarchy[ h ].node.updateMatrix();
  19170. object.matrixWorldNeedsUpdate = true;
  19171. }
  19172. }
  19173. };
  19174. // Get next key with
  19175. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  19176. var keys = this.data.hierarchy[ h ].keys;
  19177. key = key % keys.length;
  19178. for ( ; key < keys.length; key++ ) {
  19179. if ( keys[ key ].hasTarget( sid ) ) {
  19180. return keys[ key ];
  19181. }
  19182. }
  19183. return keys[ 0 ];
  19184. };
  19185. // Get previous key with
  19186. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  19187. var keys = this.data.hierarchy[ h ].keys;
  19188. key = key >= 0 ? key : key + keys.length;
  19189. for ( ; key >= 0; key-- ) {
  19190. if ( keys[ key ].hasTarget( sid ) ) {
  19191. return keys[ key ];
  19192. }
  19193. }
  19194. return keys[ keys.length - 1 ];
  19195. };
  19196. /**
  19197. * @author mrdoob / http://mrdoob.com
  19198. */
  19199. THREE.MorphAnimation = function ( mesh ) {
  19200. this.mesh = mesh;
  19201. this.frames = mesh.morphTargetInfluences.length;
  19202. this.currentTime = 0;
  19203. this.duration = 1000;
  19204. this.loop = true;
  19205. this.isPlaying = false;
  19206. };
  19207. THREE.MorphAnimation.prototype = {
  19208. play: function () {
  19209. this.isPlaying = true;
  19210. },
  19211. pause: function () {
  19212. this.isPlaying = false;
  19213. },
  19214. update: ( function () {
  19215. var lastFrame = 0;
  19216. var currentFrame = 0;
  19217. return function ( delta ) {
  19218. if ( this.isPlaying === false ) return;
  19219. this.currentTime += delta;
  19220. if ( this.loop === true && this.currentTime > this.duration ) {
  19221. this.currentTime %= this.duration;
  19222. }
  19223. this.currentTime = Math.min( this.currentTime, this.duration );
  19224. var interpolation = this.duration / this.frames;
  19225. var frame = Math.floor( this.currentTime / interpolation );
  19226. if ( frame != currentFrame ) {
  19227. this.mesh.morphTargetInfluences[ lastFrame ] = 0;
  19228. this.mesh.morphTargetInfluences[ currentFrame ] = 1;
  19229. this.mesh.morphTargetInfluences[ frame ] = 0;
  19230. lastFrame = currentFrame;
  19231. currentFrame = frame;
  19232. }
  19233. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  19234. this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  19235. }
  19236. } )()
  19237. };
  19238. /**
  19239. * Camera for rendering cube maps
  19240. * - renders scene into axis-aligned cube
  19241. *
  19242. * @author alteredq / http://alteredqualia.com/
  19243. */
  19244. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  19245. THREE.Object3D.call( this );
  19246. var fov = 90, aspect = 1;
  19247. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  19248. cameraPX.up.set( 0, -1, 0 );
  19249. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  19250. this.add( cameraPX );
  19251. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  19252. cameraNX.up.set( 0, -1, 0 );
  19253. cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
  19254. this.add( cameraNX );
  19255. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  19256. cameraPY.up.set( 0, 0, 1 );
  19257. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  19258. this.add( cameraPY );
  19259. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  19260. cameraNY.up.set( 0, 0, -1 );
  19261. cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
  19262. this.add( cameraNY );
  19263. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  19264. cameraPZ.up.set( 0, -1, 0 );
  19265. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  19266. this.add( cameraPZ );
  19267. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  19268. cameraNZ.up.set( 0, -1, 0 );
  19269. cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
  19270. this.add( cameraNZ );
  19271. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  19272. this.updateCubeMap = function ( renderer, scene ) {
  19273. var renderTarget = this.renderTarget;
  19274. var generateMipmaps = renderTarget.generateMipmaps;
  19275. renderTarget.generateMipmaps = false;
  19276. renderTarget.activeCubeFace = 0;
  19277. renderer.render( scene, cameraPX, renderTarget );
  19278. renderTarget.activeCubeFace = 1;
  19279. renderer.render( scene, cameraNX, renderTarget );
  19280. renderTarget.activeCubeFace = 2;
  19281. renderer.render( scene, cameraPY, renderTarget );
  19282. renderTarget.activeCubeFace = 3;
  19283. renderer.render( scene, cameraNY, renderTarget );
  19284. renderTarget.activeCubeFace = 4;
  19285. renderer.render( scene, cameraPZ, renderTarget );
  19286. renderTarget.generateMipmaps = generateMipmaps;
  19287. renderTarget.activeCubeFace = 5;
  19288. renderer.render( scene, cameraNZ, renderTarget );
  19289. };
  19290. };
  19291. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  19292. /**
  19293. * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  19294. *
  19295. * A general perpose camera, for setting FOV, Lens Focal Length,
  19296. * and switching between perspective and orthographic views easily.
  19297. * Use this only if you do not wish to manage
  19298. * both a Orthographic and Perspective Camera
  19299. *
  19300. */
  19301. THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
  19302. THREE.Camera.call( this );
  19303. this.fov = fov;
  19304. this.left = -width / 2;
  19305. this.right = width / 2
  19306. this.top = height / 2;
  19307. this.bottom = -height / 2;
  19308. // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
  19309. this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
  19310. this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
  19311. this.zoom = 1;
  19312. this.toPerspective();
  19313. var aspect = width/height;
  19314. };
  19315. THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
  19316. THREE.CombinedCamera.prototype.toPerspective = function () {
  19317. // Switches to the Perspective Camera
  19318. this.near = this.cameraP.near;
  19319. this.far = this.cameraP.far;
  19320. this.cameraP.fov = this.fov / this.zoom ;
  19321. this.cameraP.updateProjectionMatrix();
  19322. this.projectionMatrix = this.cameraP.projectionMatrix;
  19323. this.inPerspectiveMode = true;
  19324. this.inOrthographicMode = false;
  19325. };
  19326. THREE.CombinedCamera.prototype.toOrthographic = function () {
  19327. // Switches to the Orthographic camera estimating viewport from Perspective
  19328. var fov = this.fov;
  19329. var aspect = this.cameraP.aspect;
  19330. var near = this.cameraP.near;
  19331. var far = this.cameraP.far;
  19332. // The size that we set is the mid plane of the viewing frustum
  19333. var hyperfocus = ( near + far ) / 2;
  19334. var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
  19335. var planeHeight = 2 * halfHeight;
  19336. var planeWidth = planeHeight * aspect;
  19337. var halfWidth = planeWidth / 2;
  19338. halfHeight /= this.zoom;
  19339. halfWidth /= this.zoom;
  19340. this.cameraO.left = -halfWidth;
  19341. this.cameraO.right = halfWidth;
  19342. this.cameraO.top = halfHeight;
  19343. this.cameraO.bottom = -halfHeight;
  19344. // this.cameraO.left = -farHalfWidth;
  19345. // this.cameraO.right = farHalfWidth;
  19346. // this.cameraO.top = farHalfHeight;
  19347. // this.cameraO.bottom = -farHalfHeight;
  19348. // this.cameraO.left = this.left / this.zoom;
  19349. // this.cameraO.right = this.right / this.zoom;
  19350. // this.cameraO.top = this.top / this.zoom;
  19351. // this.cameraO.bottom = this.bottom / this.zoom;
  19352. this.cameraO.updateProjectionMatrix();
  19353. this.near = this.cameraO.near;
  19354. this.far = this.cameraO.far;
  19355. this.projectionMatrix = this.cameraO.projectionMatrix;
  19356. this.inPerspectiveMode = false;
  19357. this.inOrthographicMode = true;
  19358. };
  19359. THREE.CombinedCamera.prototype.setSize = function( width, height ) {
  19360. this.cameraP.aspect = width / height;
  19361. this.left = -width / 2;
  19362. this.right = width / 2
  19363. this.top = height / 2;
  19364. this.bottom = -height / 2;
  19365. };
  19366. THREE.CombinedCamera.prototype.setFov = function( fov ) {
  19367. this.fov = fov;
  19368. if ( this.inPerspectiveMode ) {
  19369. this.toPerspective();
  19370. } else {
  19371. this.toOrthographic();
  19372. }
  19373. };
  19374. // For mantaining similar API with PerspectiveCamera
  19375. THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
  19376. if ( this.inPerspectiveMode ) {
  19377. this.toPerspective();
  19378. } else {
  19379. this.toPerspective();
  19380. this.toOrthographic();
  19381. }
  19382. };
  19383. /*
  19384. * Uses Focal Length (in mm) to estimate and set FOV
  19385. * 35mm (fullframe) camera is used if frame size is not specified;
  19386. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  19387. */
  19388. THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  19389. if ( frameHeight === undefined ) frameHeight = 24;
  19390. var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  19391. this.setFov( fov );
  19392. return fov;
  19393. };
  19394. THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
  19395. this.zoom = zoom;
  19396. if ( this.inPerspectiveMode ) {
  19397. this.toPerspective();
  19398. } else {
  19399. this.toOrthographic();
  19400. }
  19401. };
  19402. THREE.CombinedCamera.prototype.toFrontView = function() {
  19403. this.rotation.x = 0;
  19404. this.rotation.y = 0;
  19405. this.rotation.z = 0;
  19406. // should we be modifing the matrix instead?
  19407. this.rotationAutoUpdate = false;
  19408. };
  19409. THREE.CombinedCamera.prototype.toBackView = function() {
  19410. this.rotation.x = 0;
  19411. this.rotation.y = Math.PI;
  19412. this.rotation.z = 0;
  19413. this.rotationAutoUpdate = false;
  19414. };
  19415. THREE.CombinedCamera.prototype.toLeftView = function() {
  19416. this.rotation.x = 0;
  19417. this.rotation.y = - Math.PI / 2;
  19418. this.rotation.z = 0;
  19419. this.rotationAutoUpdate = false;
  19420. };
  19421. THREE.CombinedCamera.prototype.toRightView = function() {
  19422. this.rotation.x = 0;
  19423. this.rotation.y = Math.PI / 2;
  19424. this.rotation.z = 0;
  19425. this.rotationAutoUpdate = false;
  19426. };
  19427. THREE.CombinedCamera.prototype.toTopView = function() {
  19428. this.rotation.x = - Math.PI / 2;
  19429. this.rotation.y = 0;
  19430. this.rotation.z = 0;
  19431. this.rotationAutoUpdate = false;
  19432. };
  19433. THREE.CombinedCamera.prototype.toBottomView = function() {
  19434. this.rotation.x = Math.PI / 2;
  19435. this.rotation.y = 0;
  19436. this.rotation.z = 0;
  19437. this.rotationAutoUpdate = false;
  19438. };
  19439. /**
  19440. * @author mrdoob / http://mrdoob.com/
  19441. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  19442. */
  19443. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  19444. THREE.Geometry.call( this );
  19445. this.parameters = {
  19446. width: width,
  19447. height: height,
  19448. depth: depth,
  19449. widthSegments: widthSegments,
  19450. heightSegments: heightSegments,
  19451. depthSegments: depthSegments
  19452. };
  19453. this.widthSegments = widthSegments || 1;
  19454. this.heightSegments = heightSegments || 1;
  19455. this.depthSegments = depthSegments || 1;
  19456. var scope = this;
  19457. var width_half = width / 2;
  19458. var height_half = height / 2;
  19459. var depth_half = depth / 2;
  19460. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  19461. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  19462. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  19463. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  19464. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  19465. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  19466. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  19467. var w, ix, iy,
  19468. gridX = scope.widthSegments,
  19469. gridY = scope.heightSegments,
  19470. width_half = width / 2,
  19471. height_half = height / 2,
  19472. offset = scope.vertices.length;
  19473. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  19474. w = 'z';
  19475. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  19476. w = 'y';
  19477. gridY = scope.depthSegments;
  19478. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  19479. w = 'x';
  19480. gridX = scope.depthSegments;
  19481. }
  19482. var gridX1 = gridX + 1,
  19483. gridY1 = gridY + 1,
  19484. segment_width = width / gridX,
  19485. segment_height = height / gridY,
  19486. normal = new THREE.Vector3();
  19487. normal[ w ] = depth > 0 ? 1 : - 1;
  19488. for ( iy = 0; iy < gridY1; iy ++ ) {
  19489. for ( ix = 0; ix < gridX1; ix ++ ) {
  19490. var vector = new THREE.Vector3();
  19491. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  19492. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  19493. vector[ w ] = depth;
  19494. scope.vertices.push( vector );
  19495. }
  19496. }
  19497. for ( iy = 0; iy < gridY; iy++ ) {
  19498. for ( ix = 0; ix < gridX; ix++ ) {
  19499. var a = ix + gridX1 * iy;
  19500. var b = ix + gridX1 * ( iy + 1 );
  19501. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  19502. var d = ( ix + 1 ) + gridX1 * iy;
  19503. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  19504. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  19505. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  19506. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  19507. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  19508. face.normal.copy( normal );
  19509. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  19510. face.materialIndex = materialIndex;
  19511. scope.faces.push( face );
  19512. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19513. face = new THREE.Face3( b + offset, c + offset, d + offset );
  19514. face.normal.copy( normal );
  19515. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  19516. face.materialIndex = materialIndex;
  19517. scope.faces.push( face );
  19518. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19519. }
  19520. }
  19521. }
  19522. this.mergeVertices();
  19523. };
  19524. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19525. /**
  19526. * @author hughes
  19527. */
  19528. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  19529. THREE.Geometry.call( this );
  19530. this.parameters = {
  19531. radius: radius,
  19532. segments: segments,
  19533. thetaStart: thetaStart,
  19534. thetaLength: thetaLength
  19535. };
  19536. radius = radius || 50;
  19537. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19538. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19539. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19540. var i, uvs = [],
  19541. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  19542. this.vertices.push(center);
  19543. uvs.push( centerUV );
  19544. for ( i = 0; i <= segments; i ++ ) {
  19545. var vertex = new THREE.Vector3();
  19546. var segment = thetaStart + i / segments * thetaLength;
  19547. vertex.x = radius * Math.cos( segment );
  19548. vertex.y = radius * Math.sin( segment );
  19549. this.vertices.push( vertex );
  19550. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  19551. }
  19552. var n = new THREE.Vector3( 0, 0, 1 );
  19553. for ( i = 1; i <= segments; i ++ ) {
  19554. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  19555. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  19556. }
  19557. this.computeFaceNormals();
  19558. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19559. };
  19560. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19561. // DEPRECATED
  19562. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  19563. console.warn( 'DEPRECATED: THREE.CubeGeometry is deprecated. Use THREE.BoxGeometry instead.' );
  19564. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  19565. };
  19566. /**
  19567. * @author mrdoob / http://mrdoob.com/
  19568. */
  19569. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  19570. THREE.Geometry.call( this );
  19571. this.parameters = {
  19572. radiusTop: radiusTop,
  19573. radiusBottom: radiusBottom,
  19574. height: height,
  19575. radialSegments: radialSegments,
  19576. heightSegments: heightSegments,
  19577. openEnded: openEnded
  19578. };
  19579. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  19580. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  19581. height = height !== undefined ? height : 100;
  19582. radialSegments = radialSegments || 8;
  19583. heightSegments = heightSegments || 1;
  19584. openEnded = openEnded !== undefined ? openEnded : false;
  19585. var heightHalf = height / 2;
  19586. var x, y, vertices = [], uvs = [];
  19587. for ( y = 0; y <= heightSegments; y ++ ) {
  19588. var verticesRow = [];
  19589. var uvsRow = [];
  19590. var v = y / heightSegments;
  19591. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19592. for ( x = 0; x <= radialSegments; x ++ ) {
  19593. var u = x / radialSegments;
  19594. var vertex = new THREE.Vector3();
  19595. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  19596. vertex.y = - v * height + heightHalf;
  19597. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  19598. this.vertices.push( vertex );
  19599. verticesRow.push( this.vertices.length - 1 );
  19600. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  19601. }
  19602. vertices.push( verticesRow );
  19603. uvs.push( uvsRow );
  19604. }
  19605. var tanTheta = ( radiusBottom - radiusTop ) / height;
  19606. var na, nb;
  19607. for ( x = 0; x < radialSegments; x ++ ) {
  19608. if ( radiusTop !== 0 ) {
  19609. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  19610. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  19611. } else {
  19612. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  19613. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  19614. }
  19615. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  19616. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  19617. for ( y = 0; y < heightSegments; y ++ ) {
  19618. var v1 = vertices[ y ][ x ];
  19619. var v2 = vertices[ y + 1 ][ x ];
  19620. var v3 = vertices[ y + 1 ][ x + 1 ];
  19621. var v4 = vertices[ y ][ x + 1 ];
  19622. var n1 = na.clone();
  19623. var n2 = na.clone();
  19624. var n3 = nb.clone();
  19625. var n4 = nb.clone();
  19626. var uv1 = uvs[ y ][ x ].clone();
  19627. var uv2 = uvs[ y + 1 ][ x ].clone();
  19628. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  19629. var uv4 = uvs[ y ][ x + 1 ].clone();
  19630. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  19631. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  19632. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  19633. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  19634. }
  19635. }
  19636. // top cap
  19637. if ( openEnded === false && radiusTop > 0 ) {
  19638. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  19639. for ( x = 0; x < radialSegments; x ++ ) {
  19640. var v1 = vertices[ 0 ][ x ];
  19641. var v2 = vertices[ 0 ][ x + 1 ];
  19642. var v3 = this.vertices.length - 1;
  19643. var n1 = new THREE.Vector3( 0, 1, 0 );
  19644. var n2 = new THREE.Vector3( 0, 1, 0 );
  19645. var n3 = new THREE.Vector3( 0, 1, 0 );
  19646. var uv1 = uvs[ 0 ][ x ].clone();
  19647. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  19648. var uv3 = new THREE.Vector2( uv2.x, 0 );
  19649. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  19650. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19651. }
  19652. }
  19653. // bottom cap
  19654. if ( openEnded === false && radiusBottom > 0 ) {
  19655. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  19656. for ( x = 0; x < radialSegments; x ++ ) {
  19657. var v1 = vertices[ y ][ x + 1 ];
  19658. var v2 = vertices[ y ][ x ];
  19659. var v3 = this.vertices.length - 1;
  19660. var n1 = new THREE.Vector3( 0, - 1, 0 );
  19661. var n2 = new THREE.Vector3( 0, - 1, 0 );
  19662. var n3 = new THREE.Vector3( 0, - 1, 0 );
  19663. var uv1 = uvs[ y ][ x + 1 ].clone();
  19664. var uv2 = uvs[ y ][ x ].clone();
  19665. var uv3 = new THREE.Vector2( uv2.x, 1 );
  19666. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  19667. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19668. }
  19669. }
  19670. this.computeFaceNormals();
  19671. }
  19672. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19673. /**
  19674. * @author zz85 / http://www.lab4games.net/zz85/blog
  19675. *
  19676. * Creates extruded geometry from a path shape.
  19677. *
  19678. * parameters = {
  19679. *
  19680. * curveSegments: <int>, // number of points on the curves
  19681. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  19682. * amount: <int>, // Depth to extrude the shape
  19683. *
  19684. * bevelEnabled: <bool>, // turn on bevel
  19685. * bevelThickness: <float>, // how deep into the original shape bevel goes
  19686. * bevelSize: <float>, // how far from shape outline is bevel
  19687. * bevelSegments: <int>, // number of bevel layers
  19688. *
  19689. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  19690. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  19691. *
  19692. * material: <int> // material index for front and back faces
  19693. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  19694. * uvGenerator: <Object> // object that provides UV generator functions
  19695. *
  19696. * }
  19697. **/
  19698. THREE.ExtrudeGeometry = function ( shapes, options ) {
  19699. if ( typeof( shapes ) === "undefined" ) {
  19700. shapes = [];
  19701. return;
  19702. }
  19703. THREE.Geometry.call( this );
  19704. shapes = shapes instanceof Array ? shapes : [ shapes ];
  19705. this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
  19706. this.addShapeList( shapes, options );
  19707. this.computeFaceNormals();
  19708. // can't really use automatic vertex normals
  19709. // as then front and back sides get smoothed too
  19710. // should do separate smoothing just for sides
  19711. //this.computeVertexNormals();
  19712. //console.log( "took", ( Date.now() - startTime ) );
  19713. };
  19714. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19715. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  19716. var sl = shapes.length;
  19717. for ( var s = 0; s < sl; s ++ ) {
  19718. var shape = shapes[ s ];
  19719. this.addShape( shape, options );
  19720. }
  19721. };
  19722. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  19723. var amount = options.amount !== undefined ? options.amount : 100;
  19724. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  19725. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  19726. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  19727. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  19728. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  19729. var steps = options.steps !== undefined ? options.steps : 1;
  19730. var extrudePath = options.extrudePath;
  19731. var extrudePts, extrudeByPath = false;
  19732. var material = options.material;
  19733. var extrudeMaterial = options.extrudeMaterial;
  19734. // Use default WorldUVGenerator if no UV generators are specified.
  19735. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  19736. var shapebb = this.shapebb;
  19737. //shapebb = shape.getBoundingBox();
  19738. var splineTube, binormal, normal, position2;
  19739. if ( extrudePath ) {
  19740. extrudePts = extrudePath.getSpacedPoints( steps );
  19741. extrudeByPath = true;
  19742. bevelEnabled = false; // bevels not supported for path extrusion
  19743. // SETUP TNB variables
  19744. // Reuse TNB from TubeGeomtry for now.
  19745. // TODO1 - have a .isClosed in spline?
  19746. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  19747. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  19748. binormal = new THREE.Vector3();
  19749. normal = new THREE.Vector3();
  19750. position2 = new THREE.Vector3();
  19751. }
  19752. // Safeguards if bevels are not enabled
  19753. if ( ! bevelEnabled ) {
  19754. bevelSegments = 0;
  19755. bevelThickness = 0;
  19756. bevelSize = 0;
  19757. }
  19758. // Variables initalization
  19759. var ahole, h, hl; // looping of holes
  19760. var scope = this;
  19761. var bevelPoints = [];
  19762. var shapesOffset = this.vertices.length;
  19763. var shapePoints = shape.extractPoints( curveSegments );
  19764. var vertices = shapePoints.shape;
  19765. var holes = shapePoints.holes;
  19766. var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
  19767. if ( reverse ) {
  19768. vertices = vertices.reverse();
  19769. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  19770. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19771. ahole = holes[ h ];
  19772. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  19773. holes[ h ] = ahole.reverse();
  19774. }
  19775. }
  19776. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  19777. }
  19778. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  19779. /* Vertices */
  19780. var contour = vertices; // vertices has all points but contour has only points of circumference
  19781. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19782. ahole = holes[ h ];
  19783. vertices = vertices.concat( ahole );
  19784. }
  19785. function scalePt2 ( pt, vec, size ) {
  19786. if ( !vec ) console.log( "die" );
  19787. return vec.clone().multiplyScalar( size ).add( pt );
  19788. }
  19789. var b, bs, t, z,
  19790. vert, vlen = vertices.length,
  19791. face, flen = faces.length,
  19792. cont, clen = contour.length;
  19793. // Find directions for point movement
  19794. var RAD_TO_DEGREES = 180 / Math.PI;
  19795. function getBevelVec( inPt, inPrev, inNext ) {
  19796. var EPSILON = 0.0000000001;
  19797. var sign = THREE.Math.sign;
  19798. // computes for inPt the corresponding point inPt' on a new contour
  19799. // shiftet by 1 unit (length of normalized vector) to the left
  19800. // if we walk along contour clockwise, this new contour is outside the old one
  19801. //
  19802. // inPt' is the intersection of the two lines parallel to the two
  19803. // adjacent edges of inPt at a distance of 1 unit on the left side.
  19804. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  19805. // good reading for geometry algorithms (here: line-line intersection)
  19806. // http://geomalgorithms.com/a05-_intersect-1.html
  19807. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  19808. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  19809. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  19810. // check for colinear edges
  19811. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  19812. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  19813. // length of vectors for normalizing
  19814. var v_prev_len = Math.sqrt( v_prev_lensq );
  19815. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  19816. // shift adjacent points by unit vectors to the left
  19817. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  19818. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  19819. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  19820. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  19821. // scaling factor for v_prev to intersection point
  19822. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  19823. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  19824. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  19825. // vector from inPt to intersection point
  19826. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  19827. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  19828. // Don't normalize!, otherwise sharp corners become ugly
  19829. // but prevent crazy spikes
  19830. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  19831. if ( v_trans_lensq <= 2 ) {
  19832. return new THREE.Vector2( v_trans_x, v_trans_y );
  19833. } else {
  19834. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  19835. }
  19836. } else { // handle special case of colinear edges
  19837. var direction_eq = false; // assumes: opposite
  19838. if ( v_prev_x > EPSILON ) {
  19839. if ( v_next_x > EPSILON ) { direction_eq = true; }
  19840. } else {
  19841. if ( v_prev_x < -EPSILON ) {
  19842. if ( v_next_x < -EPSILON ) { direction_eq = true; }
  19843. } else {
  19844. if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
  19845. }
  19846. }
  19847. if ( direction_eq ) {
  19848. // console.log("Warning: lines are a straight sequence");
  19849. v_trans_x = -v_prev_y;
  19850. v_trans_y = v_prev_x;
  19851. shrink_by = Math.sqrt( v_prev_lensq );
  19852. } else {
  19853. // console.log("Warning: lines are a straight spike");
  19854. v_trans_x = v_prev_x;
  19855. v_trans_y = v_prev_y;
  19856. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  19857. }
  19858. }
  19859. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  19860. }
  19861. var contourMovements = [];
  19862. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  19863. if ( j === il ) j = 0;
  19864. if ( k === il ) k = 0;
  19865. // (j)---(i)---(k)
  19866. // console.log('i,j,k', i, j , k)
  19867. var pt_i = contour[ i ];
  19868. var pt_j = contour[ j ];
  19869. var pt_k = contour[ k ];
  19870. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  19871. }
  19872. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  19873. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19874. ahole = holes[ h ];
  19875. oneHoleMovements = [];
  19876. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  19877. if ( j === il ) j = 0;
  19878. if ( k === il ) k = 0;
  19879. // (j)---(i)---(k)
  19880. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  19881. }
  19882. holesMovements.push( oneHoleMovements );
  19883. verticesMovements = verticesMovements.concat( oneHoleMovements );
  19884. }
  19885. // Loop bevelSegments, 1 for the front, 1 for the back
  19886. for ( b = 0; b < bevelSegments; b ++ ) {
  19887. //for ( b = bevelSegments; b > 0; b -- ) {
  19888. t = b / bevelSegments;
  19889. z = bevelThickness * ( 1 - t );
  19890. //z = bevelThickness * t;
  19891. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  19892. //bs = bevelSize * t ; // linear
  19893. // contract shape
  19894. for ( i = 0, il = contour.length; i < il; i ++ ) {
  19895. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  19896. v( vert.x, vert.y, - z );
  19897. }
  19898. // expand holes
  19899. for ( h = 0, hl = holes.length; h < hl; h++ ) {
  19900. ahole = holes[ h ];
  19901. oneHoleMovements = holesMovements[ h ];
  19902. for ( i = 0, il = ahole.length; i < il; i++ ) {
  19903. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  19904. v( vert.x, vert.y, -z );
  19905. }
  19906. }
  19907. }
  19908. bs = bevelSize;
  19909. // Back facing vertices
  19910. for ( i = 0; i < vlen; i ++ ) {
  19911. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  19912. if ( !extrudeByPath ) {
  19913. v( vert.x, vert.y, 0 );
  19914. } else {
  19915. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  19916. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  19917. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  19918. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  19919. v( position2.x, position2.y, position2.z );
  19920. }
  19921. }
  19922. // Add stepped vertices...
  19923. // Including front facing vertices
  19924. var s;
  19925. for ( s = 1; s <= steps; s ++ ) {
  19926. for ( i = 0; i < vlen; i ++ ) {
  19927. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  19928. if ( !extrudeByPath ) {
  19929. v( vert.x, vert.y, amount / steps * s );
  19930. } else {
  19931. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  19932. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  19933. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  19934. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  19935. v( position2.x, position2.y, position2.z );
  19936. }
  19937. }
  19938. }
  19939. // Add bevel segments planes
  19940. //for ( b = 1; b <= bevelSegments; b ++ ) {
  19941. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  19942. t = b / bevelSegments;
  19943. z = bevelThickness * ( 1 - t );
  19944. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  19945. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  19946. // contract shape
  19947. for ( i = 0, il = contour.length; i < il; i ++ ) {
  19948. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  19949. v( vert.x, vert.y, amount + z );
  19950. }
  19951. // expand holes
  19952. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19953. ahole = holes[ h ];
  19954. oneHoleMovements = holesMovements[ h ];
  19955. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  19956. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  19957. if ( !extrudeByPath ) {
  19958. v( vert.x, vert.y, amount + z );
  19959. } else {
  19960. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  19961. }
  19962. }
  19963. }
  19964. }
  19965. /* Faces */
  19966. // Top and bottom faces
  19967. buildLidFaces();
  19968. // Sides faces
  19969. buildSideFaces();
  19970. ///// Internal functions
  19971. function buildLidFaces() {
  19972. if ( bevelEnabled ) {
  19973. var layer = 0 ; // steps + 1
  19974. var offset = vlen * layer;
  19975. // Bottom faces
  19976. for ( i = 0; i < flen; i ++ ) {
  19977. face = faces[ i ];
  19978. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  19979. }
  19980. layer = steps + bevelSegments * 2;
  19981. offset = vlen * layer;
  19982. // Top faces
  19983. for ( i = 0; i < flen; i ++ ) {
  19984. face = faces[ i ];
  19985. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  19986. }
  19987. } else {
  19988. // Bottom faces
  19989. for ( i = 0; i < flen; i++ ) {
  19990. face = faces[ i ];
  19991. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  19992. }
  19993. // Top faces
  19994. for ( i = 0; i < flen; i ++ ) {
  19995. face = faces[ i ];
  19996. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  19997. }
  19998. }
  19999. }
  20000. // Create faces for the z-sides of the shape
  20001. function buildSideFaces() {
  20002. var layeroffset = 0;
  20003. sidewalls( contour, layeroffset );
  20004. layeroffset += contour.length;
  20005. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  20006. ahole = holes[ h ];
  20007. sidewalls( ahole, layeroffset );
  20008. //, true
  20009. layeroffset += ahole.length;
  20010. }
  20011. }
  20012. function sidewalls( contour, layeroffset ) {
  20013. var j, k;
  20014. i = contour.length;
  20015. while ( --i >= 0 ) {
  20016. j = i;
  20017. k = i - 1;
  20018. if ( k < 0 ) k = contour.length - 1;
  20019. //console.log('b', i,j, i-1, k,vertices.length);
  20020. var s = 0, sl = steps + bevelSegments * 2;
  20021. for ( s = 0; s < sl; s ++ ) {
  20022. var slen1 = vlen * s;
  20023. var slen2 = vlen * ( s + 1 );
  20024. var a = layeroffset + j + slen1,
  20025. b = layeroffset + k + slen1,
  20026. c = layeroffset + k + slen2,
  20027. d = layeroffset + j + slen2;
  20028. f4( a, b, c, d, contour, s, sl, j, k );
  20029. }
  20030. }
  20031. }
  20032. function v( x, y, z ) {
  20033. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  20034. }
  20035. function f3( a, b, c, isBottom ) {
  20036. a += shapesOffset;
  20037. b += shapesOffset;
  20038. c += shapesOffset;
  20039. // normal, color, material
  20040. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  20041. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  20042. scope.faceVertexUvs[ 0 ].push( uvs );
  20043. }
  20044. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  20045. a += shapesOffset;
  20046. b += shapesOffset;
  20047. c += shapesOffset;
  20048. d += shapesOffset;
  20049. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  20050. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  20051. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  20052. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  20053. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  20054. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  20055. }
  20056. };
  20057. THREE.ExtrudeGeometry.WorldUVGenerator = {
  20058. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  20059. var ax = geometry.vertices[ indexA ].x,
  20060. ay = geometry.vertices[ indexA ].y,
  20061. bx = geometry.vertices[ indexB ].x,
  20062. by = geometry.vertices[ indexB ].y,
  20063. cx = geometry.vertices[ indexC ].x,
  20064. cy = geometry.vertices[ indexC ].y;
  20065. return [
  20066. new THREE.Vector2( ax, ay ),
  20067. new THREE.Vector2( bx, by ),
  20068. new THREE.Vector2( cx, cy )
  20069. ];
  20070. },
  20071. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  20072. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  20073. },
  20074. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  20075. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  20076. contourIndex1, contourIndex2 ) {
  20077. var ax = geometry.vertices[ indexA ].x,
  20078. ay = geometry.vertices[ indexA ].y,
  20079. az = geometry.vertices[ indexA ].z,
  20080. bx = geometry.vertices[ indexB ].x,
  20081. by = geometry.vertices[ indexB ].y,
  20082. bz = geometry.vertices[ indexB ].z,
  20083. cx = geometry.vertices[ indexC ].x,
  20084. cy = geometry.vertices[ indexC ].y,
  20085. cz = geometry.vertices[ indexC ].z,
  20086. dx = geometry.vertices[ indexD ].x,
  20087. dy = geometry.vertices[ indexD ].y,
  20088. dz = geometry.vertices[ indexD ].z;
  20089. if ( Math.abs( ay - by ) < 0.01 ) {
  20090. return [
  20091. new THREE.Vector2( ax, 1 - az ),
  20092. new THREE.Vector2( bx, 1 - bz ),
  20093. new THREE.Vector2( cx, 1 - cz ),
  20094. new THREE.Vector2( dx, 1 - dz )
  20095. ];
  20096. } else {
  20097. return [
  20098. new THREE.Vector2( ay, 1 - az ),
  20099. new THREE.Vector2( by, 1 - bz ),
  20100. new THREE.Vector2( cy, 1 - cz ),
  20101. new THREE.Vector2( dy, 1 - dz )
  20102. ];
  20103. }
  20104. }
  20105. };
  20106. THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
  20107. THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
  20108. THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
  20109. THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
  20110. THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
  20111. THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
  20112. /**
  20113. * @author jonobr1 / http://jonobr1.com
  20114. *
  20115. * Creates a one-sided polygonal geometry from a path shape. Similar to
  20116. * ExtrudeGeometry.
  20117. *
  20118. * parameters = {
  20119. *
  20120. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  20121. *
  20122. * material: <int> // material index for front and back faces
  20123. * uvGenerator: <Object> // object that provides UV generator functions
  20124. *
  20125. * }
  20126. **/
  20127. THREE.ShapeGeometry = function ( shapes, options ) {
  20128. THREE.Geometry.call( this );
  20129. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  20130. this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
  20131. this.addShapeList( shapes, options );
  20132. this.computeFaceNormals();
  20133. };
  20134. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20135. /**
  20136. * Add an array of shapes to THREE.ShapeGeometry.
  20137. */
  20138. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  20139. for ( var i = 0, l = shapes.length; i < l; i++ ) {
  20140. this.addShape( shapes[ i ], options );
  20141. }
  20142. return this;
  20143. };
  20144. /**
  20145. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  20146. */
  20147. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  20148. if ( options === undefined ) options = {};
  20149. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  20150. var material = options.material;
  20151. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  20152. var shapebb = this.shapebb;
  20153. //
  20154. var i, l, hole, s;
  20155. var shapesOffset = this.vertices.length;
  20156. var shapePoints = shape.extractPoints( curveSegments );
  20157. var vertices = shapePoints.shape;
  20158. var holes = shapePoints.holes;
  20159. var reverse = !THREE.Shape.Utils.isClockWise( vertices );
  20160. if ( reverse ) {
  20161. vertices = vertices.reverse();
  20162. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  20163. for ( i = 0, l = holes.length; i < l; i++ ) {
  20164. hole = holes[ i ];
  20165. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  20166. holes[ i ] = hole.reverse();
  20167. }
  20168. }
  20169. reverse = false;
  20170. }
  20171. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  20172. // Vertices
  20173. var contour = vertices;
  20174. for ( i = 0, l = holes.length; i < l; i++ ) {
  20175. hole = holes[ i ];
  20176. vertices = vertices.concat( hole );
  20177. }
  20178. //
  20179. var vert, vlen = vertices.length;
  20180. var face, flen = faces.length;
  20181. var cont, clen = contour.length;
  20182. for ( i = 0; i < vlen; i++ ) {
  20183. vert = vertices[ i ];
  20184. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  20185. }
  20186. for ( i = 0; i < flen; i++ ) {
  20187. face = faces[ i ];
  20188. var a = face[ 0 ] + shapesOffset;
  20189. var b = face[ 1 ] + shapesOffset;
  20190. var c = face[ 2 ] + shapesOffset;
  20191. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  20192. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  20193. }
  20194. };
  20195. /**
  20196. * @author astrodud / http://astrodud.isgreat.org/
  20197. * @author zz85 / https://github.com/zz85
  20198. * @author bhouston / http://exocortex.com
  20199. */
  20200. // points - to create a closed torus, one must use a set of points
  20201. // like so: [ a, b, c, d, a ], see first is the same as last.
  20202. // segments - the number of circumference segments to create
  20203. // phiStart - the starting radian
  20204. // phiLength - the radian (0 to 2*PI) range of the lathed section
  20205. // 2*pi is a closed lathe, less than 2PI is a portion.
  20206. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  20207. THREE.Geometry.call( this );
  20208. segments = segments || 12;
  20209. phiStart = phiStart || 0;
  20210. phiLength = phiLength || 2 * Math.PI;
  20211. var inversePointLength = 1.0 / ( points.length - 1 );
  20212. var inverseSegments = 1.0 / segments;
  20213. for ( var i = 0, il = segments; i <= il; i ++ ) {
  20214. var phi = phiStart + i * inverseSegments * phiLength;
  20215. var c = Math.cos( phi ),
  20216. s = Math.sin( phi );
  20217. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  20218. var pt = points[ j ];
  20219. var vertex = new THREE.Vector3();
  20220. vertex.x = c * pt.x - s * pt.y;
  20221. vertex.y = s * pt.x + c * pt.y;
  20222. vertex.z = pt.z;
  20223. this.vertices.push( vertex );
  20224. }
  20225. }
  20226. var np = points.length;
  20227. for ( var i = 0, il = segments; i < il; i ++ ) {
  20228. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  20229. var base = j + np * i;
  20230. var a = base;
  20231. var b = base + np;
  20232. var c = base + 1 + np;
  20233. var d = base + 1;
  20234. var u0 = i * inverseSegments;
  20235. var v0 = j * inversePointLength;
  20236. var u1 = u0 + inverseSegments;
  20237. var v1 = v0 + inversePointLength;
  20238. this.faces.push( new THREE.Face3( a, b, d ) );
  20239. this.faceVertexUvs[ 0 ].push( [
  20240. new THREE.Vector2( u0, v0 ),
  20241. new THREE.Vector2( u1, v0 ),
  20242. new THREE.Vector2( u0, v1 )
  20243. ] );
  20244. this.faces.push( new THREE.Face3( b, c, d ) );
  20245. this.faceVertexUvs[ 0 ].push( [
  20246. new THREE.Vector2( u1, v0 ),
  20247. new THREE.Vector2( u1, v1 ),
  20248. new THREE.Vector2( u0, v1 )
  20249. ] );
  20250. }
  20251. }
  20252. this.mergeVertices();
  20253. this.computeFaceNormals();
  20254. this.computeVertexNormals();
  20255. };
  20256. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20257. /**
  20258. * @author mrdoob / http://mrdoob.com/
  20259. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  20260. */
  20261. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  20262. THREE.Geometry.call( this );
  20263. this.parameters = {
  20264. width: width,
  20265. height: height,
  20266. widthSegments: widthSegments,
  20267. heightSegments: heightSegments
  20268. };
  20269. var ix, iz;
  20270. var width_half = width / 2;
  20271. var height_half = height / 2;
  20272. var gridX = widthSegments || 1;
  20273. var gridZ = heightSegments || 1;
  20274. var gridX1 = gridX + 1;
  20275. var gridZ1 = gridZ + 1;
  20276. var segment_width = width / gridX;
  20277. var segment_height = height / gridZ;
  20278. var normal = new THREE.Vector3( 0, 0, 1 );
  20279. for ( iz = 0; iz < gridZ1; iz ++ ) {
  20280. var y = iz * segment_height - height_half;
  20281. for ( ix = 0; ix < gridX1; ix ++ ) {
  20282. var x = ix * segment_width - width_half;
  20283. this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
  20284. }
  20285. }
  20286. for ( iz = 0; iz < gridZ; iz ++ ) {
  20287. for ( ix = 0; ix < gridX; ix ++ ) {
  20288. var a = ix + gridX1 * iz;
  20289. var b = ix + gridX1 * ( iz + 1 );
  20290. var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
  20291. var d = ( ix + 1 ) + gridX1 * iz;
  20292. var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
  20293. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
  20294. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
  20295. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
  20296. var face = new THREE.Face3( a, b, d );
  20297. face.normal.copy( normal );
  20298. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  20299. this.faces.push( face );
  20300. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  20301. face = new THREE.Face3( b, c, d );
  20302. face.normal.copy( normal );
  20303. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  20304. this.faces.push( face );
  20305. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  20306. }
  20307. }
  20308. };
  20309. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20310. /**
  20311. * @author Kaleb Murphy
  20312. */
  20313. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  20314. THREE.Geometry.call( this );
  20315. innerRadius = innerRadius || 0;
  20316. outerRadius = outerRadius || 50;
  20317. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  20318. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  20319. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  20320. phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;
  20321. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  20322. for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring
  20323. for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
  20324. var vertex = new THREE.Vector3();
  20325. var segment = thetaStart + o / thetaSegments * thetaLength;
  20326. vertex.x = radius * Math.cos( segment );
  20327. vertex.y = radius * Math.sin( segment );
  20328. this.vertices.push( vertex );
  20329. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  20330. }
  20331. radius += radiusStep;
  20332. }
  20333. var n = new THREE.Vector3( 0, 0, 1 );
  20334. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  20335. var thetaSegment = i * thetaSegments;
  20336. for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
  20337. var segment = o + thetaSegment;
  20338. var v1 = segment + i;
  20339. var v2 = segment + thetaSegments + i;
  20340. var v3 = segment + thetaSegments + 1 + i;
  20341. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  20342. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  20343. v1 = segment + i;
  20344. v2 = segment + thetaSegments + 1 + i;
  20345. v3 = segment + 1 + i;
  20346. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  20347. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  20348. }
  20349. }
  20350. this.computeFaceNormals();
  20351. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  20352. };
  20353. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20354. /**
  20355. * @author mrdoob / http://mrdoob.com/
  20356. */
  20357. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  20358. THREE.Geometry.call( this );
  20359. this.parameters = {
  20360. radius: radius,
  20361. widthSegments: widthSegments,
  20362. heightSegments: heightSegments,
  20363. phiStart: phiStart,
  20364. phiLength: phiLength,
  20365. thetaStart: thetaStart,
  20366. thetaLength: thetaLength
  20367. };
  20368. radius = radius || 50;
  20369. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  20370. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  20371. phiStart = phiStart !== undefined ? phiStart : 0;
  20372. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  20373. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  20374. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  20375. var x, y, vertices = [], uvs = [];
  20376. for ( y = 0; y <= heightSegments; y ++ ) {
  20377. var verticesRow = [];
  20378. var uvsRow = [];
  20379. for ( x = 0; x <= widthSegments; x ++ ) {
  20380. var u = x / widthSegments;
  20381. var v = y / heightSegments;
  20382. var vertex = new THREE.Vector3();
  20383. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  20384. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  20385. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  20386. this.vertices.push( vertex );
  20387. verticesRow.push( this.vertices.length - 1 );
  20388. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  20389. }
  20390. vertices.push( verticesRow );
  20391. uvs.push( uvsRow );
  20392. }
  20393. for ( y = 0; y < heightSegments; y ++ ) {
  20394. for ( x = 0; x < widthSegments; x ++ ) {
  20395. var v1 = vertices[ y ][ x + 1 ];
  20396. var v2 = vertices[ y ][ x ];
  20397. var v3 = vertices[ y + 1 ][ x ];
  20398. var v4 = vertices[ y + 1 ][ x + 1 ];
  20399. var n1 = this.vertices[ v1 ].clone().normalize();
  20400. var n2 = this.vertices[ v2 ].clone().normalize();
  20401. var n3 = this.vertices[ v3 ].clone().normalize();
  20402. var n4 = this.vertices[ v4 ].clone().normalize();
  20403. var uv1 = uvs[ y ][ x + 1 ].clone();
  20404. var uv2 = uvs[ y ][ x ].clone();
  20405. var uv3 = uvs[ y + 1 ][ x ].clone();
  20406. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  20407. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  20408. uv1.x = ( uv1.x + uv2.x ) / 2;
  20409. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  20410. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  20411. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  20412. uv3.x = ( uv3.x + uv4.x ) / 2;
  20413. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  20414. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  20415. } else {
  20416. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  20417. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  20418. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  20419. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  20420. }
  20421. }
  20422. }
  20423. this.computeFaceNormals();
  20424. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  20425. };
  20426. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20427. /**
  20428. * @author zz85 / http://www.lab4games.net/zz85/blog
  20429. * @author alteredq / http://alteredqualia.com/
  20430. *
  20431. * For creating 3D text geometry in three.js
  20432. *
  20433. * Text = 3D Text
  20434. *
  20435. * parameters = {
  20436. * size: <float>, // size of the text
  20437. * height: <float>, // thickness to extrude text
  20438. * curveSegments: <int>, // number of points on the curves
  20439. *
  20440. * font: <string>, // font name
  20441. * weight: <string>, // font weight (normal, bold)
  20442. * style: <string>, // font style (normal, italics)
  20443. *
  20444. * bevelEnabled: <bool>, // turn on bevel
  20445. * bevelThickness: <float>, // how deep into text bevel goes
  20446. * bevelSize: <float>, // how far from text outline is bevel
  20447. * }
  20448. *
  20449. */
  20450. /* Usage Examples
  20451. // TextGeometry wrapper
  20452. var text3d = new TextGeometry( text, options );
  20453. // Complete manner
  20454. var textShapes = THREE.FontUtils.generateShapes( text, options );
  20455. var text3d = new ExtrudeGeometry( textShapes, options );
  20456. */
  20457. THREE.TextGeometry = function ( text, parameters ) {
  20458. parameters = parameters || {};
  20459. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  20460. // translate parameters to ExtrudeGeometry API
  20461. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  20462. // defaults
  20463. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  20464. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  20465. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  20466. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  20467. };
  20468. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  20469. /**
  20470. * @author oosmoxiecode
  20471. * @author mrdoob / http://mrdoob.com/
  20472. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  20473. */
  20474. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  20475. THREE.Geometry.call( this );
  20476. this.parameters = {
  20477. radius: radius,
  20478. tube: tube,
  20479. radialSegments: radialSegments,
  20480. tubularSegments: tubularSegments,
  20481. arc: arc
  20482. };
  20483. radius = radius || 100;
  20484. tube = tube || 40;
  20485. radialSegments = radialSegments || 8;
  20486. tubularSegments = tubularSegments || 6;
  20487. arc = arc || Math.PI * 2;
  20488. var center = new THREE.Vector3(), uvs = [], normals = [];
  20489. for ( var j = 0; j <= radialSegments; j ++ ) {
  20490. for ( var i = 0; i <= tubularSegments; i ++ ) {
  20491. var u = i / tubularSegments * arc;
  20492. var v = j / radialSegments * Math.PI * 2;
  20493. center.x = radius * Math.cos( u );
  20494. center.y = radius * Math.sin( u );
  20495. var vertex = new THREE.Vector3();
  20496. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  20497. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  20498. vertex.z = tube * Math.sin( v );
  20499. this.vertices.push( vertex );
  20500. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  20501. normals.push( vertex.clone().sub( center ).normalize() );
  20502. }
  20503. }
  20504. for ( var j = 1; j <= radialSegments; j ++ ) {
  20505. for ( var i = 1; i <= tubularSegments; i ++ ) {
  20506. var a = ( tubularSegments + 1 ) * j + i - 1;
  20507. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  20508. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  20509. var d = ( tubularSegments + 1 ) * j + i;
  20510. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  20511. this.faces.push( face );
  20512. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  20513. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  20514. this.faces.push( face );
  20515. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  20516. }
  20517. }
  20518. this.computeFaceNormals();
  20519. };
  20520. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20521. /**
  20522. * @author oosmoxiecode
  20523. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  20524. */
  20525. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  20526. THREE.Geometry.call( this );
  20527. this.parameters = {
  20528. radius: radius,
  20529. tube: tube,
  20530. radialSegments: radialSegments,
  20531. tubularSegments: tubularSegments,
  20532. p: p,
  20533. q: q,
  20534. heightScale: heightScale
  20535. };
  20536. radius = radius || 100;
  20537. tube = tube || 40;
  20538. radialSegments = radialSegments || 64;
  20539. tubularSegments = tubularSegments || 8;
  20540. p = p || 2;
  20541. q = q || 3;
  20542. heightScale = heightScale || 1;
  20543. var grid = new Array( radialSegments );
  20544. var tang = new THREE.Vector3();
  20545. var n = new THREE.Vector3();
  20546. var bitan = new THREE.Vector3();
  20547. for ( var i = 0; i < radialSegments; ++ i ) {
  20548. grid[ i ] = new Array( tubularSegments );
  20549. var u = i / radialSegments * 2 * p * Math.PI;
  20550. var p1 = getPos( u, q, p, radius, heightScale );
  20551. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  20552. tang.subVectors( p2, p1 );
  20553. n.addVectors( p2, p1 );
  20554. bitan.crossVectors( tang, n );
  20555. n.crossVectors( bitan, tang );
  20556. bitan.normalize();
  20557. n.normalize();
  20558. for ( var j = 0; j < tubularSegments; ++ j ) {
  20559. var v = j / tubularSegments * 2 * Math.PI;
  20560. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  20561. var cy = tube * Math.sin( v );
  20562. var pos = new THREE.Vector3();
  20563. pos.x = p1.x + cx * n.x + cy * bitan.x;
  20564. pos.y = p1.y + cx * n.y + cy * bitan.y;
  20565. pos.z = p1.z + cx * n.z + cy * bitan.z;
  20566. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  20567. }
  20568. }
  20569. for ( var i = 0; i < radialSegments; ++ i ) {
  20570. for ( var j = 0; j < tubularSegments; ++ j ) {
  20571. var ip = ( i + 1 ) % radialSegments;
  20572. var jp = ( j + 1 ) % tubularSegments;
  20573. var a = grid[ i ][ j ];
  20574. var b = grid[ ip ][ j ];
  20575. var c = grid[ ip ][ jp ];
  20576. var d = grid[ i ][ jp ];
  20577. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  20578. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  20579. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  20580. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  20581. this.faces.push( new THREE.Face3( a, b, d ) );
  20582. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  20583. this.faces.push( new THREE.Face3( b, c, d ) );
  20584. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  20585. }
  20586. }
  20587. this.computeFaceNormals();
  20588. this.computeVertexNormals();
  20589. function getPos( u, in_q, in_p, radius, heightScale ) {
  20590. var cu = Math.cos( u );
  20591. var su = Math.sin( u );
  20592. var quOverP = in_q / in_p * u;
  20593. var cs = Math.cos( quOverP );
  20594. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  20595. var ty = radius * ( 2 + cs ) * su * 0.5;
  20596. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  20597. return new THREE.Vector3( tx, ty, tz );
  20598. }
  20599. };
  20600. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20601. /**
  20602. * @author WestLangley / https://github.com/WestLangley
  20603. * @author zz85 / https://github.com/zz85
  20604. * @author miningold / https://github.com/miningold
  20605. *
  20606. * Modified from the TorusKnotGeometry by @oosmoxiecode
  20607. *
  20608. * Creates a tube which extrudes along a 3d spline
  20609. *
  20610. * Uses parallel transport frames as described in
  20611. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  20612. */
  20613. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
  20614. THREE.Geometry.call( this );
  20615. this.parameters = {
  20616. path: path,
  20617. segments: segments,
  20618. radius: radius,
  20619. radialSegments: radialSegments,
  20620. closed: closed
  20621. };
  20622. segments = segments || 64;
  20623. radius = radius || 1;
  20624. radialSegments = radialSegments || 8;
  20625. closed = closed || false;
  20626. var grid = [];
  20627. var scope = this,
  20628. tangent,
  20629. normal,
  20630. binormal,
  20631. numpoints = segments + 1,
  20632. x, y, z,
  20633. tx, ty, tz,
  20634. u, v,
  20635. cx, cy,
  20636. pos, pos2 = new THREE.Vector3(),
  20637. i, j,
  20638. ip, jp,
  20639. a, b, c, d,
  20640. uva, uvb, uvc, uvd;
  20641. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  20642. tangents = frames.tangents,
  20643. normals = frames.normals,
  20644. binormals = frames.binormals;
  20645. // proxy internals
  20646. this.tangents = tangents;
  20647. this.normals = normals;
  20648. this.binormals = binormals;
  20649. function vert( x, y, z ) {
  20650. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  20651. }
  20652. // consruct the grid
  20653. for ( i = 0; i < numpoints; i++ ) {
  20654. grid[ i ] = [];
  20655. u = i / ( numpoints - 1 );
  20656. pos = path.getPointAt( u );
  20657. tangent = tangents[ i ];
  20658. normal = normals[ i ];
  20659. binormal = binormals[ i ];
  20660. for ( j = 0; j < radialSegments; j++ ) {
  20661. v = j / radialSegments * 2 * Math.PI;
  20662. cx = -radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  20663. cy = radius * Math.sin( v );
  20664. pos2.copy( pos );
  20665. pos2.x += cx * normal.x + cy * binormal.x;
  20666. pos2.y += cx * normal.y + cy * binormal.y;
  20667. pos2.z += cx * normal.z + cy * binormal.z;
  20668. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  20669. }
  20670. }
  20671. // construct the mesh
  20672. for ( i = 0; i < segments; i++ ) {
  20673. for ( j = 0; j < radialSegments; j++ ) {
  20674. ip = ( closed ) ? (i + 1) % segments : i + 1;
  20675. jp = (j + 1) % radialSegments;
  20676. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  20677. b = grid[ ip ][ j ];
  20678. c = grid[ ip ][ jp ];
  20679. d = grid[ i ][ jp ];
  20680. uva = new THREE.Vector2( i / segments, j / radialSegments );
  20681. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  20682. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  20683. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  20684. this.faces.push( new THREE.Face3( a, b, d ) );
  20685. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  20686. this.faces.push( new THREE.Face3( b, c, d ) );
  20687. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  20688. }
  20689. }
  20690. this.computeFaceNormals();
  20691. this.computeVertexNormals();
  20692. };
  20693. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20694. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  20695. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  20696. var tangent = new THREE.Vector3(),
  20697. normal = new THREE.Vector3(),
  20698. binormal = new THREE.Vector3(),
  20699. tangents = [],
  20700. normals = [],
  20701. binormals = [],
  20702. vec = new THREE.Vector3(),
  20703. mat = new THREE.Matrix4(),
  20704. numpoints = segments + 1,
  20705. theta,
  20706. epsilon = 0.0001,
  20707. smallest,
  20708. tx, ty, tz,
  20709. i, u, v;
  20710. // expose internals
  20711. this.tangents = tangents;
  20712. this.normals = normals;
  20713. this.binormals = binormals;
  20714. // compute the tangent vectors for each segment on the path
  20715. for ( i = 0; i < numpoints; i++ ) {
  20716. u = i / ( numpoints - 1 );
  20717. tangents[ i ] = path.getTangentAt( u );
  20718. tangents[ i ].normalize();
  20719. }
  20720. initialNormal3();
  20721. function initialNormal1(lastBinormal) {
  20722. // fixed start binormal. Has dangers of 0 vectors
  20723. normals[ 0 ] = new THREE.Vector3();
  20724. binormals[ 0 ] = new THREE.Vector3();
  20725. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  20726. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  20727. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  20728. }
  20729. function initialNormal2() {
  20730. // This uses the Frenet-Serret formula for deriving binormal
  20731. var t2 = path.getTangentAt( epsilon );
  20732. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  20733. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  20734. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  20735. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  20736. }
  20737. function initialNormal3() {
  20738. // select an initial normal vector perpenicular to the first tangent vector,
  20739. // and in the direction of the smallest tangent xyz component
  20740. normals[ 0 ] = new THREE.Vector3();
  20741. binormals[ 0 ] = new THREE.Vector3();
  20742. smallest = Number.MAX_VALUE;
  20743. tx = Math.abs( tangents[ 0 ].x );
  20744. ty = Math.abs( tangents[ 0 ].y );
  20745. tz = Math.abs( tangents[ 0 ].z );
  20746. if ( tx <= smallest ) {
  20747. smallest = tx;
  20748. normal.set( 1, 0, 0 );
  20749. }
  20750. if ( ty <= smallest ) {
  20751. smallest = ty;
  20752. normal.set( 0, 1, 0 );
  20753. }
  20754. if ( tz <= smallest ) {
  20755. normal.set( 0, 0, 1 );
  20756. }
  20757. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  20758. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  20759. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  20760. }
  20761. // compute the slowly-varying normal and binormal vectors for each segment on the path
  20762. for ( i = 1; i < numpoints; i++ ) {
  20763. normals[ i ] = normals[ i-1 ].clone();
  20764. binormals[ i ] = binormals[ i-1 ].clone();
  20765. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  20766. if ( vec.length() > epsilon ) {
  20767. vec.normalize();
  20768. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  20769. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  20770. }
  20771. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  20772. }
  20773. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  20774. if ( closed ) {
  20775. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), -1, 1 ) );
  20776. theta /= ( numpoints - 1 );
  20777. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  20778. theta = -theta;
  20779. }
  20780. for ( i = 1; i < numpoints; i++ ) {
  20781. // twist a little...
  20782. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  20783. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  20784. }
  20785. }
  20786. };
  20787. /**
  20788. * @author clockworkgeek / https://github.com/clockworkgeek
  20789. * @author timothypratley / https://github.com/timothypratley
  20790. * @author WestLangley / http://github.com/WestLangley
  20791. */
  20792. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  20793. THREE.Geometry.call( this );
  20794. radius = radius || 1;
  20795. detail = detail || 0;
  20796. var that = this;
  20797. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  20798. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  20799. }
  20800. var midpoints = [], p = this.vertices;
  20801. var faces = [];
  20802. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  20803. var v1 = p[ indices[ i ] ];
  20804. var v2 = p[ indices[ i + 1 ] ];
  20805. var v3 = p[ indices[ i + 2 ] ];
  20806. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  20807. }
  20808. var centroid = new THREE.Vector3();
  20809. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20810. subdivide( faces[ i ], detail );
  20811. }
  20812. // Handle case when face straddles the seam
  20813. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  20814. var uvs = this.faceVertexUvs[ 0 ][ i ];
  20815. var x0 = uvs[ 0 ].x;
  20816. var x1 = uvs[ 1 ].x;
  20817. var x2 = uvs[ 2 ].x;
  20818. var max = Math.max( x0, Math.max( x1, x2 ) );
  20819. var min = Math.min( x0, Math.min( x1, x2 ) );
  20820. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  20821. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  20822. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  20823. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  20824. }
  20825. }
  20826. // Apply radius
  20827. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  20828. this.vertices[ i ].multiplyScalar( radius );
  20829. }
  20830. // Merge vertices
  20831. this.mergeVertices();
  20832. this.computeFaceNormals();
  20833. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  20834. // Project vector onto sphere's surface
  20835. function prepare( vector ) {
  20836. var vertex = vector.normalize().clone();
  20837. vertex.index = that.vertices.push( vertex ) - 1;
  20838. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  20839. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  20840. var v = inclination( vector ) / Math.PI + 0.5;
  20841. vertex.uv = new THREE.Vector2( u, 1 - v );
  20842. return vertex;
  20843. }
  20844. // Approximate a curved face with recursively sub-divided triangles.
  20845. function make( v1, v2, v3 ) {
  20846. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  20847. that.faces.push( face );
  20848. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  20849. var azi = azimuth( centroid );
  20850. that.faceVertexUvs[ 0 ].push( [
  20851. correctUV( v1.uv, v1, azi ),
  20852. correctUV( v2.uv, v2, azi ),
  20853. correctUV( v3.uv, v3, azi )
  20854. ] );
  20855. }
  20856. // Analytically subdivide a face to the required detail level.
  20857. function subdivide( face, detail ) {
  20858. var cols = Math.pow(2, detail);
  20859. var cells = Math.pow(4, detail);
  20860. var a = prepare( that.vertices[ face.a ] );
  20861. var b = prepare( that.vertices[ face.b ] );
  20862. var c = prepare( that.vertices[ face.c ] );
  20863. var v = [];
  20864. // Construct all of the vertices for this subdivision.
  20865. for ( var i = 0 ; i <= cols; i ++ ) {
  20866. v[ i ] = [];
  20867. var aj = prepare( a.clone().lerp( c, i / cols ) );
  20868. var bj = prepare( b.clone().lerp( c, i / cols ) );
  20869. var rows = cols - i;
  20870. for ( var j = 0; j <= rows; j ++) {
  20871. if ( j == 0 && i == cols ) {
  20872. v[ i ][ j ] = aj;
  20873. } else {
  20874. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  20875. }
  20876. }
  20877. }
  20878. // Construct all of the faces.
  20879. for ( var i = 0; i < cols ; i ++ ) {
  20880. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  20881. var k = Math.floor( j / 2 );
  20882. if ( j % 2 == 0 ) {
  20883. make(
  20884. v[ i ][ k + 1],
  20885. v[ i + 1 ][ k ],
  20886. v[ i ][ k ]
  20887. );
  20888. } else {
  20889. make(
  20890. v[ i ][ k + 1 ],
  20891. v[ i + 1][ k + 1],
  20892. v[ i + 1 ][ k ]
  20893. );
  20894. }
  20895. }
  20896. }
  20897. }
  20898. // Angle around the Y axis, counter-clockwise when looking from above.
  20899. function azimuth( vector ) {
  20900. return Math.atan2( vector.z, -vector.x );
  20901. }
  20902. // Angle above the XZ plane.
  20903. function inclination( vector ) {
  20904. return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  20905. }
  20906. // Texture fixing helper. Spheres have some odd behaviours.
  20907. function correctUV( uv, vector, azimuth ) {
  20908. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  20909. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  20910. return uv.clone();
  20911. }
  20912. };
  20913. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20914. /**
  20915. * @author timothypratley / https://github.com/timothypratley
  20916. */
  20917. THREE.IcosahedronGeometry = function ( radius, detail ) {
  20918. this.parameters = {
  20919. radius: radius,
  20920. detail: detail
  20921. };
  20922. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  20923. var vertices = [
  20924. -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  20925. 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t,
  20926. t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1
  20927. ];
  20928. var indices = [
  20929. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  20930. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  20931. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  20932. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  20933. ];
  20934. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  20935. };
  20936. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20937. /**
  20938. * @author timothypratley / https://github.com/timothypratley
  20939. */
  20940. THREE.OctahedronGeometry = function ( radius, detail ) {
  20941. this.parameters = {
  20942. radius: radius,
  20943. detail: detail
  20944. };
  20945. var vertices = [
  20946. 1, 0, 0, -1, 0, 0, 0, 1, 0, 0,-1, 0, 0, 0, 1, 0, 0,-1
  20947. ];
  20948. var indices = [
  20949. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  20950. ];
  20951. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  20952. };
  20953. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20954. /**
  20955. * @author timothypratley / https://github.com/timothypratley
  20956. */
  20957. THREE.TetrahedronGeometry = function ( radius, detail ) {
  20958. var vertices = [
  20959. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  20960. ];
  20961. var indices = [
  20962. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  20963. ];
  20964. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  20965. };
  20966. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20967. /**
  20968. * @author zz85 / https://github.com/zz85
  20969. * Parametric Surfaces Geometry
  20970. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  20971. *
  20972. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  20973. *
  20974. */
  20975. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  20976. THREE.Geometry.call( this );
  20977. var verts = this.vertices;
  20978. var faces = this.faces;
  20979. var uvs = this.faceVertexUvs[ 0 ];
  20980. var i, il, j, p;
  20981. var u, v;
  20982. var stackCount = stacks + 1;
  20983. var sliceCount = slices + 1;
  20984. for ( i = 0; i <= stacks; i ++ ) {
  20985. v = i / stacks;
  20986. for ( j = 0; j <= slices; j ++ ) {
  20987. u = j / slices;
  20988. p = func( u, v );
  20989. verts.push( p );
  20990. }
  20991. }
  20992. var a, b, c, d;
  20993. var uva, uvb, uvc, uvd;
  20994. for ( i = 0; i < stacks; i ++ ) {
  20995. for ( j = 0; j < slices; j ++ ) {
  20996. a = i * sliceCount + j;
  20997. b = i * sliceCount + j + 1;
  20998. c = (i + 1) * sliceCount + j + 1;
  20999. d = (i + 1) * sliceCount + j;
  21000. uva = new THREE.Vector2( j / slices, i / stacks );
  21001. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  21002. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  21003. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  21004. faces.push( new THREE.Face3( a, b, d ) );
  21005. uvs.push( [ uva, uvb, uvd ] );
  21006. faces.push( new THREE.Face3( b, c, d ) );
  21007. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  21008. }
  21009. }
  21010. // console.log(this);
  21011. // magic bullet
  21012. // var diff = this.mergeVertices();
  21013. // console.log('removed ', diff, ' vertices by merging');
  21014. this.computeFaceNormals();
  21015. this.computeVertexNormals();
  21016. };
  21017. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  21018. /**
  21019. * @author sroucheray / http://sroucheray.org/
  21020. * @author mrdoob / http://mrdoob.com/
  21021. */
  21022. THREE.AxisHelper = function ( size ) {
  21023. size = size || 1;
  21024. var geometry = new THREE.Geometry();
  21025. geometry.vertices.push(
  21026. new THREE.Vector3(), new THREE.Vector3( size, 0, 0 ),
  21027. new THREE.Vector3(), new THREE.Vector3( 0, size, 0 ),
  21028. new THREE.Vector3(), new THREE.Vector3( 0, 0, size )
  21029. );
  21030. geometry.colors.push(
  21031. new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
  21032. new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
  21033. new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
  21034. );
  21035. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  21036. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  21037. };
  21038. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  21039. /**
  21040. * @author WestLangley / http://github.com/WestLangley
  21041. * @author zz85 / http://github.com/zz85
  21042. * @author bhouston / http://exocortex.com
  21043. *
  21044. * Creates an arrow for visualizing directions
  21045. *
  21046. * Parameters:
  21047. * dir - Vector3
  21048. * origin - Vector3
  21049. * length - Number
  21050. * color - color in hex value
  21051. * headLength - Number
  21052. * headWidth - Number
  21053. */
  21054. THREE.ArrowHelper = function ( dir, origin, length, color, headLength, headWidth ) {
  21055. // dir is assumed to be normalized
  21056. THREE.Object3D.call( this );
  21057. if ( color === undefined ) color = 0xffff00;
  21058. if ( length === undefined ) length = 1;
  21059. if ( headLength === undefined ) headLength = 0.2 * length;
  21060. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  21061. this.position = origin;
  21062. var lineGeometry = new THREE.Geometry();
  21063. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
  21064. lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
  21065. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  21066. this.line.matrixAutoUpdate = false;
  21067. this.add( this.line );
  21068. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  21069. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  21070. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  21071. this.cone.matrixAutoUpdate = false;
  21072. this.add( this.cone );
  21073. this.setDirection( dir );
  21074. this.setLength( length, headLength, headWidth );
  21075. };
  21076. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  21077. THREE.ArrowHelper.prototype.setDirection = function () {
  21078. var axis = new THREE.Vector3();
  21079. var radians;
  21080. return function ( dir ) {
  21081. // dir is assumed to be normalized
  21082. if ( dir.y > 0.99999 ) {
  21083. this.quaternion.set( 0, 0, 0, 1 );
  21084. } else if ( dir.y < - 0.99999 ) {
  21085. this.quaternion.set( 1, 0, 0, 0 );
  21086. } else {
  21087. axis.set( dir.z, 0, - dir.x ).normalize();
  21088. radians = Math.acos( dir.y );
  21089. this.quaternion.setFromAxisAngle( axis, radians );
  21090. }
  21091. };
  21092. }();
  21093. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  21094. if ( headLength === undefined ) headLength = 0.2 * length;
  21095. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  21096. this.line.scale.set( 1, length, 1 );
  21097. this.line.updateMatrix();
  21098. this.cone.scale.set( headWidth, headLength, headWidth );
  21099. this.cone.position.y = length;
  21100. this.cone.updateMatrix();
  21101. };
  21102. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  21103. this.line.material.color.set( color );
  21104. this.cone.material.color.set( color );
  21105. };
  21106. /**
  21107. * @author mrdoob / http://mrdoob.com/
  21108. */
  21109. THREE.BoxHelper = function ( object ) {
  21110. // 5____4
  21111. // 1/___0/|
  21112. // | 6__|_7
  21113. // 2/___3/
  21114. var vertices = [
  21115. new THREE.Vector3( 1, 1, 1 ),
  21116. new THREE.Vector3( - 1, 1, 1 ),
  21117. new THREE.Vector3( - 1, - 1, 1 ),
  21118. new THREE.Vector3( 1, - 1, 1 ),
  21119. new THREE.Vector3( 1, 1, - 1 ),
  21120. new THREE.Vector3( - 1, 1, - 1 ),
  21121. new THREE.Vector3( - 1, - 1, - 1 ),
  21122. new THREE.Vector3( 1, - 1, - 1 )
  21123. ];
  21124. this.vertices = vertices;
  21125. // TODO: Wouldn't be nice if Line had .segments?
  21126. var geometry = new THREE.Geometry();
  21127. geometry.vertices.push(
  21128. vertices[ 0 ], vertices[ 1 ],
  21129. vertices[ 1 ], vertices[ 2 ],
  21130. vertices[ 2 ], vertices[ 3 ],
  21131. vertices[ 3 ], vertices[ 0 ],
  21132. vertices[ 4 ], vertices[ 5 ],
  21133. vertices[ 5 ], vertices[ 6 ],
  21134. vertices[ 6 ], vertices[ 7 ],
  21135. vertices[ 7 ], vertices[ 4 ],
  21136. vertices[ 0 ], vertices[ 4 ],
  21137. vertices[ 1 ], vertices[ 5 ],
  21138. vertices[ 2 ], vertices[ 6 ],
  21139. vertices[ 3 ], vertices[ 7 ]
  21140. );
  21141. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  21142. if ( object !== undefined ) {
  21143. this.update( object );
  21144. }
  21145. };
  21146. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  21147. THREE.BoxHelper.prototype.update = function ( object ) {
  21148. var geometry = object.geometry;
  21149. if ( geometry.boundingBox === null ) {
  21150. geometry.computeBoundingBox();
  21151. }
  21152. var min = geometry.boundingBox.min;
  21153. var max = geometry.boundingBox.max;
  21154. var vertices = this.vertices;
  21155. vertices[ 0 ].set( max.x, max.y, max.z );
  21156. vertices[ 1 ].set( min.x, max.y, max.z );
  21157. vertices[ 2 ].set( min.x, min.y, max.z );
  21158. vertices[ 3 ].set( max.x, min.y, max.z );
  21159. vertices[ 4 ].set( max.x, max.y, min.z );
  21160. vertices[ 5 ].set( min.x, max.y, min.z );
  21161. vertices[ 6 ].set( min.x, min.y, min.z );
  21162. vertices[ 7 ].set( max.x, min.y, min.z );
  21163. this.geometry.computeBoundingSphere();
  21164. this.geometry.verticesNeedUpdate = true;
  21165. this.matrixAutoUpdate = false;
  21166. this.matrixWorld = object.matrixWorld;
  21167. };
  21168. /**
  21169. * @author WestLangley / http://github.com/WestLangley
  21170. */
  21171. // a helper to show the world-axis-aligned bounding box for an object
  21172. THREE.BoundingBoxHelper = function ( object, hex ) {
  21173. var color = ( hex !== undefined ) ? hex : 0x888888;
  21174. this.object = object;
  21175. this.box = new THREE.Box3();
  21176. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  21177. };
  21178. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  21179. THREE.BoundingBoxHelper.prototype.update = function () {
  21180. this.box.setFromObject( this.object );
  21181. this.box.size( this.scale );
  21182. this.box.center( this.position );
  21183. };
  21184. /**
  21185. * @author alteredq / http://alteredqualia.com/
  21186. *
  21187. * - shows frustum, line of sight and up of the camera
  21188. * - suitable for fast updates
  21189. * - based on frustum visualization in lightgl.js shadowmap example
  21190. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  21191. */
  21192. THREE.CameraHelper = function ( camera ) {
  21193. var geometry = new THREE.Geometry();
  21194. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  21195. var pointMap = {};
  21196. // colors
  21197. var hexFrustum = 0xffaa00;
  21198. var hexCone = 0xff0000;
  21199. var hexUp = 0x00aaff;
  21200. var hexTarget = 0xffffff;
  21201. var hexCross = 0x333333;
  21202. // near
  21203. addLine( "n1", "n2", hexFrustum );
  21204. addLine( "n2", "n4", hexFrustum );
  21205. addLine( "n4", "n3", hexFrustum );
  21206. addLine( "n3", "n1", hexFrustum );
  21207. // far
  21208. addLine( "f1", "f2", hexFrustum );
  21209. addLine( "f2", "f4", hexFrustum );
  21210. addLine( "f4", "f3", hexFrustum );
  21211. addLine( "f3", "f1", hexFrustum );
  21212. // sides
  21213. addLine( "n1", "f1", hexFrustum );
  21214. addLine( "n2", "f2", hexFrustum );
  21215. addLine( "n3", "f3", hexFrustum );
  21216. addLine( "n4", "f4", hexFrustum );
  21217. // cone
  21218. addLine( "p", "n1", hexCone );
  21219. addLine( "p", "n2", hexCone );
  21220. addLine( "p", "n3", hexCone );
  21221. addLine( "p", "n4", hexCone );
  21222. // up
  21223. addLine( "u1", "u2", hexUp );
  21224. addLine( "u2", "u3", hexUp );
  21225. addLine( "u3", "u1", hexUp );
  21226. // target
  21227. addLine( "c", "t", hexTarget );
  21228. addLine( "p", "c", hexCross );
  21229. // cross
  21230. addLine( "cn1", "cn2", hexCross );
  21231. addLine( "cn3", "cn4", hexCross );
  21232. addLine( "cf1", "cf2", hexCross );
  21233. addLine( "cf3", "cf4", hexCross );
  21234. function addLine( a, b, hex ) {
  21235. addPoint( a, hex );
  21236. addPoint( b, hex );
  21237. }
  21238. function addPoint( id, hex ) {
  21239. geometry.vertices.push( new THREE.Vector3() );
  21240. geometry.colors.push( new THREE.Color( hex ) );
  21241. if ( pointMap[ id ] === undefined ) {
  21242. pointMap[ id ] = [];
  21243. }
  21244. pointMap[ id ].push( geometry.vertices.length - 1 );
  21245. }
  21246. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  21247. this.camera = camera;
  21248. this.matrixWorld = camera.matrixWorld;
  21249. this.matrixAutoUpdate = false;
  21250. this.pointMap = pointMap;
  21251. this.update();
  21252. };
  21253. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  21254. THREE.CameraHelper.prototype.update = function () {
  21255. var vector = new THREE.Vector3();
  21256. var camera = new THREE.Camera();
  21257. var projector = new THREE.Projector();
  21258. return function () {
  21259. var scope = this;
  21260. var w = 1, h = 1;
  21261. // we need just camera projection matrix
  21262. // world matrix must be identity
  21263. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  21264. // center / target
  21265. setPoint( "c", 0, 0, -1 );
  21266. setPoint( "t", 0, 0, 1 );
  21267. // near
  21268. setPoint( "n1", -w, -h, -1 );
  21269. setPoint( "n2", w, -h, -1 );
  21270. setPoint( "n3", -w, h, -1 );
  21271. setPoint( "n4", w, h, -1 );
  21272. // far
  21273. setPoint( "f1", -w, -h, 1 );
  21274. setPoint( "f2", w, -h, 1 );
  21275. setPoint( "f3", -w, h, 1 );
  21276. setPoint( "f4", w, h, 1 );
  21277. // up
  21278. setPoint( "u1", w * 0.7, h * 1.1, -1 );
  21279. setPoint( "u2", -w * 0.7, h * 1.1, -1 );
  21280. setPoint( "u3", 0, h * 2, -1 );
  21281. // cross
  21282. setPoint( "cf1", -w, 0, 1 );
  21283. setPoint( "cf2", w, 0, 1 );
  21284. setPoint( "cf3", 0, -h, 1 );
  21285. setPoint( "cf4", 0, h, 1 );
  21286. setPoint( "cn1", -w, 0, -1 );
  21287. setPoint( "cn2", w, 0, -1 );
  21288. setPoint( "cn3", 0, -h, -1 );
  21289. setPoint( "cn4", 0, h, -1 );
  21290. function setPoint( point, x, y, z ) {
  21291. vector.set( x, y, z );
  21292. projector.unprojectVector( vector, camera );
  21293. var points = scope.pointMap[ point ];
  21294. if ( points !== undefined ) {
  21295. for ( var i = 0, il = points.length; i < il; i ++ ) {
  21296. scope.geometry.vertices[ points[ i ] ].copy( vector );
  21297. }
  21298. }
  21299. }
  21300. this.geometry.verticesNeedUpdate = true;
  21301. };
  21302. }();
  21303. /**
  21304. * @author alteredq / http://alteredqualia.com/
  21305. * @author mrdoob / http://mrdoob.com/
  21306. * @author WestLangley / http://github.com/WestLangley
  21307. */
  21308. THREE.DirectionalLightHelper = function ( light, size ) {
  21309. THREE.Object3D.call( this );
  21310. this.light = light;
  21311. this.light.updateMatrixWorld();
  21312. this.matrixWorld = light.matrixWorld;
  21313. this.matrixAutoUpdate = false;
  21314. size = size || 1;
  21315. var geometry = new THREE.Geometry();
  21316. geometry.vertices.push(
  21317. new THREE.Vector3( - size, size, 0 ),
  21318. new THREE.Vector3( size, size, 0 ),
  21319. new THREE.Vector3( size, - size, 0 ),
  21320. new THREE.Vector3( - size, - size, 0 ),
  21321. new THREE.Vector3( - size, size, 0 )
  21322. );
  21323. var material = new THREE.LineBasicMaterial( { fog: false } );
  21324. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  21325. this.lightPlane = new THREE.Line( geometry, material );
  21326. this.add( this.lightPlane );
  21327. geometry = new THREE.Geometry();
  21328. geometry.vertices.push(
  21329. new THREE.Vector3(),
  21330. new THREE.Vector3()
  21331. );
  21332. material = new THREE.LineBasicMaterial( { fog: false } );
  21333. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  21334. this.targetLine = new THREE.Line( geometry, material );
  21335. this.add( this.targetLine );
  21336. this.update();
  21337. };
  21338. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  21339. THREE.DirectionalLightHelper.prototype.dispose = function () {
  21340. this.lightPlane.geometry.dispose();
  21341. this.lightPlane.material.dispose();
  21342. this.targetLine.geometry.dispose();
  21343. this.targetLine.material.dispose();
  21344. };
  21345. THREE.DirectionalLightHelper.prototype.update = function () {
  21346. var v1 = new THREE.Vector3();
  21347. var v2 = new THREE.Vector3();
  21348. var v3 = new THREE.Vector3();
  21349. return function () {
  21350. v1.setFromMatrixPosition( this.light.matrixWorld );
  21351. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  21352. v3.subVectors( v2, v1 );
  21353. this.lightPlane.lookAt( v3 );
  21354. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  21355. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  21356. this.targetLine.geometry.verticesNeedUpdate = true;
  21357. this.targetLine.material.color.copy( this.lightPlane.material.color );
  21358. }
  21359. }();
  21360. /**
  21361. * @author WestLangley / http://github.com/WestLangley
  21362. */
  21363. THREE.EdgesHelper = function ( object, hex ) {
  21364. var color = ( hex !== undefined ) ? hex : 0xffffff;
  21365. var edge = [ 0, 0 ], hash = {};
  21366. var sortFunction = function ( a, b ) { return a - b };
  21367. var keys = [ 'a', 'b', 'c' ];
  21368. var geometry = new THREE.BufferGeometry();
  21369. var geometry2 = object.geometry.clone();
  21370. geometry2.mergeVertices();
  21371. geometry2.computeFaceNormals();
  21372. var vertices = geometry2.vertices;
  21373. var faces = geometry2.faces;
  21374. var numEdges = 0;
  21375. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21376. var face = faces[ i ];
  21377. for ( var j = 0; j < 3; j ++ ) {
  21378. edge[ 0 ] = face[ keys[ j ] ];
  21379. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  21380. edge.sort( sortFunction );
  21381. var key = edge.toString();
  21382. if ( hash[ key ] === undefined ) {
  21383. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  21384. numEdges ++;
  21385. } else {
  21386. hash[ key ].face2 = i;
  21387. }
  21388. }
  21389. }
  21390. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );
  21391. var coords = geometry.attributes.position.array;
  21392. var index = 0;
  21393. for ( var key in hash ) {
  21394. var h = hash[ key ];
  21395. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  21396. var vertex = vertices[ h.vert1 ];
  21397. coords[ index ++ ] = vertex.x;
  21398. coords[ index ++ ] = vertex.y;
  21399. coords[ index ++ ] = vertex.z;
  21400. vertex = vertices[ h.vert2 ];
  21401. coords[ index ++ ] = vertex.x;
  21402. coords[ index ++ ] = vertex.y;
  21403. coords[ index ++ ] = vertex.z;
  21404. }
  21405. }
  21406. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  21407. this.matrixAutoUpdate = false;
  21408. this.matrixWorld = object.matrixWorld;
  21409. };
  21410. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  21411. /**
  21412. * @author mrdoob / http://mrdoob.com/
  21413. * @author WestLangley / http://github.com/WestLangley
  21414. */
  21415. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  21416. this.object = object;
  21417. this.size = ( size !== undefined ) ? size : 1;
  21418. var color = ( hex !== undefined ) ? hex : 0xffff00;
  21419. var width = ( linewidth !== undefined ) ? linewidth : 1;
  21420. var geometry = new THREE.Geometry();
  21421. var faces = this.object.geometry.faces;
  21422. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21423. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  21424. }
  21425. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  21426. this.matrixAutoUpdate = false;
  21427. this.normalMatrix = new THREE.Matrix3();
  21428. this.update();
  21429. };
  21430. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  21431. THREE.FaceNormalsHelper.prototype.update = function () {
  21432. var vertices = this.geometry.vertices;
  21433. var object = this.object;
  21434. var objectVertices = object.geometry.vertices;
  21435. var objectFaces = object.geometry.faces;
  21436. var objectWorldMatrix = object.matrixWorld;
  21437. object.updateMatrixWorld( true );
  21438. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  21439. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  21440. var face = objectFaces[ i ];
  21441. vertices[ i2 ].copy( objectVertices[ face.a ] )
  21442. .add( objectVertices[ face.b ] )
  21443. .add( objectVertices[ face.c ] )
  21444. .divideScalar( 3 )
  21445. .applyMatrix4( objectWorldMatrix );
  21446. vertices[ i2 + 1 ].copy( face.normal )
  21447. .applyMatrix3( this.normalMatrix )
  21448. .normalize()
  21449. .multiplyScalar( this.size )
  21450. .add( vertices[ i2 ] );
  21451. }
  21452. this.geometry.verticesNeedUpdate = true;
  21453. return this;
  21454. };
  21455. /**
  21456. * @author mrdoob / http://mrdoob.com/
  21457. */
  21458. THREE.GridHelper = function ( size, step ) {
  21459. var geometry = new THREE.Geometry();
  21460. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  21461. this.color1 = new THREE.Color( 0x444444 );
  21462. this.color2 = new THREE.Color( 0x888888 );
  21463. for ( var i = - size; i <= size; i += step ) {
  21464. geometry.vertices.push(
  21465. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  21466. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  21467. );
  21468. var color = i === 0 ? this.color1 : this.color2;
  21469. geometry.colors.push( color, color, color, color );
  21470. }
  21471. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  21472. };
  21473. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  21474. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  21475. this.color1.set( colorCenterLine );
  21476. this.color2.set( colorGrid );
  21477. this.geometry.colorsNeedUpdate = true;
  21478. }
  21479. /**
  21480. * @author alteredq / http://alteredqualia.com/
  21481. * @author mrdoob / http://mrdoob.com/
  21482. */
  21483. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  21484. THREE.Object3D.call( this );
  21485. this.light = light;
  21486. this.light.updateMatrixWorld();
  21487. this.matrixWorld = light.matrixWorld;
  21488. this.matrixAutoUpdate = false;
  21489. this.colors = [ new THREE.Color(), new THREE.Color() ];
  21490. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  21491. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  21492. for ( var i = 0, il = 8; i < il; i ++ ) {
  21493. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  21494. }
  21495. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  21496. this.lightSphere = new THREE.Mesh( geometry, material );
  21497. this.add( this.lightSphere );
  21498. this.update();
  21499. };
  21500. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  21501. THREE.HemisphereLightHelper.prototype.dispose = function () {
  21502. this.lightSphere.geometry.dispose();
  21503. this.lightSphere.material.dispose();
  21504. };
  21505. THREE.HemisphereLightHelper.prototype.update = function () {
  21506. var vector = new THREE.Vector3();
  21507. return function () {
  21508. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  21509. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  21510. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  21511. this.lightSphere.geometry.colorsNeedUpdate = true;
  21512. }
  21513. }();
  21514. /**
  21515. * @author alteredq / http://alteredqualia.com/
  21516. * @author mrdoob / http://mrdoob.com/
  21517. */
  21518. THREE.PointLightHelper = function ( light, sphereSize ) {
  21519. this.light = light;
  21520. this.light.updateMatrixWorld();
  21521. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  21522. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  21523. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  21524. THREE.Mesh.call( this, geometry, material );
  21525. this.matrixWorld = this.light.matrixWorld;
  21526. this.matrixAutoUpdate = false;
  21527. /*
  21528. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  21529. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  21530. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  21531. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  21532. var d = light.distance;
  21533. if ( d === 0.0 ) {
  21534. this.lightDistance.visible = false;
  21535. } else {
  21536. this.lightDistance.scale.set( d, d, d );
  21537. }
  21538. this.add( this.lightDistance );
  21539. */
  21540. };
  21541. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  21542. THREE.PointLightHelper.prototype.dispose = function () {
  21543. this.geometry.dispose();
  21544. this.material.dispose();
  21545. };
  21546. THREE.PointLightHelper.prototype.update = function () {
  21547. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  21548. /*
  21549. var d = this.light.distance;
  21550. if ( d === 0.0 ) {
  21551. this.lightDistance.visible = false;
  21552. } else {
  21553. this.lightDistance.visible = true;
  21554. this.lightDistance.scale.set( d, d, d );
  21555. }
  21556. */
  21557. };
  21558. /**
  21559. * @author Sean Griffin / http://twitter.com/sgrif
  21560. * @author Michael Guerrero / http://realitymeltdown.com
  21561. * @author mrdoob / http://mrdoob.com/
  21562. */
  21563. THREE.SkeletonHelper = function ( object ) {
  21564. var skeleton = object.skeleton;
  21565. var geometry = new THREE.Geometry();
  21566. for ( var i = 0; i < skeleton.bones.length; i ++ ) {
  21567. var bone = skeleton.bones[ i ];
  21568. if ( bone.parent instanceof THREE.Bone ) {
  21569. geometry.vertices.push( new THREE.Vector3() );
  21570. geometry.vertices.push( new THREE.Vector3() );
  21571. geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  21572. geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  21573. }
  21574. }
  21575. var material = new THREE.LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );
  21576. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  21577. this.skeleton = skeleton;
  21578. this.matrixWorld = object.matrixWorld;
  21579. this.matrixAutoUpdate = false;
  21580. this.update();
  21581. };
  21582. THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
  21583. THREE.SkeletonHelper.prototype.update = function () {
  21584. var geometry = this.geometry;
  21585. var j = 0;
  21586. for ( var i = 0; i < this.skeleton.bones.length; i ++ ) {
  21587. var bone = this.skeleton.bones[ i ];
  21588. if ( bone.parent instanceof THREE.Bone ) {
  21589. geometry.vertices[ j ].setFromMatrixPosition( bone.skinMatrix );
  21590. geometry.vertices[ j + 1 ].setFromMatrixPosition( bone.parent.skinMatrix );
  21591. j += 2;
  21592. }
  21593. }
  21594. geometry.verticesNeedUpdate = true;
  21595. geometry.computeBoundingSphere();
  21596. };
  21597. /**
  21598. * @author alteredq / http://alteredqualia.com/
  21599. * @author mrdoob / http://mrdoob.com/
  21600. * @author WestLangley / http://github.com/WestLangley
  21601. */
  21602. THREE.SpotLightHelper = function ( light ) {
  21603. THREE.Object3D.call( this );
  21604. this.light = light;
  21605. this.light.updateMatrixWorld();
  21606. this.matrixWorld = light.matrixWorld;
  21607. this.matrixAutoUpdate = false;
  21608. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  21609. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
  21610. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  21611. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  21612. this.cone = new THREE.Mesh( geometry, material );
  21613. this.add( this.cone );
  21614. this.update();
  21615. };
  21616. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  21617. THREE.SpotLightHelper.prototype.dispose = function () {
  21618. this.cone.geometry.dispose();
  21619. this.cone.material.dispose();
  21620. };
  21621. THREE.SpotLightHelper.prototype.update = function () {
  21622. var vector = new THREE.Vector3();
  21623. var vector2 = new THREE.Vector3();
  21624. return function () {
  21625. var coneLength = this.light.distance ? this.light.distance : 10000;
  21626. var coneWidth = coneLength * Math.tan( this.light.angle );
  21627. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  21628. vector.setFromMatrixPosition( this.light.matrixWorld );
  21629. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  21630. this.cone.lookAt( vector2.sub( vector ) );
  21631. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  21632. };
  21633. }();
  21634. /**
  21635. * @author mrdoob / http://mrdoob.com/
  21636. * @author WestLangley / http://github.com/WestLangley
  21637. */
  21638. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  21639. this.object = object;
  21640. this.size = ( size !== undefined ) ? size : 1;
  21641. var color = ( hex !== undefined ) ? hex : 0xff0000;
  21642. var width = ( linewidth !== undefined ) ? linewidth : 1;
  21643. var geometry = new THREE.Geometry();
  21644. var vertices = object.geometry.vertices;
  21645. var faces = object.geometry.faces;
  21646. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21647. var face = faces[ i ];
  21648. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  21649. geometry.vertices.push( new THREE.Vector3() );
  21650. geometry.vertices.push( new THREE.Vector3() );
  21651. }
  21652. }
  21653. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  21654. this.matrixAutoUpdate = false;
  21655. this.normalMatrix = new THREE.Matrix3();
  21656. this.update();
  21657. };
  21658. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  21659. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  21660. var v1 = new THREE.Vector3();
  21661. return function( object ) {
  21662. var keys = [ 'a', 'b', 'c', 'd' ];
  21663. this.object.updateMatrixWorld( true );
  21664. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  21665. var vertices = this.geometry.vertices;
  21666. var verts = this.object.geometry.vertices;
  21667. var faces = this.object.geometry.faces;
  21668. var worldMatrix = this.object.matrixWorld;
  21669. var idx = 0;
  21670. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21671. var face = faces[ i ];
  21672. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  21673. var vertexId = face[ keys[ j ] ];
  21674. var vertex = verts[ vertexId ];
  21675. var normal = face.vertexNormals[ j ];
  21676. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  21677. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  21678. v1.add( vertices[ idx ] );
  21679. idx = idx + 1;
  21680. vertices[ idx ].copy( v1 );
  21681. idx = idx + 1;
  21682. }
  21683. }
  21684. this.geometry.verticesNeedUpdate = true;
  21685. return this;
  21686. }
  21687. }());
  21688. /**
  21689. * @author mrdoob / http://mrdoob.com/
  21690. * @author WestLangley / http://github.com/WestLangley
  21691. */
  21692. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  21693. this.object = object;
  21694. this.size = ( size !== undefined ) ? size : 1;
  21695. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  21696. var width = ( linewidth !== undefined ) ? linewidth : 1;
  21697. var geometry = new THREE.Geometry();
  21698. var vertices = object.geometry.vertices;
  21699. var faces = object.geometry.faces;
  21700. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21701. var face = faces[ i ];
  21702. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  21703. geometry.vertices.push( new THREE.Vector3() );
  21704. geometry.vertices.push( new THREE.Vector3() );
  21705. }
  21706. }
  21707. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  21708. this.matrixAutoUpdate = false;
  21709. this.update();
  21710. };
  21711. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  21712. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  21713. var v1 = new THREE.Vector3();
  21714. return function( object ) {
  21715. var keys = [ 'a', 'b', 'c', 'd' ];
  21716. this.object.updateMatrixWorld( true );
  21717. var vertices = this.geometry.vertices;
  21718. var verts = this.object.geometry.vertices;
  21719. var faces = this.object.geometry.faces;
  21720. var worldMatrix = this.object.matrixWorld;
  21721. var idx = 0;
  21722. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21723. var face = faces[ i ];
  21724. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  21725. var vertexId = face[ keys[ j ] ];
  21726. var vertex = verts[ vertexId ];
  21727. var tangent = face.vertexTangents[ j ];
  21728. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  21729. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  21730. v1.add( vertices[ idx ] );
  21731. idx = idx + 1;
  21732. vertices[ idx ].copy( v1 );
  21733. idx = idx + 1;
  21734. }
  21735. }
  21736. this.geometry.verticesNeedUpdate = true;
  21737. return this;
  21738. }
  21739. }());
  21740. /**
  21741. * @author mrdoob / http://mrdoob.com/
  21742. */
  21743. THREE.WireframeHelper = function ( object, hex ) {
  21744. var color = ( hex !== undefined ) ? hex : 0xffffff;
  21745. var edge = [ 0, 0 ], hash = {};
  21746. var sortFunction = function ( a, b ) { return a - b };
  21747. var keys = [ 'a', 'b', 'c' ];
  21748. var geometry = new THREE.BufferGeometry();
  21749. if ( object.geometry instanceof THREE.Geometry ) {
  21750. var vertices = object.geometry.vertices;
  21751. var faces = object.geometry.faces;
  21752. var numEdges = 0;
  21753. // allocate maximal size
  21754. var edges = new Uint32Array( 6 * faces.length );
  21755. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21756. var face = faces[ i ];
  21757. for ( var j = 0; j < 3; j ++ ) {
  21758. edge[ 0 ] = face[ keys[ j ] ];
  21759. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  21760. edge.sort( sortFunction );
  21761. var key = edge.toString();
  21762. if ( hash[ key ] === undefined ) {
  21763. edges[ 2 * numEdges ] = edge[ 0 ];
  21764. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  21765. hash[ key ] = true;
  21766. numEdges ++;
  21767. }
  21768. }
  21769. }
  21770. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );
  21771. var coords = geometry.attributes.position.array;
  21772. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  21773. for ( var j = 0; j < 2; j ++ ) {
  21774. var vertex = vertices[ edges [ 2 * i + j] ];
  21775. var index = 6 * i + 3 * j;
  21776. coords[ index + 0 ] = vertex.x;
  21777. coords[ index + 1 ] = vertex.y;
  21778. coords[ index + 2 ] = vertex.z;
  21779. }
  21780. }
  21781. } else if ( object.geometry instanceof THREE.BufferGeometry && object.geometry.attributes.index !== undefined ) { // indexed BufferGeometry
  21782. var vertices = object.geometry.attributes.position.array;
  21783. var indices = object.geometry.attributes.index.array;
  21784. var offsets = object.geometry.offsets;
  21785. var numEdges = 0;
  21786. // allocate maximal size
  21787. var edges = new Uint32Array( 2 * indices.length );
  21788. for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
  21789. var start = offsets[ o ].start;
  21790. var count = offsets[ o ].count;
  21791. var index = offsets[ o ].index;
  21792. for ( var i = start, il = start + count; i < il; i += 3 ) {
  21793. for ( var j = 0; j < 3; j ++ ) {
  21794. edge[ 0 ] = index + indices[ i + j ];
  21795. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  21796. edge.sort( sortFunction );
  21797. var key = edge.toString();
  21798. if ( hash[ key ] === undefined ) {
  21799. edges[ 2 * numEdges ] = edge[ 0 ];
  21800. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  21801. hash[ key ] = true;
  21802. numEdges ++;
  21803. }
  21804. }
  21805. }
  21806. }
  21807. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );
  21808. var coords = geometry.attributes.position.array;
  21809. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  21810. for ( var j = 0; j < 2; j ++ ) {
  21811. var index = 6 * i + 3 * j;
  21812. var index2 = 3 * edges[ 2 * i + j];
  21813. coords[ index + 0 ] = vertices[ index2 ];
  21814. coords[ index + 1 ] = vertices[ index2 + 1 ];
  21815. coords[ index + 2 ] = vertices[ index2 + 2 ];
  21816. }
  21817. }
  21818. } else if ( object.geometry instanceof THREE.BufferGeometry ) { // non-indexed BufferGeometry
  21819. var vertices = object.geometry.attributes.position.array;
  21820. var numEdges = vertices.length / 3;
  21821. var numTris = numEdges / 3;
  21822. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );
  21823. var coords = geometry.attributes.position.array;
  21824. for ( var i = 0, l = numTris; i < l; i ++ ) {
  21825. for ( var j = 0; j < 3; j ++ ) {
  21826. var index = 18 * i + 6 * j;
  21827. var index1 = 9 * i + 3 * j;
  21828. coords[ index + 0 ] = vertices[ index1 ];
  21829. coords[ index + 1 ] = vertices[ index1 + 1 ];
  21830. coords[ index + 2 ] = vertices[ index1 + 2 ];
  21831. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  21832. coords[ index + 3 ] = vertices[ index2 ];
  21833. coords[ index + 4 ] = vertices[ index2 + 1 ];
  21834. coords[ index + 5 ] = vertices[ index2 + 2 ];
  21835. }
  21836. }
  21837. }
  21838. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  21839. this.matrixAutoUpdate = false;
  21840. this.matrixWorld = object.matrixWorld;
  21841. };
  21842. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  21843. /**
  21844. * @author alteredq / http://alteredqualia.com/
  21845. */
  21846. THREE.ImmediateRenderObject = function () {
  21847. THREE.Object3D.call( this );
  21848. this.render = function ( renderCallback ) { };
  21849. };
  21850. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  21851. /**
  21852. * @author mikael emtinger / http://gomo.se/
  21853. * @author alteredq / http://alteredqualia.com/
  21854. */
  21855. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  21856. THREE.Object3D.call( this );
  21857. this.lensFlares = [];
  21858. this.positionScreen = new THREE.Vector3();
  21859. this.customUpdateCallback = undefined;
  21860. if( texture !== undefined ) {
  21861. this.add( texture, size, distance, blending, color );
  21862. }
  21863. };
  21864. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  21865. /*
  21866. * Add: adds another flare
  21867. */
  21868. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  21869. if( size === undefined ) size = -1;
  21870. if( distance === undefined ) distance = 0;
  21871. if( opacity === undefined ) opacity = 1;
  21872. if( color === undefined ) color = new THREE.Color( 0xffffff );
  21873. if( blending === undefined ) blending = THREE.NormalBlending;
  21874. distance = Math.min( distance, Math.max( 0, distance ) );
  21875. this.lensFlares.push( { texture: texture, // THREE.Texture
  21876. size: size, // size in pixels (-1 = use texture.width)
  21877. distance: distance, // distance (0-1) from light source (0=at light source)
  21878. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  21879. scale: 1, // scale
  21880. rotation: 1, // rotation
  21881. opacity: opacity, // opacity
  21882. color: color, // color
  21883. blending: blending } ); // blending
  21884. };
  21885. /*
  21886. * Update lens flares update positions on all flares based on the screen position
  21887. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  21888. */
  21889. THREE.LensFlare.prototype.updateLensFlares = function () {
  21890. var f, fl = this.lensFlares.length;
  21891. var flare;
  21892. var vecX = -this.positionScreen.x * 2;
  21893. var vecY = -this.positionScreen.y * 2;
  21894. for( f = 0; f < fl; f ++ ) {
  21895. flare = this.lensFlares[ f ];
  21896. flare.x = this.positionScreen.x + vecX * flare.distance;
  21897. flare.y = this.positionScreen.y + vecY * flare.distance;
  21898. flare.wantedRotation = flare.x * Math.PI * 0.25;
  21899. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  21900. }
  21901. };
  21902. /**
  21903. * @author alteredq / http://alteredqualia.com/
  21904. */
  21905. THREE.MorphBlendMesh = function( geometry, material ) {
  21906. THREE.Mesh.call( this, geometry, material );
  21907. this.animationsMap = {};
  21908. this.animationsList = [];
  21909. // prepare default animation
  21910. // (all frames played together in 1 second)
  21911. var numFrames = this.geometry.morphTargets.length;
  21912. var name = "__default";
  21913. var startFrame = 0;
  21914. var endFrame = numFrames - 1;
  21915. var fps = numFrames / 1;
  21916. this.createAnimation( name, startFrame, endFrame, fps );
  21917. this.setAnimationWeight( name, 1 );
  21918. };
  21919. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  21920. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  21921. var animation = {
  21922. startFrame: start,
  21923. endFrame: end,
  21924. length: end - start + 1,
  21925. fps: fps,
  21926. duration: ( end - start ) / fps,
  21927. lastFrame: 0,
  21928. currentFrame: 0,
  21929. active: false,
  21930. time: 0,
  21931. direction: 1,
  21932. weight: 1,
  21933. directionBackwards: false,
  21934. mirroredLoop: false
  21935. };
  21936. this.animationsMap[ name ] = animation;
  21937. this.animationsList.push( animation );
  21938. };
  21939. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  21940. var pattern = /([a-z]+)(\d+)/;
  21941. var firstAnimation, frameRanges = {};
  21942. var geometry = this.geometry;
  21943. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  21944. var morph = geometry.morphTargets[ i ];
  21945. var chunks = morph.name.match( pattern );
  21946. if ( chunks && chunks.length > 1 ) {
  21947. var name = chunks[ 1 ];
  21948. var num = chunks[ 2 ];
  21949. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
  21950. var range = frameRanges[ name ];
  21951. if ( i < range.start ) range.start = i;
  21952. if ( i > range.end ) range.end = i;
  21953. if ( ! firstAnimation ) firstAnimation = name;
  21954. }
  21955. }
  21956. for ( var name in frameRanges ) {
  21957. var range = frameRanges[ name ];
  21958. this.createAnimation( name, range.start, range.end, fps );
  21959. }
  21960. this.firstAnimation = firstAnimation;
  21961. };
  21962. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  21963. var animation = this.animationsMap[ name ];
  21964. if ( animation ) {
  21965. animation.direction = 1;
  21966. animation.directionBackwards = false;
  21967. }
  21968. };
  21969. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  21970. var animation = this.animationsMap[ name ];
  21971. if ( animation ) {
  21972. animation.direction = -1;
  21973. animation.directionBackwards = true;
  21974. }
  21975. };
  21976. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  21977. var animation = this.animationsMap[ name ];
  21978. if ( animation ) {
  21979. animation.fps = fps;
  21980. animation.duration = ( animation.end - animation.start ) / animation.fps;
  21981. }
  21982. };
  21983. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  21984. var animation = this.animationsMap[ name ];
  21985. if ( animation ) {
  21986. animation.duration = duration;
  21987. animation.fps = ( animation.end - animation.start ) / animation.duration;
  21988. }
  21989. };
  21990. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  21991. var animation = this.animationsMap[ name ];
  21992. if ( animation ) {
  21993. animation.weight = weight;
  21994. }
  21995. };
  21996. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  21997. var animation = this.animationsMap[ name ];
  21998. if ( animation ) {
  21999. animation.time = time;
  22000. }
  22001. };
  22002. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  22003. var time = 0;
  22004. var animation = this.animationsMap[ name ];
  22005. if ( animation ) {
  22006. time = animation.time;
  22007. }
  22008. return time;
  22009. };
  22010. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  22011. var duration = -1;
  22012. var animation = this.animationsMap[ name ];
  22013. if ( animation ) {
  22014. duration = animation.duration;
  22015. }
  22016. return duration;
  22017. };
  22018. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  22019. var animation = this.animationsMap[ name ];
  22020. if ( animation ) {
  22021. animation.time = 0;
  22022. animation.active = true;
  22023. } else {
  22024. console.warn( "animation[" + name + "] undefined" );
  22025. }
  22026. };
  22027. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  22028. var animation = this.animationsMap[ name ];
  22029. if ( animation ) {
  22030. animation.active = false;
  22031. }
  22032. };
  22033. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  22034. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  22035. var animation = this.animationsList[ i ];
  22036. if ( ! animation.active ) continue;
  22037. var frameTime = animation.duration / animation.length;
  22038. animation.time += animation.direction * delta;
  22039. if ( animation.mirroredLoop ) {
  22040. if ( animation.time > animation.duration || animation.time < 0 ) {
  22041. animation.direction *= -1;
  22042. if ( animation.time > animation.duration ) {
  22043. animation.time = animation.duration;
  22044. animation.directionBackwards = true;
  22045. }
  22046. if ( animation.time < 0 ) {
  22047. animation.time = 0;
  22048. animation.directionBackwards = false;
  22049. }
  22050. }
  22051. } else {
  22052. animation.time = animation.time % animation.duration;
  22053. if ( animation.time < 0 ) animation.time += animation.duration;
  22054. }
  22055. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  22056. var weight = animation.weight;
  22057. if ( keyframe !== animation.currentFrame ) {
  22058. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  22059. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  22060. this.morphTargetInfluences[ keyframe ] = 0;
  22061. animation.lastFrame = animation.currentFrame;
  22062. animation.currentFrame = keyframe;
  22063. }
  22064. var mix = ( animation.time % frameTime ) / frameTime;
  22065. if ( animation.directionBackwards ) mix = 1 - mix;
  22066. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  22067. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  22068. }
  22069. };
  22070. /**
  22071. * @author mikael emtinger / http://gomo.se/
  22072. * @author alteredq / http://alteredqualia.com/
  22073. */
  22074. THREE.LensFlarePlugin = function () {
  22075. var _gl, _renderer, _precision, _lensFlare = {};
  22076. this.init = function ( renderer ) {
  22077. _gl = renderer.context;
  22078. _renderer = renderer;
  22079. _precision = renderer.getPrecision();
  22080. _lensFlare.vertices = new Float32Array( 8 + 8 );
  22081. _lensFlare.faces = new Uint16Array( 6 );
  22082. var i = 0;
  22083. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  22084. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  22085. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  22086. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  22087. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  22088. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  22089. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  22090. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  22091. i = 0;
  22092. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  22093. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  22094. // buffers
  22095. _lensFlare.vertexBuffer = _gl.createBuffer();
  22096. _lensFlare.elementBuffer = _gl.createBuffer();
  22097. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  22098. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  22099. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  22100. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  22101. // textures
  22102. _lensFlare.tempTexture = _gl.createTexture();
  22103. _lensFlare.occlusionTexture = _gl.createTexture();
  22104. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  22105. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  22106. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  22107. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  22108. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  22109. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  22110. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  22111. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  22112. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  22113. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  22114. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  22115. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  22116. if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  22117. _lensFlare.hasVertexTexture = false;
  22118. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  22119. } else {
  22120. _lensFlare.hasVertexTexture = true;
  22121. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  22122. }
  22123. _lensFlare.attributes = {};
  22124. _lensFlare.uniforms = {};
  22125. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  22126. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
  22127. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  22128. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  22129. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  22130. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  22131. _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
  22132. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  22133. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  22134. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  22135. };
  22136. /*
  22137. * Render lens flares
  22138. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  22139. * reads these back and calculates occlusion.
  22140. * Then _lensFlare.update_lensFlares() is called to re-position and
  22141. * update transparency of flares. Then they are rendered.
  22142. *
  22143. */
  22144. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  22145. var flares = scene.__webglFlares,
  22146. nFlares = flares.length;
  22147. if ( ! nFlares ) return;
  22148. var tempPosition = new THREE.Vector3();
  22149. var invAspect = viewportHeight / viewportWidth,
  22150. halfViewportWidth = viewportWidth * 0.5,
  22151. halfViewportHeight = viewportHeight * 0.5;
  22152. var size = 16 / viewportHeight,
  22153. scale = new THREE.Vector2( size * invAspect, size );
  22154. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  22155. screenPositionPixels = new THREE.Vector2( 1, 1 );
  22156. var uniforms = _lensFlare.uniforms,
  22157. attributes = _lensFlare.attributes;
  22158. // set _lensFlare program and reset blending
  22159. _gl.useProgram( _lensFlare.program );
  22160. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  22161. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  22162. // loop through all lens flares to update their occlusion and positions
  22163. // setup gl and common used attribs/unforms
  22164. _gl.uniform1i( uniforms.occlusionMap, 0 );
  22165. _gl.uniform1i( uniforms.map, 1 );
  22166. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  22167. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  22168. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  22169. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  22170. _gl.disable( _gl.CULL_FACE );
  22171. _gl.depthMask( false );
  22172. var i, j, jl, flare, sprite;
  22173. for ( i = 0; i < nFlares; i ++ ) {
  22174. size = 16 / viewportHeight;
  22175. scale.set( size * invAspect, size );
  22176. // calc object screen position
  22177. flare = flares[ i ];
  22178. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  22179. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  22180. tempPosition.applyProjection( camera.projectionMatrix );
  22181. // setup arrays for gl programs
  22182. screenPosition.copy( tempPosition )
  22183. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  22184. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  22185. // screen cull
  22186. if ( _lensFlare.hasVertexTexture || (
  22187. screenPositionPixels.x > 0 &&
  22188. screenPositionPixels.x < viewportWidth &&
  22189. screenPositionPixels.y > 0 &&
  22190. screenPositionPixels.y < viewportHeight ) ) {
  22191. // save current RGB to temp texture
  22192. _gl.activeTexture( _gl.TEXTURE1 );
  22193. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  22194. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  22195. // render pink quad
  22196. _gl.uniform1i( uniforms.renderType, 0 );
  22197. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  22198. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  22199. _gl.disable( _gl.BLEND );
  22200. _gl.enable( _gl.DEPTH_TEST );
  22201. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  22202. // copy result to occlusionMap
  22203. _gl.activeTexture( _gl.TEXTURE0 );
  22204. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  22205. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  22206. // restore graphics
  22207. _gl.uniform1i( uniforms.renderType, 1 );
  22208. _gl.disable( _gl.DEPTH_TEST );
  22209. _gl.activeTexture( _gl.TEXTURE1 );
  22210. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  22211. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  22212. // update object positions
  22213. flare.positionScreen.copy( screenPosition )
  22214. if ( flare.customUpdateCallback ) {
  22215. flare.customUpdateCallback( flare );
  22216. } else {
  22217. flare.updateLensFlares();
  22218. }
  22219. // render flares
  22220. _gl.uniform1i( uniforms.renderType, 2 );
  22221. _gl.enable( _gl.BLEND );
  22222. for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  22223. sprite = flare.lensFlares[ j ];
  22224. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  22225. screenPosition.x = sprite.x;
  22226. screenPosition.y = sprite.y;
  22227. screenPosition.z = sprite.z;
  22228. size = sprite.size * sprite.scale / viewportHeight;
  22229. scale.x = size * invAspect;
  22230. scale.y = size;
  22231. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  22232. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  22233. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  22234. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  22235. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  22236. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  22237. _renderer.setTexture( sprite.texture, 1 );
  22238. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  22239. }
  22240. }
  22241. }
  22242. }
  22243. // restore gl
  22244. _gl.enable( _gl.CULL_FACE );
  22245. _gl.enable( _gl.DEPTH_TEST );
  22246. _gl.depthMask( true );
  22247. };
  22248. function createProgram ( shader, precision ) {
  22249. var program = _gl.createProgram();
  22250. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  22251. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  22252. var prefix = "precision " + precision + " float;\n";
  22253. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  22254. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  22255. _gl.compileShader( fragmentShader );
  22256. _gl.compileShader( vertexShader );
  22257. _gl.attachShader( program, fragmentShader );
  22258. _gl.attachShader( program, vertexShader );
  22259. _gl.linkProgram( program );
  22260. return program;
  22261. };
  22262. };
  22263. /**
  22264. * @author alteredq / http://alteredqualia.com/
  22265. */
  22266. THREE.ShadowMapPlugin = function () {
  22267. var _gl,
  22268. _renderer,
  22269. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  22270. _frustum = new THREE.Frustum(),
  22271. _projScreenMatrix = new THREE.Matrix4(),
  22272. _min = new THREE.Vector3(),
  22273. _max = new THREE.Vector3(),
  22274. _matrixPosition = new THREE.Vector3();
  22275. this.init = function ( renderer ) {
  22276. _gl = renderer.context;
  22277. _renderer = renderer;
  22278. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  22279. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  22280. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  22281. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  22282. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  22283. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  22284. _depthMaterial._shadowPass = true;
  22285. _depthMaterialMorph._shadowPass = true;
  22286. _depthMaterialSkin._shadowPass = true;
  22287. _depthMaterialMorphSkin._shadowPass = true;
  22288. };
  22289. this.render = function ( scene, camera ) {
  22290. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  22291. this.update( scene, camera );
  22292. };
  22293. this.update = function ( scene, camera ) {
  22294. var i, il, j, jl, n,
  22295. shadowMap, shadowMatrix, shadowCamera,
  22296. program, buffer, material,
  22297. webglObject, object, light,
  22298. renderList,
  22299. lights = [],
  22300. k = 0,
  22301. fog = null;
  22302. // set GL state for depth map
  22303. _gl.clearColor( 1, 1, 1, 1 );
  22304. _gl.disable( _gl.BLEND );
  22305. _gl.enable( _gl.CULL_FACE );
  22306. _gl.frontFace( _gl.CCW );
  22307. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  22308. _gl.cullFace( _gl.FRONT );
  22309. } else {
  22310. _gl.cullFace( _gl.BACK );
  22311. }
  22312. _renderer.setDepthTest( true );
  22313. // preprocess lights
  22314. // - skip lights that are not casting shadows
  22315. // - create virtual lights for cascaded shadow maps
  22316. for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
  22317. light = scene.__lights[ i ];
  22318. if ( ! light.castShadow ) continue;
  22319. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  22320. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  22321. var virtualLight;
  22322. if ( ! light.shadowCascadeArray[ n ] ) {
  22323. virtualLight = createVirtualLight( light, n );
  22324. virtualLight.originalCamera = camera;
  22325. var gyro = new THREE.Gyroscope();
  22326. gyro.position.copy( light.shadowCascadeOffset );
  22327. gyro.add( virtualLight );
  22328. gyro.add( virtualLight.target );
  22329. camera.add( gyro );
  22330. light.shadowCascadeArray[ n ] = virtualLight;
  22331. console.log( "Created virtualLight", virtualLight );
  22332. } else {
  22333. virtualLight = light.shadowCascadeArray[ n ];
  22334. }
  22335. updateVirtualLight( light, n );
  22336. lights[ k ] = virtualLight;
  22337. k ++;
  22338. }
  22339. } else {
  22340. lights[ k ] = light;
  22341. k ++;
  22342. }
  22343. }
  22344. // render depth map
  22345. for ( i = 0, il = lights.length; i < il; i ++ ) {
  22346. light = lights[ i ];
  22347. if ( ! light.shadowMap ) {
  22348. var shadowFilter = THREE.LinearFilter;
  22349. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  22350. shadowFilter = THREE.NearestFilter;
  22351. }
  22352. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  22353. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  22354. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  22355. light.shadowMatrix = new THREE.Matrix4();
  22356. }
  22357. if ( ! light.shadowCamera ) {
  22358. if ( light instanceof THREE.SpotLight ) {
  22359. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  22360. } else if ( light instanceof THREE.DirectionalLight ) {
  22361. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  22362. } else {
  22363. console.error( "Unsupported light type for shadow" );
  22364. continue;
  22365. }
  22366. scene.add( light.shadowCamera );
  22367. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  22368. }
  22369. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  22370. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  22371. light.shadowCamera.add( light.cameraHelper );
  22372. }
  22373. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  22374. updateShadowCamera( camera, light );
  22375. }
  22376. shadowMap = light.shadowMap;
  22377. shadowMatrix = light.shadowMatrix;
  22378. shadowCamera = light.shadowCamera;
  22379. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  22380. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  22381. shadowCamera.lookAt( _matrixPosition );
  22382. shadowCamera.updateMatrixWorld();
  22383. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  22384. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  22385. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  22386. // compute shadow matrix
  22387. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  22388. 0.0, 0.5, 0.0, 0.5,
  22389. 0.0, 0.0, 0.5, 0.5,
  22390. 0.0, 0.0, 0.0, 1.0 );
  22391. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22392. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22393. // update camera matrices and frustum
  22394. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22395. _frustum.setFromMatrix( _projScreenMatrix );
  22396. // render shadow map
  22397. _renderer.setRenderTarget( shadowMap );
  22398. _renderer.clear();
  22399. // set object matrices & frustum culling
  22400. renderList = scene.__webglObjects;
  22401. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22402. webglObject = renderList[ j ];
  22403. object = webglObject.object;
  22404. webglObject.render = false;
  22405. if ( object.visible && object.castShadow ) {
  22406. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  22407. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  22408. webglObject.render = true;
  22409. }
  22410. }
  22411. }
  22412. // render regular objects
  22413. var objectMaterial, useMorphing, useSkinning;
  22414. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22415. webglObject = renderList[ j ];
  22416. if ( webglObject.render ) {
  22417. object = webglObject.object;
  22418. buffer = webglObject.buffer;
  22419. // culling is overriden globally for all objects
  22420. // while rendering depth map
  22421. // need to deal with MeshFaceMaterial somehow
  22422. // in that case just use the first of material.materials for now
  22423. // (proper solution would require to break objects by materials
  22424. // similarly to regular rendering and then set corresponding
  22425. // depth materials per each chunk instead of just once per object)
  22426. objectMaterial = getObjectMaterial( object );
  22427. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  22428. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  22429. if ( object.customDepthMaterial ) {
  22430. material = object.customDepthMaterial;
  22431. } else if ( useSkinning ) {
  22432. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  22433. } else if ( useMorphing ) {
  22434. material = _depthMaterialMorph;
  22435. } else {
  22436. material = _depthMaterial;
  22437. }
  22438. _renderer.setMaterialFaces( objectMaterial );
  22439. if ( buffer instanceof THREE.BufferGeometry ) {
  22440. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  22441. } else {
  22442. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  22443. }
  22444. }
  22445. }
  22446. // set matrices and render immediate objects
  22447. renderList = scene.__webglObjectsImmediate;
  22448. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22449. webglObject = renderList[ j ];
  22450. object = webglObject.object;
  22451. if ( object.visible && object.castShadow ) {
  22452. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  22453. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  22454. }
  22455. }
  22456. }
  22457. // restore GL state
  22458. var clearColor = _renderer.getClearColor(),
  22459. clearAlpha = _renderer.getClearAlpha();
  22460. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  22461. _gl.enable( _gl.BLEND );
  22462. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  22463. _gl.cullFace( _gl.BACK );
  22464. }
  22465. };
  22466. function createVirtualLight( light, cascade ) {
  22467. var virtualLight = new THREE.DirectionalLight();
  22468. virtualLight.isVirtual = true;
  22469. virtualLight.onlyShadow = true;
  22470. virtualLight.castShadow = true;
  22471. virtualLight.shadowCameraNear = light.shadowCameraNear;
  22472. virtualLight.shadowCameraFar = light.shadowCameraFar;
  22473. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  22474. virtualLight.shadowCameraRight = light.shadowCameraRight;
  22475. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  22476. virtualLight.shadowCameraTop = light.shadowCameraTop;
  22477. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  22478. virtualLight.shadowDarkness = light.shadowDarkness;
  22479. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  22480. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  22481. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  22482. virtualLight.pointsWorld = [];
  22483. virtualLight.pointsFrustum = [];
  22484. var pointsWorld = virtualLight.pointsWorld,
  22485. pointsFrustum = virtualLight.pointsFrustum;
  22486. for ( var i = 0; i < 8; i ++ ) {
  22487. pointsWorld[ i ] = new THREE.Vector3();
  22488. pointsFrustum[ i ] = new THREE.Vector3();
  22489. }
  22490. var nearZ = light.shadowCascadeNearZ[ cascade ];
  22491. var farZ = light.shadowCascadeFarZ[ cascade ];
  22492. pointsFrustum[ 0 ].set( -1, -1, nearZ );
  22493. pointsFrustum[ 1 ].set( 1, -1, nearZ );
  22494. pointsFrustum[ 2 ].set( -1, 1, nearZ );
  22495. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  22496. pointsFrustum[ 4 ].set( -1, -1, farZ );
  22497. pointsFrustum[ 5 ].set( 1, -1, farZ );
  22498. pointsFrustum[ 6 ].set( -1, 1, farZ );
  22499. pointsFrustum[ 7 ].set( 1, 1, farZ );
  22500. return virtualLight;
  22501. }
  22502. // Synchronize virtual light with the original light
  22503. function updateVirtualLight( light, cascade ) {
  22504. var virtualLight = light.shadowCascadeArray[ cascade ];
  22505. virtualLight.position.copy( light.position );
  22506. virtualLight.target.position.copy( light.target.position );
  22507. virtualLight.lookAt( virtualLight.target );
  22508. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  22509. virtualLight.shadowDarkness = light.shadowDarkness;
  22510. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  22511. var nearZ = light.shadowCascadeNearZ[ cascade ];
  22512. var farZ = light.shadowCascadeFarZ[ cascade ];
  22513. var pointsFrustum = virtualLight.pointsFrustum;
  22514. pointsFrustum[ 0 ].z = nearZ;
  22515. pointsFrustum[ 1 ].z = nearZ;
  22516. pointsFrustum[ 2 ].z = nearZ;
  22517. pointsFrustum[ 3 ].z = nearZ;
  22518. pointsFrustum[ 4 ].z = farZ;
  22519. pointsFrustum[ 5 ].z = farZ;
  22520. pointsFrustum[ 6 ].z = farZ;
  22521. pointsFrustum[ 7 ].z = farZ;
  22522. }
  22523. // Fit shadow camera's ortho frustum to camera frustum
  22524. function updateShadowCamera( camera, light ) {
  22525. var shadowCamera = light.shadowCamera,
  22526. pointsFrustum = light.pointsFrustum,
  22527. pointsWorld = light.pointsWorld;
  22528. _min.set( Infinity, Infinity, Infinity );
  22529. _max.set( -Infinity, -Infinity, -Infinity );
  22530. for ( var i = 0; i < 8; i ++ ) {
  22531. var p = pointsWorld[ i ];
  22532. p.copy( pointsFrustum[ i ] );
  22533. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  22534. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  22535. if ( p.x < _min.x ) _min.x = p.x;
  22536. if ( p.x > _max.x ) _max.x = p.x;
  22537. if ( p.y < _min.y ) _min.y = p.y;
  22538. if ( p.y > _max.y ) _max.y = p.y;
  22539. if ( p.z < _min.z ) _min.z = p.z;
  22540. if ( p.z > _max.z ) _max.z = p.z;
  22541. }
  22542. shadowCamera.left = _min.x;
  22543. shadowCamera.right = _max.x;
  22544. shadowCamera.top = _max.y;
  22545. shadowCamera.bottom = _min.y;
  22546. // can't really fit near/far
  22547. //shadowCamera.near = _min.z;
  22548. //shadowCamera.far = _max.z;
  22549. shadowCamera.updateProjectionMatrix();
  22550. }
  22551. // For the moment just ignore objects that have multiple materials with different animation methods
  22552. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  22553. function getObjectMaterial( object ) {
  22554. return object.material instanceof THREE.MeshFaceMaterial
  22555. ? object.material.materials[ 0 ]
  22556. : object.material;
  22557. };
  22558. };
  22559. THREE.ShadowMapPlugin.__projector = new THREE.Projector();
  22560. /**
  22561. * @author mikael emtinger / http://gomo.se/
  22562. * @author alteredq / http://alteredqualia.com/
  22563. */
  22564. THREE.SpritePlugin = function () {
  22565. var _gl, _renderer, _texture;
  22566. var vertices, faces, vertexBuffer, elementBuffer;
  22567. var program, attributes, uniforms;
  22568. this.init = function ( renderer ) {
  22569. _gl = renderer.context;
  22570. _renderer = renderer;
  22571. vertices = new Float32Array( [
  22572. - 0.5, - 0.5, 0, 0,
  22573. 0.5, - 0.5, 1, 0,
  22574. 0.5, 0.5, 1, 1,
  22575. - 0.5, 0.5, 0, 1
  22576. ] );
  22577. faces = new Uint16Array( [
  22578. 0, 1, 2,
  22579. 0, 2, 3
  22580. ] );
  22581. vertexBuffer = _gl.createBuffer();
  22582. elementBuffer = _gl.createBuffer();
  22583. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  22584. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  22585. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  22586. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  22587. program = createProgram();
  22588. attributes = {
  22589. position: _gl.getAttribLocation ( program, 'position' ),
  22590. uv: _gl.getAttribLocation ( program, 'uv' )
  22591. };
  22592. uniforms = {
  22593. uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
  22594. uvScale: _gl.getUniformLocation( program, 'uvScale' ),
  22595. rotation: _gl.getUniformLocation( program, 'rotation' ),
  22596. scale: _gl.getUniformLocation( program, 'scale' ),
  22597. color: _gl.getUniformLocation( program, 'color' ),
  22598. map: _gl.getUniformLocation( program, 'map' ),
  22599. opacity: _gl.getUniformLocation( program, 'opacity' ),
  22600. modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
  22601. projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
  22602. fogType: _gl.getUniformLocation( program, 'fogType' ),
  22603. fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
  22604. fogNear: _gl.getUniformLocation( program, 'fogNear' ),
  22605. fogFar: _gl.getUniformLocation( program, 'fogFar' ),
  22606. fogColor: _gl.getUniformLocation( program, 'fogColor' ),
  22607. alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
  22608. };
  22609. var canvas = document.createElement( 'canvas' );
  22610. canvas.width = 8;
  22611. canvas.height = 8;
  22612. var context = canvas.getContext( '2d' );
  22613. context.fillStyle = '#ffffff';
  22614. context.fillRect( 0, 0, canvas.width, canvas.height );
  22615. _texture = new THREE.Texture( canvas );
  22616. _texture.needsUpdate = true;
  22617. };
  22618. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  22619. var sprites = scene.__webglSprites,
  22620. nSprites = sprites.length;
  22621. if ( ! nSprites ) return;
  22622. // setup gl
  22623. _gl.useProgram( program );
  22624. _gl.enableVertexAttribArray( attributes.position );
  22625. _gl.enableVertexAttribArray( attributes.uv );
  22626. _gl.disable( _gl.CULL_FACE );
  22627. _gl.enable( _gl.BLEND );
  22628. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  22629. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  22630. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  22631. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  22632. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  22633. _gl.activeTexture( _gl.TEXTURE0 );
  22634. _gl.uniform1i( uniforms.map, 0 );
  22635. var oldFogType = 0;
  22636. var sceneFogType = 0;
  22637. var fog = scene.fog;
  22638. if ( fog ) {
  22639. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  22640. if ( fog instanceof THREE.Fog ) {
  22641. _gl.uniform1f( uniforms.fogNear, fog.near );
  22642. _gl.uniform1f( uniforms.fogFar, fog.far );
  22643. _gl.uniform1i( uniforms.fogType, 1 );
  22644. oldFogType = 1;
  22645. sceneFogType = 1;
  22646. } else if ( fog instanceof THREE.FogExp2 ) {
  22647. _gl.uniform1f( uniforms.fogDensity, fog.density );
  22648. _gl.uniform1i( uniforms.fogType, 2 );
  22649. oldFogType = 2;
  22650. sceneFogType = 2;
  22651. }
  22652. } else {
  22653. _gl.uniform1i( uniforms.fogType, 0 );
  22654. oldFogType = 0;
  22655. sceneFogType = 0;
  22656. }
  22657. // update positions and sort
  22658. var i, sprite, material, fogType, scale = [];
  22659. for( i = 0; i < nSprites; i ++ ) {
  22660. sprite = sprites[ i ];
  22661. material = sprite.material;
  22662. if ( sprite.visible === false ) continue;
  22663. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  22664. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  22665. }
  22666. sprites.sort( painterSortStable );
  22667. // render all sprites
  22668. for( i = 0; i < nSprites; i ++ ) {
  22669. sprite = sprites[ i ];
  22670. if ( sprite.visible === false ) continue;
  22671. material = sprite.material;
  22672. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  22673. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  22674. scale[ 0 ] = sprite.scale.x;
  22675. scale[ 1 ] = sprite.scale.y;
  22676. if ( scene.fog && material.fog ) {
  22677. fogType = sceneFogType;
  22678. } else {
  22679. fogType = 0;
  22680. }
  22681. if ( oldFogType !== fogType ) {
  22682. _gl.uniform1i( uniforms.fogType, fogType );
  22683. oldFogType = fogType;
  22684. }
  22685. if ( material.map !== null ) {
  22686. _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  22687. _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  22688. } else {
  22689. _gl.uniform2f( uniforms.uvOffset, 0, 0 );
  22690. _gl.uniform2f( uniforms.uvScale, 1, 1 );
  22691. }
  22692. _gl.uniform1f( uniforms.opacity, material.opacity );
  22693. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  22694. _gl.uniform1f( uniforms.rotation, material.rotation );
  22695. _gl.uniform2fv( uniforms.scale, scale );
  22696. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  22697. _renderer.setDepthTest( material.depthTest );
  22698. _renderer.setDepthWrite( material.depthWrite );
  22699. if ( material.map && material.map.image && material.map.image.width ) {
  22700. _renderer.setTexture( material.map, 0 );
  22701. } else {
  22702. _renderer.setTexture( _texture, 0 );
  22703. }
  22704. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  22705. }
  22706. // restore gl
  22707. _gl.enable( _gl.CULL_FACE );
  22708. };
  22709. function createProgram () {
  22710. var program = _gl.createProgram();
  22711. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  22712. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  22713. _gl.shaderSource( vertexShader, [
  22714. 'precision ' + _renderer.getPrecision() + ' float;',
  22715. 'uniform mat4 modelViewMatrix;',
  22716. 'uniform mat4 projectionMatrix;',
  22717. 'uniform float rotation;',
  22718. 'uniform vec2 scale;',
  22719. 'uniform vec2 uvOffset;',
  22720. 'uniform vec2 uvScale;',
  22721. 'attribute vec2 position;',
  22722. 'attribute vec2 uv;',
  22723. 'varying vec2 vUV;',
  22724. 'void main() {',
  22725. 'vUV = uvOffset + uv * uvScale;',
  22726. 'vec2 alignedPosition = position * scale;',
  22727. 'vec2 rotatedPosition;',
  22728. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  22729. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  22730. 'vec4 finalPosition;',
  22731. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  22732. 'finalPosition.xy += rotatedPosition;',
  22733. 'finalPosition = projectionMatrix * finalPosition;',
  22734. 'gl_Position = finalPosition;',
  22735. '}'
  22736. ].join( '\n' ) );
  22737. _gl.shaderSource( fragmentShader, [
  22738. 'precision ' + _renderer.getPrecision() + ' float;',
  22739. 'uniform vec3 color;',
  22740. 'uniform sampler2D map;',
  22741. 'uniform float opacity;',
  22742. 'uniform int fogType;',
  22743. 'uniform vec3 fogColor;',
  22744. 'uniform float fogDensity;',
  22745. 'uniform float fogNear;',
  22746. 'uniform float fogFar;',
  22747. 'uniform float alphaTest;',
  22748. 'varying vec2 vUV;',
  22749. 'void main() {',
  22750. 'vec4 texture = texture2D( map, vUV );',
  22751. 'if ( texture.a < alphaTest ) discard;',
  22752. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  22753. 'if ( fogType > 0 ) {',
  22754. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  22755. 'float fogFactor = 0.0;',
  22756. 'if ( fogType == 1 ) {',
  22757. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  22758. '} else {',
  22759. 'const float LOG2 = 1.442695;',
  22760. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  22761. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  22762. '}',
  22763. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  22764. '}',
  22765. '}'
  22766. ].join( '\n' ) );
  22767. _gl.compileShader( vertexShader );
  22768. _gl.compileShader( fragmentShader );
  22769. _gl.attachShader( program, vertexShader );
  22770. _gl.attachShader( program, fragmentShader );
  22771. _gl.linkProgram( program );
  22772. return program;
  22773. };
  22774. function painterSortStable ( a, b ) {
  22775. if ( a.z !== b.z ) {
  22776. return b.z - a.z;
  22777. } else {
  22778. return b.id - a.id;
  22779. }
  22780. };
  22781. };
  22782. /**
  22783. * @author alteredq / http://alteredqualia.com/
  22784. */
  22785. THREE.DepthPassPlugin = function () {
  22786. this.enabled = false;
  22787. this.renderTarget = null;
  22788. var _gl,
  22789. _renderer,
  22790. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  22791. _frustum = new THREE.Frustum(),
  22792. _projScreenMatrix = new THREE.Matrix4();
  22793. this.init = function ( renderer ) {
  22794. _gl = renderer.context;
  22795. _renderer = renderer;
  22796. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  22797. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  22798. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  22799. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  22800. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  22801. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  22802. _depthMaterial._shadowPass = true;
  22803. _depthMaterialMorph._shadowPass = true;
  22804. _depthMaterialSkin._shadowPass = true;
  22805. _depthMaterialMorphSkin._shadowPass = true;
  22806. };
  22807. this.render = function ( scene, camera ) {
  22808. if ( ! this.enabled ) return;
  22809. this.update( scene, camera );
  22810. };
  22811. this.update = function ( scene, camera ) {
  22812. var i, il, j, jl, n,
  22813. program, buffer, material,
  22814. webglObject, object, light,
  22815. renderList,
  22816. fog = null;
  22817. // set GL state for depth map
  22818. _gl.clearColor( 1, 1, 1, 1 );
  22819. _gl.disable( _gl.BLEND );
  22820. _renderer.setDepthTest( true );
  22821. // update scene
  22822. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  22823. // update camera matrices and frustum
  22824. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  22825. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22826. _frustum.setFromMatrix( _projScreenMatrix );
  22827. // render depth map
  22828. _renderer.setRenderTarget( this.renderTarget );
  22829. _renderer.clear();
  22830. // set object matrices & frustum culling
  22831. renderList = scene.__webglObjects;
  22832. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22833. webglObject = renderList[ j ];
  22834. object = webglObject.object;
  22835. webglObject.render = false;
  22836. if ( object.visible ) {
  22837. if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
  22838. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  22839. webglObject.render = true;
  22840. }
  22841. }
  22842. }
  22843. // render regular objects
  22844. var objectMaterial, useMorphing, useSkinning;
  22845. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22846. webglObject = renderList[ j ];
  22847. if ( webglObject.render ) {
  22848. object = webglObject.object;
  22849. buffer = webglObject.buffer;
  22850. // todo: create proper depth material for particles
  22851. if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
  22852. objectMaterial = getObjectMaterial( object );
  22853. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  22854. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  22855. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  22856. if ( object.customDepthMaterial ) {
  22857. material = object.customDepthMaterial;
  22858. } else if ( useSkinning ) {
  22859. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  22860. } else if ( useMorphing ) {
  22861. material = _depthMaterialMorph;
  22862. } else {
  22863. material = _depthMaterial;
  22864. }
  22865. if ( buffer instanceof THREE.BufferGeometry ) {
  22866. _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
  22867. } else {
  22868. _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
  22869. }
  22870. }
  22871. }
  22872. // set matrices and render immediate objects
  22873. renderList = scene.__webglObjectsImmediate;
  22874. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22875. webglObject = renderList[ j ];
  22876. object = webglObject.object;
  22877. if ( object.visible ) {
  22878. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  22879. _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
  22880. }
  22881. }
  22882. // restore GL state
  22883. var clearColor = _renderer.getClearColor(),
  22884. clearAlpha = _renderer.getClearAlpha();
  22885. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  22886. _gl.enable( _gl.BLEND );
  22887. };
  22888. // For the moment just ignore objects that have multiple materials with different animation methods
  22889. // Only the first material will be taken into account for deciding which depth material to use
  22890. function getObjectMaterial( object ) {
  22891. return object.material instanceof THREE.MeshFaceMaterial
  22892. ? object.material.materials[ 0 ]
  22893. : object.material;
  22894. };
  22895. };
  22896. /**
  22897. * @author mikael emtinger / http://gomo.se/
  22898. */
  22899. THREE.ShaderFlares = {
  22900. 'lensFlareVertexTexture': {
  22901. vertexShader: [
  22902. "uniform lowp int renderType;",
  22903. "uniform vec3 screenPosition;",
  22904. "uniform vec2 scale;",
  22905. "uniform float rotation;",
  22906. "uniform sampler2D occlusionMap;",
  22907. "attribute vec2 position;",
  22908. "attribute vec2 uv;",
  22909. "varying vec2 vUV;",
  22910. "varying float vVisibility;",
  22911. "void main() {",
  22912. "vUV = uv;",
  22913. "vec2 pos = position;",
  22914. "if( renderType == 2 ) {",
  22915. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  22916. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  22917. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  22918. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  22919. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  22920. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  22921. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  22922. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  22923. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  22924. "vVisibility = visibility.r / 9.0;",
  22925. "vVisibility *= 1.0 - visibility.g / 9.0;",
  22926. "vVisibility *= visibility.b / 9.0;",
  22927. "vVisibility *= 1.0 - visibility.a / 9.0;",
  22928. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  22929. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  22930. "}",
  22931. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  22932. "}"
  22933. ].join( "\n" ),
  22934. fragmentShader: [
  22935. "uniform lowp int renderType;",
  22936. "uniform sampler2D map;",
  22937. "uniform float opacity;",
  22938. "uniform vec3 color;",
  22939. "varying vec2 vUV;",
  22940. "varying float vVisibility;",
  22941. "void main() {",
  22942. // pink square
  22943. "if( renderType == 0 ) {",
  22944. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  22945. // restore
  22946. "} else if( renderType == 1 ) {",
  22947. "gl_FragColor = texture2D( map, vUV );",
  22948. // flare
  22949. "} else {",
  22950. "vec4 texture = texture2D( map, vUV );",
  22951. "texture.a *= opacity * vVisibility;",
  22952. "gl_FragColor = texture;",
  22953. "gl_FragColor.rgb *= color;",
  22954. "}",
  22955. "}"
  22956. ].join( "\n" )
  22957. },
  22958. 'lensFlare': {
  22959. vertexShader: [
  22960. "uniform lowp int renderType;",
  22961. "uniform vec3 screenPosition;",
  22962. "uniform vec2 scale;",
  22963. "uniform float rotation;",
  22964. "attribute vec2 position;",
  22965. "attribute vec2 uv;",
  22966. "varying vec2 vUV;",
  22967. "void main() {",
  22968. "vUV = uv;",
  22969. "vec2 pos = position;",
  22970. "if( renderType == 2 ) {",
  22971. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  22972. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  22973. "}",
  22974. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  22975. "}"
  22976. ].join( "\n" ),
  22977. fragmentShader: [
  22978. "precision mediump float;",
  22979. "uniform lowp int renderType;",
  22980. "uniform sampler2D map;",
  22981. "uniform sampler2D occlusionMap;",
  22982. "uniform float opacity;",
  22983. "uniform vec3 color;",
  22984. "varying vec2 vUV;",
  22985. "void main() {",
  22986. // pink square
  22987. "if( renderType == 0 ) {",
  22988. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  22989. // restore
  22990. "} else if( renderType == 1 ) {",
  22991. "gl_FragColor = texture2D( map, vUV );",
  22992. // flare
  22993. "} else {",
  22994. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  22995. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  22996. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  22997. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  22998. "visibility = ( 1.0 - visibility / 4.0 );",
  22999. "vec4 texture = texture2D( map, vUV );",
  23000. "texture.a *= opacity * visibility;",
  23001. "gl_FragColor = texture;",
  23002. "gl_FragColor.rgb *= color;",
  23003. "}",
  23004. "}"
  23005. ].join( "\n" )
  23006. }
  23007. };
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