From c51788eb877326b5463641e1bbcda279bb22987c Mon Sep 17 00:00:00 2001 From: Amit Kumar Nandi <11887616+aamitn@users.noreply.github.com> Date: Thu, 3 Oct 2024 06:42:49 +0530 Subject: [PATCH] Forgejo Up --- .eslintrc.yml | 21 + .gitignore | 41 + LICENSE | 24 + README.md | 37 +- css/main.css | 96 + index.html | 79 + js/Hmi.js | 139 + js/InverseKinematic.js | 462 + js/Path.Gui.js | 100 + js/RemoteRobot.js | 161 + js/Robot.Gui.js | 107 + js/Robot.js | 298 + js/RobotTHREE.js | 55 + js/THREERobot.js | 194 + js/THREEScene.js | 89 + js/THREEView.js | 83 + js/Target.Gui.js | 134 + js/Target.js | 300 + js/UiDat.js | 5 + js/WorkingSpace.js | 217 + js/dat.gui.min.js | 2 + js/require.js | 2183 + package.json | 27 + vendor/EventDispatcher.js | 96 + vendor/state/State.js | 262 + vendor/state/Test.js | 191 + vendor/state/test.html | 33 + vendor/state/test/State.test.js | 459 + vendor/state/test/index.html | 103 + vendor/state/test/test.html | 46 + vendor/three.js/CombinedCamera.js | 230 + vendor/three.js/Detector.js | 59 + vendor/three.js/OrbitControls.js | 1035 + vendor/three.js/Stats.js | 6 + vendor/three.js/Three.js | 41763 ++++++++++++++++ vendor/three.js/TrackballControls.js | 599 + vendor/three.js/TransformControls.js | 1138 + vendor/threex.dragpancontrols.js | 69 + vendor/threex/Makefile | 18 + vendor/threex/README.md | 19 + vendor/threex/THREEx.CelShader.js | 70 + .../threex/THREEx.DeviceOrientationState.js | 50 + vendor/threex/THREEx.FullScreen.js | 117 + vendor/threex/THREEx.GeometryUtils.js | 139 + vendor/threex/THREEx.GeometryWobble.js | 54 + vendor/threex/THREEx.KeyboardState.js | 116 + vendor/threex/THREEx.LogoTurtle.js | 46 + vendor/threex/THREEx.PlasmaShader.js | 104 + vendor/threex/THREEx.SkyMap.js | 62 + vendor/threex/THREEx.WindowResize.js | 49 + vendor/threex/THREEx.glCapability.js | 52 + vendor/threex/THREEx.requestAnimationFrame.js | 38 + vendor/threex/THREEx.screenshot.js | 132 + vendor/threex/docs/THREEx.CelShader.html | 68 + vendor/threex/docs/THREEx.CubeMap.html | 9 + .../docs/THREEx.DeviceOrientationState.html | 45 + vendor/threex/docs/THREEx.FullScreen.html | 68 + vendor/threex/docs/THREEx.GeometryUtils.html | 95 + vendor/threex/docs/THREEx.GeometryWobble.html | 49 + vendor/threex/docs/THREEx.KeyboardState.html | 99 + vendor/threex/docs/THREEx.LogoTurtle.html | 44 + vendor/threex/docs/THREEx.PlasmaShader.html | 94 + vendor/threex/docs/THREEx.SkyMap.html | 51 + vendor/threex/docs/THREEx.WindowResize.html | 36 + vendor/threex/docs/THREEx.glCapability.html | 44 + .../docs/THREEx.requestAnimationFrame.html | 40 + vendor/threex/docs/THREEx.screenshot.html | 78 + vendor/threex/docs/docco.css | 186 + .../THREEx.DeviceOrientationState.html | 19 + .../threex/examples/THREEx.KeyboardState.html | 14 + .../threex.embedded/noshield-host.html | 9 + .../threex.embedded/noshield-iframe.html | 22 + .../threex.embedded/withshield-host.html | 9 + .../threex.embedded/withshield-iframe.html | 28 + vendor/threex/examples/threex.fullscreen.html | 36 + vendor/threex/threex.chromeWebStoreInstall.js | 45 + vendor/threex/threex.embedded.js | 24 + vendor/threex/threex.sparks.js | 237 + vendor/threex/threex.texturePoolBall.js | 78 + 79 files changed, 53535 insertions(+), 1 deletion(-) create mode 100644 .eslintrc.yml create mode 100644 .gitignore create mode 100644 css/main.css create mode 100644 index.html create mode 100644 js/Hmi.js create mode 100644 js/InverseKinematic.js create mode 100644 js/Path.Gui.js create mode 100644 js/RemoteRobot.js create mode 100644 js/Robot.Gui.js create mode 100644 js/Robot.js create mode 100644 js/RobotTHREE.js create mode 100644 js/THREERobot.js create mode 100644 js/THREEScene.js create mode 100644 js/THREEView.js create mode 100644 js/Target.Gui.js create mode 100644 js/Target.js create mode 100644 js/UiDat.js create mode 100644 js/WorkingSpace.js create mode 100644 js/dat.gui.min.js create mode 100644 js/require.js create mode 100644 package.json create mode 100644 vendor/EventDispatcher.js create mode 100644 vendor/state/State.js create mode 100644 vendor/state/Test.js create mode 100644 vendor/state/test.html create mode 100644 vendor/state/test/State.test.js create mode 100644 vendor/state/test/index.html create mode 100644 vendor/state/test/test.html create mode 100644 vendor/three.js/CombinedCamera.js create mode 100644 vendor/three.js/Detector.js create mode 100644 vendor/three.js/OrbitControls.js create mode 100644 vendor/three.js/Stats.js create mode 100644 vendor/three.js/Three.js create mode 100644 vendor/three.js/TrackballControls.js create mode 100644 vendor/three.js/TransformControls.js create mode 100644 vendor/threex.dragpancontrols.js create mode 100644 vendor/threex/Makefile create mode 100644 vendor/threex/README.md create mode 100644 vendor/threex/THREEx.CelShader.js create mode 100644 vendor/threex/THREEx.DeviceOrientationState.js create mode 100644 vendor/threex/THREEx.FullScreen.js create mode 100644 vendor/threex/THREEx.GeometryUtils.js create mode 100644 vendor/threex/THREEx.GeometryWobble.js create mode 100644 vendor/threex/THREEx.KeyboardState.js create mode 100644 vendor/threex/THREEx.LogoTurtle.js create mode 100644 vendor/threex/THREEx.PlasmaShader.js create mode 100644 vendor/threex/THREEx.SkyMap.js create mode 100644 vendor/threex/THREEx.WindowResize.js create mode 100644 vendor/threex/THREEx.glCapability.js create mode 100644 vendor/threex/THREEx.requestAnimationFrame.js create mode 100644 vendor/threex/THREEx.screenshot.js create mode 100644 vendor/threex/docs/THREEx.CelShader.html create mode 100644 vendor/threex/docs/THREEx.CubeMap.html create mode 100644 vendor/threex/docs/THREEx.DeviceOrientationState.html create mode 100644 vendor/threex/docs/THREEx.FullScreen.html create mode 100644 vendor/threex/docs/THREEx.GeometryUtils.html create mode 100644 vendor/threex/docs/THREEx.GeometryWobble.html create mode 100644 vendor/threex/docs/THREEx.KeyboardState.html create mode 100644 vendor/threex/docs/THREEx.LogoTurtle.html create mode 100644 vendor/threex/docs/THREEx.PlasmaShader.html create mode 100644 vendor/threex/docs/THREEx.SkyMap.html create mode 100644 vendor/threex/docs/THREEx.WindowResize.html create mode 100644 vendor/threex/docs/THREEx.glCapability.html create mode 100644 vendor/threex/docs/THREEx.requestAnimationFrame.html create mode 100644 vendor/threex/docs/THREEx.screenshot.html create mode 100644 vendor/threex/docs/docco.css create mode 100644 vendor/threex/examples/THREEx.DeviceOrientationState.html create mode 100644 vendor/threex/examples/THREEx.KeyboardState.html create mode 100644 vendor/threex/examples/threex.embedded/noshield-host.html create mode 100644 vendor/threex/examples/threex.embedded/noshield-iframe.html create mode 100644 vendor/threex/examples/threex.embedded/withshield-host.html create mode 100644 vendor/threex/examples/threex.embedded/withshield-iframe.html create mode 100644 vendor/threex/examples/threex.fullscreen.html create mode 100644 vendor/threex/threex.chromeWebStoreInstall.js create mode 100644 vendor/threex/threex.embedded.js create mode 100644 vendor/threex/threex.sparks.js create mode 100644 vendor/threex/threex.texturePoolBall.js diff --git a/.eslintrc.yml b/.eslintrc.yml new file mode 100644 index 0000000..8a7d4d0 --- /dev/null +++ b/.eslintrc.yml @@ -0,0 +1,21 @@ +extends: airbnb +plugins: + - react + - jsx-a11y + - import +rules: + semi: ["error", "never"] + no-plusplus: 0 + no-restricted-syntax: ["off", "ForInStatement"] + max-len: 0 + newline-per-chained-call: 0 + no-undef: 1 + "no-param-reassign": [2, {"props": false}] + no-debugger: 0 +globals: + document: true + THREE: true + window: true + debug: true + THREERobot: true + define: true diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..90047a0 --- /dev/null +++ b/.gitignore @@ -0,0 +1,41 @@ +# Created by .ignore support plugin (hsz.mobi) +### Node template +# Logs +logs +*.log +npm-debug.log* + +# Runtime data +pids +*.pid +*.seed + +# Directory for instrumented libs generated by jscoverage/JSCover +lib-cov + +# Coverage directory used by tools like istanbul +coverage + +# nyc test coverage +.nyc_output + +# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files) +.grunt + +# node-waf configuration +.lock-wscript + +# Compiled binary addons (http://nodejs.org/api/addons.html) +build/Release + +# Dependency directories +node_modules +jspm_packages + +# Optional npm cache directory +.npm + +# Optional REPL history +.node_repl_history + +.DS_Store diff --git a/LICENSE b/LICENSE index 7a3912a..0d4b4c0 100644 --- a/LICENSE +++ b/LICENSE @@ -1,3 +1,4 @@ +<<<<<<< HEAD Apache License Version 2.0, January 2004 http://www.apache.org/licenses/ @@ -71,3 +72,26 @@ distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. +======= +MIT License + +Copyright (c) 2017 Maximilian Beck maximilian@glumb.de + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +>>>>>>> 244abf3 (Forgejo Up) diff --git a/README.md b/README.md index 57f25f3..267062a 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,38 @@ +<<<<<<< HEAD # Kinesim -Kinesim is a Three.Js based robotics simulator that runs in browser. \ No newline at end of file +Kinesim is a Three.Js based robotics simulator that runs in browser. +======= +# robot-gui +A three.js based 3D robot interface. + +# How To +Download or clone. Open `index.html` or [RoboSim](https://aamitn.github.io/rg/). Enjoy 🤖😀 + +You may need to use Chrome, since some ES6 features are not supported in other browsers yet. + +![robot-gui](https://user-images.githubusercontent.com/3062564/31865318-7d97605e-b76d-11e7-8ab4-7c2a9e17be3d.png) + +# Geometry +Configure the robot geometry using the *geometry* tab. + +![bildschirmfoto 2017-10-22 um 21 14 02](https://user-images.githubusercontent.com/3062564/31865347-f8010804-b76d-11e7-8452-e003677da2c7.png) + +# Angle limits +Angle limits are shown visualy. *red* negative, *green* positive + +![bildschirmfoto 2017-10-22 um 21 16 38](https://user-images.githubusercontent.com/3062564/31865367-56242556-b76e-11e7-8fe4-36e69f55b920.png) + +# Toggle Space +Switch between global and TCP aligned controls + +![bildschirmfoto 2017-10-22 um 21 18 43](https://user-images.githubusercontent.com/3062564/31865385-a52db932-b76e-11e7-8408-797bd0959bab.png) +![bildschirmfoto 2017-10-22 um 21 18 53](https://user-images.githubusercontent.com/3062564/31865386-a54e6218-b76e-11e7-8250-1c183d723121.png) + +# Working Space +Click add Pose to visualize the working area for the current TCP orientation. Add muliple poses to compare work area vs orientation. + +![bildschirmfoto 2017-10-22 um 21 22 20](https://user-images.githubusercontent.com/3062564/31865429-3429e0c0-b76f-11e7-8ed3-f40d0fca6aaa.png) +![bildschirmfoto 2017-10-22 um 21 22 51](https://user-images.githubusercontent.com/3062564/31865591-71863d9a-b771-11e7-9d5d-9f010903c221.png) + +>>>>>>> 244abf3 (Forgejo Up) diff --git a/css/main.css b/css/main.css new file mode 100644 index 0000000..1415a0a --- /dev/null +++ b/css/main.css @@ -0,0 +1,96 @@ +body { + overflow : hidden; + padding : 0; + margin : 0; + + color : #222; + background-color: #BBB; + font-family : arial; + font-size : 100%; +} +#info .top { + position : absolute; + top : 0px; + width : 100%; + padding : 5px; + text-align : center; +} +#info a { + color : #66F; + text-decoration : none; +} +#info a:hover { + text-decoration : underline; +} +#info .bottom { + position : absolute; + bottom : 0px; + right : 5px; + padding : 5px; +} + + +/* DAT GUI */ + +.dg.main.taller-than-window .close-button { + border-top: 1px solid #ddd!important; +} + +.dg.main .close-button { + background-color: #ccc!important; +} + +.dg.main .close-button:hover { + background-color: #ddd!important; +} + +.dg { + color: #555!important; + text-shadow: none !important; +} + +.dg.main::-webkit-scrollbar { + background: #fafafa!important; +} + +.dg.main::-webkit-scrollbar-thumb { + background: #bbb!important; +} + +div.dg li:not(.folder) { + background: #e8e8e8!important; + border-color: #dadada; +} + +.dg li.save-row .button { + text-shadow: none !important; +} + +.dg li.title { + background: #e8e8e8 url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat!important; +} + +.dg .cr.function:hover,.dg .cr.boolean:hover { + background: #fff!important; +} + +.dg .c input[type=text] { + background: #f9f9f9!important; +} + +.dg .c input[type=text]:hover { + background: #eee!important; +} + +.dg .c input[type=text]:focus { + background: #eee!important; + color: #555!important; +} + +.dg .c .slider { + background: #e9e9e9!important; +} + +.dg .c .slider:hover { + background: #eee!important; +} diff --git a/index.html b/index.html new file mode 100644 index 0000000..a19fab5 --- /dev/null +++ b/index.html @@ -0,0 +1,79 @@ + + + + + KineSim:NANDI MECHATRONICS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
RoboSim™ | Browser-Based Robotics Simulator | Amit Kumar Nandi | Nandi Mechatronics Pvt. Ltd.®
+ +
+ + + + + diff --git a/js/Hmi.js b/js/Hmi.js new file mode 100644 index 0000000..4287c12 --- /dev/null +++ b/js/Hmi.js @@ -0,0 +1,139 @@ +define((require, exports, module) => { + const Robot = require('Robot') + const RobotTHREE = require('RobotTHREE') + const RobotGui = require('Robot.Gui') + const Target = require('Target') + const TargetGui = require('Target.Gui') + const gui = require('UiDat') + const THREEView = require('THREEView') + const storeManager = require('State') + const ws = require('WorkingSpace') + const Path = require('Path.Gui') + const Kinematic = require('Kinematic') + // const RemoteRobot = require('RemoteRobot') + + const logger = store => dispatch => (action, data) => { + console.group(`ACTION ${action}`) + + console.log(`action: %c${action}`, 'color:green') + console.log('data: ', data) + console.log('%cstore before: ', 'color:orange', store.getState()) + + const newState = dispatch(action, data) + console.log('%cnew state: ', 'color:green', newState) + console.groupEnd() + return newState + } + + const mid = store => dispatch => (action, data) => { + const oldState = store.getState() + const oldStateCopy = JSON.parse(JSON.stringify(oldState)) + + const newState = dispatch(action, data) + + function compare(o, n, os) { + for (const i of Object.keys(o).concat(Object.keys(n))) { + if (typeof n[i] === 'undefined') { + if (os === n) { + console.warn('nooohohoohoh did not change state, bro!') + console.warn('element was removed, but parent not changed') + } + } else if (typeof o[i] === 'undefined') { + if (os === n) { + console.warn('nooohohoohoh did not change state, bro!') + console.warn('element was added, but parent not changed') + } + } else if (!!o[i] && typeof (o[i]) === 'object') { + // console.log('aaaa') + // + compare(o[i], n[i], os[i]) + } else { + if (typeof n[i] === 'undefined' || o[i] !== n[i]) { // el deleted, or value not same + // value has changed todo iter over newState (missing ones were deleted, dont matter. new ones dont matter either hm....) + + // new state cant be old state, if a child changed + if (os === n) { + console.warn('nooohohoohoh did not change state, bro!') + console.group(`state ${action}`) + console.log(`oldStateCopy: ${o[i]}`) + console.log(`oldState: %c${os[i]}`, 'color: red') + console.log(`newState: ${n[i]}`) + console.groupEnd() + } + } + // console.log(i, o[i] === n[i]) + } + } + } + compare(oldStateCopy, newState, oldState) + + return newState + } + + storeManager.applyMiddleware(logger, mid) + /* POLYFILL */ + + const reduce = Function.bind.call(Function.call, Array.prototype.reduce) + const isEnumerable = Function.bind.call(Function.call, Object.prototype.propertyIsEnumerable) + const concat = Function.bind.call(Function.call, Array.prototype.concat) + const keys = Reflect.ownKeys + + if (!Object.values) { + Object.values = function values(O) { + return reduce(keys(O), (v, k) => concat(v, typeof k === 'string' && isEnumerable(O, k) ? [O[k]] : []), []) + } + } + + /* END POLYFILL */ + + class Hmi { + constructor() { + const maxAngleVelocity = 90.0 / (180.0 * Math.PI) / 1000.0 + + const store = storeManager.createStore('Hmi', {}) + + const scope = this + + /* THREEJS SCENE SETUP */ + + const { + scene, + renderer, + camera, + } = require('THREEScene') + this.scene = scene + this.renderer = renderer + this.camera = camera + + /* END THREEJS SCENE SETUP */ + + /* DAT GUI */ + + const hmiGui = gui.addFolder('HMI') + gui.remember(scope.state) + + const fun = { + resetTargetAngles: () => { + Robot.dispatch('ROBOT_CHANGE_ANGLES', { + A0: 0, + A1: 0, + A2: 0, + A3: 0, + A4: 0, + A5: 0, + }) + }, + } + + hmiGui.add(fun, 'resetTargetAngles').onChange(() => { + + }) + window.debug.show = false + hmiGui.add(window.debug, 'show') + + /* CONNECT MODULES */ + } + } + + module.exports = Hmi +}) diff --git a/js/InverseKinematic.js b/js/InverseKinematic.js new file mode 100644 index 0000000..e5b05d2 --- /dev/null +++ b/js/InverseKinematic.js @@ -0,0 +1,462 @@ +define((require, exports, module) => { + const Serial = { + println(text) { + // // console.log(text) + }, + } + + const arrows = {} + + function addArrow(name, from, to, color = 0xffff00, length = 10) { + if (arrows.hasOwnProperty(name)) { + window.debug.scene.remove(arrows[name]) + } + if (!window.debug.show) return + const toPoint = new THREE.Vector3(to[0], to[1], to[2]) + const origin = new THREE.Vector3(from[0], from[1], from[2]) + // length = length || toPoint.sub(origin).length() + // toPoint.normalize() + arrows[name] = new THREE.ArrowHelper(toPoint.sub(origin).normalize(), origin, length, color, 2, 1) + window.debug.scene.add(arrows[name]) + } + + function addVectorArrow(name, from, vector, color, length) { + addArrow(name, from, [from[0] + vector[0], from[1] + vector[1], from[2] + vector[2]], color, length) + } + const spheres = {} + + function addSphere(name, position, color = 0xffff00, diameter = 1) { + if (spheres.hasOwnProperty(name)) { + window.debug.scene.remove(spheres[name]) + } + if (!window.debug.show) return + + const geometry = new THREE.SphereGeometry(diameter, 32, 32) + const material = new THREE.MeshBasicMaterial({ + color, + }) + + spheres[name] = new THREE.Mesh(geometry, material) + spheres[name].position.set(position[0], position[1], position[2]) + window.debug.scene.add(spheres[name]) + } + + class InverseKinematic { + constructor(geometry) { + this.OK = 0 + this.OUT_OF_RANGE = 1 + this.OUT_OF_BOUNDS = 2 + + this.V1_length_x_z = Math.sqrt(Math.pow(geometry[1][0], 2) + Math.pow(geometry[1][2], 2)) + this.V4_length_x_y_z = Math.sqrt(Math.pow(geometry[4][0], 2) + Math.pow(geometry[4][2], 2) + Math.pow(-geometry[4][1], 2)) + + + this.J_initial_absolute = [] + const tmpPos = [0, 0, 0] + for (let i = 0; i < geometry.length; i++) { + this.J_initial_absolute.push([tmpPos[0], tmpPos[1], tmpPos[2]]) + tmpPos[0] += geometry[i][0] + tmpPos[1] += geometry[i][1] + tmpPos[2] += geometry[i][2] + } + + this.R_corrected = [0, 0, 0, 0, 0, 0] + + this.R_corrected[1] += Math.PI / 2 + this.R_corrected[1] -= Math.atan2(geometry[1][0], geometry[1][2]) // correct offset bone + + this.R_corrected[2] += Math.PI / 2 + this.R_corrected[2] += Math.atan2((geometry[2][2] + geometry[3][2]), (geometry[2][0] + geometry[3][0])) // correct offset bone V2,V3 + this.R_corrected[2] += Math.atan2(geometry[1][0], geometry[1][2]) // correct bone offset of V1 + + this.R_corrected[4] += Math.PI + + this.geometry = geometry + } + + calculateAngles(x, y, z, a, b, c, angles, config = [false, false, false]) { + const cc = Math.cos(c) + const sc = Math.sin(c) + const cb = Math.cos(b) + const sb = Math.sin(b) + const ca = Math.cos(a) + const sa = Math.sin(a) + + const targetVectorZ = [ + sb, -sa * cb, + ca * cb, + ] + + const R = [ + this.R_corrected[0], + this.R_corrected[1], + this.R_corrected[2], + this.R_corrected[3], + this.R_corrected[4], + this.R_corrected[5], + ] + + const J = [ + [0, 0, 0], + [0, 0, 0], + [0, 0, 0], + [0, 0, 0], + [0, 0, 0], + [0, 0, 0], + ] + + + // ---- J5 ---- + + J[5][0] = x + J[5][1] = y + J[5][2] = z + addSphere('J5', J[5]) + + + // ---- J4 ---- + // vector + + J[4][0] = x - this.V4_length_x_y_z * targetVectorZ[0] + J[4][1] = y - this.V4_length_x_y_z * targetVectorZ[1] + J[4][2] = z - this.V4_length_x_y_z * targetVectorZ[2] + addSphere('J4', J[4]) + + + // ---- R0 ---- + // # J4 + + const alphaR0 = Math.asin(this.J_initial_absolute[4][1] / this.length2(J[4][1], J[4][0])) + R[0] += Math.atan2(J[4][1], J[4][0]) + R[0] += -alphaR0 + + if (config[0]) { + R[0] += 2 * alphaR0 - Math.PI + } + + if (-this.J_initial_absolute[4][1] > this.length2(J[4][2], J[4][0])) { + Serial.println('out of reach') + } + + + // ---- J1 ---- + // # R0 + + J[1][0] = Math.cos(R[0]) * this.geometry[0][0] + Math.sin(R[0]) * -this.geometry[0][1] + J[1][1] = Math.sin(R[0]) * this.geometry[0][0] + Math.cos(R[0]) * this.geometry[0][1] + J[1][2] = this.geometry[0][2] + addSphere('J1', J[1], 0x00ff00) + + + // ---- rotate J4 into x,z plane ---- + // # J4 R0 + + const J4_x_z = [] + + J4_x_z[0] = Math.cos(R[0]) * J[4][0] + Math.sin(R[0]) * J[4][1] + J4_x_z[1] = Math.sin(R[0]) * J[4][0] + Math.cos(R[0]) * -J[4][1] // 0 + J4_x_z[2] = J[4][2] + addSphere('J4_x_z', J4_x_z, 0xff0000) + + + // ---- J1J4_projected_length_square ---- + // # J4 R0 + + const J1J4_projected_length_square = Math.pow(J4_x_z[0] - this.J_initial_absolute[1][0], 2) + Math.pow(J4_x_z[2] - this.J_initial_absolute[1][2], 2) // not using Math.sqrt + + + // ---- R2 ---- + // # J4 R0 + + const J2J4_length_x_z = this.length2(this.geometry[2][0] + this.geometry[3][0], this.geometry[2][2] + this.geometry[3][2]) + R[2] += ((config[1] ? !config[0] : config[0]) ? 1.0 : -1.0) * Math.acos((-J1J4_projected_length_square + Math.pow(J2J4_length_x_z, 2) + Math.pow(this.V1_length_x_z, 2)) / (2.0 * (J2J4_length_x_z) * this.V1_length_x_z)) + R[2] -= 2 * Math.PI + + R[2] = ((R[2] + 3 * Math.PI) % (2 * Math.PI)) - Math.PI // clamp -180/180 degree + + + // ---- R1 ---- + // # J4 R0 + + const J1J4_projected_length = Math.sqrt(J1J4_projected_length_square) + R[1] -= Math.atan2((J4_x_z[2] - this.J_initial_absolute[1][2]), (J4_x_z[0] - this.J_initial_absolute[1][0])) // a'' + R[1] += ((config[1] ? !config[0] : config[0]) ? 1.0 : -1.0) * Math.acos((J1J4_projected_length_square - Math.pow(J2J4_length_x_z, 2) + Math.pow(this.V1_length_x_z, 2)) / (2.0 * J1J4_projected_length * this.V1_length_x_z)) // a + + R[1] = ((R[1] + 3 * Math.PI) % (2 * Math.PI)) - Math.PI + + + // ---- J2 ---- + // # R1 R0 + + const ta = Math.cos(R[0]) + const tb = Math.sin(R[0]) + const tc = this.geometry[0][0] + const d = this.geometry[0][2] + const e = -this.geometry[0][1] + const f = Math.cos(R[1]) + const g = Math.sin(R[1]) + const h = this.geometry[1][0] + const i = this.geometry[1][2] + const j = -this.geometry[1][1] + const k = Math.cos(R[2]) + const l = Math.sin(R[2]) + const m = this.geometry[2][0] + const n = this.geometry[2][2] + const o = -this.geometry[2][1] + + J[2][0] = ta * tc + tb * e + ta * f * h - ta * -g * i + tb * j + J[2][1] = -(-tb * tc + ta * e - tb * f * h + tb * -g * i + ta * j) + J[2][2] = d + -g * h + f * i + addSphere('J2', J[2], 0x0000ff) + + J[3][0] = J[2][0] + ta * f * k * m - ta * -g * -l * m - ta * -g * k * n - ta * f * -l * n + tb * o + J[3][1] = J[2][1] - (-tb * f * k * m + tb * -g * -l * m + tb * -g * k * n + tb * f * -l * n + ta * o) + J[3][2] = J[2][2] + -g * k * m + f * -l * m + f * k * n + g * -l * n + addSphere('J3', J[3], 0x0000ff) + + + // ---- J4J3 J4J5 ---- + // # J3 J4 J5 + + const J4J5_vector = [J[5][0] - J[4][0], J[5][1] - J[4][1], J[5][2] - J[4][2]] + const J4J3_vector = [J[3][0] - J[4][0], J[3][1] - J[4][1], J[3][2] - J[4][2]] + + + // ---- R3 ---- + // # J3 J4 J5 + + const J4J5_J4J3_normal_vector = this.cross(J4J5_vector, J4J3_vector) + + addVectorArrow('normal J4', J[4], J4J5_J4J3_normal_vector, 0xbada55, 8) + + const ZY_parallel_aligned_vector = [ + 10 * -Math.sin(R[0]), + 10 * Math.cos(R[0]), + 0, + ] + + const ZY_aligned_J4J3_normal_vector = this.cross(ZY_parallel_aligned_vector, J4J3_vector) + + addVectorArrow('normal J4 Y_vectors', J[4], ZY_aligned_J4J3_normal_vector, 0xff00ff) + addVectorArrow('XZ_parallel_aligned_vector', J[4], ZY_parallel_aligned_vector, 0x11ff11) + + R[3] = this.angleBetween(J4J5_J4J3_normal_vector, ZY_parallel_aligned_vector, ZY_aligned_J4J3_normal_vector) + + if (config[2]) // rotate 180 and clamp -180,180 + { + R[3] += Math.PI + } + R[3] = ((R[3] + 3 * Math.PI) % (2 * Math.PI)) - Math.PI + + + // ---- R4 ---- + // # J4 J3 J5 R3 + + R[4] += ((config[2]) ? 1 : -1) * this.angleBetween2(J4J5_vector, J4J3_vector) + + // clamp -180,180 + R[4] = ((R[4] + 3 * Math.PI) % (2 * Math.PI)) - Math.PI + + + // ---- R5 ---- + // # J4 J5 J3 + + const targetVectorY = [-cb * sc, + ca * cc - sa * sb * sc, + sa * cc + ca * sb * sc, + ] + + R[5] -= this.angleBetween(J4J5_J4J3_normal_vector, targetVectorY, this.cross(targetVectorZ, targetVectorY)) + + if (config[2]) R[5] += Math.PI + + R[5] = ((R[5] + 3 * Math.PI) % (2 * Math.PI)) - Math.PI + // ---- Error handling ---- + + const error = false + const outOfBounds = [false, false, false, false, false, false] + + + angles[0] = R[0] + angles[1] = R[1] + angles[2] = R[2] + angles[3] = R[3] + angles[4] = R[4] + angles[5] = R[5] + } + + calculateTCP(R0, R1, R2, R3, R4, R5, jointsResult) { + const joints = [ + [], + [], + [], + [], + [], + [], + ] + this.calculateCoordinates(R0, R1, R2, R3, R4, R5, joints) + jointsResult[0] = joints[5][0] + jointsResult[1] = joints[5][1] + jointsResult[2] = joints[5][2] + jointsResult[3] = joints[5][3] + jointsResult[4] = joints[5][4] + jointsResult[5] = joints[5][5] + } + + calculateCoordinates(R0, R1, R2, R3, R4, R5, jointsResult, config = [false, false, false]) { + // todo detect config + + const a = Math.cos(R0) + const b = Math.sin(R0) + const c = this.geometry[0][0] + const d = this.geometry[0][1] + const e = this.geometry[0][2] + const f = Math.cos(R1) + const g = Math.sin(R1) + const h = this.geometry[1][0] + const i = this.geometry[1][1] + const j = this.geometry[1][2] + const k = Math.cos(R2) + const l = Math.sin(R2) + const m = this.geometry[2][0] + const n = this.geometry[2][1] + const o = this.geometry[2][2] + const p = Math.cos(R3) + const q = Math.sin(R3) + const r = this.geometry[3][0] + const s = this.geometry[3][1] + const t = this.geometry[3][2] + const u = Math.cos(R4) + const v = Math.sin(R4) + const w = this.geometry[4][0] + const x = this.geometry[4][1] + const y = this.geometry[4][2] + const A = Math.cos(R5) + const B = Math.sin(R5) + + jointsResult[0][0] = 0 + jointsResult[0][1] = 0 + jointsResult[0][2] = 0 + + jointsResult[1][0] = jointsResult[0][0] + a * c - b * d + jointsResult[1][1] = jointsResult[0][1] + b * c + a * d + jointsResult[1][2] = jointsResult[0][2] + e + + jointsResult[2][0] = jointsResult[1][0] + a * f * h - b * i + a * g * j + jointsResult[2][1] = jointsResult[1][1] + b * f * h + a * i + b * g * j + jointsResult[2][2] = jointsResult[1][2] + -g * h + f * j + + jointsResult[3][0] = jointsResult[2][0] + a * f * k * m - a * g * l * m - b * n + a * g * k * o + a * f * l * o + jointsResult[3][1] = jointsResult[2][1] + b * f * k * m - b * g * l * m + a * n + b * g * k * o + b * f * l * o + jointsResult[3][2] = jointsResult[2][2] - g * k * m - f * l * m + f * k * o - g * l * o + + jointsResult[4][0] = jointsResult[3][0] + a * f * k * r - a * g * l * r - b * p * s + a * g * k * q * s + a * f * l * q * s + a * g * k * p * t + a * f * l * p * t + b * q * t + jointsResult[4][1] = jointsResult[3][1] + b * f * k * r - b * g * l * r + a * p * s + b * g * k * q * s + b * f * l * q * s + b * g * k * p * t + b * f * l * p * t - a * q * t + jointsResult[4][2] = jointsResult[3][2] - g * k * r - f * l * r + f * k * q * s - g * l * q * s + f * k * p * t - g * l * p * t + + jointsResult[5][0] = jointsResult[4][0] + a * f * k * u * w - a * g * l * u * w - a * g * k * p * v * w - a * f * l * p * v * w - b * q * v * w - b * p * x + a * g * k * q * x + a * f * l * q * x + a * g * k * p * u * y + a * f * l * p * u * y + b * q * u * y + a * f * k * v * y - a * g * l * v * y + jointsResult[5][1] = jointsResult[4][1] + b * f * k * u * w - b * g * l * u * w - b * g * k * p * v * w - b * f * l * p * v * w + a * q * v * w + a * p * x + b * g * k * q * x + b * f * l * q * x + b * g * k * p * u * y + b * f * l * p * u * y - a * q * u * y + b * f * k * v * y - b * g * l * v * y + jointsResult[5][2] = jointsResult[4][2] - g * k * u * w - f * l * u * w - f * k * p * v * w + g * l * p * v * w + f * k * q * x - g * l * q * x + f * k * p * u * y - g * l * p * u * y - g * k * v * y - f * l * v * y + + const M = [ + [-B * b * p + B * a * g * k * q + B * a * f * l * q - A * a * g * k * p * u - A * a * f * l * p * u - A * b * q * u - A * a * f * k * v + A * a * g * l * v, -A * b * p + A * a * g * k * q + A * a * f * l * q + B * a * g * k * p * u + B * a * f * l * p * u + B * b * q * u + B * a * f * k * v - B * a * g * l * v, a * f * k * u - a * g * l * u - a * g * k * p * v - a * f * l * p * v - b * q * v], + [B * a * p + B * b * g * k * q + B * b * f * l * q - A * b * g * k * p * u - A * b * f * l * p * u + A * a * q * u - A * b * f * k * v + A * b * g * l * v, A * a * p + A * b * g * k * q + A * b * f * l * q + B * b * g * k * p * u + B * b * f * l * p * u - B * a * q * u + B * b * f * k * v - B * b * g * l * v, b * f * k * u - b * g * l * u - b * g * k * p * v - b * f * l * p * v + a * q * v], + [B * f * k * q - B * g * l * q - A * f * k * p * u + A * g * l * p * u + A * g * k * v + A * f * l * v, A * f * k * q - A * g * l * q + B * f * k * p * u - B * g * l * p * u - B * g * k * v - B * f * l * v, -g * k * u - f * l * u - f * k * p * v + g * l * p * v], + ] + + // https://www.geometrictools.com/Documentation/EulerAngles.pdf + let thetaY, + thetaX, + thetaZ + if (M[0][2] < 1) { + if (M[0][2] > -1) { + thetaY = Math.asin(M[0][2]) + thetaX = Math.atan2(-M[1][2], M[2][2]) + thetaZ = Math.atan2(-M[0][1], M[0][0]) + } else { + thetaY = -Math.PI / 2 + thetaX = -Math.atan2(M[1][0], M[1][1]) + thetaZ = 0 + } + } else { + thetaY = +Math.PI / 2 + thetaX = Math.atan2(M[1][0], M[1][1]) + thetaZ = 0 + } + + + jointsResult[5][3] = thetaX + jointsResult[5][4] = thetaY + jointsResult[5][5] = thetaZ + } + + cross(vectorA, vectorB, result = []) { + result[0] = vectorA[1] * vectorB[2] - vectorA[2] * vectorB[1] + result[1] = vectorA[2] * vectorB[0] - vectorA[0] * vectorB[2] + result[2] = vectorA[0] * vectorB[1] - vectorA[1] * vectorB[0] + return result + } + + dot(vectorA, vectorB) { + return vectorA[0] * vectorB[0] + vectorA[1] * vectorB[1] + vectorA[2] * vectorB[2] + } + + /** + * @param {array} vectorA angle from + * @param {array} vectorB angle to + * @param {array} referenceVector angle to set 0 degree from. coplanar with vecA and vecB + * @return {number} description + * @example angleBetween([1,0,0],[0,1,0],[0,0,1]) // PI/2 + */ + angleBetween(vectorA, vectorB, referenceVector) { + // angle = atan2(norm(cross(a, b)), dot(a, b)) + + const norm = this.length3(this.cross(vectorA, vectorB)) + + const angle = Math.atan2(norm, (vectorB[0] * vectorA[0] + vectorB[1] * vectorA[1] + vectorB[2] * vectorA[2])) + + const tmp = referenceVector[0] * vectorA[0] + referenceVector[1] * vectorA[1] + referenceVector[2] * vectorA[2] + + const sign = (tmp > 0.0001) ? 1.0 : -1.0 + + return angle * sign + } + + length3(vector) { + return Math.sqrt(Math.pow(vector[0], 2) + Math.pow(vector[1], 2) + Math.pow(vector[2], 2)) + } + + length2(a, b) { + return Math.sqrt(Math.pow(a, 2) + Math.pow(b, 2)) + } + + angleBetween2(v1, v2) { + let angle + // turn vectors into unit vectors + // this.normalize(v1,v1) + // this.normalize(v2,v2) + // + // var angle = Math.acos(this.dot(v1, v2)) + // // if no noticable rotation is available return zero rotation + // // this way we avoid Cross product artifacts + // if (Math.abs(angle) < 0.0001) return 0 + // // in this case there are 2 lines on the same axis + // // // angle = atan2(norm(cross(a, b)), dot(a, b)) + const cross = this.cross(v1, v2) + + return Math.atan2(this.length3(cross), this.dot(v1, v2)) + } + normalize(vector, result) { + const length = Math.sqrt((vector[0] * vector[0]) + (vector[1] * vector[1]) + (vector[2] * vector[2])) + result[0] = vector[0] / length + result[1] = vector[1] / length + result[2] = vector[2] / length + } + } + + function kinematic() { + return InverseKinematic + } + + module.exports = InverseKinematic +}) diff --git a/js/Path.Gui.js b/js/Path.Gui.js new file mode 100644 index 0000000..87bfd17 --- /dev/null +++ b/js/Path.Gui.js @@ -0,0 +1,100 @@ +define((require, exports, module) => { + const gui = require('UiDat') + const storeManager = require('State') + const robotStore = require('Robot') // todo dont export store but a handle which acceps the name of the consuming module const targetStore = getStoreFrom('myModule') -> myModule accesses store targetStore + + const pathGuiStore = storeManager.createStore('PathGui', { + points: [], + currentPoint: 0, + move: false, + }) + + // the returned value of an action is set to the selected object + // helper is needed, since dat.gui wants to modify the object, so we cant use ist on the state + const pathGUI = gui.addFolder('PathGui') + + let interval = null + pathGuiStore.listen([() => robotStore.getState().target, state => state], (robState, state) => { + if (state.move && !interval && state.points.length > 0) { + let i = 0 + let currentPoint = state.currentPoint + let lastPoint = (currentPoint + state.points.length - 1) % state.points.length + interval = setInterval(() => { + i += 0.01 + + const tp = state.points[currentPoint].position + const sp = state.points[lastPoint].position + const position = { + x: sp.x + (tp.x - sp.x) * i, + y: sp.y + (tp.y - sp.y) * i, + z: sp.z + (tp.z - sp.z) * i, + } + const tr = state.points[currentPoint].rotation + const sr = state.points[lastPoint].rotation + const rotation = { + x: sr.x + (tr.x - sr.x) * i, + y: sr.y + (tr.y - sr.y) * i, + z: sr.z + (tr.z - sr.z) * i, + } + robotStore.dispatch('ROBOT_CHANGE_TARGET', { + position, + rotation, + }) + + if (i >= 1) { + i = 0 + lastPoint = currentPoint + currentPoint = (currentPoint + 1) % state.points.length + // clearInterval(interval) + } + }, 100) + } else if (!state.move && interval) { + clearInterval(interval) + interval = false + } + }) + + pathGuiStore.action('ADD_POINT', (state, data) => ({ + ...state, + points: [...state.points, data], + })) + + pathGuiStore.action('SET_MOVE', (state, data) => ({ + ...state, + move: data, + })) + + pathGuiStore.action('NEXT_POINT', state => ({ + ...state, + currentPoint: (state.currentPoint + 1) % state.points.length, + })) + + const methods = { + savePoint: () => {}, + next: () => {}, + prev: () => {}, + move: false, + } + + pathGUI.add(methods, 'savePoint').onChange(() => { + const { + position, + rotation, + } = robotStore.getState().target + + pathGuiStore.dispatch('ADD_POINT', { + position, + rotation, + }) + }) + + pathGUI.add(methods, 'move').onChange(() => { + pathGuiStore.dispatch('SET_MOVE', methods.move) + }) + + pathGUI.add(methods, 'next').onChange(() => { + pathGuiStore.dispatch('NEXT_POINT') + }) + + module.exports = pathGuiStore +}) diff --git a/js/RemoteRobot.js b/js/RemoteRobot.js new file mode 100644 index 0000000..01a5fe2 --- /dev/null +++ b/js/RemoteRobot.js @@ -0,0 +1,161 @@ +define((require, exports, module) => { + const storeManager = require('State') + const robotStore = require('Robot') + const io = require('/socket.io/socket.io.js') + const gui = require('UiDat') + + /** + * + state per module + * + render on state changed + * + get state from other modules + * + * --- onStore update render --- + * get data From other stores + * - store might not have changed, so no update + */ + + const defaultState = { + sendData: false, + sendDataInterval: 4000, + selectedUSBDevice: 'None', + remoteStatus: 'unknown', + USBDevices: [], + } + + const store = storeManager.createStore('RemoteRobot', defaultState) + + store.action('CHANGE_SEND_DATA', (state, data) => Object.assign({}, state, { + sendData: data, + })) + + store.action('CHANGE_SEND_DATA_INTERVAL', (state, data) => Object.assign({}, state, { + sendDataInterval: data, + })) + + store.action('SET_AVAILABLE_USB_DEVICES', (state, data) => Object.assign({}, state, { + USBDevices: data, + })) + + store.action('SELECT_USB_DEVICE', (state, data) => Object.assign({}, state, { + selectedUSBDevice: data, + })) + + store.action('CHANGE_REMOTE_STATUS', (state, data) => Object.assign({}, state, { + remoteStatus: data, + })) + + const remoteRobotGui = gui.addFolder('RemoteRobot') + + const guiHelper = Object.assign({}, defaultState) + + let addedDropdownGui = false + store.listen((state) => { + guiHelper.sendData = state.sendData + guiHelper.sendDataInterval = state.sendDataInterval + guiHelper.selectedUSBDevice = state.selectedUSBDevice + guiHelper.remoteStatus = state.remoteStatus + guiHelper.USBDevices = state.USBDevices + + if (state.USBDevices[0] && !addedDropdownGui) { + addedDropdownGui = true + // add the gui after the dropdoenlist is available, since its content cant be changed + remoteRobotGui.add(guiHelper, 'selectedUSBDevice', guiHelper.USBDevices).onChange(() => { + console.log(guiHelper.selectedUSBDevice) + store.dispatch('SELECT_USB_DEVICE', guiHelper.selectedUSBDevice) + socket.emit('connectToPort', { + port: guiHelper.selectedUSBDevice, + }, (result) => { + // doto only if successfull + store.dispatch('CHANGE_REMOTE_STATUS', 'portOpen') + console.log(`connected: ${result}`) + }) + }) + } + + // Iterate over all controllers + for (const i in remoteRobotGui.__controllers) { + remoteRobotGui.__controllers[i].updateDisplay() + // console.log('update') + } + }) + + // REMOTE ROBOT + const socket = io() + + const setupComplete = false + const ports = [] + + remoteRobotGui.add(guiHelper, 'remoteStatus') + + remoteRobotGui.add(guiHelper, 'sendDataInterval').onChange(() => { + store.dispatch('CHANGE_SEND_DATA_INTERVAL', guiHelper.sendDataInterval) + }) + + let interval + + remoteRobotGui.add(guiHelper, 'sendData').onChange(() => { + if (store.getState().remoteStatus === 'portOpen') { + store.dispatch('CHANGE_SEND_DATA', guiHelper.sendData) + if (store.getState().sendData) { + interval = setInterval(() => { + const outOfBound = robotStore.getState().jointOutOfBound.reduce((previous, current) => previous || current, false) + if (!outOfBound) { + socket.emit('write', { + port: store.getState().selectedUSBDevice, + message: `M00 V0 R0 ${(robotStore.getState().angles.A0 / Math.PI * 180).toFixed(3)} ` + + `R1 ${(robotStore.getState().angles.A1 / Math.PI * 180).toFixed(3)} ` + + `R2 ${(robotStore.getState().angles.A2 / Math.PI * 180).toFixed(3)} ` + + `R3 ${(robotStore.getState().angles.A3 / Math.PI * 180).toFixed(3)} ` + + `R4 ${(robotStore.getState().angles.A4 / Math.PI * 180).toFixed(3)} ` + + `R5 ${(robotStore.getState().angles.A5 / Math.PI * 180).toFixed(3)} \r`, + }, + (res) => { + console.log(res) + }) + } + }, store.getState().sendDataInterval) + } else { + clearInterval(interval) + } + } + }) + + socket.emit('getPortList', {}, (ports) => { + console.log(ports) + + store.dispatch('SET_AVAILABLE_USB_DEVICES', ports) + + const interval = null + }) + + socket.on('data', (data) => { + console.log(data) + // todo + // this.Robot.setAngles([20, 1, 1, 1, 1, 1]) + }) + + socket.on('portStatusChanged', (data) => { + store.dispatch('CHANGE_REMOTE_STATUS', data.status) + }) + + /* END DAT GUI */ + + /* INIT MODULES */ + + // this.Robot = new Robot(this.state, this.scene) + // this.RobotTHREE = new RobotTHREE(this.state, this.scene) + // this.Robot.setVisible(this.state.showRobot) + // this.Target = new Target(this.state, this.scene, this.camera, this.renderer, this.cameraControls) + + // remote robot + // const geometryArray = Object.values(this.state.Robot.geometry).map(val => [val.x, val.y, val.z]) + // const jointLimitsArray = Object.values(this.state.Robot.jointLimits) + // + // this.THREERemoteRobot = new THREE.Group() + // this.THREERemoteRobot.visible = scope.state.showRemoteRobot + // this.scene.add(this.THREERemoteRobot) + // this.RemoteRobot = new THREERobot(geometryArray, jointLimitsArray, this.THREERemoteRobot) + + /* END INIT MODULES */ + module.exports = store +}) diff --git a/js/Robot.Gui.js b/js/Robot.Gui.js new file mode 100644 index 0000000..214cc76 --- /dev/null +++ b/js/Robot.Gui.js @@ -0,0 +1,107 @@ +define((require, exports, module) => { + const gui = require('UiDat') + const storeManager = require('State') + const robotStore = require('Robot') + + const geometry = storeManager.getStore('Robot').getState().geometry + const jointLimits = storeManager.getStore('Robot').getState().jointLimits + + const robotGuiStore = storeManager.createStore('RobotGui', {}) + + + const DEG_TO_RAD = Math.PI / 180 + const RAD_TO_DEG = 180 / Math.PI + /* DAT GUI */ + + const geometryGui = gui.addFolder('robot geometry') + + for (const link in geometry) { + if (link) { + const linkFolder = geometryGui.addFolder(`link ${link}`) + for (const axis in geometry[link]) { + if (axis) { + gui.remember(geometry[link]) + linkFolder.add(geometry[link], axis).min(-10).max(10).step(0.1).onChange(() => { + robotStore.dispatch('ROBOT_CHANGE_GEOMETRY', geometry) + }) + } + } + } + } + + const anglesDeg = { + A0: 0, + A1: 0, + A2: 0, + A3: 0, + A4: 0, + A5: 0, + } + + const configuration = { + 1: false, + 2: false, + 3: false, + } + + const jointLimitsDeg = { + J0: [-190, 190], + J1: [-58, 90], + J2: [-135, 40], + J3: [-90, 75], + J4: [-139, 20], + J5: [-188, 181], + } + + robotStore.listen([state => state.angles], (angles) => { + Object.keys(anglesDeg).forEach((k) => { + anglesDeg[k] = angles[k] / Math.PI * 180 + }) + }) + + const anglesGui = gui.addFolder('angles') + let i = 0 + for (const key in anglesDeg) { + anglesGui.add(anglesDeg, key).min(jointLimits[`J${i}`][0] * RAD_TO_DEG).max(jointLimits[`J${i++}`][1] * RAD_TO_DEG).step(1).listen().onChange(() => { + const anglesRad = {} + for (const key in anglesDeg) { + if (anglesDeg.hasOwnProperty(key)) { + anglesRad[key] = anglesDeg[key] * DEG_TO_RAD + } + } + robotStore.dispatch('ROBOT_CHANGE_ANGLES', anglesRad) + }) + } + + const configurationGui = gui.addFolder('configuration') + for (const key in configuration) { + configurationGui.add(configuration, key).listen().onChange(() => { + robotStore.dispatch('ROBOT_CHANGE_CONFIGURATION', Object.values(configuration)) + }) + } + + const angleLimitGui = anglesGui.addFolder('angle limits') + for (const joint in jointLimitsDeg) { + if (joint) { + const jointFolder = angleLimitGui.addFolder(`joint ${joint}`) + for (const limit in jointLimitsDeg[joint]) { + if (limit) { + // gui.remember(jointLimitsDeg[joint]) + + (j => jointFolder.add(jointLimitsDeg[j], limit).name((limit == 0) ? 'min' : 'max').min(-360).max(360).step(1).onChange(() => { + limts_rad = {} + limts_rad[j] = [ + jointLimitsDeg[j][0] * DEG_TO_RAD, + jointLimitsDeg[j][1] * DEG_TO_RAD, + ] + robotStore.dispatch('ROBOT_CHANGE_JOINT_LIMITS', limts_rad) + }))(joint) + } + } + } + } + + /* END DAT GUI */ + + module.exports = robotStore +}) diff --git a/js/Robot.js b/js/Robot.js new file mode 100644 index 0000000..dedf40f --- /dev/null +++ b/js/Robot.js @@ -0,0 +1,298 @@ +define((require, exports, module) => { + const storeManager = require('State') + const Kinematic = require('Kinematic') + + localState = { + jointOutOfBound: [false, false, false, false, false, false], + } + const maxAngleVelocity = 90.0 / (180.0 * Math.PI) / 1000.0 + const geo = [ + [2.5 + 2.3, 0, 7.3], + [0, 0, 13.0], + [1, 0, 2], + [12.6, 0, 0], + [3.6, 0, 0], + [0, 0, 0], + ] + const defaultRobotState = { + target: { + position: { + x: 10, + y: 10, + z: 10, + }, + rotation: { + x: Math.PI, + y: 0, + z: 0, + }, + }, + angles: { + A0: 0, + A1: 0, + A2: 0, + A3: 0, + A4: 0, + A5: 0, + }, + jointOutOfBound: [false, false, false, false, false, false], + maxAngleVelocities: { + J0: maxAngleVelocity, + J1: maxAngleVelocity, + J2: maxAngleVelocity, + J3: maxAngleVelocity, + J4: maxAngleVelocity, + J5: maxAngleVelocity, + }, + jointLimits: { + J0: [-190 / 180 * Math.PI, 190 / 180 * Math.PI], + J1: [-90 / 180 * Math.PI, 90 / 180 * Math.PI], + J2: [-135 / 180 * Math.PI, 45 / 180 * Math.PI], + J3: [-90 / 180 * Math.PI, 75 / 180 * Math.PI], + J4: [-139 / 180 * Math.PI, 90 / 180 * Math.PI], + J5: [-188 / 180 * Math.PI, 181 / 180 * Math.PI], + }, + configuration: [false, false, false], + geometry: { + V0: { + x: geo[0][0], + y: geo[0][1], + z: geo[0][2], + }, + V1: { + x: geo[1][0], + y: geo[1][1], + z: geo[1][2], + }, + V2: { + x: geo[2][0], + y: geo[2][1], + z: geo[2][2], + }, + V3: { + x: geo[3][0], + y: geo[3][1], + z: geo[3][2], + }, + V4: { + x: geo[4][0], + y: geo[4][1], + z: geo[4][2], + }, + }, + } + const robotStore = storeManager.createStore('Robot', defaultRobotState) + + let IK + + function updateIK(geometry) { + const geo = Object.values(geometry).map((val, i, array) => [val.x, val.y, val.z]) + // todo not optimal, since IK is a sideeffect + IK = new Kinematic(geo) + } + + robotStore.listen([state => state.geometry], (geometry) => { + updateIK(geometry) + }) + + const calculateAngles = (jointLimits, position, rotation, configuration) => { + const angles = [] + IK.calculateAngles( + position.x, + position.y, + position.z, + rotation.x, + rotation.y, + rotation.z, + angles, + configuration + ) + + outOfBounds = [false, false, false, false, false, false] + let i = 0 + for (const index in jointLimits) { + if (angles[i] < jointLimits[index][0] || angles[i] > jointLimits[index][1]) { + outOfBounds[i] = true + } + i++ + } + + return { + angles, + outOfBounds, + } + } + + /* --- Reducer --- */ + robotStore.action('ROBOT_CHANGE_TARGET', (state, data) => { + const { + angles, + outOfBounds, + } = calculateAngles(state.jointLimits, data.position, data.rotation, state.configuration) + return Object.assign({}, state, { + target: { + position: Object.assign({}, data.position), + rotation: Object.assign({}, data.rotation), + }, + }, { + angles: { + A0: angles[0], + A1: angles[1], + A2: angles[2], + A3: angles[3], + A4: angles[4], + A5: angles[5], + }, + }, { + jointOutOfBound: [...outOfBounds], + }) + }) + + robotStore.action('ROBOT_CHANGE_ANGLES', (state, angles) => { + const TCPpose = [] + IK.calculateTCP( + angles.A0, + angles.A1, + angles.A2, + angles.A3, + angles.A4, + angles.A5, + TCPpose, + ) + + // IK.calculateAngles(TCPpose[0], TCPpose[1], TCPpose[2], TCPpose[3], TCPpose[4], TCPpose[5], angles) + + return Object.assign({}, state, { + target: { + position: { + x: TCPpose[0], + y: TCPpose[1], + z: TCPpose[2], + }, + rotation: { + x: TCPpose[3], + y: TCPpose[4], + z: TCPpose[5], + }, + }, + }, { + angles: { + A0: angles.A0, + A1: angles.A1, + A2: angles.A2, + A3: angles.A3, + A4: angles.A4, + A5: angles.A5, + }, + }) + // return Object.assign({}, state, { + // target: { + // position: { + // x: TCPpose[0], + // y: TCPpose[1], + // z: TCPpose[2], + // }, + // rotation: { + // x: TCPpose[3], + // y: TCPpose[4], + // z: TCPpose[5], + // }, + // }, + // }, { + // angles: { + // A0: angles[0], + // A1: angles[1], + // A2: angles[2], + // A3: angles[3], + // A4: angles[4], + // A5: angles[5], + // }, + // }) + // { todo + // jointOutOfBound: [...result], + // } + }) + + robotStore.action('ROBOT_CHANGE_GEOMETRY', (state, data) => { + const geo = Object.assign({}, state.geometry, data) + updateIK(geo) + const { + angles, + outOfBounds, + } = calculateAngles(state.jointLimits, state.target.position, state.target.rotation, state.configuration) + return Object.assign({}, state, { + angles: { + A0: angles[0], + A1: angles[1], + A2: angles[2], + A3: angles[3], + A4: angles[4], + A5: angles[5], + }, + }, { + jointOutOfBound: [...outOfBounds], + }, { + geometry: { + V0: { + x: geo.V0.x, + y: geo.V0.y, + z: geo.V0.z, + }, + V1: { + x: geo.V1.x, + y: geo.V1.y, + z: geo.V1.z, + }, + V2: { + x: geo.V2.x, + y: geo.V2.y, + z: geo.V2.z, + }, + V3: { + x: geo.V3.x, + y: geo.V3.y, + z: geo.V3.z, + }, + V4: { + x: geo.V4.x, + y: geo.V4.y, + z: geo.V4.z, + }, + }, + }) + }) + + robotStore.action('ROBOT_CHANGE_JOINT_LIMITS', (state, data) => { + const { + outOfBounds, + } = calculateAngles(state.jointLimits, state.target.position, state.target.rotation, state.configuration) + return { ...state, + jointOutOfBound: [...outOfBounds], + jointLimits: { ...state.jointLimits, + ...data, + }, + } + }) + + robotStore.action('ROBOT_CHANGE_CONFIGURATION', (state, data) => { + const { + angles, + outOfBounds, + } = calculateAngles(state.jointLimits, state.target.position, state.target.rotation, data) + return Object.assign({}, state, { + angles: { + A0: angles[0], + A1: angles[1], + A2: angles[2], + A3: angles[3], + A4: angles[4], + A5: angles[5], + }, + configuration: [...data], + jointOutOfBound: [...outOfBounds], + }) + }) + + module.exports = robotStore +}) +// todo -> get rid of scene injection using require scene -> threerobot handles 3d view diff --git a/js/RobotTHREE.js b/js/RobotTHREE.js new file mode 100644 index 0000000..cdb24c1 --- /dev/null +++ b/js/RobotTHREE.js @@ -0,0 +1,55 @@ +define((require, exports, module) => { + const storeManager = require('State') + const { scene } = require('THREEScene') + const robotStore = require('Robot') + + const THREESimulationRobot = new THREE.Group() + scene.add(THREESimulationRobot) + + const robotTHREEStore = storeManager.createStore('RobotTHREE', {}) + + let VisualRobot + robotStore.listen([state => state.geometry, state => state.jointLimits], (geometry, jointLimits) => { + buildRobot({ geometry, jointLimits }) // after GUI loaded in the stored values + }) + + const cacheState = { + jointOutOfBound: [false, false, false, false, false, false], + } + robotStore.listen((state) => { + const angles = Object.values(state.angles) + VisualRobot.setAngles(angles) + + for (let i = 0; i < 6; i++) { // do some caching + if (!cacheState.jointOutOfBound[i] && state.jointOutOfBound[i]) { // highlight only on change + VisualRobot.highlightJoint(i, 0xff0000) + } else if (cacheState.jointOutOfBound[i] && !state.jointOutOfBound[i]) { + VisualRobot.highlightJoint(i) + } + } + + cacheState.jointOutOfBound = state.jointOutOfBound + }) + + function buildRobot(state) { + if (state.geometry.V3.y !== 0 || state.geometry.V3.z !== 0 || state.geometry.V4.y !== 0 || state.geometry.V4.z !== 0) { + alert('geometry where V3 y,z not 0 and V4 x,z not 0 are not supported, yet') + state.geometry.V3.y = + state.geometry.V3.z = + state.geometry.V4.y = + state.geometry.V4.x = 0 + } + + while (THREESimulationRobot.children.length) { + THREESimulationRobot.remove(THREESimulationRobot.children[0]) + } + // object to nested arrays + const geometry = Object.values(state.geometry).map((val, i, array) => [val.x, val.y, val.z]) + const jointLimits = Object.values(state.jointLimits) + + VisualRobot = new THREERobot(geometry, jointLimits, THREESimulationRobot) + } + + + module.exports = robotStore +}) diff --git a/js/THREERobot.js b/js/THREERobot.js new file mode 100644 index 0000000..334368e --- /dev/null +++ b/js/THREERobot.js @@ -0,0 +1,194 @@ +const THREERobot = function (V_initial, limits, scene) { + this.THREE = new THREE.Group() + + this.robotBones = [] + this.joints = [] + + const scope = this + + let parentObject = this.THREE + // parentObject.rotation.x = Math.PI / 2 + + // let colors = [ + // 0x05668D, + // 0x028090, + // 0x00A896, + // 0x02C39A, + // 0xF0F3BD, + // 0x0 + // ] + const colors = [ + 0xaaaaaa, + 0xbbbbbb, + 0xbcbcbc, + 0xcbcbcb, + 0xcccccc, + 0x0, + ] + + function createCube(x, y, z, w, h, d, min, max, jointNumber) { + const thicken = 1 + + const w_thickened = Math.abs(w) + thicken + const h_thickened = Math.abs(h) + thicken + const d_thickened = Math.abs(d) + thicken + + const material = new THREE.MeshLambertMaterial({ + color: colors[jointNumber], + }) + const geometry = new THREE.CubeGeometry(w_thickened, h_thickened, d_thickened) + const mesh = new THREE.Mesh(geometry, material) + + mesh.position.set(w / 2, h / 2, d / 2) + const group = new THREE.Object3D() + group.position.set(x, y, z) + group.add(mesh) + + console.log(min, max) + // min = min / 180 * Math.PI + // max = max / 180 * Math.PI + + const jointGeo1 = new THREE.CylinderGeometry(0.8, 0.8, 0.8 * 2, 32, 32, false, -min, 2 * Math.PI - max + min) + const jointGeoMax = new THREE.CylinderGeometry(0.8, 0.8, 0.8 * 2, 32, 32, false, -max, max) + const jointGeoMin = new THREE.CylinderGeometry(0.8, 0.8, 0.8 * 2, 32, 32, false, 0, -min) + const jointMesh1 = new THREE.Mesh(jointGeo1, new THREE.MeshBasicMaterial({ + color: 0xffbb00, + })) + const jointMeshMax = new THREE.Mesh(jointGeoMax, new THREE.MeshBasicMaterial({ + color: 0x009900, + })) + const jointMeshMin = new THREE.Mesh(jointGeoMin, new THREE.MeshBasicMaterial({ + color: 0xdd2200, + })) + + const joint = new THREE.Group() + // joint.add(jointMesh1, jointMesh2) + joint.add(jointMeshMax, jointMeshMin, jointMesh1) + + scope.joints.push(joint) + + switch (jointNumber) { + case 0: + joint.rotation.x = Math.PI / 2 + break + case 1: + // joint.rotation.x = Math.PI / 2 + break + case 2: + // joint.rotation.x = Math.PI / 2 + break + case 3: + joint.rotation.z = Math.PI / 2 + // joint.rotation.y = Math.PI + break + case 4: + // joint.rotation.x = Math.PI / 2 + joint.rotation.y = Math.PI / 2 + break + case 5: + joint.rotation.x = Math.PI / 2 + group.rotation.y = Math.PI / 2 + // group.rotation.z = Math.PI + // group.rotation.z = -Math.PI / 2 + // group.rotation.y += Math.PI + // joint.rotation.z = +Math.PI / 2 + // const axisHelper = new THREE.AxisHelper(3) + // axisHelper.rotation.x = Math.PI + // group.add(axisHelper) + const arrowZ = new THREE.ArrowHelper(new THREE.Vector3(0, 0, 1), new THREE.Vector3(0, 0, 0), 3, 0x0000ff) + arrowZ.line.material.linewidth = 4 + group.add(arrowZ) + const arrowY = new THREE.ArrowHelper(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 0, 0), 3, 0x00ff00) + arrowY.line.material.linewidth = 4 + group.add(arrowY) + const arrowX = new THREE.ArrowHelper(new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 0, 0), 3, 0xff0000) + arrowX.line.material.linewidth = 4 + group.add(arrowX) + // joint.add(getVectorArrow([0,0,0],[0,0,5])) + break + } + + group.add(joint) + return group + } + + let x = 0, + y = 0, + z = 0 + V_initial.push([0, 0, 0]) // add a 6th pseudo link for 6 axis + for (let i = 0; i < V_initial.length; i++) { + const link = V_initial[i] + + const linkGeo = createCube(x, y, z, link[0], link[1], link[2], limits[i][0], limits[i][1], i) + x = link[0] + y = link[1] + z = link[2] + console.log(link[0], link[1], link[2]) + parentObject.add(linkGeo) + parentObject = linkGeo + this.robotBones.push(linkGeo) + } + + scene.add(this.THREE) + + this.angles = [0, 0, 0, 0, 0, 0] +} + +THREERobot.prototype = { + setAngles(angles) { + this.angles = angles + this.robotBones[0].rotation.z = angles[0] + this.robotBones[1].rotation.y = angles[1] + this.robotBones[2].rotation.y = angles[2] + this.robotBones[3].rotation.x = angles[3] + this.robotBones[4].rotation.y = angles[4] + this.robotBones[5].rotation.z = angles[5] + }, + + setAngle(index, angle) { + this.angles[index] = angle + this.setAngles(this.angles) + }, + + highlightJoint(jointIndex, hexColor) { + if (jointIndex >= this.joints.length) { + console.warn(`cannot highlight joint: ${jointIndex} (out of index: ${this.joints.length})`) + } + if (hexColor) { + this._colorObjectAndChildren(this.joints[jointIndex], hexColor) + } else { + this._resetObjectAndChildrenColor(this.joints[jointIndex]) + } + }, + + _colorObjectAndChildren(object, hexColor) { + const scope = this + object.traverse((node) => { + scope._colorObject(node, hexColor) + }) + }, + + _colorObject(object, hexColor) { + if (object.material) { + if (!object.initalMaterial) { + object.initalMaterial = object.material + } + object.material = object.material.clone() + object.material.color.setHex(hexColor) + } + }, + + _resetObjectAndChildrenColor(object, hexColor) { + const scope = this + object.traverse((node) => { + scope._resetObjectColor(node) + }) + }, + + _resetObjectColor(object) { + if (object.initalMaterial) { + object.material = object.initalMaterial + } + }, + +} diff --git a/js/THREEScene.js b/js/THREEScene.js new file mode 100644 index 0000000..debb818 --- /dev/null +++ b/js/THREEScene.js @@ -0,0 +1,89 @@ +define((require, exports, module) => { + const storeManager = require('State') + + const THREEStore = storeManager.createStore('THREE', {}) + /* THREEJS SCENE SETUP */ + + const renderer = new THREE.WebGLRenderer({ + antialias: true, // to get smoother output + preserveDrawingBuffer: false, // no screenshot -> faster? + }) + renderer.setClearColor(0x333333) + + renderer.setSize(window.innerWidth, window.innerHeight) + document.getElementById('container').appendChild(renderer.domElement) + + // create a scene + const scene = new THREE.Scene() + + window.debug.scene = scene + // toggle camera mode + const perspectiveCamera = true + let camera + if (perspectiveCamera) { + camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 10000) + } else { + camera = new THREE.OrthographicCamera( + window.innerWidth / -2, + window.innerWidth / 2, + window.innerHeight / 2, + window.innerHeight / -2, -500, 1000) + camera.zoom = 20 + camera.updateProjectionMatrix() + } + + camera.up.set(0, 0, 1) + camera.position.set(25, 25, 25) + scene.add(camera) + + // lights + const light = new THREE.AmbientLight(0xaaaaaa) + scene.add(light) + const light2 = new THREE.DirectionalLight(0xaaaaaa) + light2.position.set(1, 1.3, 1).normalize() + scene.add(light2) + + cameraControls = new THREE.OrbitControls(camera, renderer.domElement) + cameraControls.addEventListener('change', () => renderer.render(scene, camera)) + + function onWindowResize() { + if (perspectiveCamera) { + camera.aspect = window.innerWidth / window.innerHeight + camera.updateProjectionMatrix() + } else { + camera.left = window.innerWidth / -2 + camera.right = window.innerWidth / 2 + camera.top = window.innerHeight / 2 + camera.bottom = window.innerHeight / -2 + camera.updateProjectionMatrix() + } + + renderer.setSize(window.innerWidth, window.innerHeight) + renderer.render(scene, camera) + } + + window.addEventListener('resize', onWindowResize, false) + + const size = 10 + const step = 20 + + const gridHelper = new THREE.GridHelper(size, step) + gridHelper.rotation.x = Math.PI / 2 + scene.add(gridHelper) + + const axisHelper = new THREE.AxisHelper(5) + scene.add(axisHelper) + + /* END THREEJS SCENE SETUP */ + + THREEStore.listen(() => { + // kickass trick to render after other listeners. Stack and stuff + setTimeout(() => { + renderer.render(scene, camera) + }, 0) + }) + + module.exports.scene = scene + module.exports.renderer = renderer + module.exports.camera = camera +}) diff --git a/js/THREEView.js b/js/THREEView.js new file mode 100644 index 0000000..d691ebe --- /dev/null +++ b/js/THREEView.js @@ -0,0 +1,83 @@ +define((require, exports, module) => { + + class THREEView { + constructor() { + /* THREEJS SCENE SETUP */ + + // this.renderer = new THREE.WebGLRenderer({ + // antialias: true, // to get smoother output + // preserveDrawingBuffer: false, // no screenshot -> faster? + // }) + // this.renderer.setClearColor(0x333333) + // + // this.renderer.setSize(window.innerWidth, window.innerHeight) + // document.getElementById('container').appendChild(this.renderer.domElement) + // + // // create a scene + // this.scene = new THREE.Scene() + // debug.scene = this.scene + // + // // toggle camera mode + // const perspectiveCamera = true + // if (perspectiveCamera) { + // this.camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 10000) + // } else { + // this.camera = new THREE.OrthographicCamera( + // window.innerWidth / -2, + // window.innerWidth / 2, + // window.innerHeight / 2, + // window.innerHeight / -2, -500, 1000) + // this.camera.zoom = 20 + // this.camera.updateProjectionMatrix() + // } + // + // this.camera.position.set(25, 25, -25) + // this.scene.add(this.camera) + // + // // lights + // const light = new THREE.AmbientLight(0xaaaaaa) + // this.scene.add(light) + // const light2 = new THREE.DirectionalLight(0xaaaaaa) + // light2.position.set(1, 1.3, 1).normalize() + // this.scene.add(light2) + // + // this.cameraControls = new THREE.OrbitControls(this.camera, this.renderer.domElement) + // this.cameraControls.addEventListener('change', this.render.bind(this)) + // + // function onWindowResize() { + // if (perspectiveCamera) { + // scope.camera.aspect = window.innerWidth / window.innerHeight + // scope.camera.updateProjectionMatrix() + // } else { + // scope.camera.left = window.innerWidth / -2 + // scope.camera.right = window.innerWidth / 2 + // scope.camera.top = window.innerHeight / 2 + // scope.camera.bottom = window.innerHeight / -2 + // scope.camera.updateProjectionMatrix() + // } + // + // scope.renderer.setSize(window.innerWidth, window.innerHeight) + // scope.render() + // } + // + // window.addEventListener('resize', onWindowResize, false) + // + // const size = 10 + // const step = 20 + // + // const gridHelper = new THREE.GridHelper(size, step) + // this.scene.add(gridHelper) + // + // const axisHelper = new THREE.AxisHelper(5) + // this.scene.add(axisHelper) + + /* END THREEJS SCENE SETUP */ + } + + render() { + this.renderer.render(this.scene, this.camera) + } + } + + module.exports = new THREEView() +}) diff --git a/js/Target.Gui.js b/js/Target.Gui.js new file mode 100644 index 0000000..ad537a5 --- /dev/null +++ b/js/Target.Gui.js @@ -0,0 +1,134 @@ +define((require, exports, module) => { + const gui = require('UiDat') + const storeManager = require('State') + const targetStore = require('Target') // todo dont export store but a handle which acceps the name of the consuming module const targetStore = getStoreFrom('myModule') -> myModule accesses store targetStore + + /** + * + state per module + * + render on state changed + * + get state from other modules + * + * --- onStore update render --- + * get data From other stores + * - store might not have changed, so no update + */ + + const targetGuiStore = storeManager.createStore('TargetGui', {}) + + // the returned value of an action is set to the selected object + // helper is needed, since dat.gui wants to modify the object, so we cant use ist on the state + const targetGUI = gui.addFolder('targetGui') + + const helper = { + position: { + x: 10, + y: 10, + z: 10, + }, + rotation: { + x: 10, + y: 10, + z: 10, + }, + followTarget: true, // will be set on listen anyways + eulerRingsVisible: false, + controlVisible: false, + manipulate: 'world', + controlMode: 't/r', + } + + targetStore.listen([() => targetGuiStore.getStore('Robot').getState().target, state => state], (targetT, state) => { + helper.followTarget = state.followTarget + helper.eulerRingsVisible = state.eulerRingsVisible + helper.controlVisible = state.controlVisible + helper.manipulate = state.manipulate + helper.controlMode = state.controlMode + + helper.position.x = state.position.x + helper.position.y = state.position.y + helper.position.z = state.position.z + + helper.rotation.x = state.rotation.x + helper.rotation.y = state.rotation.y + helper.rotation.z = state.rotation.z + + // Iterate over all controllers + for (const i in targetGUI.__controllers) { + targetGUI.__controllers[i].updateDisplay() + } + }) + + function toggleSpace() { + targetStore.dispatch('CONTROL_SPACE_TOGGLE') + } + + targetGUI.add({ + toggleSpace, + }, 'toggleSpace') + + targetGUI.add(helper, 'controlMode', ['translate', 'rotate']).onChange(() => { + targetStore.dispatch('CHANGE_CONTROL_MODE', helper.controlMode) + }) + + targetGUI.add(helper, 'followTarget').onChange(() => { + targetStore.dispatch('CHANGE_FOLLOW_TARGET', helper.followTarget) + }) + + targetGUI.add(helper.position, 'x').step(0.1).onChange(() => { + targetStore.dispatch('TARGET_CHANGE_TARGET', { + position: { + x: helper.position.x, + }, + }) + }) + + targetGUI.add(helper.position, 'y').step(0.1).onChange(() => { + targetStore.dispatch('TARGET_CHANGE_TARGET', { + position: { + y: helper.position.y, + }, + }) + }) + + targetGUI.add(helper.position, 'z').step(0.1).onChange(() => { + targetStore.dispatch('TARGET_CHANGE_TARGET', { + position: { + z: helper.position.z, + }, + }) + }) + + targetGUI.add(helper.rotation, 'x').min(-Math.PI).max(Math.PI).step(0.01).onChange(() => { + targetStore.dispatch('TARGET_CHANGE_TARGET', { + rotation: { + x: helper.rotation.x, + }, + }) + }) + + targetGUI.add(helper.rotation, 'y').min(-Math.PI).max(Math.PI).step(0.01).onChange(() => { + targetStore.dispatch('TARGET_CHANGE_TARGET', { + rotation: { + y: helper.rotation.y, + }, + }) + }) + + targetGUI.add(helper.rotation, 'z').min(-Math.PI).max(Math.PI).step(0.01).onChange(() => { + targetStore.dispatch('TARGET_CHANGE_TARGET', { + rotation: { + z: helper.rotation.z, + }, + }) + }) + + targetGUI.add(helper, 'eulerRingsVisible').onChange(() => { + targetStore.dispatch('SET_EULER_RINGS_VISIBLE', helper.eulerRingsVisible) // todo bad practice to get the store data outside of listen + }) + + targetGUI.add(helper, 'controlVisible').onChange(() => { + targetStore.dispatch('SET_CONTROL_VISIBLE', helper.controlVisible) + }) + + module.exports = targetGuiStore +}) diff --git a/js/Target.js b/js/Target.js new file mode 100644 index 0000000..94e28e0 --- /dev/null +++ b/js/Target.js @@ -0,0 +1,300 @@ +define((require, exports, module) => { + const storeManager = require('State') + const robotStore = require('Robot') + const { + scene, + camera, + renderer, + } = require('THREEScene') + + /** + * + state per module + * + render on state changed + * + get state from other modules + * + * --- onStore update render --- + * get data From other stores + * - store might not have changed, so no update + */ + + const defaultState = { + controlSpace: 'world', + eulerRingsVisible: false, + controlVisible: true, + controlMode: 'translate', + followTarget: true, + manipulate: 'rotate', + position: { + x: 10, + y: 10, + z: 10, + }, + rotation: { + x: 0, + y: 0, + z: 0, + }, + } + + const store = storeManager.createStore('Target', defaultState) + + store.action('CHANGE_FOLLOW_TARGET', (state, data) => { + if (data) { + store.getStore('Robot').dispatch('ROBOT_CHANGE_TARGET', { + position: state.position, + rotation: state.rotation, + }) + } + return Object.assign({}, state, { + followTarget: data, + }) + }) + + store.action('SET_EULER_RINGS_VISIBLE', (state, data) => Object.assign({}, state, { + eulerRingsVisible: data, + })) + store.action('SET_CONTROL_VISIBLE', (state, data) => Object.assign({}, state, { + controlVisible: data, + })) + + const sphereGeo = new THREE.CylinderGeometry(1, 1, 1 * 2, 32) + const target = new THREE.Group() + + const targetCylinder = new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({ + transparent: true, + opacity: 0.7, + color: 0xaaaaaa, + })) + targetCylinder.rotation.x = Math.PI / 2 + targetCylinder.position.z += 1 + target.add(targetCylinder) + const arrowZ = new THREE.ArrowHelper(new THREE.Vector3(0, 0, 1), new THREE.Vector3(0, 0, 0), 4, 0x0000ff) + // arrowZ.line.material.linewidth = 4 + target.add(arrowZ) + const arrowY = new THREE.ArrowHelper(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 0, 0), 4, 0x00ff00) + // arrowY.line.material.linewidth = 4 + target.add(arrowY) + const arrowX = new THREE.ArrowHelper(new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 0, 0), 4, 0xff0000) + // arrowX.line.material.linewidth = 4 + // + target.rotation.y = Math.PI / 2 + target.rotation.z = -Math.PI + target.add(arrowX) + // const axisHelper = new THREE.AxisHelper(5) + // target.add(axisHelper) + // ZYX fixed axis -> XYZ moving axis + target.rotation.order = 'XYZ' + scene.add(target) + + /* CONTROLS */ + + function createRing(radius, color, axis) { + const sphere_radius = 0.12 + + const ringMaterial = new THREE.MeshLambertMaterial({ + color, + }) + + // create ring shape + const circleMesh = new THREE.Mesh( + new THREE.TorusGeometry(radius, 0.05, 6, 50), + ringMaterial, + ) + + const sphereMesh = new THREE.Mesh( + new THREE.SphereGeometry(sphere_radius, 12, 10), + ringMaterial, + ) + sphereMesh.position.x = radius + + const composite = new THREE.Object3D() + composite.add(circleMesh) + composite.add(sphereMesh) + // composite.add(coneMesh) + + if (axis === 'x') { + composite.rotation.y = Math.PI / 2 + } else if (axis === 'y') { + composite.rotation.x = Math.PI / 2 + } + + const ringObj = new THREE.Object3D() + ringObj.add(composite) + + return ringObj + } + + let ringx + let ringy + let ringz + // Euler https://www.udacity.com/course/viewer#!/c-cs291/l-91073092/m-123949249 + function createAllRings(parentObject) { + // debugger + // create Rings + ringx = createRing(2.00, 0xFF0000, 'x') + ringy = createRing(1.75, 0x00FF00, 'y') + ringz = createRing(1.50, 0x0000FF, 'z') + + // set up rotation hierarchy - assuming x -> y -> z intrinsic + // ringy.add(ringx) + // ringz.add(ringy) + // + // parentObject.add(ringz) + + ringy.add(ringz) + ringx.add(ringy) + + parentObject.add(ringx) + } + + const eulerRings = new THREE.Object3D() + scene.add(eulerRings) + createAllRings(eulerRings) + + const control = new THREE.TransformControls(camera, renderer.domElement) + let disableUpdate = false + store.listen([() => store.getStore('Robot').getState().target, state => state], (targetT, state) => { + if (state.followTarget) { + state.position.x = targetT.position.x + state.position.y = targetT.position.y + state.position.z = targetT.position.z + + state.rotation.x = targetT.rotation.x + state.rotation.y = targetT.rotation.y + state.rotation.z = targetT.rotation.z + } + + target.position.x = state.position.x + target.position.y = state.position.y + target.position.z = state.position.z + + target.rotation.x = state.rotation.x + target.rotation.y = state.rotation.y + target.rotation.z = state.rotation.z + + + if (true) { // loop - changing mode triggers change.... + disableUpdate = true + control.setMode(state.controlMode) + control.setSpace(state.controlSpace) + disableUpdate = false + } + + control.visible = state.controlVisible + eulerRings.visible = state.eulerRingsVisible + + eulerRings.position.set(target.position.x, target.position.y, target.position.z) + ringx.rotation.x = target.rotation.x + ringy.rotation.y = target.rotation.y + ringz.rotation.z = target.rotation.z + + // control.dispatchEvent({ type: 'change' }) + }) + + const targetChangedAction = () => { + setTarget(target.position, target.rotation) + + // bonus points: how to not fire an action from this reducer and still be able + // to call CHANGE_TARGET on Target and sync the ROBOT_TARGET + // state.dispatch('ROBOT_CHANGE_TARGET', { + // position: target.position, + // rotation: target.rotation, + // }) + } + + // control.rotation.x = 2 + control.addEventListener('change', () => { + if (!disableUpdate) { // changing controlmode causes a loop + targetChangedAction() + } + }) + control.attach(target) + + scene.add(control) + + eulerRings.visible = store.getState().eulerRingsVisible + control.visible = store.getState().controlVisible + + window.addEventListener('keydown', (event) => { + switch (event.keyCode) { + case 82: + console.log('rotation mode') + setMode('rotate') + break + case 84: + console.log('translation mode') + setMode('translate') + break + default: + break + } + }, false) + + store.action('CONTROL_SPACE_TOGGLE', state => state.controlSpace, controlSpace => ((controlSpace === 'local') ? 'world' : 'local')) + + function toggleSpace() { + store.dispatch('CONTROL_SPACE_TOGGLE') + } + + function getState() { + return store.getState() + } + + // TODO change this to match the state first API + + function setMode(mode) { + store.dispatch('CHANGE_CONTROL_MODE', mode) + } + + store.action('CHANGE_CONTROL_MODE', (state, data) => ({ ...state, + controlMode: data, + })) + + store.action('TARGET_CHANGE_TARGET', (state, data) => { + // + this function can be called from outside + // + may otherwise lead to inconsistent state, where followTarget: true, but pos of target and robot do not match (or not?, listen() will always be consistent) + // - action should only care about its own state + // - can lead to loop + // - need only one way to do it, UI may only need to update other modules state, so only update others sate is needed + // const pos = { ...state.rotation, + // ...data.rotation, + // } + // + // console.log(pos) + if (state.followTarget) { + store.getStore('Robot').dispatch('ROBOT_CHANGE_TARGET', { + position: { ...state.position, // allow for changing only one parameter (x,y,z) + ...data.position, + }, + rotation: { ...state.rotation, + ...data.rotation, + }, + }) + } + return { ...state, + position: { ...state.position, // allow for changing only one parameter (x,y,z) + ...data.position, + }, + rotation: { ...state.rotation, + ...data.rotation, + }, + } + }) + + function setTarget(position, rotation) { + store.dispatch('TARGET_CHANGE_TARGET', { + position: { + x: position.x, + y: position.y, + z: position.z, + }, + rotation: { + x: rotation.x, + y: rotation.y, + z: rotation.z, + }, + }) + } + + module.exports = store +}) diff --git a/js/UiDat.js b/js/UiDat.js new file mode 100644 index 0000000..ce49811 --- /dev/null +++ b/js/UiDat.js @@ -0,0 +1,5 @@ +define((require, exports, module) => { + const dat = require('dat.gui.min') + + module.exports = new dat.GUI() +}) diff --git a/js/WorkingSpace.js b/js/WorkingSpace.js new file mode 100644 index 0000000..522d0b4 --- /dev/null +++ b/js/WorkingSpace.js @@ -0,0 +1,217 @@ +define((require, exports, module) => { + const storeManager = require('State') + const gui = require('UiDat') + const Kinematic = require('Kinematic') + const { + scene, + } = require('THREEScene') + + const robotStore = require('Robot') + + const workingSpaceStore = storeManager.createStore('WorkingSpace', { + step: 5.0, + directions: [{ + rx: 0, + ry: 0, + rz: -Math.PI / 2, + color: 0x00ff00, + }, { + rx: Math.PI, + ry: 0, + rz: 0, + color: 0xff0000, + }, { + rx: 0, + ry: Math.PI / 2, + rz: 0, + color: 0x0000ff, + }], + show: false, + }) + + workingSpaceStore.action('CHANGE_STEP', (state, step) => + Object.assign({}, state, { + step, + }), + ) + + workingSpaceStore.action('ADD_POSE_TO_EULER', state => state.directions, (directions, pose) => [...directions, pose]) + + workingSpaceStore.action('REMOVE_POSES', state => state.directions, (directions, pose) => []) + + workingSpaceStore.action('CHANGE_VISIBILITY', (state, data) => Object.assign({}, state, { + show: data, + })) + + const guiHelper = { + step: 5.0, + directions: [{ + rx: 0, + ry: 0, + rz: -Math.PI / 2, + color: 0x00ff00, + }, { + rx: Math.PI, + ry: 0, + rz: 0, + color: 0xff0000, + }, { + rx: 0, + ry: Math.PI / 2, + rz: 0, + color: 0x0000ff, + }], + show: false, + } + + const THREEGroup = new THREE.Group() + scene.add(THREEGroup) + + robotStore.listen([() => workingSpaceStore.getState(), state => state.jointLimits, state => state.geometry], (state, jointLimits, geometry) => { + // gui + guiHelper.step = state.step + + // romove all children before adding new ones + while (THREEGroup.children.length) { + THREEGroup.remove(THREEGroup.children[0]) + } + + if (state.show) { + // debugger + const geo = Object.values(geometry).map((val, i, array) => [val.x, val.y, val.z]) + const IK = new Kinematic(geo, [ // todo remove when using new ik + [-360, 360], + [-360, 360], + [-360, 360], + [-360, 360], + [-360, 360], + [-360, 360], + [-360, 360], + ]) + + const step = state.step + + const euler = state.directions + + const THREEgeo = new THREE.BoxBufferGeometry(0.1, 0.1, 0.1) + + for (let j = 0; j < euler.length; j++) { + const { + rx, + ry, + rz, + color, + } = euler[j] + + const size = 1.5 + const transparent = true + const opacity = 0.9 + const vertexColors = false + const sizeAttenuation = true + const rotateSystem = false + + const geom = new THREE.Geometry() + const material = new THREE.PointCloudMaterial({ + size, + transparent, + opacity, + vertexColors, + sizeAttenuation, + color, + }) + + let i = 0 + let goOn = 8 + + while (goOn > 0) { + i += step + goOn-- + for (let x = -i; x <= i; x += step) { + for (let y = -i; y <= i; y += step) { + for (let z = -i; z <= i; z += step) { + // not at the boundary + if (x < i && x > -i && y < i && y > -i && z < i && z > -i) continue + + const angles = [] + IK.calculateAngles( + x, + y, + z, + rx, + ry, + rz, + angles, + ) + + let inReach = true + Object.keys(jointLimits).forEach((key, i) => { + const jl0 = jointLimits[key][0] + const jl1 = jointLimits[key][1] + + if (isNaN(angles[i]) || jointLimits[key][0] > angles[i] || jointLimits[key][1] < angles[i]) { + inReach = false + } + }) + + if (inReach) { + goOn = 3 // continue n more layers if at least one point was in reach + + // const material = new THREE.MeshBasicMaterial({ + // color, + // }) + // const sphere = new THREE.Mesh(THREEgeo, material) + // sphere.position.set(x + 0.1 * j, y + 0.1 * j, z + 0.1 * j) + // THREEGroup.add(sphere) + const particle = new THREE.Vector3(x + 0.2 * size * j, y + 0.2 * size * j, z + 0.2 * size * j) + geom.vertices.push(particle) + // console.log(particle) + // var color = new THREE.Color(0x00ff00); + // color.setHSL(color.getHSL().h, color.getHSL().s, color.getHSL().l); + // geom.colors.push(color); + } + } + } + } + } + const cloud = new THREE.Points(geom, material) + + THREEGroup.add(cloud) + } + } + }) + + const workingSpaceGUI = gui.addFolder('working space') + + workingSpaceGUI.add(guiHelper, 'show').onChange(() => { + workingSpaceStore.dispatch('CHANGE_VISIBILITY', guiHelper.show) + }) + workingSpaceGUI.add(guiHelper, 'step').min(0.1).max(5).step(0.1).onChange(() => { + workingSpaceStore.dispatch('CHANGE_STEP', guiHelper.step) + }) + + const fun = { + addPose() { + + }, + clearPoses() { + + }, + } + + workingSpaceGUI.add(fun, 'addPose').onChange(() => { + workingSpaceStore.dispatch('ADD_POSE_TO_EULER', { + rx: robotStore.getState().target.rotation.x, + ry: robotStore.getState().target.rotation.y, + rz: robotStore.getState().target.rotation.z, + color: 0xffffff * (0.6 + 0.4 * Math.random()), // brighter colors + }) + }) + workingSpaceGUI.add(fun, 'clearPoses').onChange(() => { + workingSpaceStore.dispatch('REMOVE_POSES', {}) + }) + + module.exports = function test() { + console.log('todo') + } +}) +// todo -> get rid of scene injection using require scene -> threerobot handles 3d view diff --git a/js/dat.gui.min.js b/js/dat.gui.min.js new file mode 100644 index 0000000..a5c638c --- /dev/null +++ b/js/dat.gui.min.js @@ -0,0 +1,2 @@ +!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t():"function"==typeof define&&define.amd?define([],t):"object"==typeof exports?exports.dat=t():e.dat=t()}(this,function(){return function(e){function t(o){if(n[o])return n[o].exports;var i=n[o]={exports:{},id:o,loaded:!1};return e[o].call(i.exports,i,i.exports,t),i.loaded=!0,i.exports}var n={};return t.m=e,t.c=n,t.p="",t(0)}([function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}var i=n(1),r=o(i);e.exports=r["default"]},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}t.__esModule=!0;var i=n(2),r=o(i),a=n(6),l=o(a),s=n(3),u=o(s),d=n(7),c=o(d),f=n(8),_=o(f),p=n(10),h=o(p),m=n(11),b=o(m),g=n(12),v=o(g),y=n(13),w=o(y),x=n(14),E=o(x),C=n(15),A=o(C),S=n(16),k=o(S),O=n(9),T=o(O),R=n(17),L=o(R);t["default"]={color:{Color:r["default"],math:l["default"],interpret:u["default"]},controllers:{Controller:c["default"],BooleanController:_["default"],OptionController:h["default"],StringController:b["default"],NumberController:v["default"],NumberControllerBox:w["default"],NumberControllerSlider:E["default"],FunctionController:A["default"],ColorController:k["default"]},dom:{dom:T["default"]},gui:{GUI:L["default"]},GUI:L["default"]}},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t,n){Object.defineProperty(e,t,{get:function(){return"RGB"===this.__state.space?this.__state[t]:(h.recalculateRGB(this,t,n),this.__state[t])},set:function(e){"RGB"!==this.__state.space&&(h.recalculateRGB(this,t,n),this.__state.space="RGB"),this.__state[t]=e}})}function a(e,t){Object.defineProperty(e,t,{get:function(){return"HSV"===this.__state.space?this.__state[t]:(h.recalculateHSV(this),this.__state[t])},set:function(e){"HSV"!==this.__state.space&&(h.recalculateHSV(this),this.__state.space="HSV"),this.__state[t]=e}})}t.__esModule=!0;var l=n(3),s=o(l),u=n(6),d=o(u),c=n(4),f=o(c),_=n(5),p=o(_),h=function(){function e(){if(i(this,e),this.__state=s["default"].apply(this,arguments),this.__state===!1)throw new Error("Failed to interpret color arguments");this.__state.a=this.__state.a||1}return e.prototype.toString=function(){return(0,f["default"])(this)},e.prototype.toHexString=function(){return(0,f["default"])(this,!0)},e.prototype.toOriginal=function(){return this.__state.conversion.write(this)},e}();h.recalculateRGB=function(e,t,n){if("HEX"===e.__state.space)e.__state[t]=d["default"].component_from_hex(e.__state.hex,n);else{if("HSV"!==e.__state.space)throw new Error("Corrupted color state");p["default"].extend(e.__state,d["default"].hsv_to_rgb(e.__state.h,e.__state.s,e.__state.v))}},h.recalculateHSV=function(e){var t=d["default"].rgb_to_hsv(e.r,e.g,e.b);p["default"].extend(e.__state,{s:t.s,v:t.v}),p["default"].isNaN(t.h)?p["default"].isUndefined(e.__state.h)&&(e.__state.h=0):e.__state.h=t.h},h.COMPONENTS=["r","g","b","h","s","v","hex","a"],r(h.prototype,"r",2),r(h.prototype,"g",1),r(h.prototype,"b",0),a(h.prototype,"h"),a(h.prototype,"s"),a(h.prototype,"v"),Object.defineProperty(h.prototype,"a",{get:function(){return this.__state.a},set:function(e){this.__state.a=e}}),Object.defineProperty(h.prototype,"hex",{get:function(){return"HEX"!==!this.__state.space&&(this.__state.hex=d["default"].rgb_to_hex(this.r,this.g,this.b)),this.__state.hex},set:function(e){this.__state.space="HEX",this.__state.hex=e}}),t["default"]=h},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}t.__esModule=!0;var i=n(4),r=o(i),a=n(5),l=o(a),s=[{litmus:l["default"].isString,conversions:{THREE_CHAR_HEX:{read:function(e){var t=e.match(/^#([A-F0-9])([A-F0-9])([A-F0-9])$/i);return null!==t&&{space:"HEX",hex:parseInt("0x"+t[1].toString()+t[1].toString()+t[2].toString()+t[2].toString()+t[3].toString()+t[3].toString(),0)}},write:r["default"]},SIX_CHAR_HEX:{read:function(e){var t=e.match(/^#([A-F0-9]{6})$/i);return null!==t&&{space:"HEX",hex:parseInt("0x"+t[1].toString(),0)}},write:r["default"]},CSS_RGB:{read:function(e){var t=e.match(/^rgb\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/);return null!==t&&{space:"RGB",r:parseFloat(t[1]),g:parseFloat(t[2]),b:parseFloat(t[3])}},write:r["default"]},CSS_RGBA:{read:function(e){var t=e.match(/^rgba\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/);return null!==t&&{space:"RGB",r:parseFloat(t[1]),g:parseFloat(t[2]),b:parseFloat(t[3]),a:parseFloat(t[4])}},write:r["default"]}}},{litmus:l["default"].isNumber,conversions:{HEX:{read:function(e){return{space:"HEX",hex:e,conversionName:"HEX"}},write:function(e){return e.hex}}}},{litmus:l["default"].isArray,conversions:{RGB_ARRAY:{read:function(e){return 3===e.length&&{space:"RGB",r:e[0],g:e[1],b:e[2]}},write:function(e){return[e.r,e.g,e.b]}},RGBA_ARRAY:{read:function(e){return 4===e.length&&{space:"RGB",r:e[0],g:e[1],b:e[2],a:e[3]}},write:function(e){return[e.r,e.g,e.b,e.a]}}}},{litmus:l["default"].isObject,conversions:{RGBA_OBJ:{read:function(e){return!!(l["default"].isNumber(e.r)&&l["default"].isNumber(e.g)&&l["default"].isNumber(e.b)&&l["default"].isNumber(e.a))&&{space:"RGB",r:e.r,g:e.g,b:e.b,a:e.a}},write:function(e){return{r:e.r,g:e.g,b:e.b,a:e.a}}},RGB_OBJ:{read:function(e){return!!(l["default"].isNumber(e.r)&&l["default"].isNumber(e.g)&&l["default"].isNumber(e.b))&&{space:"RGB",r:e.r,g:e.g,b:e.b}},write:function(e){return{r:e.r,g:e.g,b:e.b}}},HSVA_OBJ:{read:function(e){return!!(l["default"].isNumber(e.h)&&l["default"].isNumber(e.s)&&l["default"].isNumber(e.v)&&l["default"].isNumber(e.a))&&{space:"HSV",h:e.h,s:e.s,v:e.v,a:e.a}},write:function(e){return{h:e.h,s:e.s,v:e.v,a:e.a}}},HSV_OBJ:{read:function(e){return!!(l["default"].isNumber(e.h)&&l["default"].isNumber(e.s)&&l["default"].isNumber(e.v))&&{space:"HSV",h:e.h,s:e.s,v:e.v}},write:function(e){return{h:e.h,s:e.s,v:e.v}}}}}],u=void 0,d=void 0,c=function(){d=!1;var e=arguments.length>1?l["default"].toArray(arguments):arguments[0];return l["default"].each(s,function(t){if(t.litmus(e))return l["default"].each(t.conversions,function(t,n){if(u=t.read(e),d===!1&&u!==!1)return d=u,u.conversionName=n,u.conversion=t,l["default"].BREAK}),l["default"].BREAK}),d};t["default"]=c},function(e,t){"use strict";t.__esModule=!0,t["default"]=function(e,t){var n=e.__state.conversionName.toString(),o=Math.round(e.r),i=Math.round(e.g),r=Math.round(e.b),a=e.a,l=Math.round(e.h),s=e.s.toFixed(1),u=e.v.toFixed(1);if(t||"THREE_CHAR_HEX"===n||"SIX_CHAR_HEX"===n){for(var d=e.hex.toString(16);d.length<6;)d="0"+d;return"#"+d}return"CSS_RGB"===n?"rgb("+o+","+i+","+r+")":"CSS_RGBA"===n?"rgba("+o+","+i+","+r+","+a+")":"HEX"===n?"0x"+e.hex.toString(16):"RGB_ARRAY"===n?"["+o+","+i+","+r+"]":"RGBA_ARRAY"===n?"["+o+","+i+","+r+","+a+"]":"RGB_OBJ"===n?"{r:"+o+",g:"+i+",b:"+r+"}":"RGBA_OBJ"===n?"{r:"+o+",g:"+i+",b:"+r+",a:"+a+"}":"HSV_OBJ"===n?"{h:"+l+",s:"+s+",v:"+u+"}":"HSVA_OBJ"===n?"{h:"+l+",s:"+s+",v:"+u+",a:"+a+"}":"unknown format"}},function(e,t){"use strict";t.__esModule=!0;var n=Array.prototype.forEach,o=Array.prototype.slice,i={BREAK:{},extend:function(e){return this.each(o.call(arguments,1),function(t){var n=this.isObject(t)?Object.keys(t):[];n.forEach(function(n){this.isUndefined(t[n])||(e[n]=t[n])}.bind(this))},this),e},defaults:function(e){return this.each(o.call(arguments,1),function(t){var n=this.isObject(t)?Object.keys(t):[];n.forEach(function(n){this.isUndefined(e[n])&&(e[n]=t[n])}.bind(this))},this),e},compose:function(){var e=o.call(arguments);return function(){for(var t=o.call(arguments),n=e.length-1;n>=0;n--)t=[e[n].apply(this,t)];return t[0]}},each:function(e,t,o){if(e)if(n&&e.forEach&&e.forEach===n)e.forEach(t,o);else if(e.length===e.length+0){var i=void 0,r=void 0;for(i=0,r=e.length;i>8*t&255},hex_with_component:function(e,t,o){return o<<(n=8*t)|e&~(255<-1?t.length-t.indexOf(".")-1:0}t.__esModule=!0;var s=n(7),u=o(s),d=n(5),c=o(d),f=function(e){function t(n,o,a){i(this,t);var s=r(this,e.call(this,n,o)),u=a||{};return s.__min=u.min,s.__max=u.max,s.__step=u.step,c["default"].isUndefined(s.__step)?0===s.initialValue?s.__impliedStep=1:s.__impliedStep=Math.pow(10,Math.floor(Math.log(Math.abs(s.initialValue))/Math.LN10))/10:s.__impliedStep=s.__step,s.__precision=l(s.__impliedStep),s}return a(t,e),t.prototype.setValue=function(t){var n=t;return void 0!==this.__min&&nthis.__max&&(n=this.__max),void 0!==this.__step&&n%this.__step!==0&&(n=Math.round(n/this.__step)*this.__step),e.prototype.setValue.call(this,n)},t.prototype.min=function(e){return this.__min=e,this},t.prototype.max=function(e){return this.__max=e,this},t.prototype.step=function(e){return this.__step=e,this.__impliedStep=e,this.__precision=l(e),this},t}(u["default"]);t["default"]=f},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}function a(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}function l(e,t){var n=Math.pow(10,t);return Math.round(e*n)/n}t.__esModule=!0;var s=n(12),u=o(s),d=n(9),c=o(d),f=n(5),_=o(f),p=function(e){function t(n,o,a){function l(){var e=parseFloat(m.__input.value);_["default"].isNaN(e)||m.setValue(e)}function s(){m.__onFinishChange&&m.__onFinishChange.call(m,m.getValue())}function u(){s()}function d(e){var t=b-e.clientY;m.setValue(m.getValue()+t*m.__impliedStep),b=e.clientY}function f(){c["default"].unbind(window,"mousemove",d),c["default"].unbind(window,"mouseup",f),s()}function p(e){c["default"].bind(window,"mousemove",d),c["default"].bind(window,"mouseup",f),b=e.clientY}i(this,t);var h=r(this,e.call(this,n,o,a));h.__truncationSuspended=!1;var m=h,b=void 0;return h.__input=document.createElement("input"),h.__input.setAttribute("type","text"),c["default"].bind(h.__input,"change",l),c["default"].bind(h.__input,"blur",u),c["default"].bind(h.__input,"mousedown",p),c["default"].bind(h.__input,"keydown",function(e){13===e.keyCode&&(m.__truncationSuspended=!0,this.blur(),m.__truncationSuspended=!1,s())}),h.updateDisplay(),h.domElement.appendChild(h.__input),h}return a(t,e),t.prototype.updateDisplay=function(){return this.__input.value=this.__truncationSuspended?this.getValue():l(this.getValue(),this.__precision),e.prototype.updateDisplay.call(this)},t}(u["default"]);t["default"]=p},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}function a(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}function l(e,t,n,o,i){return o+(i-o)*((e-t)/(n-t))}t.__esModule=!0;var s=n(12),u=o(s),d=n(9),c=o(d),f=function(e){function t(n,o,a,s,u){function d(e){document.activeElement.blur(),c["default"].bind(window,"mousemove",f),c["default"].bind(window,"mouseup",_),f(e)}function f(e){e.preventDefault();var t=h.__background.getBoundingClientRect();return h.setValue(l(e.clientX,t.left,t.right,h.__min,h.__max)),!1}function _(){c["default"].unbind(window,"mousemove",f),c["default"].unbind(window,"mouseup",_),h.__onFinishChange&&h.__onFinishChange.call(h,h.getValue())}i(this,t);var p=r(this,e.call(this,n,o,{min:a,max:s,step:u})),h=p;return p.__background=document.createElement("div"),p.__foreground=document.createElement("div"),c["default"].bind(p.__background,"mousedown",d),c["default"].addClass(p.__background,"slider"),c["default"].addClass(p.__foreground,"slider-fg"),p.updateDisplay(),p.__background.appendChild(p.__foreground),p.domElement.appendChild(p.__background),p}return a(t,e),t.prototype.updateDisplay=function(){var t=(this.getValue()-this.__min)/(this.__max-this.__min);return this.__foreground.style.width=100*t+"%",e.prototype.updateDisplay.call(this)},t}(u["default"]);t["default"]=f},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}function a(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}t.__esModule=!0;var l=n(7),s=o(l),u=n(9),d=o(u),c=function(e){function t(n,o,a){i(this,t);var l=r(this,e.call(this,n,o)),s=l;return l.__button=document.createElement("div"),l.__button.innerHTML=void 0===a?"Fire":a,d["default"].bind(l.__button,"click",function(e){return e.preventDefault(),s.fire(),!1}),d["default"].addClass(l.__button,"button"),l.domElement.appendChild(l.__button),l}return a(t,e),t.prototype.fire=function(){this.__onChange&&this.__onChange.call(this),this.getValue().call(this.object),this.__onFinishChange&&this.__onFinishChange.call(this,this.getValue())},t}(s["default"]);t["default"]=c},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function r(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}function a(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}function l(e,t,n,o){e.style.background="",g["default"].each(y,function(i){e.style.cssText+="background: "+i+"linear-gradient("+t+", "+n+" 0%, "+o+" 100%); "})}function s(e){e.style.background="",e.style.cssText+="background: -moz-linear-gradient(top, #ff0000 0%, #ff00ff 17%, #0000ff 34%, #00ffff 50%, #00ff00 67%, #ffff00 84%, #ff0000 100%);",e.style.cssText+="background: -webkit-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);",e.style.cssText+="background: -o-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);",e.style.cssText+="background: -ms-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);",e.style.cssText+="background: linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"}t.__esModule=!0;var u=n(7),d=o(u),c=n(9),f=o(c),_=n(2),p=o(_),h=n(3),m=o(h),b=n(5),g=o(b),v=function(e){function t(n,o){function a(e){h(e),f["default"].bind(window,"mousemove",h),f["default"].bind(window,"mouseup",u)}function u(){f["default"].unbind(window,"mousemove",h),f["default"].unbind(window,"mouseup",u),_()}function d(){var e=(0,m["default"])(this.value);e!==!1?(y.__color.__state=e,y.setValue(y.__color.toOriginal())):this.value=y.__color.toString()}function c(){f["default"].unbind(window,"mousemove",b),f["default"].unbind(window,"mouseup",c),_()}function _(){y.__onFinishChange&&y.__onFinishChange.call(y,y.__color.toOriginal())}function h(e){e.preventDefault();var t=y.__saturation_field.getBoundingClientRect(),n=(e.clientX-t.left)/(t.right-t.left),o=1-(e.clientY-t.top)/(t.bottom-t.top);return o>1?o=1:o<0&&(o=0),n>1?n=1:n<0&&(n=0),y.__color.v=o,y.__color.s=n,y.setValue(y.__color.toOriginal()),!1}function b(e){e.preventDefault();var t=y.__hue_field.getBoundingClientRect(),n=1-(e.clientY-t.top)/(t.bottom-t.top);return n>1?n=1:n<0&&(n=0),y.__color.h=360*n,y.setValue(y.__color.toOriginal()),!1}i(this,t);var v=r(this,e.call(this,n,o));v.__color=new p["default"](v.getValue()),v.__temp=new p["default"](0);var y=v;v.domElement=document.createElement("div"),f["default"].makeSelectable(v.domElement,!1),v.__selector=document.createElement("div"),v.__selector.className="selector",v.__saturation_field=document.createElement("div"),v.__saturation_field.className="saturation-field",v.__field_knob=document.createElement("div"),v.__field_knob.className="field-knob",v.__field_knob_border="2px solid ",v.__hue_knob=document.createElement("div"),v.__hue_knob.className="hue-knob",v.__hue_field=document.createElement("div"),v.__hue_field.className="hue-field",v.__input=document.createElement("input"),v.__input.type="text",v.__input_textShadow="0 1px 1px ",f["default"].bind(v.__input,"keydown",function(e){13===e.keyCode&&d.call(this)}),f["default"].bind(v.__input,"blur",d),f["default"].bind(v.__selector,"mousedown",function(){f["default"].addClass(this,"drag").bind(window,"mouseup",function(){f["default"].removeClass(y.__selector,"drag")})});var w=document.createElement("div");return g["default"].extend(v.__selector.style,{width:"122px",height:"102px",padding:"3px",backgroundColor:"#222",boxShadow:"0px 1px 3px rgba(0,0,0,0.3)"}),g["default"].extend(v.__field_knob.style,{position:"absolute",width:"12px",height:"12px",border:v.__field_knob_border+(v.__color.v<.5?"#fff":"#000"),boxShadow:"0px 1px 3px rgba(0,0,0,0.5)",borderRadius:"12px",zIndex:1}),g["default"].extend(v.__hue_knob.style,{position:"absolute",width:"15px",height:"2px",borderRight:"4px solid #fff",zIndex:1}),g["default"].extend(v.__saturation_field.style,{width:"100px",height:"100px",border:"1px solid #555",marginRight:"3px",display:"inline-block",cursor:"pointer"}),g["default"].extend(w.style,{width:"100%",height:"100%",background:"none"}),l(w,"top","rgba(0,0,0,0)","#000"),g["default"].extend(v.__hue_field.style,{width:"15px",height:"100px",border:"1px solid #555",cursor:"ns-resize",position:"absolute",top:"3px",right:"3px"}),s(v.__hue_field),g["default"].extend(v.__input.style,{outline:"none",textAlign:"center",color:"#fff",border:0,fontWeight:"bold",textShadow:v.__input_textShadow+"rgba(0,0,0,0.7)"}),f["default"].bind(v.__saturation_field,"mousedown",a),f["default"].bind(v.__field_knob,"mousedown",a),f["default"].bind(v.__hue_field,"mousedown",function(e){b(e),f["default"].bind(window,"mousemove",b),f["default"].bind(window,"mouseup",c)}),v.__saturation_field.appendChild(w),v.__selector.appendChild(v.__field_knob),v.__selector.appendChild(v.__saturation_field),v.__selector.appendChild(v.__hue_field),v.__hue_field.appendChild(v.__hue_knob),v.domElement.appendChild(v.__input),v.domElement.appendChild(v.__selector),v.updateDisplay(),v}return a(t,e),t.prototype.updateDisplay=function(){var e=(0,m["default"])(this.getValue());if(e!==!1){var t=!1;g["default"].each(p["default"].COMPONENTS,function(n){if(!g["default"].isUndefined(e[n])&&!g["default"].isUndefined(this.__color.__state[n])&&e[n]!==this.__color.__state[n])return t=!0,{}},this),t&&g["default"].extend(this.__color.__state,e)}g["default"].extend(this.__temp.__state,this.__color.__state),this.__temp.a=1;var n=this.__color.v<.5||this.__color.s>.5?255:0,o=255-n;g["default"].extend(this.__field_knob.style,{marginLeft:100*this.__color.s-7+"px",marginTop:100*(1-this.__color.v)-7+"px",backgroundColor:this.__temp.toHexString(),border:this.__field_knob_border+"rgb("+n+","+n+","+n+")"}),this.__hue_knob.style.marginTop=100*(1-this.__color.h/360)+"px",this.__temp.s=1,this.__temp.v=1,l(this.__saturation_field,"left","#fff",this.__temp.toHexString()),this.__input.value=this.__color.toString(),g["default"].extend(this.__input.style,{backgroundColor:this.__color.toHexString(),color:"rgb("+n+","+n+","+n+")",textShadow:this.__input_textShadow+"rgba("+o+","+o+","+o+",.7)"})},t}(d["default"]),y=["-moz-","-o-","-webkit-","-ms-",""];t["default"]=v},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t,n){var o=document.createElement("li");return t&&o.appendChild(t),n?e.__ul.insertBefore(o,n):e.__ul.appendChild(o),e.onResize(),o}function r(e,t){var n=e.__preset_select[e.__preset_select.selectedIndex];t?n.innerHTML=n.value+"*":n.innerHTML=n.value}function a(e,t,n){if(n.__li=t,n.__gui=e,U["default"].extend(n,{options:function(t){if(arguments.length>1){var o=n.__li.nextElementSibling;return n.remove(),s(e,n.object,n.property,{before:o,factoryArgs:[U["default"].toArray(arguments)]})}if(U["default"].isArray(t)||U["default"].isObject(t)){var i=n.__li.nextElementSibling;return n.remove(),s(e,n.object,n.property,{before:i,factoryArgs:[t]})}},name:function(e){return n.__li.firstElementChild.firstElementChild.innerHTML=e,n},listen:function(){return n.__gui.listen(n),n},remove:function(){ + return n.__gui.remove(n),n}}),n instanceof B["default"])!function(){var e=new N["default"](n.object,n.property,{min:n.__min,max:n.__max,step:n.__step});U["default"].each(["updateDisplay","onChange","onFinishChange","step"],function(t){var o=n[t],i=e[t];n[t]=e[t]=function(){var t=Array.prototype.slice.call(arguments);return i.apply(e,t),o.apply(n,t)}}),z["default"].addClass(t,"has-slider"),n.domElement.insertBefore(e.domElement,n.domElement.firstElementChild)}();else if(n instanceof N["default"]){var o=function(t){if(U["default"].isNumber(n.__min)&&U["default"].isNumber(n.__max)){var o=n.__li.firstElementChild.firstElementChild.innerHTML,i=n.__gui.__listening.indexOf(n)>-1;n.remove();var r=s(e,n.object,n.property,{before:n.__li.nextElementSibling,factoryArgs:[n.__min,n.__max,n.__step]});return r.name(o),i&&r.listen(),r}return t};n.min=U["default"].compose(o,n.min),n.max=U["default"].compose(o,n.max)}else n instanceof O["default"]?(z["default"].bind(t,"click",function(){z["default"].fakeEvent(n.__checkbox,"click")}),z["default"].bind(n.__checkbox,"click",function(e){e.stopPropagation()})):n instanceof R["default"]?(z["default"].bind(t,"click",function(){z["default"].fakeEvent(n.__button,"click")}),z["default"].bind(t,"mouseover",function(){z["default"].addClass(n.__button,"hover")}),z["default"].bind(t,"mouseout",function(){z["default"].removeClass(n.__button,"hover")})):n instanceof j["default"]&&(z["default"].addClass(t,"color"),n.updateDisplay=U["default"].compose(function(e){return t.style.borderLeftColor=n.__color.toString(),e},n.updateDisplay),n.updateDisplay());n.setValue=U["default"].compose(function(t){return e.getRoot().__preset_select&&n.isModified()&&r(e.getRoot(),!0),t},n.setValue)}function l(e,t){var n=e.getRoot(),o=n.__rememberedObjects.indexOf(t.object);if(o!==-1){var i=n.__rememberedObjectIndecesToControllers[o];if(void 0===i&&(i={},n.__rememberedObjectIndecesToControllers[o]=i),i[t.property]=t,n.load&&n.load.remembered){var r=n.load.remembered,a=void 0;if(r[e.preset])a=r[e.preset];else{if(!r[Q])return;a=r[Q]}if(a[o]&&void 0!==a[o][t.property]){var l=a[o][t.property];t.initialValue=l,t.setValue(l)}}}}function s(e,t,n,o){if(void 0===t[n])throw new Error('Object "'+t+'" has no property "'+n+'"');var r=void 0;if(o.color)r=new j["default"](t,n);else{var s=[t,n].concat(o.factoryArgs);r=C["default"].apply(e,s)}o.before instanceof S["default"]&&(o.before=o.before.__li),l(e,r),z["default"].addClass(r.domElement,"c");var u=document.createElement("span");z["default"].addClass(u,"property-name"),u.innerHTML=r.property;var d=document.createElement("div");d.appendChild(u),d.appendChild(r.domElement);var c=i(e,d,o.before);return z["default"].addClass(c,oe.CLASS_CONTROLLER_ROW),r instanceof j["default"]?z["default"].addClass(c,"color"):z["default"].addClass(c,g(r.getValue())),a(e,c,r),e.__controllers.push(r),r}function u(e,t){return document.location.href+"."+t}function d(e,t,n){var o=document.createElement("option");o.innerHTML=t,o.value=t,e.__preset_select.appendChild(o),n&&(e.__preset_select.selectedIndex=e.__preset_select.length-1)}function c(e,t){t.style.display=e.useLocalStorage?"block":"none"}function f(e){var t=e.__save_row=document.createElement("li");z["default"].addClass(e.domElement,"has-save"),e.__ul.insertBefore(t,e.__ul.firstChild),z["default"].addClass(t,"save-row");var n=document.createElement("span");n.innerHTML=" ",z["default"].addClass(n,"button gears");var o=document.createElement("span");o.innerHTML="Save",z["default"].addClass(o,"button"),z["default"].addClass(o,"save");var i=document.createElement("span");i.innerHTML="New",z["default"].addClass(i,"button"),z["default"].addClass(i,"save-as");var r=document.createElement("span");r.innerHTML="Revert",z["default"].addClass(r,"button"),z["default"].addClass(r,"revert");var a=e.__preset_select=document.createElement("select");e.load&&e.load.remembered?U["default"].each(e.load.remembered,function(t,n){d(e,n,n===e.preset)}):d(e,Q,!1),z["default"].bind(a,"change",function(){for(var t=0;t0&&(e.preset=this.preset,e.remembered||(e.remembered={}),e.remembered[this.preset]=h(this)),e.folders={},U["default"].each(this.__folders,function(t,n){e.folders[n]=t.getSaveObject()}),e},save:function(){this.load.remembered||(this.load.remembered={}),this.load.remembered[this.preset]=h(this),r(this,!1),this.saveToLocalStorageIfPossible()},saveAs:function(e){this.load.remembered||(this.load.remembered={},this.load.remembered[Q]=h(this,!0)),this.load.remembered[e]=h(this),this.preset=e,d(this,e,!0),this.saveToLocalStorageIfPossible()},revert:function(e){U["default"].each(this.__controllers,function(t){this.getRoot().load.remembered?l(e||this.getRoot(),t):t.setValue(t.initialValue),t.__onFinishChange&&t.__onFinishChange.call(t,t.getValue())},this),U["default"].each(this.__folders,function(e){e.revert(e)}),e||r(this.getRoot(),!1)},listen:function(e){var t=0===this.__listening.length;this.__listening.push(e),t&&b(this.__listening)},updateDisplay:function(){U["default"].each(this.__controllers,function(e){e.updateDisplay()}),U["default"].each(this.__folders,function(e){e.updateDisplay()})}}),e.exports=oe},function(e,t){"use strict";e.exports={load:function(e,t){var n=t||document,o=n.createElement("link");o.type="text/css",o.rel="stylesheet",o.href=e,n.getElementsByTagName("head")[0].appendChild(o)},inject:function(e,t){var n=t||document,o=document.createElement("style");o.type="text/css",o.innerHTML=e;var i=n.getElementsByTagName("head")[0];try{i.appendChild(o)}catch(r){}}}},function(e,t){e.exports="
Here's the new load parameter for your GUI's constructor:
Automatically save values to localStorage on exit.
The values saved to localStorage will override those passed to dat.GUI's constructor. This makes it easier to work incrementally, but localStorage is fragile, and your friends may not see the same values you do.
"},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}t.__esModule=!0;var i=n(10),r=o(i),a=n(13),l=o(a),s=n(14),u=o(s),d=n(11),c=o(d),f=n(15),_=o(f),p=n(8),h=o(p),m=n(5),b=o(m),g=function(e,t){var n=e[t];return b["default"].isArray(arguments[2])||b["default"].isObject(arguments[2])?new r["default"](e,t,arguments[2]):b["default"].isNumber(n)?b["default"].isNumber(arguments[2])&&b["default"].isNumber(arguments[3])?b["default"].isNumber(arguments[4])?new u["default"](e,t,arguments[2],arguments[3],arguments[4]):new u["default"](e,t,arguments[2],arguments[3]):b["default"].isNumber(arguments[4])?new l["default"](e,t,{min:arguments[2],max:arguments[3],step:arguments[4]}):new l["default"](e,t,{min:arguments[2],max:arguments[3]}):b["default"].isString(n)?new c["default"](e,t):b["default"].isFunction(n)?new _["default"](e,t,""):b["default"].isBoolean(n)?new h["default"](e,t):null};t["default"]=g},function(e,t){"use strict";function n(e){setTimeout(e,1e3/60)}t.__esModule=!0,t["default"]=window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.oRequestAnimationFrame||window.msRequestAnimationFrame||n},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}t.__esModule=!0;var r=n(9),a=o(r),l=n(5),s=o(l),u=function(){function e(){i(this,e),this.backgroundElement=document.createElement("div"),s["default"].extend(this.backgroundElement.style,{backgroundColor:"rgba(0,0,0,0.8)",top:0,left:0,display:"none",zIndex:"1000",opacity:0,WebkitTransition:"opacity 0.2s linear",transition:"opacity 0.2s linear"}),a["default"].makeFullscreen(this.backgroundElement),this.backgroundElement.style.position="fixed",this.domElement=document.createElement("div"),s["default"].extend(this.domElement.style,{position:"fixed",display:"none",zIndex:"1001",opacity:0,WebkitTransition:"-webkit-transform 0.2s ease-out, opacity 0.2s linear",transition:"transform 0.2s ease-out, opacity 0.2s linear"}),document.body.appendChild(this.backgroundElement),document.body.appendChild(this.domElement);var t=this;a["default"].bind(this.backgroundElement,"click",function(){t.hide()})}return e.prototype.show=function(){var e=this;this.backgroundElement.style.display="block",this.domElement.style.display="block",this.domElement.style.opacity=0,this.domElement.style.webkitTransform="scale(1.1)",this.layout(),s["default"].defer(function(){e.backgroundElement.style.opacity=1,e.domElement.style.opacity=1,e.domElement.style.webkitTransform="scale(1)"})},e.prototype.hide=function t(){var e=this,t=function n(){e.domElement.style.display="none",e.backgroundElement.style.display="none",a["default"].unbind(e.domElement,"webkitTransitionEnd",n),a["default"].unbind(e.domElement,"transitionend",n),a["default"].unbind(e.domElement,"oTransitionEnd",n)};a["default"].bind(this.domElement,"webkitTransitionEnd",t),a["default"].bind(this.domElement,"transitionend",t),a["default"].bind(this.domElement,"oTransitionEnd",t),this.backgroundElement.style.opacity=0,this.domElement.style.opacity=0,this.domElement.style.webkitTransform="scale(1.1)"},e.prototype.layout=function(){this.domElement.style.left=window.innerWidth/2-a["default"].getWidth(this.domElement)/2+"px",this.domElement.style.top=window.innerHeight/2-a["default"].getHeight(this.domElement)/2+"px"},e}();t["default"]=u},function(e,t,n){t=e.exports=n(24)(),t.push([e.id,".dg ul{list-style:none;margin:0;padding:0;width:100%;clear:both}.dg.ac{position:fixed;top:0;left:0;right:0;height:0;z-index:0}.dg:not(.ac) .main{overflow:hidden}.dg.main{-webkit-transition:opacity .1s linear;transition:opacity .1s linear}.dg.main.taller-than-window{overflow-y:auto}.dg.main.taller-than-window .close-button{opacity:1;margin-top:-1px;border-top:1px solid #2c2c2c}.dg.main ul.closed .close-button{opacity:1!important}.dg.main .close-button.drag,.dg.main:hover .close-button{opacity:1}.dg.main .close-button{-webkit-transition:opacity .1s linear;transition:opacity .1s linear;border:0;position:absolute;line-height:19px;height:20px;cursor:pointer;text-align:center;background-color:#000}.dg.main .close-button:hover{background-color:#111}.dg.a{float:right;margin-right:15px;overflow-x:hidden}.dg.a.has-save>ul{margin-top:27px}.dg.a.has-save>ul.closed{margin-top:0}.dg.a .save-row{position:fixed;top:0;z-index:1002}.dg li{-webkit-transition:height .1s ease-out;transition:height .1s ease-out}.dg li:not(.folder){cursor:auto;height:27px;line-height:27px;overflow:hidden;padding:0 4px 0 5px}.dg li.folder{padding:0;border-left:4px solid transparent}.dg li.title{cursor:pointer;margin-left:-4px}.dg .closed li:not(.title),.dg .closed ul li,.dg .closed ul li>*{height:0;overflow:hidden;border:0}.dg .cr{clear:both;padding-left:3px;height:27px}.dg .property-name{cursor:default;float:left;clear:left;width:40%;overflow:hidden;text-overflow:ellipsis}.dg .c{float:left;width:60%}.dg .c input[type=text]{border:0;margin-top:4px;padding:3px;width:100%;float:right}.dg .has-slider input[type=text]{width:30%;margin-left:0}.dg .slider{float:left;width:66%;margin-left:-5px;margin-right:0;height:19px;margin-top:4px}.dg .slider-fg{height:100%}.dg .c input[type=checkbox]{margin-top:9px}.dg .c select{margin-top:5px}.dg .cr.boolean,.dg .cr.boolean *,.dg .cr.function,.dg .cr.function *,.dg .cr.function .property-name{cursor:pointer}.dg .selector{display:none;position:absolute;margin-left:-9px;margin-top:23px;z-index:10}.dg .c:hover .selector,.dg .selector.drag{display:block}.dg li.save-row{padding:0}.dg li.save-row .button{display:inline-block;padding:0 6px}.dg.dialogue{background-color:#222;width:460px;padding:15px;font-size:13px;line-height:15px}#dg-new-constructor{padding:10px;color:#222;font-family:Monaco,monospace;font-size:10px;border:0;resize:none;box-shadow:inset 1px 1px 1px #888;word-wrap:break-word;margin:12px 0;display:block;width:440px;overflow-y:scroll;height:100px;position:relative}#dg-local-explain{display:none;font-size:11px;line-height:17px;border-radius:3px;background-color:#333;padding:8px;margin-top:10px}#dg-local-explain code{font-size:10px}#dat-gui-save-locally{display:none}.dg{color:#eee;font:11px Lucida Grande,sans-serif;text-shadow:0 -1px 0 #111}.dg.main::-webkit-scrollbar{width:5px;background:#1a1a1a}.dg.main::-webkit-scrollbar-corner{height:0;display:none}.dg.main::-webkit-scrollbar-thumb{border-radius:5px;background:#676767}.dg li:not(.folder){background:#1a1a1a;border-bottom:1px solid #2c2c2c}.dg li.save-row{line-height:25px;background:#dad5cb;border:0}.dg li.save-row select{margin-left:5px;width:108px}.dg li.save-row .button{margin-left:5px;margin-top:1px;border-radius:2px;font-size:9px;line-height:7px;padding:4px 4px 5px;background:#c5bdad;color:#fff;text-shadow:0 1px 0 #b0a58f;box-shadow:0 -1px 0 #b0a58f;cursor:pointer}.dg li.save-row .button.gears{background:#c5bdad url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAANCAYAAAB/9ZQ7AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAQJJREFUeNpiYKAU/P//PwGIC/ApCABiBSAW+I8AClAcgKxQ4T9hoMAEUrxx2QSGN6+egDX+/vWT4e7N82AMYoPAx/evwWoYoSYbACX2s7KxCxzcsezDh3evFoDEBYTEEqycggWAzA9AuUSQQgeYPa9fPv6/YWm/Acx5IPb7ty/fw+QZblw67vDs8R0YHyQhgObx+yAJkBqmG5dPPDh1aPOGR/eugW0G4vlIoTIfyFcA+QekhhHJhPdQxbiAIguMBTQZrPD7108M6roWYDFQiIAAv6Aow/1bFwXgis+f2LUAynwoIaNcz8XNx3Dl7MEJUDGQpx9gtQ8YCueB+D26OECAAQDadt7e46D42QAAAABJRU5ErkJggg==) 2px 1px no-repeat;height:7px;width:8px}.dg li.save-row .button:hover{background-color:#bab19e;box-shadow:0 -1px 0 #b0a58f}.dg li.folder{border-bottom:0}.dg li.title{padding-left:16px;background:#000 url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat;cursor:pointer;border-bottom:1px solid hsla(0,0%,100%,.2)}.dg .closed li.title{background-image:url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlGIWqMCbWAEAOw==)}.dg .cr.boolean{border-left:3px solid #806787}.dg .cr.color{border-left:3px solid}.dg .cr.function{border-left:3px solid #e61d5f}.dg .cr.number{border-left:3px solid #2fa1d6}.dg .cr.number input[type=text]{color:#2fa1d6}.dg .cr.string{border-left:3px solid #1ed36f}.dg .cr.string input[type=text]{color:#1ed36f}.dg .cr.boolean:hover,.dg .cr.function:hover{background:#111}.dg .c input[type=text]{background:#303030;outline:none}.dg .c input[type=text]:hover{background:#3c3c3c}.dg .c input[type=text]:focus{background:#494949;color:#fff}.dg .c .slider{background:#303030;cursor:ew-resize}.dg .c .slider-fg{background:#2fa1d6;max-width:100%}.dg .c .slider:hover{background:#3c3c3c}.dg .c .slider:hover .slider-fg{background:#44abda}",""])},function(e,t){e.exports=function(){var e=[];return e.toString=function(){for(var e=[],t=0;t -1; i -= 1) { + if (ary[i] && func(ary[i], i, ary)) { + break + } + } + } + } + + function hasProp(obj, prop) { + return hasOwn.call(obj, prop) + } + + function getOwn(obj, prop) { + return hasProp(obj, prop) && obj[prop] + } + + /** + * Cycles over properties in an object and calls a function for each + * property value. If the function returns a truthy value, then the + * iteration is stopped. + */ + function eachProp(obj, func) { + let prop + for (prop in obj) { + if (hasProp(obj, prop)) { + if (func(obj[prop], prop)) { + break + } + } + } + } + + /** + * Simple function to mix in properties from source into target, + * but only if target does not already have a property of the same name. + */ + function mixin(target, source, force, deepStringMixin) { + if (source) { + eachProp(source, (value, prop) => { + if (force || !hasProp(target, prop)) { + if (deepStringMixin && typeof value === 'object' && value && + !isArray(value) && !isFunction(value) && + !(value instanceof RegExp)) { + if (!target[prop]) { + target[prop] = {} + } + mixin(target[prop], value, force, deepStringMixin) + } else { + target[prop] = value + } + } + }) + } + return target + } + + // Similar to Function.prototype.bind, but the 'this' object is specified + // first, since it is easier to read/figure out what 'this' will be. + function bind(obj, fn) { + return function () { + return fn.apply(obj, arguments) + } + } + + function scripts() { + return document.getElementsByTagName('script') + } + + function defaultOnError(err) { + throw err + } + + // Allow getting a global that is expressed in + // dot notation, like 'a.b.c'. + function getGlobal(value) { + if (!value) { + return value + } + let g = global + each(value.split('.'), (part) => { + g = g[part] + }) + return g + } + + /** + * Constructs an error with a pointer to an URL with more information. + * @param {String} id the error ID that maps to an ID on a web page. + * @param {String} message human readable error. + * @param {Error} [err] the original error, if there is one. + * + * @returns {Error} + */ + function makeError(id, msg, err, requireModules) { + const e = new Error(`${msg}\nhttp://requirejs.org/docs/errors.html#${id}`) + e.requireType = id + e.requireModules = requireModules + if (err) { + e.originalError = err + } + return e + } + + if (typeof define !== 'undefined') { + // If a define is already in play via another AMD loader, + // do not overwrite. + return + } + + if (typeof requirejs !== 'undefined') { + if (isFunction(requirejs)) { + // Do not overwrite an existing requirejs instance. + return + } + cfg = requirejs + requirejs = undefined + } + + // Allow for a require config object + if (typeof require !== 'undefined' && !isFunction(require)) { + // assume it is a config object. + cfg = require + require = undefined + } + + function newContext(contextName) { + let inCheckLoaded, + Module, + context, + handlers, + checkLoadedTimeoutId, + config = { + // Defaults. Do not set a default for map + // config to speed up normalize(), which + // will run faster if there is no default. + waitSeconds: 7, + baseUrl: './', + paths: {}, + bundles: {}, + pkgs: {}, + shim: {}, + config: {}, + }, + registry = {}, + // registry of just enabled modules, to speed + // cycle breaking code when lots of modules + // are registered, but not activated. + enabledRegistry = {}, + undefEvents = {}, + defQueue = [], + defined = {}, + urlFetched = {}, + bundlesMap = {}, + requireCounter = 1, + unnormalizedCounter = 1 + + /** + * Trims the . and .. from an array of path segments. + * It will keep a leading path segment if a .. will become + * the first path segment, to help with module name lookups, + * which act like paths, but can be remapped. But the end result, + * all paths that use this function should look normalized. + * NOTE: this method MODIFIES the input array. + * @param {Array} ary the array of path segments. + */ + function trimDots(ary) { + let i, + part + for (i = 0; i < ary.length; i++) { + part = ary[i] + if (part === '.') { + ary.splice(i, 1) + i -= 1 + } else if (part === '..') { + // If at the start, or previous value is still .., + // keep them so that when converted to a path it may + // still work when converted to a path, even though + // as an ID it is less than ideal. In larger point + // releases, may be better to just kick out an error. + if (i === 0 || (i === 1 && ary[2] === '..') || ary[i - 1] === '..') { + continue + } else if (i > 0) { + ary.splice(i - 1, 2) + i -= 2 + } + } + } + } + + /** + * Given a relative module name, like ./something, normalize it to + * a real name that can be mapped to a path. + * @param {String} name the relative name + * @param {String} baseName a real name that the name arg is relative + * to. + * @param {Boolean} applyMap apply the map config to the value. Should + * only be done if this normalization is for a dependency ID. + * @returns {String} normalized name + */ + function normalize(name, baseName, applyMap) { + let pkgMain, + mapValue, + nameParts, + i, + j, + nameSegment, + lastIndex, + foundMap, + foundI, + foundStarMap, + starI, + normalizedBaseParts, + baseParts = (baseName && baseName.split('/')), + map = config.map, + starMap = map && map['*'] + + // Adjust any relative paths. + if (name) { + name = name.split('/') + lastIndex = name.length - 1 + + // If wanting node ID compatibility, strip .js from end + // of IDs. Have to do this here, and not in nameToUrl + // because node allows either .js or non .js to map + // to same file. + if (config.nodeIdCompat && jsSuffixRegExp.test(name[lastIndex])) { + name[lastIndex] = name[lastIndex].replace(jsSuffixRegExp, '') + } + + // Starts with a '.' so need the baseName + if (name[0].charAt(0) === '.' && baseParts) { + // Convert baseName to array, and lop off the last part, + // so that . matches that 'directory' and not name of the baseName's + // module. For instance, baseName of 'one/two/three', maps to + // 'one/two/three.js', but we want the directory, 'one/two' for + // this normalization. + normalizedBaseParts = baseParts.slice(0, baseParts.length - 1) + name = normalizedBaseParts.concat(name) + } + + trimDots(name) + name = name.join('/') + } + + // Apply map config if available. + if (applyMap && map && (baseParts || starMap)) { + nameParts = name.split('/') + + outerLoop: for (i = nameParts.length; i > 0; i -= 1) { + nameSegment = nameParts.slice(0, i).join('/') + + if (baseParts) { + // Find the longest baseName segment match in the config. + // So, do joins on the biggest to smallest lengths of baseParts. + for (j = baseParts.length; j > 0; j -= 1) { + mapValue = getOwn(map, baseParts.slice(0, j).join('/')) + + // baseName segment has config, find if it has one for + // this name. + if (mapValue) { + mapValue = getOwn(mapValue, nameSegment) + if (mapValue) { + // Match, update name to the new value. + foundMap = mapValue + foundI = i + break outerLoop + } + } + } + } + + // Check for a star map match, but just hold on to it, + // if there is a shorter segment match later in a matching + // config, then favor over this star map. + if (!foundStarMap && starMap && getOwn(starMap, nameSegment)) { + foundStarMap = getOwn(starMap, nameSegment) + starI = i + } + } + + if (!foundMap && foundStarMap) { + foundMap = foundStarMap + foundI = starI + } + + if (foundMap) { + nameParts.splice(0, foundI, foundMap) + name = nameParts.join('/') + } + } + + // If the name points to a package's name, use + // the package main instead. + pkgMain = getOwn(config.pkgs, name) + + return pkgMain ? pkgMain : name + } + + function removeScript(name) { + if (isBrowser) { + each(scripts(), (scriptNode) => { + if (scriptNode.getAttribute('data-requiremodule') === name && + scriptNode.getAttribute('data-requirecontext') === context.contextName) { + scriptNode.parentNode.removeChild(scriptNode) + return true + } + }) + } + } + + function hasPathFallback(id) { + const pathConfig = getOwn(config.paths, id) + if (pathConfig && isArray(pathConfig) && pathConfig.length > 1) { + // Pop off the first array value, since it failed, and + // retry + pathConfig.shift() + context.require.undef(id) + + // Custom require that does not do map translation, since + // ID is "absolute", already mapped/resolved. + context.makeRequire(null, { + skipMap: true, + })([id]) + + return true + } + } + + // Turns a plugin!resource to [plugin, resource] + // with the plugin being undefined if the name + // did not have a plugin prefix. + function splitPrefix(name) { + let prefix, + index = name ? name.indexOf('!') : -1 + if (index > -1) { + prefix = name.substring(0, index) + name = name.substring(index + 1, name.length) + } + return [prefix, name] + } + + /** + * Creates a module mapping that includes plugin prefix, module + * name, and path. If parentModuleMap is provided it will + * also normalize the name via require.normalize() + * + * @param {String} name the module name + * @param {String} [parentModuleMap] parent module map + * for the module name, used to resolve relative names. + * @param {Boolean} isNormalized: is the ID already normalized. + * This is true if this call is done for a define() module ID. + * @param {Boolean} applyMap: apply the map config to the ID. + * Should only be true if this map is for a dependency. + * + * @returns {Object} + */ + function makeModuleMap(name, parentModuleMap, isNormalized, applyMap) { + let url, + pluginModule, + suffix, + nameParts, + prefix = null, + parentName = parentModuleMap ? parentModuleMap.name : null, + originalName = name, + isDefine = true, + normalizedName = '' + + // If no name, then it means it is a require call, generate an + // internal name. + if (!name) { + isDefine = false + name = `_@r${requireCounter += 1}` + } + + nameParts = splitPrefix(name) + prefix = nameParts[0] + name = nameParts[1] + + if (prefix) { + prefix = normalize(prefix, parentName, applyMap) + pluginModule = getOwn(defined, prefix) + } + + // Account for relative paths if there is a base name. + if (name) { + if (prefix) { + if (pluginModule && pluginModule.normalize) { + // Plugin is loaded, use its normalize method. + normalizedName = pluginModule.normalize(name, (name) => { + return normalize(name, parentName, applyMap) + }) + } else { + // If nested plugin references, then do not try to + // normalize, as it will not normalize correctly. This + // places a restriction on resourceIds, and the longer + // term solution is not to normalize until plugins are + // loaded and all normalizations to allow for async + // loading of a loader plugin. But for now, fixes the + // common uses. Details in #1131 + normalizedName = name.indexOf('!') === -1 ? + normalize(name, parentName, applyMap) : + name + } + } else { + // A regular module. + normalizedName = normalize(name, parentName, applyMap) + + // Normalized name may be a plugin ID due to map config + // application in normalize. The map config values must + // already be normalized, so do not need to redo that part. + nameParts = splitPrefix(normalizedName) + prefix = nameParts[0] + normalizedName = nameParts[1] + isNormalized = true + + url = context.nameToUrl(normalizedName) + } + } + + // If the id is a plugin id that cannot be determined if it needs + // normalization, stamp it with a unique ID so two matching relative + // ids that may conflict can be separate. + suffix = prefix && !pluginModule && !isNormalized ? + `_unnormalized${unnormalizedCounter += 1}` : + '' + + return { + prefix, + name: normalizedName, + parentMap: parentModuleMap, + unnormalized: !!suffix, + url, + originalName, + isDefine, + id: (prefix ? + `${prefix}!${normalizedName}` : + normalizedName) + suffix, + } + } + + function getModule(depMap) { + let id = depMap.id, + mod = getOwn(registry, id) + + if (!mod) { + mod = registry[id] = new context.Module(depMap) + } + + return mod + } + + function on(depMap, name, fn) { + let id = depMap.id, + mod = getOwn(registry, id) + + if (hasProp(defined, id) && + (!mod || mod.defineEmitComplete)) { + if (name === 'defined') { + fn(defined[id]) + } + } else { + mod = getModule(depMap) + if (mod.error && name === 'error') { + fn(mod.error) + } else { + mod.on(name, fn) + } + } + } + + function onError(err, errback) { + let ids = err.requireModules, + notified = false + + if (errback) { + errback(err) + } else { + each(ids, (id) => { + const mod = getOwn(registry, id) + if (mod) { + // Set error on module, so it skips timeout checks. + mod.error = err + if (mod.events.error) { + notified = true + mod.emit('error', err) + } + } + }) + + if (!notified) { + req.onError(err) + } + } + } + + /** + * Internal method to transfer globalQueue items to this context's + * defQueue. + */ + function takeGlobalQueue() { + // Push all the globalDefQueue items into the context's defQueue + if (globalDefQueue.length) { + each(globalDefQueue, (queueItem) => { + const id = queueItem[0] + if (typeof id === 'string') { + context.defQueueMap[id] = true + } + defQueue.push(queueItem) + }) + globalDefQueue = [] + } + } + + handlers = { + require(mod) { + if (mod.require) { + return mod.require + } else { + return (mod.require = context.makeRequire(mod.map)) + } + }, + exports(mod) { + mod.usingExports = true + if (mod.map.isDefine) { + if (mod.exports) { + return (defined[mod.map.id] = mod.exports) + } else { + return (mod.exports = defined[mod.map.id] = {}) + } + } + }, + module(mod) { + if (mod.module) { + return mod.module + } else { + return (mod.module = { + id: mod.map.id, + uri: mod.map.url, + config() { + return getOwn(config.config, mod.map.id) || {} + }, + exports: mod.exports || (mod.exports = {}), + }) + } + }, + } + + function cleanRegistry(id) { + // Clean up machinery used for waiting modules. + delete registry[id] + delete enabledRegistry[id] + } + + function breakCycle(mod, traced, processed) { + const id = mod.map.id + + if (mod.error) { + mod.emit('error', mod.error) + } else { + traced[id] = true + each(mod.depMaps, (depMap, i) => { + let depId = depMap.id, + dep = getOwn(registry, depId) + + // Only force things that have not completed + // being defined, so still in the registry, + // and only if it has not been matched up + // in the module already. + if (dep && !mod.depMatched[i] && !processed[depId]) { + if (getOwn(traced, depId)) { + mod.defineDep(i, defined[depId]) + mod.check() // pass false? + } else { + breakCycle(dep, traced, processed) + } + } + }) + processed[id] = true + } + } + + function checkLoaded() { + let err, + usingPathFallback, + waitInterval = config.waitSeconds * 1000, + // It is possible to disable the wait interval by using waitSeconds of 0. + expired = waitInterval && (context.startTime + waitInterval) < new Date().getTime(), + noLoads = [], + reqCalls = [], + stillLoading = false, + needCycleCheck = true + + // Do not bother if this call was a result of a cycle break. + if (inCheckLoaded) { + return + } + + inCheckLoaded = true + + // Figure out the state of all the modules. + eachProp(enabledRegistry, (mod) => { + let map = mod.map, + modId = map.id + + // Skip things that are not enabled or in error state. + if (!mod.enabled) { + return + } + + if (!map.isDefine) { + reqCalls.push(mod) + } + + if (!mod.error) { + // If the module should be executed, and it has not + // been inited and time is up, remember it. + if (!mod.inited && expired) { + if (hasPathFallback(modId)) { + usingPathFallback = true + stillLoading = true + } else { + noLoads.push(modId) + removeScript(modId) + } + } else if (!mod.inited && mod.fetched && map.isDefine) { + stillLoading = true + if (!map.prefix) { + // No reason to keep looking for unfinished + // loading. If the only stillLoading is a + // plugin resource though, keep going, + // because it may be that a plugin resource + // is waiting on a non-plugin cycle. + return (needCycleCheck = false) + } + } + } + }) + + if (expired && noLoads.length) { + // If wait time expired, throw error of unloaded modules. + err = makeError('timeout', `Load timeout for modules: ${noLoads}`, null, noLoads) + err.contextName = context.contextName + return onError(err) + } + + // Not expired, check for a cycle. + if (needCycleCheck) { + each(reqCalls, (mod) => { + breakCycle(mod, {}, {}) + }) + } + + // If still waiting on loads, and the waiting load is something + // other than a plugin resource, or there are still outstanding + // scripts, then just try back later. + if ((!expired || usingPathFallback) && stillLoading) { + // Something is still waiting to load. Wait for it, but only + // if a timeout is not already in effect. + if ((isBrowser || isWebWorker) && !checkLoadedTimeoutId) { + checkLoadedTimeoutId = setTimeout(() => { + checkLoadedTimeoutId = 0 + checkLoaded() + }, 50) + } + } + + inCheckLoaded = false + } + + Module = function (map) { + this.events = getOwn(undefEvents, map.id) || {} + this.map = map + this.shim = getOwn(config.shim, map.id) + this.depExports = [] + this.depMaps = [] + this.depMatched = [] + this.pluginMaps = {} + this.depCount = 0 + + /* this.exports this.factory + this.depMaps = [], + this.enabled, this.fetched + */ + } + + Module.prototype = { + init(depMaps, factory, errback, options) { + options = options || {} + + // Do not do more inits if already done. Can happen if there + // are multiple define calls for the same module. That is not + // a normal, common case, but it is also not unexpected. + if (this.inited) { + return + } + + this.factory = factory + + if (errback) { + // Register for errors on this module. + this.on('error', errback) + } else if (this.events.error) { + // If no errback already, but there are error listeners + // on this module, set up an errback to pass to the deps. + errback = bind(this, function (err) { + this.emit('error', err) + }) + } + + // Do a copy of the dependency array, so that + // source inputs are not modified. For example + // "shim" deps are passed in here directly, and + // doing a direct modification of the depMaps array + // would affect that config. + this.depMaps = depMaps && depMaps.slice(0) + + this.errback = errback + + // Indicate this module has be initialized + this.inited = true + + this.ignore = options.ignore + + // Could have option to init this module in enabled mode, + // or could have been previously marked as enabled. However, + // the dependencies are not known until init is called. So + // if enabled previously, now trigger dependencies as enabled. + if (options.enabled || this.enabled) { + // Enable this module and dependencies. + // Will call this.check() + this.enable() + } else { + this.check() + } + }, + + defineDep(i, depExports) { + // Because of cycles, defined callback for a given + // export can be called more than once. + if (!this.depMatched[i]) { + this.depMatched[i] = true + this.depCount -= 1 + this.depExports[i] = depExports + } + }, + + fetch() { + if (this.fetched) { + return + } + this.fetched = true + + context.startTime = (new Date()).getTime() + + const map = this.map + + // If the manager is for a plugin managed resource, + // ask the plugin to load it now. + if (this.shim) { + context.makeRequire(this.map, { + enableBuildCallback: true, + })(this.shim.deps || [], bind(this, function () { + return map.prefix ? this.callPlugin() : this.load() + })) + } else { + // Regular dependency. + return map.prefix ? this.callPlugin() : this.load() + } + }, + + load() { + const url = this.map.url + + // Regular dependency. + if (!urlFetched[url]) { + urlFetched[url] = true + context.load(this.map.id, url) + } + }, + + /** + * Checks if the module is ready to define itself, and if so, + * define it. + */ + check() { + if (!this.enabled || this.enabling) { + return + } + + let err, + cjsModule, + id = this.map.id, + depExports = this.depExports, + exports = this.exports, + factory = this.factory + + if (!this.inited) { + // Only fetch if not already in the defQueue. + if (!hasProp(context.defQueueMap, id)) { + this.fetch() + } + } else if (this.error) { + this.emit('error', this.error) + } else if (!this.defining) { + // The factory could trigger another require call + // that would result in checking this module to + // define itself again. If already in the process + // of doing that, skip this work. + this.defining = true + + if (this.depCount < 1 && !this.defined) { + if (isFunction(factory)) { + // If there is an error listener, favor passing + // to that instead of throwing an error. However, + // only do it for define()'d modules. require + // errbacks should not be called for failures in + // their callbacks (#699). However if a global + // onError is set, use that. + if ((this.events.error && this.map.isDefine) || + req.onError !== defaultOnError) { + try { + exports = context.execCb(id, factory, depExports, exports) + } catch (e) { + err = e + } + } else { + exports = context.execCb(id, factory, depExports, exports) + } + + // Favor return value over exports. If node/cjs in play, + // then will not have a return value anyway. Favor + // module.exports assignment over exports object. + if (this.map.isDefine && exports === undefined) { + cjsModule = this.module + if (cjsModule) { + exports = cjsModule.exports + } else if (this.usingExports) { + // exports already set the defined value. + exports = this.exports + } + } + + if (err) { + err.requireMap = this.map + err.requireModules = this.map.isDefine ? [this.map.id] : null + err.requireType = this.map.isDefine ? 'define' : 'require' + return onError((this.error = err)) + } + } else { + // Just a literal value + exports = factory + } + + this.exports = exports + + if (this.map.isDefine && !this.ignore) { + defined[id] = exports + + if (req.onResourceLoad) { + const resLoadMaps = [] + each(this.depMaps, (depMap) => { + resLoadMaps.push(depMap.normalizedMap || depMap) + }) + req.onResourceLoad(context, this.map, resLoadMaps) + } + } + + // Clean up + cleanRegistry(id) + + this.defined = true + } + + // Finished the define stage. Allow calling check again + // to allow define notifications below in the case of a + // cycle. + this.defining = false + + if (this.defined && !this.defineEmitted) { + this.defineEmitted = true + this.emit('defined', this.exports) + this.defineEmitComplete = true + } + } + }, + + callPlugin() { + let map = this.map, + id = map.id, + // Map already normalized the prefix. + pluginMap = makeModuleMap(map.prefix) + + // Mark this as a dependency for this plugin, so it + // can be traced for cycles. + this.depMaps.push(pluginMap) + + on(pluginMap, 'defined', bind(this, function (plugin) { + let load, + normalizedMap, + normalizedMod, + bundleId = getOwn(bundlesMap, this.map.id), + name = this.map.name, + parentName = this.map.parentMap ? this.map.parentMap.name : null, + localRequire = context.makeRequire(map.parentMap, { + enableBuildCallback: true, + }) + + // If current map is not normalized, wait for that + // normalized name to load instead of continuing. + if (this.map.unnormalized) { + // Normalize the ID if the plugin allows it. + if (plugin.normalize) { + name = plugin.normalize(name, (name) => { + return normalize(name, parentName, true) + }) || '' + } + + // prefix and name should already be normalized, no need + // for applying map config again either. + normalizedMap = makeModuleMap(`${map.prefix}!${name}`, + this.map.parentMap) + on(normalizedMap, + 'defined', bind(this, function (value) { + this.map.normalizedMap = normalizedMap + this.init([], () => { return value }, null, { + enabled: true, + ignore: true, + }) + })) + + normalizedMod = getOwn(registry, normalizedMap.id) + if (normalizedMod) { + // Mark this as a dependency for this plugin, so it + // can be traced for cycles. + this.depMaps.push(normalizedMap) + + if (this.events.error) { + normalizedMod.on('error', bind(this, function (err) { + this.emit('error', err) + })) + } + normalizedMod.enable() + } + + return + } + + // If a paths config, then just load that file instead to + // resolve the plugin, as it is built into that paths layer. + if (bundleId) { + this.map.url = context.nameToUrl(bundleId) + this.load() + return + } + + load = bind(this, function (value) { + this.init([], () => { return value }, null, { + enabled: true, + }) + }) + + load.error = bind(this, function (err) { + this.inited = true + this.error = err + err.requireModules = [id] + + // Remove temp unnormalized modules for this module, + // since they will never be resolved otherwise now. + eachProp(registry, (mod) => { + if (mod.map.id.indexOf(`${id}_unnormalized`) === 0) { + cleanRegistry(mod.map.id) + } + }) + + onError(err) + }) + + // Allow plugins to load other code without having to know the + // context or how to 'complete' the load. + load.fromText = bind(this, function (text, textAlt) { + /* jslint evil: true */ + let moduleName = map.name, + moduleMap = makeModuleMap(moduleName), + hasInteractive = useInteractive + + // As of 2.1.0, support just passing the text, to reinforce + // fromText only being called once per resource. Still + // support old style of passing moduleName but discard + // that moduleName in favor of the internal ref. + if (textAlt) { + text = textAlt + } + + // Turn off interactive script matching for IE for any define + // calls in the text, then turn it back on at the end. + if (hasInteractive) { + useInteractive = false + } + + // Prime the system by creating a module instance for + // it. + getModule(moduleMap) + + // Transfer any config to this other module. + if (hasProp(config.config, id)) { + config.config[moduleName] = config.config[id] + } + + try { + req.exec(text) + } catch (e) { + return onError(makeError('fromtexteval', + `fromText eval for ${id + } failed: ${e}`, + e, + [id])) + } + + if (hasInteractive) { + useInteractive = true + } + + // Mark this as a dependency for the plugin + // resource + this.depMaps.push(moduleMap) + + // Support anonymous modules. + context.completeLoad(moduleName) + + // Bind the value of that module to the value for this + // resource ID. + localRequire([moduleName], load) + }) + + // Use parentName here since the plugin's name is not reliable, + // could be some weird string with no path that actually wants to + // reference the parentName's path. + plugin.load(map.name, localRequire, load, config) + })) + + context.enable(pluginMap, this) + this.pluginMaps[pluginMap.id] = pluginMap + }, + + enable() { + enabledRegistry[this.map.id] = this + this.enabled = true + + // Set flag mentioning that the module is enabling, + // so that immediate calls to the defined callbacks + // for dependencies do not trigger inadvertent load + // with the depCount still being zero. + this.enabling = true + + // Enable each dependency + each(this.depMaps, bind(this, function (depMap, i) { + let id, + mod, + handler + + if (typeof depMap === 'string') { + // Dependency needs to be converted to a depMap + // and wired up to this module. + depMap = makeModuleMap(depMap, + (this.map.isDefine ? this.map : this.map.parentMap), + false, + !this.skipMap) + this.depMaps[i] = depMap + + handler = getOwn(handlers, depMap.id) + + if (handler) { + this.depExports[i] = handler(this) + return + } + + this.depCount += 1 + + on(depMap, 'defined', bind(this, function (depExports) { + if (this.undefed) { + return + } + this.defineDep(i, depExports) + this.check() + })) + + if (this.errback) { + on(depMap, 'error', bind(this, this.errback)) + } else if (this.events.error) { + // No direct errback on this module, but something + // else is listening for errors, so be sure to + // propagate the error correctly. + on(depMap, 'error', bind(this, function (err) { + this.emit('error', err) + })) + } + } + + id = depMap.id + mod = registry[id] + + // Skip special modules like 'require', 'exports', 'module' + // Also, don't call enable if it is already enabled, + // important in circular dependency cases. + if (!hasProp(handlers, id) && mod && !mod.enabled) { + context.enable(depMap, this) + } + })) + + // Enable each plugin that is used in + // a dependency + eachProp(this.pluginMaps, bind(this, function (pluginMap) { + const mod = getOwn(registry, pluginMap.id) + if (mod && !mod.enabled) { + context.enable(pluginMap, this) + } + })) + + this.enabling = false + + this.check() + }, + + on(name, cb) { + let cbs = this.events[name] + if (!cbs) { + cbs = this.events[name] = [] + } + cbs.push(cb) + }, + + emit(name, evt) { + each(this.events[name], (cb) => { + cb(evt) + }) + if (name === 'error') { + // Now that the error handler was triggered, remove + // the listeners, since this broken Module instance + // can stay around for a while in the registry. + delete this.events[name] + } + }, + } + + function callGetModule(args) { + // Skip modules already defined. + if (!hasProp(defined, args[0])) { + getModule(makeModuleMap(args[0], null, true)).init(args[1], args[2]) + } + } + + function removeListener(node, func, name, ieName) { + // Favor detachEvent because of IE9 + // issue, see attachEvent/addEventListener comment elsewhere + // in this file. + if (node.detachEvent && !isOpera) { + // Probably IE. If not it will throw an error, which will be + // useful to know. + if (ieName) { + node.detachEvent(ieName, func) + } + } else { + node.removeEventListener(name, func, false) + } + } + + /** + * Given an event from a script node, get the requirejs info from it, + * and then removes the event listeners on the node. + * @param {Event} evt + * @returns {Object} + */ + function getScriptData(evt) { + // Using currentTarget instead of target for Firefox 2.0's sake. Not + // all old browsers will be supported, but this one was easy enough + // to support and still makes sense. + const node = evt.currentTarget || evt.srcElement + + // Remove the listeners once here. + removeListener(node, context.onScriptLoad, 'load', 'onreadystatechange') + removeListener(node, context.onScriptError, 'error') + + return { + node, + id: node && node.getAttribute('data-requiremodule'), + } + } + + function intakeDefines() { + let args + + // Any defined modules in the global queue, intake them now. + takeGlobalQueue() + + // Make sure any remaining defQueue items get properly processed. + while (defQueue.length) { + args = defQueue.shift() + if (args[0] === null) { + return onError(makeError('mismatch', `Mismatched anonymous define() module: ${ + args[args.length - 1]}`)) + } else { + // args are id, deps, factory. Should be normalized by the + // define() function. + callGetModule(args) + } + } + context.defQueueMap = {} + } + + context = { + config, + contextName, + registry, + defined, + urlFetched, + defQueue, + defQueueMap: {}, + Module, + makeModuleMap, + nextTick: req.nextTick, + onError, + + /** + * Set a configuration for the context. + * @param {Object} cfg config object to integrate. + */ + configure(cfg) { + // Make sure the baseUrl ends in a slash. + if (cfg.baseUrl) { + if (cfg.baseUrl.charAt(cfg.baseUrl.length - 1) !== '/') { + cfg.baseUrl += '/' + } + } + + // Convert old style urlArgs string to a function. + if (typeof cfg.urlArgs === 'string') { + const urlArgs = cfg.urlArgs + cfg.urlArgs = function (id, url) { + return (url.indexOf('?') === -1 ? '?' : '&') + urlArgs + } + } + + // Save off the paths since they require special processing, + // they are additive. + let shim = config.shim, + objs = { + paths: true, + bundles: true, + config: true, + map: true, + } + + eachProp(cfg, (value, prop) => { + if (objs[prop]) { + if (!config[prop]) { + config[prop] = {} + } + mixin(config[prop], value, true, true) + } else { + config[prop] = value + } + }) + + // Reverse map the bundles + if (cfg.bundles) { + eachProp(cfg.bundles, (value, prop) => { + each(value, (v) => { + if (v !== prop) { + bundlesMap[v] = prop + } + }) + }) + } + + // Merge shim + if (cfg.shim) { + eachProp(cfg.shim, (value, id) => { + // Normalize the structure + if (isArray(value)) { + value = { + deps: value, + } + } + if ((value.exports || value.init) && !value.exportsFn) { + value.exportsFn = context.makeShimExports(value) + } + shim[id] = value + }) + config.shim = shim + } + + // Adjust packages if necessary. + if (cfg.packages) { + each(cfg.packages, (pkgObj) => { + let location, + name + + pkgObj = typeof pkgObj === 'string' ? { name: pkgObj } : pkgObj + + name = pkgObj.name + location = pkgObj.location + if (location) { + config.paths[name] = pkgObj.location + } + + // Save pointer to main module ID for pkg name. + // Remove leading dot in main, so main paths are normalized, + // and remove any trailing .js, since different package + // envs have different conventions: some use a module name, + // some use a file name. + config.pkgs[name] = `${pkgObj.name}/${(pkgObj.main || 'main') + .replace(currDirRegExp, '') + .replace(jsSuffixRegExp, '')}` + }) + } + + // If there are any "waiting to execute" modules in the registry, + // update the maps for them, since their info, like URLs to load, + // may have changed. + eachProp(registry, (mod, id) => { + // If module already has init called, since it is too + // late to modify them, and ignore unnormalized ones + // since they are transient. + if (!mod.inited && !mod.map.unnormalized) { + mod.map = makeModuleMap(id, null, true) + } + }) + + // If a deps array or a config callback is specified, then call + // require with those args. This is useful when require is defined as a + // config object before require.js is loaded. + if (cfg.deps || cfg.callback) { + context.require(cfg.deps || [], cfg.callback) + } + }, + + makeShimExports(value) { + function fn() { + let ret + if (value.init) { + ret = value.init.apply(global, arguments) + } + return ret || (value.exports && getGlobal(value.exports)) + } + return fn + }, + + makeRequire(relMap, options) { + options = options || {} + + function localRequire(deps, callback, errback) { + let id, + map, + requireMod + + if (options.enableBuildCallback && callback && isFunction(callback)) { + callback.__requireJsBuild = true + } + + if (typeof deps === 'string') { + if (isFunction(callback)) { + // Invalid call + return onError(makeError('requireargs', 'Invalid require call'), errback) + } + + // If require|exports|module are requested, get the + // value for them from the special handlers. Caveat: + // this only works while module is being defined. + if (relMap && hasProp(handlers, deps)) { + return handlers[deps](registry[relMap.id]) + } + + // Synchronous access to one module. If require.get is + // available (as in the Node adapter), prefer that. + if (req.get) { + return req.get(context, deps, relMap, localRequire) + } + + // Normalize module name, if it contains . or .. + map = makeModuleMap(deps, relMap, false, true) + id = map.id + + if (!hasProp(defined, id)) { + return onError(makeError('notloaded', `Module name "${ + id + }" has not been loaded yet for context: ${ + contextName + }${relMap ? '' : '. Use require([])'}`)) + } + return defined[id] + } + + // Grab defines waiting in the global queue. + intakeDefines() + + // Mark all the dependencies as needing to be loaded. + context.nextTick(() => { + // Some defines could have been added since the + // require call, collect them. + intakeDefines() + + requireMod = getModule(makeModuleMap(null, relMap)) + + // Store if map config should be applied to this require + // call for dependencies. + requireMod.skipMap = options.skipMap + + requireMod.init(deps, callback, errback, { + enabled: true, + }) + + checkLoaded() + }) + + return localRequire + } + + mixin(localRequire, { + isBrowser, + + /** + * Converts a module name + .extension into an URL path. + * *Requires* the use of a module name. It does not support using + * plain URLs like nameToUrl. + */ + toUrl(moduleNamePlusExt) { + let ext, + index = moduleNamePlusExt.lastIndexOf('.'), + segment = moduleNamePlusExt.split('/')[0], + isRelative = segment === '.' || segment === '..' + + // Have a file extension alias, and it is not the + // dots from a relative path. + if (index !== -1 && (!isRelative || index > 1)) { + ext = moduleNamePlusExt.substring(index, moduleNamePlusExt.length) + moduleNamePlusExt = moduleNamePlusExt.substring(0, index) + } + + return context.nameToUrl(normalize(moduleNamePlusExt, + relMap && relMap.id, true), ext, true) + }, + + defined(id) { + return hasProp(defined, makeModuleMap(id, relMap, false, true).id) + }, + + specified(id) { + id = makeModuleMap(id, relMap, false, true).id + return hasProp(defined, id) || hasProp(registry, id) + }, + }) + + // Only allow undef on top level require calls + if (!relMap) { + localRequire.undef = function (id) { + // Bind any waiting define() calls to this context, + // fix for #408 + takeGlobalQueue() + + let map = makeModuleMap(id, relMap, true), + mod = getOwn(registry, id) + + mod.undefed = true + removeScript(id) + + delete defined[id] + delete urlFetched[map.url] + delete undefEvents[id] + + // Clean queued defines too. Go backwards + // in array so that the splices do not + // mess up the iteration. + eachReverse(defQueue, (args, i) => { + if (args[0] === id) { + defQueue.splice(i, 1) + } + }) + delete context.defQueueMap[id] + + if (mod) { + // Hold on to listeners in case the + // module will be attempted to be reloaded + // using a different config. + if (mod.events.defined) { + undefEvents[id] = mod.events + } + + cleanRegistry(id) + } + } + } + + return localRequire + }, + + /** + * Called to enable a module if it is still in the registry + * awaiting enablement. A second arg, parent, the parent module, + * is passed in for context, when this method is overridden by + * the optimizer. Not shown here to keep code compact. + */ + enable(depMap) { + const mod = getOwn(registry, depMap.id) + if (mod) { + getModule(depMap).enable() + } + }, + + /** + * Internal method used by environment adapters to complete a load event. + * A load event could be a script load or just a load pass from a synchronous + * load call. + * @param {String} moduleName the name of the module to potentially complete. + */ + completeLoad(moduleName) { + let found, + args, + mod, + shim = getOwn(config.shim, moduleName) || {}, + shExports = shim.exports + + takeGlobalQueue() + + while (defQueue.length) { + args = defQueue.shift() + if (args[0] === null) { + args[0] = moduleName + // If already found an anonymous module and bound it + // to this name, then this is some other anon module + // waiting for its completeLoad to fire. + if (found) { + break + } + found = true + } else if (args[0] === moduleName) { + // Found matching define call for this script! + found = true + } + + callGetModule(args) + } + context.defQueueMap = {} + + // Do this after the cycle of callGetModule in case the result + // of those calls/init calls changes the registry. + mod = getOwn(registry, moduleName) + + if (!found && !hasProp(defined, moduleName) && mod && !mod.inited) { + if (config.enforceDefine && (!shExports || !getGlobal(shExports))) { + if (hasPathFallback(moduleName)) { + return + } else { + return onError(makeError('nodefine', + `No define call for ${moduleName}`, + null, + [moduleName])) + } + } else { + // A script that does not call define(), so just simulate + // the call for it. + callGetModule([moduleName, (shim.deps || []), shim.exportsFn]) + } + } + + checkLoaded() + }, + + /** + * Converts a module name to a file path. Supports cases where + * moduleName may actually be just an URL. + * Note that it **does not** call normalize on the moduleName, + * it is assumed to have already been normalized. This is an + * internal API, not a public one. Use toUrl for the public API. + */ + nameToUrl(moduleName, ext, skipExt) { + let paths, + syms, + i, + parentModule, + url, + parentPath, + bundleId, + pkgMain = getOwn(config.pkgs, moduleName) + + if (pkgMain) { + moduleName = pkgMain + } + + bundleId = getOwn(bundlesMap, moduleName) + + if (bundleId) { + return context.nameToUrl(bundleId, ext, skipExt) + } + + // If a colon is in the URL, it indicates a protocol is used and it is just + // an URL to a file, or if it starts with a slash, contains a query arg (i.e. ?) + // or ends with .js, then assume the user meant to use an url and not a module id. + // The slash is important for protocol-less URLs as well as full paths. + if (req.jsExtRegExp.test(moduleName)) { + // Just a plain path, not module name lookup, so just return it. + // Add extension if it is included. This is a bit wonky, only non-.js things pass + // an extension, this method probably needs to be reworked. + url = moduleName + (ext || '') + } else { + // A module that needs to be converted to a path. + paths = config.paths + + syms = moduleName.split('/') + // For each module name segment, see if there is a path + // registered for it. Start with most specific name + // and work up from it. + for (i = syms.length; i > 0; i -= 1) { + parentModule = syms.slice(0, i).join('/') + + parentPath = getOwn(paths, parentModule) + if (parentPath) { + // If an array, it means there are a few choices, + // Choose the one that is desired + if (isArray(parentPath)) { + parentPath = parentPath[0] + } + syms.splice(0, i, parentPath) + break + } + } + + // Join the path parts together, then figure out if baseUrl is needed. + url = syms.join('/') + url += (ext || (/^data\:|^blob\:|\?/.test(url) || skipExt ? '' : '.js')) + url = (url.charAt(0) === '/' || url.match(/^[\w\+\.\-]+:/) ? '' : config.baseUrl) + url + } + + return config.urlArgs && !/^blob\:/.test(url) ? + url + config.urlArgs(moduleName, url) : url + }, + + // Delegates to req.load. Broken out as a separate function to + // allow overriding in the optimizer. + load(id, url) { + req.load(context, id, url) + }, + + /** + * Executes a module callback function. Broken out as a separate function + * solely to allow the build system to sequence the files in the built + * layer in the right sequence. + * + * @private + */ + execCb(name, callback, args, exports) { + return callback.apply(exports, args) + }, + + /** + * callback for script loads, used to check status of loading. + * + * @param {Event} evt the event from the browser for the script + * that was loaded. + */ + onScriptLoad(evt) { + // Using currentTarget instead of target for Firefox 2.0's sake. Not + // all old browsers will be supported, but this one was easy enough + // to support and still makes sense. + if (evt.type === 'load' || + (readyRegExp.test((evt.currentTarget || evt.srcElement).readyState))) { + // Reset interactive script so a script node is not held onto for + // to long. + interactiveScript = null + + // Pull out the name of the module and the context. + const data = getScriptData(evt) + context.completeLoad(data.id) + } + }, + + /** + * Callback for script errors. + */ + onScriptError(evt) { + const data = getScriptData(evt) + if (!hasPathFallback(data.id)) { + const parents = [] + eachProp(registry, (value, key) => { + if (key.indexOf('_@r') !== 0) { + each(value.depMaps, (depMap) => { + if (depMap.id === data.id) { + parents.push(key) + return true + } + }) + } + }) + return onError(makeError('scripterror', `Script error for "${data.id + }${parents.length ? + `", needed by: ${parents.join(', ')}` : + '"'}`, evt, [data.id])) + } + }, + } + + context.require = context.makeRequire() + return context + } + + /** + * Main entry point. + * + * If the only argument to require is a string, then the module that + * is represented by that string is fetched for the appropriate context. + * + * If the first argument is an array, then it will be treated as an array + * of dependency string names to fetch. An optional function callback can + * be specified to execute when all of those dependencies are available. + * + * Make a local req variable to help Caja compliance (it assumes things + * on a require that are not standardized), and to give a short + * name for minification/local scope use. + */ + req = requirejs = function (deps, callback, errback, optional) { + // Find the right context, use default + let context, + config, + contextName = defContextName + + // Determine if have config object in the call. + if (!isArray(deps) && typeof deps !== 'string') { + // deps is a config object + config = deps + if (isArray(callback)) { + // Adjust args if there are dependencies + deps = callback + callback = errback + errback = optional + } else { + deps = [] + } + } + + if (config && config.context) { + contextName = config.context + } + + context = getOwn(contexts, contextName) + if (!context) { + context = contexts[contextName] = req.s.newContext(contextName) + } + + if (config) { + context.configure(config) + } + + return context.require(deps, callback, errback) + } + + /** + * Support require.config() to make it easier to cooperate with other + * AMD loaders on globally agreed names. + */ + req.config = function (config) { + return req(config) + } + + /** + * Execute something after the current tick + * of the event loop. Override for other envs + * that have a better solution than setTimeout. + * @param {Function} fn function to execute later. + */ + req.nextTick = typeof setTimeout !== 'undefined' ? function (fn) { + setTimeout(fn, 4) + } : function (fn) { fn() } + + /** + * Export require as a global, but only if it does not already exist. + */ + if (!require) { + require = req + } + + req.version = version + + // Used to filter out dependencies that are already paths. + req.jsExtRegExp = /^\/|:|\?|\.js$/ + req.isBrowser = isBrowser + s = req.s = { + contexts, + newContext, + } + + // Create default context. + req({}) + + // Exports some context-sensitive methods on global require. + each([ + 'toUrl', + 'undef', + 'defined', + 'specified', + ], (prop) => { + // Reference from contexts instead of early binding to default context, + // so that during builds, the latest instance of the default context + // with its config gets used. + req[prop] = function () { + const ctx = contexts[defContextName] + return ctx.require[prop].apply(ctx, arguments) + } + }) + + if (isBrowser) { + head = s.head = document.getElementsByTagName('head')[0] + // If BASE tag is in play, using appendChild is a problem for IE6. + // When that browser dies, this can be removed. Details in this jQuery bug: + // http://dev.jquery.com/ticket/2709 + baseElement = document.getElementsByTagName('base')[0] + if (baseElement) { + head = s.head = baseElement.parentNode + } + } + + /** + * Any errors that require explicitly generates will be passed to this + * function. Intercept/override it if you want custom error handling. + * @param {Error} err the error object. + */ + req.onError = defaultOnError + + /** + * Creates the node for the load command. Only used in browser envs. + */ + req.createNode = function (config, moduleName, url) { + const node = config.xhtml ? + document.createElementNS('http://www.w3.org/1999/xhtml', 'html:script') : + document.createElement('script') + node.type = config.scriptType || 'text/javascript' + node.charset = 'utf-8' + node.async = true + return node + } + + /** + * Does the request to load a module for the browser case. + * Make this a separate function to allow other environments + * to override it. + * + * @param {Object} context the require context to find state. + * @param {String} moduleName the name of the module. + * @param {Object} url the URL to the module. + */ + req.load = function (context, moduleName, url) { + let config = (context && context.config) || {}, + node + if (isBrowser) { + // In the browser so use a script tag + node = req.createNode(config, moduleName, url) + + node.setAttribute('data-requirecontext', context.contextName) + node.setAttribute('data-requiremodule', moduleName) + + // Set up load listener. Test attachEvent first because IE9 has + // a subtle issue in its addEventListener and script onload firings + // that do not match the behavior of all other browsers with + // addEventListener support, which fire the onload event for a + // script right after the script execution. See: + // https://connect.microsoft.com/IE/feedback/details/648057/script-onload-event-is-not-fired-immediately-after-script-execution + // UNFORTUNATELY Opera implements attachEvent but does not follow the script + // script execution mode. + if (node.attachEvent && + // Check if node.attachEvent is artificially added by custom script or + // natively supported by browser + // read https://github.com/requirejs/requirejs/issues/187 + // if we can NOT find [native code] then it must NOT natively supported. + // in IE8, node.attachEvent does not have toString() + // Note the test for "[native code" with no closing brace, see: + // https://github.com/requirejs/requirejs/issues/273 + !(node.attachEvent.toString && node.attachEvent.toString().indexOf('[native code') < 0) && + !isOpera) { + // Probably IE. IE (at least 6-8) do not fire + // script onload right after executing the script, so + // we cannot tie the anonymous define call to a name. + // However, IE reports the script as being in 'interactive' + // readyState at the time of the define call. + useInteractive = true + + node.attachEvent('onreadystatechange', context.onScriptLoad) + // It would be great to add an error handler here to catch + // 404s in IE9+. However, onreadystatechange will fire before + // the error handler, so that does not help. If addEventListener + // is used, then IE will fire error before load, but we cannot + // use that pathway given the connect.microsoft.com issue + // mentioned above about not doing the 'script execute, + // then fire the script load event listener before execute + // next script' that other browsers do. + // Best hope: IE10 fixes the issues, + // and then destroys all installs of IE 6-9. + // node.attachEvent('onerror', context.onScriptError); + } else { + node.addEventListener('load', context.onScriptLoad, false) + node.addEventListener('error', context.onScriptError, false) + } + node.src = url + + // Calling onNodeCreated after all properties on the node have been + // set, but before it is placed in the DOM. + if (config.onNodeCreated) { + config.onNodeCreated(node, config, moduleName, url) + } + + // For some cache cases in IE 6-8, the script executes before the end + // of the appendChild execution, so to tie an anonymous define + // call to the module name (which is stored on the node), hold on + // to a reference to this node, but clear after the DOM insertion. + currentlyAddingScript = node + if (baseElement) { + head.insertBefore(node, baseElement) + } else { + head.appendChild(node) + } + currentlyAddingScript = null + + return node + } else if (isWebWorker) { + try { + // In a web worker, use importScripts. This is not a very + // efficient use of importScripts, importScripts will block until + // its script is downloaded and evaluated. However, if web workers + // are in play, the expectation is that a build has been done so + // that only one script needs to be loaded anyway. This may need + // to be reevaluated if other use cases become common. + + // Post a task to the event loop to work around a bug in WebKit + // where the worker gets garbage-collected after calling + // importScripts(): https://webkit.org/b/153317 + setTimeout(() => {}, 0) + importScripts(url) + + // Account for anonymous modules + context.completeLoad(moduleName) + } catch (e) { + context.onError(makeError('importscripts', + `importScripts failed for ${ + moduleName} at ${url}`, + e, + [moduleName])) + } + } + } + + function getInteractiveScript() { + if (interactiveScript && interactiveScript.readyState === 'interactive') { + return interactiveScript + } + + eachReverse(scripts(), (script) => { + if (script.readyState === 'interactive') { + return (interactiveScript = script) + } + }) + return interactiveScript + } + + // Look for a data-main script attribute, which could also adjust the baseUrl. + if (isBrowser && !cfg.skipDataMain) { + // Figure out baseUrl. Get it from the script tag with require.js in it. + eachReverse(scripts(), (script) => { + // Set the 'head' where we can append children by + // using the script's parent. + if (!head) { + head = script.parentNode + } + + // Look for a data-main attribute to set main script for the page + // to load. If it is there, the path to data main becomes the + // baseUrl, if it is not already set. + dataMain = script.getAttribute('data-main') + if (dataMain) { + // Preserve dataMain in case it is a path (i.e. contains '?') + mainScript = dataMain + + // Set final baseUrl if there is not already an explicit one, + // but only do so if the data-main value is not a loader plugin + // module ID. + if (!cfg.baseUrl && mainScript.indexOf('!') === -1) { + // Pull off the directory of data-main for use as the + // baseUrl. + src = mainScript.split('/') + mainScript = src.pop() + subPath = src.length ? `${src.join('/')}/` : './' + + cfg.baseUrl = subPath + } + + // Strip off any trailing .js since mainScript is now + // like a module name. + mainScript = mainScript.replace(jsSuffixRegExp, '') + + // If mainScript is still a path, fall back to dataMain + if (req.jsExtRegExp.test(mainScript)) { + mainScript = dataMain + } + + // Put the data-main script in the files to load. + cfg.deps = cfg.deps ? cfg.deps.concat(mainScript) : [mainScript] + + return true + } + }) + } + + /** + * The function that handles definitions of modules. Differs from + * require() in that a string for the module should be the first argument, + * and the function to execute after dependencies are loaded should + * return a value to define the module corresponding to the first argument's + * name. + */ + define = function (name, deps, callback) { + let node, + context + + // Allow for anonymous modules + if (typeof name !== 'string') { + // Adjust args appropriately + callback = deps + deps = name + name = null + } + + // This module may not have dependencies + if (!isArray(deps)) { + callback = deps + deps = null + } + + // If no name, and callback is a function, then figure out if it a + // CommonJS thing with dependencies. + if (!deps && isFunction(callback)) { + deps = [] + // Remove comments from the callback string, + // look for require calls, and pull them into the dependencies, + // but only if there are function args. + if (callback.length) { + callback + .toString() + .replace(commentRegExp, commentReplace) + .replace(cjsRequireRegExp, (match, dep) => { + deps.push(dep) + }) + + // May be a CommonJS thing even without require calls, but still + // could use exports, and module. Avoid doing exports and module + // work though if it just needs require. + // REQUIRES the function to expect the CommonJS variables in the + // order listed below. + deps = (callback.length === 1 ? ['require'] : ['require', 'exports', 'module']).concat(deps) + } + } + + // If in IE 6-8 and hit an anonymous define() call, do the interactive + // work. + if (useInteractive) { + node = currentlyAddingScript || getInteractiveScript() + if (node) { + if (!name) { + name = node.getAttribute('data-requiremodule') + } + context = contexts[node.getAttribute('data-requirecontext')] + } + } + + // Always save off evaluating the def call until the script onload handler. + // This allows multiple modules to be in a file without prematurely + // tracing dependencies, and allows for anonymous module support, + // where the module name is not known until the script onload event + // occurs. If no context, use the global queue, and get it processed + // in the onscript load callback. + if (context) { + context.defQueue.push([name, deps, callback]) + context.defQueueMap[name] = true + } else { + globalDefQueue.push([name, deps, callback]) + } + } + + define.amd = { + jQuery: true, + } + + /** + * Executes the text. Normally just uses eval, but can be modified + * to use a better, environment-specific call. Only used for transpiling + * loader plugins, not for plain JS modules. + * @param {String} text the text to execute/evaluate. + */ + req.exec = function (text) { + /* jslint evil: true */ + return eval(text) + } + + // Set up with config info. + req(cfg) +}(this, (typeof setTimeout === 'undefined' ? undefined : setTimeout))) diff --git a/package.json b/package.json new file mode 100644 index 0000000..4903d3f --- /dev/null +++ b/package.json @@ -0,0 +1,27 @@ +{ + "name": "Javascript Robot HMI", + "version": "1.0.0", + "description": "", + "main": "index.js", + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "author": "", + "license": "ISC", + "dependencies": { + "colors": "^1.1.2", + "commander": "^2.9.0", + "debug": "^2.2.0", + "redux": "^3.6.0", + "serialport": "^4.0.1", + "socketio": "^1.0.0" + }, + "devDependencies": { + "eslint": "^3.8.0", + "eslint-config-airbnb": "^12.0.0", + "eslint-plugin-import": "^2.0.1", + "eslint-plugin-jsx-a11y": "^2.2.3", + "eslint-plugin-react": "^6.4.1", + "mocha": "3.2.0" + } +} diff --git a/vendor/EventDispatcher.js b/vendor/EventDispatcher.js new file mode 100644 index 0000000..b729f0d --- /dev/null +++ b/vendor/EventDispatcher.js @@ -0,0 +1,96 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var EventDispatcher = function () {}; + +Object.assign( EventDispatcher.prototype, { + + addEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + var listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }, + + hasEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return false; + + var listeners = this._listeners; + + if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) { + + return true; + + } + + return false; + + }, + + removeEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + var index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + }, + + dispatchEvent: function ( event ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + var array = [], i = 0; + var length = listenerArray.length; + + for ( i = 0; i < length; i ++ ) { + + array[ i ] = listenerArray[ i ]; + + } + + for ( i = 0; i < length; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + +} ); diff --git a/vendor/state/State.js b/vendor/state/State.js new file mode 100644 index 0000000..6550429 --- /dev/null +++ b/vendor/state/State.js @@ -0,0 +1,262 @@ +define((require, exports, module) => { + /** + * thoughts: + * - objects must not be added, items can only be added to arrays + * - -> initial data is the schema + * + * store.listen([(state, getStore) => getStore('Robot').getState().angles]) // only acces other stores in the listen method + * - only acces the state in the listen method and in actions + * store.action('NAME', (state, data, getStore) => { + * getStore('Robot').dispatch('SOME_ACTION', {data}) // do not get state from other stores? + * }) + * + * - dispatching actions within actions may leed to false undo. Outer action causes inner action, so only outer action has to be called + * - -> catch this case like InnerFunction = true + * + * - disable listeners, when applying undo - redo actions + */ + class Store { + constructor(state, name, storeManager) { + this.state = state + this.name = name + this.storeManager = storeManager + this.actions = {} + this.listeners = {} + this.listenerId = 1 + } + + action(name, ...args) { + if (this.actions.hasOwnProperty(name)) { + console.warn(`action name in use: ${name}`) + } + + let callback = args[0] + + // selector given + if (args.length === 2) { + const selector = args[0] + const cb = args[1] + callback = (state, data) => { + const recursivelyAssignObjects = (object, selectedObj, newValue) => { + if (object === selectedObj) { + return newValue + } + for (const key in object) { + if (object.hasOwnProperty(key)) { + // key authors object book[0] + if (object[key] === selectedObj) { + return Object.assign({}, object, { + [key]: newValue, + }) + } + // key 0 object books + if (Array.isArray(object[key]) || typeof (object[key]) === 'object') { + const newObject = recursivelyAssignObjects(object[key], selectedObj, newValue) + if (newObject) { + return Object.assign({}, object, { + [key]: newObject, + }) + } + } + } + } + return false + } + const selectedObj = selector(state) + + if (typeof selectedObj !== 'object') { + console.warn(`Action selector must select an object! (${selectedObj}) selected`) + } + + const newState = recursivelyAssignObjects(state, selectedObj, cb(selectedObj, data)) + if (!newState) { + console.warn('selector does not match any object', selector, state) + } + + return newState + } + } + + this.actions[name] = callback + } + + listen(...args) { + let callback + // selectros given + if (args.length === 2) { + const selects = args[0] + const cb = args[1] + const currentStates = [] + + for (const select of selects) { + currentStates.push(select(this.state)) + } + + const handleChange = (state) => { + let changed = false + for (const i in selects) { + const newState = selects[i](state) + if (newState !== currentStates[i]) { + changed = true + currentStates[i] = newState + } + } + + if (changed) { + cb.apply(this, currentStates) + } + } + + callback = handleChange + // execute cb once on init + cb.apply(this, currentStates) + } else { + callback = args[0] + } + const id = this.listenerId++ + this.listeners[id] = callback + // call once to init. Default state is already set + callback(this.state) + return id + } + + unsubscribe(id) { + if (this.listeners[id]) { + delete this.listeners[id] + } else { + console.warn(`Could not find listener for id: ${id}`) + } + } + + dispatch(action, data) { + this.storeManager.notify(action, data, this.name, this) + } + + getState() { + return this.state + } + + getStore(storeName) { + // console.log(`%cStore [${this.name}] requesting data from [${storeName}]`, 'font-weight:bold') + return this.storeManager.getStore(storeName) + } + } + + class StoreManager { + constructor() { + this.state = {} + this.store = this + this.middlewares = [] + this.stores = {} + } + + getState() { + return this.state + } + + getStore(storeName) { + return this.stores[storeName] + } + + createStore(name, defaultState) { + this.state[name] = defaultState + if (this.stores[name]) { + console.error(`store ${name} already exists`) + } + const store = new Store(this.state[name], name, this) + this.stores[name] = store + return store + } + + removeStore(name) { + if (!this.stores[name]) { + console.warn(`cannot find store with name: ${name}`) + } else { + delete this.stores[name] + } + } + + notify(action, data, name, store) { + const newState = this.runMiddleware(action, data, store) + + this.state = Object.assign({}, this.state, { + [name]: newState, + }) + store.state = this.state[name] + + // call listeners + for (const storeId in this.stores) { + if (this.stores[storeId]) { + for (const id in this.stores[storeId].listeners) { + if (this.stores[storeId].listeners[id]) { + this.stores[storeId].listeners[id](this.stores[storeId].state) + } + } + } + } + + // todo check if state was changed in listeners + } + + runMiddleware(action, data, store) { + // cant prechain the middleware, sonce the scope of getStae is matching the local store + const middlewareAPI = { + getState: store.getState.bind(store), + getGlobalState: this.getState.bind(this), + dispatch: (action, data) => store.dispatch(action, data), // allow for further dispatches in middleware //todo check this if we need to bind + } + + // mid1,mid2,mid3 + const chain = this.middlewares.map(middleware => middleware(middlewareAPI)) + // mid1(mid2(mid3(dispatch))(name, data) + function executeAction(name, data) { + if (!this.actions.hasOwnProperty(name)) { + console.warn(`action not found: ${name}`) + } + return this.actions[name](this.state, data) + } + + // mid1,mid2,mid3,dispatch + // (prev, current) (mid3, dispatch) + const runMiddleware = [...chain, executeAction.bind(store)].reduceRight((composed, f) => f(composed)) + return runMiddleware(action, data) + } + + applyMiddleware(...middlewares) { + this.middlewares = [...this.middlewares, ...middlewares] + } + } + const storeManager = new StoreManager() + + module.exports = storeManager +}) + +// s.commit('CHANGE_CONTROL_MODE', mode, (state, data) => { +// return [ +// ...state, { +// controlMode: data, +// }, +// ] +// }) +// // global state (app state) +// GlobalDataDomain.setMode(mode) +// +// function onChange(store, select, onChange) { +// let currentState; +// +// function handleChange() { +// let nextState = select(store.getState()); +// if (nextState !== currentState) { +// currentState = nextState; +// onChange(currentState); +// } +// } +// +// let unsubscribe = store.subscribe(handleChange); +// handleChange(); +// return unsubscribe; +// } +// +// store.onChange(store, [state, Module.getState(), Module.getClicked()](state) => { +// +// }) diff --git a/vendor/state/Test.js b/vendor/state/Test.js new file mode 100644 index 0000000..d48a18d --- /dev/null +++ b/vendor/state/Test.js @@ -0,0 +1,191 @@ +define((require, exports, module) => { + const storeManager = require('State') + + class BooksModule { + constructor() { + const defaultState = { + highlight: 'abc', + books: [{ + id: 1, + title: 'abc', + author: 'Erwin', + }, { + id: 2, + title: 'test', + author: 'Albert', + }, ], + } + // + this.store = storeManager.createStore('books', defaultState) + + // + // + list possible actions + // + dispatch call from other module Module.getState().dispatch('add_book') withou module api (addBook()) + // this.store.action('add_book', (state, data) => { + // // { + // // ...state, + // // books: { + // // ...state.books, + // // [data.id]: { + // // title: data.title, + // // author: data.title, + // // }, + // // }, + // // } + // return Object.assign({}, state, { + // books: [...state.books, { + // id: data.id, + // title: data.title, + // author: data.author, + // }, ], + // }) + // }) + + this.store.action('add_book', state => state.books, (state, data) => { + return [...state, { + id: data.id, + title: data.title, + author: data.author, + }, ] + }) + + this.store.action('change_title', state => state.books, (books, data) => { + return books.map((book, index) => { + if (book.id === data.id) { + return Object.assign({}, book, { + title: data.title, + }) + } + return book + }) + }) + + this.store.action('change_highlight', (state, { + highlight, + }) => { + return Object.assign({}, state, { + highlight, + }) + }) + + this.store.onChange([state => state.highlight], (state) => { + console.log('highlight changed') + }) + this.store.onChange([state => state], (state) => { + console.log('state changed') + }) + this.store.onChange([state => state.books], (state) => { + console.log('books changed') + }) + // this.store.onChange([state => state.title, Module.getState, Module.getClicked], (state) => { + // console.log('title changed') + // }) + this.store.listen((state) => { + // console.log(state) + }) + } + + addBook(title, author, id) { + this.store.dispatch('add_book', { + title, + author, + id, + }) + } + + changeTitle(id, title) { + this.store.dispatch('change_title', { + title, + id, + }) + } + + highlightBook(id) { + this.store.commit('highlight_book', { + id, + }, (state, data) => { + // return [ + // ...state, { + // highlight: data.id, + // }, + // ] + }) + } + + getState() { + this.store.getState() + } + + } + + const booksModule = new BooksModule() + booksModule.changeTitle(2, 'muh') + booksModule.addBook('Its Me, Frank', 'Mr T', 13) + booksModule.changeTitle(13, 'Its Me, Max') + booksModule.store.dispatch('change_highlight', { + highlight: '12', + }) + const state1 = { + name: 'tim', + type: { + gender: { + a: 'm', + }, + age: 34, + }, + } + + const state2 = Object.assign({}, state1, { + type: Object.assign({}, state1.type, { + age: 35, + }), + }) + + console.log(state1) + console.log(state2) + console.log(state2.type === state1.type) // false + console.log(state2.type.gender === state1.type.gender) // true + + // test + const defaultData = { + propA: 'A', + propB: 'B', + lvl1: { + arr: [1, 2, 3], + objArr: [{ + a: 'a', + b: 'b', + }, { + a: 1, + b: 2, + }], + a: 1, + b: 2, + lvl2: { + a: 3, + b: 4, + lvl3: { + a: 5, + b: 6, + }, + }, + }, + } + const testStore = storeManager.createStore('test', defaultData) + const initialState = testStore.getState() + console.log(initialState) + testStore.action('change_state', state => state, (state, data) => { + return Object.assign({}, state, { + propA: 'C', + }) + }) + testStore.dispatch('change_state', {}) + console.log(testStore.getState()) + const newState = testStore.getState() + console.log(initialState !== newState) + console.log(initialState.propA !== newState.propA) + testStore.dispatch('change_state', {}) + const newState2 = testStore.getState() + console.log(newState !== newState2) + console.log(newState.propA === newState2.propA) // same Value +}) diff --git a/vendor/state/test.html b/vendor/state/test.html new file mode 100644 index 0000000..8e90a7d --- /dev/null +++ b/vendor/state/test.html @@ -0,0 +1,33 @@ + + + + + learningthree.js boiler plate for three.js + + + + + + + + + +
+ + + + + + + diff --git a/vendor/state/test/State.test.js b/vendor/state/test/State.test.js new file mode 100644 index 0000000..cbf0ef9 --- /dev/null +++ b/vendor/state/test/State.test.js @@ -0,0 +1,459 @@ +define((require, exports, module) => { + const assert = require('chai').assert + const m = require('mocha') + describe('State', () => { + const storeManager = require('State') + const logger = store => dispatch => (action, data) => { + console.group(`ACTION ${action}`) + + console.log(`action: %c${action}`, 'color:green') + console.log('data: ', data) + console.log('%cstore before: ', 'color:orange', store.getState()) + + const newState = dispatch(action, data) + console.log('%cnew state: ', 'color:green', newState) + console.groupEnd() + return newState + } + + const mid = store => dispatch => (action, data) => { + const oldState = store.getState() + const oldStateCopy = JSON.parse(JSON.stringify(oldState)) + + const newState = dispatch(action, data) + + function compare(o, n, os) { + for (const i of Object.keys(o).concat(Object.keys(n))) { + if (!n[i]) { + if (os === n) { + console.warn('nooohohoohoh did not change state, bro!') + console.warn('element was removed, but parent not changed') + } + } else if (!o[i]) { + if (os === n) { + console.warn('nooohohoohoh did not change state, bro!') + console.warn('element was added, but parent not changed') + } + } else if (!!o[i] && typeof (o[i]) === 'object') { + // console.log('aaaa') + // + compare(o[i], n[i], os[i]) + } else { + if (!n[i] || o[i] !== n[i]) { // el deleted, or value not same + // value has changed todo iter over newState (missing ones were deleted, dont matter. new ones dont matter either hm....) + + // new state cant be old state, if a child changed + if (os === n) { + console.warn('nooohohoohoh did not change state, bro!') + console.group(`state ${action}`) + console.log(`oldStateCopy: ${o[i]}`) + console.log(`oldState: %c${os[i]}`, 'color: red') + console.log(`newState: ${n[i]}`) + console.groupEnd() + } + } + // console.log(i, o[i] === n[i]) + } + } + } + compare(oldStateCopy, newState, oldState) + + return newState + } + + storeManager.applyMiddleware(logger, mid) + const defaultData = { + propA: 'A', + propB: 'B', + lvl1: { + arr: [1, 2, 3], + objArr: [{ + a: 'a', + b: 'b', + }, { + a: 1, + b: 2, + }], + a: 1, + b: 2, + lvl2: { + a: 3, + b: 4, + lvl3: { + a: 5, + b: 6, + }, + }, + }, + } + let testStore + beforeEach((done) => { + storeManager.removeStore('test') + testStore = storeManager.createStore('test', defaultData) + done() + }) + + describe('#createStore', () => { + it('create a store', () => { + assert.equal(testStore.getState(), defaultData) + }) + }) + describe('#listen', () => { + it('called with initial state when binding', () => { + testStore.listen((state) => { + assert.deepEqual(defaultData, state) + }) + }) + + it('listen to changes', () => { + let calledTimes = 0 + testStore.listen(() => { + calledTimes++ + }) + + testStore.action('change_state', (state, data) => Object.assign({}, state, { + propA: 'C', + })) + testStore.dispatch('change_state', {}) + + assert.equal(calledTimes, 2) + }) + + it('called multiple times, when changes have the same value', () => { + let calledTimes = 0 + testStore.listen(() => { + calledTimes++ + }) + + testStore.action('change_state', (state, data) => Object.assign({}, state, { + propA: 'C', + })) + testStore.dispatch('change_state', {}) + testStore.dispatch('change_state', {}) + testStore.dispatch('change_state', {}) + + assert.equal(calledTimes, 4) + }) + + it('called with new state', () => { + let state = 0 + testStore.listen((data) => { + state = data + }) + + testStore.action('change_state', (state, data) => Object.assign({}, state, { + propA: 'C', + })) + testStore.dispatch('change_state', {}) + + assert.notEqual(defaultData.propA, state.propA) + assert.equal(state.propA, 'C') + }) + it('called with part of the state', () => { + let state = 0 + testStore.listen([state => state.lvl1.lvl2.lvl3], (lvl3) => { + state = lvl3 + }) + + testStore.action('change_state', state => state.lvl1.lvl2.lvl3, state => Object.assign({}, state, { + a: 11, + })) + testStore.dispatch('change_state', {}) + + assert.equal(state.a, 11) + assert.equal(state.b, 6) + }) + + it('only called when state changes', () => { + let calledTimesGlobalState = 0 + let calledTimesLocalState = 0 + + testStore.listen([state => state.lvl1.lvl2.lvl3, state => state.lvl1, state => state], (lvl3, lvl1, state) => { + calledTimesGlobalState++ + }) + testStore.listen([state => state.lvl1.lvl2.lvl3, state => state.lvl1], (lvl3, lvl1) => { + calledTimesLocalState++ + }) + + assert.equal(calledTimesGlobalState, 1) + assert.equal(calledTimesLocalState, 1) + + testStore.action('change_state', state => state, state => Object.assign({}, state, { + propA: 'B', + })) + testStore.dispatch('change_state', {}) + + assert.equal(calledTimesGlobalState, 2) + assert.equal(calledTimesLocalState, 1) + }) + it('unsubscribe', () => { + let calledTimes = 0 + + const unsubscribe = testStore.listen((state) => { + calledTimes++ + }) + + assert.equal(calledTimes, 1) + + testStore.action('change_state', state => state, state => Object.assign({}, state, { + propA: 'B', + })) + + testStore.dispatch('change_state', {}) + assert.equal(calledTimes, 2) + + testStore.unsubscribe(unsubscribe) + + testStore.dispatch('change_state', {}) + assert.equal(calledTimes, 2) + }) + it('call when child gets replaced', () => { + let calledTimes = 0 + let aProp + + const unsubscribe = testStore.listen([state => state.lvl1.a], (a) => { + calledTimes++ + aProp = a + }) + + testStore.action('change_child_obj', state => Object.assign({}, state, { + lvl1: { + a: 'a', + b: 'b', + arr: [1, 2, 3], + }, + })) + + testStore.dispatch('change_child_obj') + assert.equal(calledTimes, 2) + assert.equal(aProp, 'a') + assert.equal(testStore.getState().lvl1.a, 'a') + }) + }) + describe('#dispatch', () => { + it('dispatch action and change state', () => { + const initialState = testStore.getState() + testStore.action('change_state', (state, data) => Object.assign({}, state, { + propA: 'C', + })) + + testStore.dispatch('change_state', {}) + const newState = testStore.getState() + assert.notEqual(initialState, newState) + assert.notEqual(initialState.propA, newState.propA) + + testStore.dispatch('change_state', {}) + const newState2 = testStore.getState() + assert.notEqual(newState, newState2) + assert.equal(newState.propA, newState2.propA) // same Value + }) + + it('pass parameters', () => { + const initialState = testStore.getState() + testStore.action('change_propA', (state, data) => Object.assign({}, state, { + propA: data, + })) + testStore.dispatch('change_propA', 'B') + + const newState = testStore.getState() + assert.equal(newState.propA, 'B') + + testStore.dispatch('change_propA', 'C') + assert.equal(testStore.getState().propA, 'C') + assert.equal(newState.propA, 'B') + }) + + it('pass object', () => { + const initialState = testStore.getState() + testStore.action('change_propA_to_obj', (state, data) => Object.assign({}, state, { + propA: object, + })) + const object = { + A: '2', + B: 'c', + } + testStore.dispatch('change_propA_to_obj', object) + + const newState = testStore.getState() + assert.equal(newState.propA, object) + }) + }) + + describe('#action', () => { + it('change array element', () => { + const initialState = testStore.getState() + + testStore.action('change_array_element', (state, data) => Object.assign({}, state, { + lvl1: Object.assign({}, state.lvl1, { + t: 1, + arr: state.lvl1.arr.map((el, index) => { + if (index === data) { + return data + } + return el + }), + }), + })) + + testStore.dispatch('change_array_element', 2) + assert.equal(testStore.getState().lvl1.arr[2], 2) + + testStore.dispatch('change_array_element', 1) + assert.equal(testStore.getState().lvl1.arr[1], 1) + }) + + it('use state filters to change array element', () => { + const initialState = testStore.getState() + + testStore.action('change_array_element_using_filter', state => state.lvl1.arr, (arr, data) => arr.map((el, index) => { + if (index === data) { + return data + } + return el + })) + + testStore.dispatch('change_array_element_using_filter', 2) + assert.equal(testStore.getState().lvl1.arr[2], 2) + + testStore.dispatch('change_array_element_using_filter', 1) + assert.equal(testStore.getState().lvl1.arr[1], 1) + }) + + it('use state filters to change nested object', () => { + const initialState = testStore.getState() + testStore.action('change_nested_object_using_filter', state => state.lvl1.lvl2.lvl3, (lvl3, data) => Object.assign({}, lvl3, { + c: 'C added', + })) + testStore.dispatch('change_nested_object_using_filter') + assert.equal(testStore.getState().lvl1.lvl2.lvl3.c, 'C added') + }) + + it('remove object from array', () => { + assert.isDefined(testStore.getState().lvl1.objArr[1]) + + testStore.action('remove_object_from_array', state => state.lvl1.objArr, (objArr, data) => objArr.filter((el, index) => + index === 1, + )) + + testStore.dispatch('remove_object_from_array') + assert.isUndefined(testStore.getState().lvl1.objArr[1]) + }) + it('remove lvl2 object ', () => { + assert.isDefined(testStore.getState().lvl1.lvl2) + + testStore.action('remove_object', state => state.lvl1, (lvl1, data) => { + const obj = Object.assign({}, lvl1) + delete obj.lvl2 + return obj + }) + + testStore.dispatch('remove_object') + assert.isUndefined(testStore.getState().lvl1.lvl2) + }) + it('add object', () => { + assert.isUndefined(testStore.getState().newProp) + + testStore.action('add_object', state => state, (state, data) => Object.assign({}, state, { + newProp: 'yea', + })) + + testStore.dispatch('add_object') + assert.isDefined(testStore.getState().newProp) + assert.equal(testStore.getState().newProp, 'yea') + }) + it('change primitive propery using selector', () => { + const oldState = testStore.getState() + + testStore.action('change_prop', state => state.propA, propA => 'B') + + testStore.dispatch('change_prop') + assert.equal(oldState.propA, 'A') + assert.equal(testStore.getState().propA, 'B') + }) + it('change child object', () => { + const oldState = testStore.getState() + + testStore.action('change_child_obj', state => Object.assign({}, state, { + lvl1: { + a: 'a', + b: 'b', + arr: [1, 2, 3], + }, + })) + + testStore.dispatch('change_child_obj') + assert.equal(oldState.lvl1.a, 1) + assert.equal(testStore.getState().lvl1.a, 'a') + }) + }) + + describe('cross module communication', () => { + it('communicate between stores', () => { + const books = storeManager.createStore('books', [{ + title: 'Don`t make me think', + author: 'id1', + uid: '321312', + }, { + title: 'Loriot`s Dramatische Werke', + author: 'id2', + uid: '1232133', + }]) + const authors = storeManager.createStore('authors', { + selected: 'id2', + list: { + id1: { + name: 'Steve Krug', + }, + id2: { + name: 'Loriot', + }, + }, + }) + + authors.action('change_name', state => state.list, (state, data) => Object.assign({}, state, { + [data.id]: { + name: data.name, + }, + })) + + authors.action('change_selected', (state, data) => Object.assign({}, state, { + selected: data.selected, + })) + + books.action('change_title', (state, data) => state.map((el, i) => { + if (el.uid === data.uid) { + return Object.assign({}, el, { + title: data.title, + }) + } + return el + })) + + const getAuthorList = () => authors.getState().list + + books.listen([state => state, getAuthorList], (state, authors) => { + console.group('render') + for (book of state) { + console.log(`title:%c ${book.title}`, 'color: blue') + console.log(`author:%c ${authors[book.author].name}`, 'color: lightblue') + } + console.groupEnd() + }) + + authors.dispatch('change_name', { + id: 'id1', + name: 'Steve', + }) + books.dispatch('change_title', { + uid: '321312', + title: 'Make me think!', + }) + authors.dispatch('change_selected', { + selected: 'id1', + }) + }) + }) + }) + + module.exports = {} +}) diff --git a/vendor/state/test/index.html b/vendor/state/test/index.html new file mode 100644 index 0000000..8522413 --- /dev/null +++ b/vendor/state/test/index.html @@ -0,0 +1,103 @@ + + + + + + Cow tests + + + + + +
+

Books

+
+ +
+
+ + + + diff --git a/vendor/state/test/test.html b/vendor/state/test/test.html new file mode 100644 index 0000000..49587a7 --- /dev/null +++ b/vendor/state/test/test.html @@ -0,0 +1,46 @@ + + + + + + Cow tests + + + + +
+

Index

+
+
+
+ + + + + + + diff --git a/vendor/three.js/CombinedCamera.js b/vendor/three.js/CombinedCamera.js new file mode 100644 index 0000000..2536530 --- /dev/null +++ b/vendor/three.js/CombinedCamera.js @@ -0,0 +1,230 @@ +/** + * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog + * + * A general perpose camera, for setting FOV, Lens Focal Length, + * and switching between perspective and orthographic views easily. + * Use this only if you do not wish to manage + * both a Orthographic and Perspective Camera + * + */ + + +THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) { + + THREE.Camera.call( this ); + + this.fov = fov; + + this.left = - width / 2; + this.right = width / 2; + this.top = height / 2; + this.bottom = - height / 2; + + // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects + + this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar ); + this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far ); + + this.zoom = 1; + + this.toPerspective(); + +}; + +THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype ); +THREE.CombinedCamera.prototype.constructor = THREE.CombinedCamera; + +THREE.CombinedCamera.prototype.toPerspective = function () { + + // Switches to the Perspective Camera + + this.near = this.cameraP.near; + this.far = this.cameraP.far; + + this.cameraP.fov = this.fov / this.zoom ; + + this.cameraP.updateProjectionMatrix(); + + this.projectionMatrix = this.cameraP.projectionMatrix; + + this.inPerspectiveMode = true; + this.inOrthographicMode = false; + +}; + +THREE.CombinedCamera.prototype.toOrthographic = function () { + + // Switches to the Orthographic camera estimating viewport from Perspective + + var fov = this.fov; + var aspect = this.cameraP.aspect; + var near = this.cameraP.near; + var far = this.cameraP.far; + + // The size that we set is the mid plane of the viewing frustum + + var hyperfocus = ( near + far ) / 2; + + var halfHeight = Math.tan( fov * Math.PI / 180 / 2 ) * hyperfocus; + var halfWidth = halfHeight * aspect; + + halfHeight /= this.zoom; + halfWidth /= this.zoom; + + this.cameraO.left = - halfWidth; + this.cameraO.right = halfWidth; + this.cameraO.top = halfHeight; + this.cameraO.bottom = - halfHeight; + + // this.cameraO.left = -farHalfWidth; + // this.cameraO.right = farHalfWidth; + // this.cameraO.top = farHalfHeight; + // this.cameraO.bottom = -farHalfHeight; + + // this.cameraO.left = this.left / this.zoom; + // this.cameraO.right = this.right / this.zoom; + // this.cameraO.top = this.top / this.zoom; + // this.cameraO.bottom = this.bottom / this.zoom; + + this.cameraO.updateProjectionMatrix(); + + this.near = this.cameraO.near; + this.far = this.cameraO.far; + this.projectionMatrix = this.cameraO.projectionMatrix; + + this.inPerspectiveMode = false; + this.inOrthographicMode = true; + +}; + + +THREE.CombinedCamera.prototype.setSize = function( width, height ) { + + this.cameraP.aspect = width / height; + this.left = - width / 2; + this.right = width / 2; + this.top = height / 2; + this.bottom = - height / 2; + +}; + + +THREE.CombinedCamera.prototype.setFov = function( fov ) { + + this.fov = fov; + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toOrthographic(); + + } + +}; + +// For maintaining similar API with PerspectiveCamera + +THREE.CombinedCamera.prototype.updateProjectionMatrix = function() { + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toPerspective(); + this.toOrthographic(); + + } + +}; + +/* +* Uses Focal Length (in mm) to estimate and set FOV +* 35mm (full frame) camera is used if frame size is not specified; +* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html +*/ +THREE.CombinedCamera.prototype.setLens = function ( focalLength, filmGauge ) { + + if ( filmGauge === undefined ) filmGauge = 35; + + var vExtentSlope = 0.5 * filmGauge / + ( focalLength * Math.max( this.cameraP.aspect, 1 ) ); + + var fov = THREE.Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + + this.setFov( fov ); + + return fov; + +}; + + +THREE.CombinedCamera.prototype.setZoom = function( zoom ) { + + this.zoom = zoom; + + if ( this.inPerspectiveMode ) { + + this.toPerspective(); + + } else { + + this.toOrthographic(); + + } + +}; + +THREE.CombinedCamera.prototype.toFrontView = function() { + + this.rotation.x = 0; + this.rotation.y = 0; + this.rotation.z = 0; + + // should we be modifing the matrix instead? + +}; + +THREE.CombinedCamera.prototype.toBackView = function() { + + this.rotation.x = 0; + this.rotation.y = Math.PI; + this.rotation.z = 0; + +}; + +THREE.CombinedCamera.prototype.toLeftView = function() { + + this.rotation.x = 0; + this.rotation.y = - Math.PI / 2; + this.rotation.z = 0; + +}; + +THREE.CombinedCamera.prototype.toRightView = function() { + + this.rotation.x = 0; + this.rotation.y = Math.PI / 2; + this.rotation.z = 0; + +}; + +THREE.CombinedCamera.prototype.toTopView = function() { + + this.rotation.x = - Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + +}; + +THREE.CombinedCamera.prototype.toBottomView = function() { + + this.rotation.x = Math.PI / 2; + this.rotation.y = 0; + this.rotation.z = 0; + +}; diff --git a/vendor/three.js/Detector.js b/vendor/three.js/Detector.js new file mode 100644 index 0000000..02e49e0 --- /dev/null +++ b/vendor/three.js/Detector.js @@ -0,0 +1,59 @@ +/** + * @author alteredq / http://alteredqualia.com/ + * @author mr.doob / http://mrdoob.com/ + */ + +var Detector = { + + canvas: !! window.CanvasRenderingContext2D, + webgl: ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )(), + workers: !! window.Worker, + fileapi: window.File && window.FileReader && window.FileList && window.Blob, + + getWebGLErrorMessage: function () { + + var element = document.createElement( 'div' ); + element.id = 'webgl-error-message'; + element.style.fontFamily = 'monospace'; + element.style.fontSize = '13px'; + element.style.fontWeight = 'normal'; + element.style.textAlign = 'center'; + element.style.background = '#fff'; + element.style.color = '#000'; + element.style.padding = '1.5em'; + element.style.width = '400px'; + element.style.margin = '5em auto 0'; + + if ( ! this.webgl ) { + + element.innerHTML = window.WebGLRenderingContext ? [ + 'Your graphics card does not seem to support WebGL.
', + 'Find out how to get it here.' + ].join( '\n' ) : [ + 'Your browser does not seem to support WebGL.
', + 'Find out how to get it here.' + ].join( '\n' ); + + } + + return element; + + }, + + addGetWebGLMessage: function ( parameters ) { + + var parent, id, element; + + parameters = parameters || {}; + + parent = parameters.parent !== undefined ? parameters.parent : document.body; + id = parameters.id !== undefined ? parameters.id : 'oldie'; + + element = Detector.getWebGLErrorMessage(); + element.id = id; + + parent.appendChild( element ); + + } + +}; \ No newline at end of file diff --git a/vendor/three.js/OrbitControls.js b/vendor/three.js/OrbitControls.js new file mode 100644 index 0000000..c8fd6b8 --- /dev/null +++ b/vendor/three.js/OrbitControls.js @@ -0,0 +1,1035 @@ +/** + * @author qiao / https://github.com/qiao + * @author mrdoob / http://mrdoob.com + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author erich666 / http://erichaines.com + */ + +// This set of controls performs orbiting, dollying (zooming), and panning. +// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). +// +// Orbit - left mouse / touch: one finger move +// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish +// Pan - right mouse, or arrow keys / touch: three finter swipe + +THREE.OrbitControls = function ( object, domElement ) { + + this.object = object; + + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // Set to false to disable this control + this.enabled = true; + + // "target" sets the location of focus, where the object orbits around + this.target = new THREE.Vector3(); + + // How far you can dolly in and out ( PerspectiveCamera only ) + this.minDistance = 0; + this.maxDistance = Infinity; + + // How far you can zoom in and out ( OrthographicCamera only ) + this.minZoom = 0; + this.maxZoom = Infinity; + + // How far you can orbit vertically, upper and lower limits. + // Range is 0 to Math.PI radians. + this.minPolarAngle = 0; // radians + this.maxPolarAngle = Math.PI; // radians + + // How far you can orbit horizontally, upper and lower limits. + // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. + this.minAzimuthAngle = - Infinity; // radians + this.maxAzimuthAngle = Infinity; // radians + + // Set to true to enable damping (inertia) + // If damping is enabled, you must call controls.update() in your animation loop + this.enableDamping = false; + this.dampingFactor = 0.25; + + // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. + // Set to false to disable zooming + this.enableZoom = true; + this.zoomSpeed = 1.0; + + // Set to false to disable rotating + this.enableRotate = true; + this.rotateSpeed = 1.0; + + // Set to false to disable panning + this.enablePan = true; + this.keyPanSpeed = 7.0; // pixels moved per arrow key push + + // Set to true to automatically rotate around the target + // If auto-rotate is enabled, you must call controls.update() in your animation loop + this.autoRotate = false; + this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 + + // Set to false to disable use of the keys + this.enableKeys = true; + + // The four arrow keys + this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; + + // Mouse buttons + this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT }; + + // for reset + this.target0 = this.target.clone(); + this.position0 = this.object.position.clone(); + this.zoom0 = this.object.zoom; + + // + // public methods + // + + this.getPolarAngle = function () { + + return spherical.phi; + + }; + + this.getAzimuthalAngle = function () { + + return spherical.theta; + + }; + + this.reset = function () { + + scope.target.copy( scope.target0 ); + scope.object.position.copy( scope.position0 ); + scope.object.zoom = scope.zoom0; + + scope.object.updateProjectionMatrix(); + scope.dispatchEvent( changeEvent ); + + scope.update(); + + state = STATE.NONE; + + }; + + // this method is exposed, but perhaps it would be better if we can make it private... + this.update = function() { + + var offset = new THREE.Vector3(); + + // so camera.up is the orbit axis + var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) ); + var quatInverse = quat.clone().inverse(); + + var lastPosition = new THREE.Vector3(); + var lastQuaternion = new THREE.Quaternion(); + + return function update () { + + var position = scope.object.position; + + offset.copy( position ).sub( scope.target ); + + // rotate offset to "y-axis-is-up" space + offset.applyQuaternion( quat ); + + // angle from z-axis around y-axis + spherical.setFromVector3( offset ); + + if ( scope.autoRotate && state === STATE.NONE ) { + + rotateLeft( getAutoRotationAngle() ); + + } + + spherical.theta += sphericalDelta.theta; + spherical.phi += sphericalDelta.phi; + + // restrict theta to be between desired limits + spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) ); + + // restrict phi to be between desired limits + spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) ); + + spherical.makeSafe(); + + + spherical.radius *= scale; + + // restrict radius to be between desired limits + spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) ); + + // move target to panned location + scope.target.add( panOffset ); + + offset.setFromSpherical( spherical ); + + // rotate offset back to "camera-up-vector-is-up" space + offset.applyQuaternion( quatInverse ); + + position.copy( scope.target ).add( offset ); + + scope.object.lookAt( scope.target ); + + if ( scope.enableDamping === true ) { + + sphericalDelta.theta *= ( 1 - scope.dampingFactor ); + sphericalDelta.phi *= ( 1 - scope.dampingFactor ); + + } else { + + sphericalDelta.set( 0, 0, 0 ); + + } + + scale = 1; + panOffset.set( 0, 0, 0 ); + + // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + + if ( zoomChanged || + lastPosition.distanceToSquared( scope.object.position ) > EPS || + 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) { + + scope.dispatchEvent( changeEvent ); + + lastPosition.copy( scope.object.position ); + lastQuaternion.copy( scope.object.quaternion ); + zoomChanged = false; + + return true; + + } + + return false; + + }; + + }(); + + this.dispose = function() { + + scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false ); + scope.domElement.removeEventListener( 'mousedown', onMouseDown, false ); + scope.domElement.removeEventListener( 'mousewheel', onMouseWheel, false ); + scope.domElement.removeEventListener( 'MozMousePixelScroll', onMouseWheel, false ); // firefox + + scope.domElement.removeEventListener( 'touchstart', onTouchStart, false ); + scope.domElement.removeEventListener( 'touchend', onTouchEnd, false ); + scope.domElement.removeEventListener( 'touchmove', onTouchMove, false ); + + document.removeEventListener( 'mousemove', onMouseMove, false ); + document.removeEventListener( 'mouseup', onMouseUp, false ); + + window.removeEventListener( 'keydown', onKeyDown, false ); + + //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here? + + }; + + // + // internals + // + + var scope = this; + + var changeEvent = { type: 'change' }; + var startEvent = { type: 'start' }; + var endEvent = { type: 'end' }; + + var STATE = { NONE : - 1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 }; + + var state = STATE.NONE; + + var EPS = 0.000001; + + // current position in spherical coordinates + var spherical = new THREE.Spherical(); + var sphericalDelta = new THREE.Spherical(); + + var scale = 1; + var panOffset = new THREE.Vector3(); + var zoomChanged = false; + + var rotateStart = new THREE.Vector2(); + var rotateEnd = new THREE.Vector2(); + var rotateDelta = new THREE.Vector2(); + + var panStart = new THREE.Vector2(); + var panEnd = new THREE.Vector2(); + var panDelta = new THREE.Vector2(); + + var dollyStart = new THREE.Vector2(); + var dollyEnd = new THREE.Vector2(); + var dollyDelta = new THREE.Vector2(); + + function getAutoRotationAngle() { + + return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; + + } + + function getZoomScale() { + + return Math.pow( 0.95, scope.zoomSpeed ); + + } + + function rotateLeft( angle ) { + + sphericalDelta.theta -= angle; + + } + + function rotateUp( angle ) { + + sphericalDelta.phi -= angle; + + } + + var panLeft = function() { + + var v = new THREE.Vector3(); + + return function panLeft( distance, objectMatrix ) { + + v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix + v.multiplyScalar( - distance ); + + panOffset.add( v ); + + }; + + }(); + + var panUp = function() { + + var v = new THREE.Vector3(); + + return function panUp( distance, objectMatrix ) { + + v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix + v.multiplyScalar( distance ); + + panOffset.add( v ); + + }; + + }(); + + // deltaX and deltaY are in pixels; right and down are positive + var pan = function() { + + var offset = new THREE.Vector3(); + + return function pan ( deltaX, deltaY ) { + + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + + if ( scope.object instanceof THREE.PerspectiveCamera ) { + + // perspective + var position = scope.object.position; + offset.copy( position ).sub( scope.target ); + var targetDistance = offset.length(); + + // half of the fov is center to top of screen + targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 ); + + // we actually don't use screenWidth, since perspective camera is fixed to screen height + panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix ); + panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix ); + + } else if ( scope.object instanceof THREE.OrthographicCamera ) { + + // orthographic + panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix ); + panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix ); + + } else { + + // camera neither orthographic nor perspective + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); + scope.enablePan = false; + + } + + }; + + }(); + + function dollyIn( dollyScale ) { + + if ( scope.object instanceof THREE.PerspectiveCamera ) { + + scale /= dollyScale; + + } else if ( scope.object instanceof THREE.OrthographicCamera ) { + + scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) ); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + scope.enableZoom = false; + + } + + } + + function dollyOut( dollyScale ) { + + if ( scope.object instanceof THREE.PerspectiveCamera ) { + + scale *= dollyScale; + + } else if ( scope.object instanceof THREE.OrthographicCamera ) { + + scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) ); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + scope.enableZoom = false; + + } + + } + + // + // event callbacks - update the object state + // + + function handleMouseDownRotate( event ) { + + //console.log( 'handleMouseDownRotate' ); + + rotateStart.set( event.clientX, event.clientY ); + + } + + function handleMouseDownDolly( event ) { + + //console.log( 'handleMouseDownDolly' ); + + dollyStart.set( event.clientX, event.clientY ); + + } + + function handleMouseDownPan( event ) { + + //console.log( 'handleMouseDownPan' ); + + panStart.set( event.clientX, event.clientY ); + + } + + function handleMouseMoveRotate( event ) { + + //console.log( 'handleMouseMoveRotate' ); + + rotateEnd.set( event.clientX, event.clientY ); + rotateDelta.subVectors( rotateEnd, rotateStart ); + + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + + // rotating across whole screen goes 360 degrees around + rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); + + // rotating up and down along whole screen attempts to go 360, but limited to 180 + rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); + + rotateStart.copy( rotateEnd ); + + scope.update(); + + } + + function handleMouseMoveDolly( event ) { + + //console.log( 'handleMouseMoveDolly' ); + + dollyEnd.set( event.clientX, event.clientY ); + + dollyDelta.subVectors( dollyEnd, dollyStart ); + + if ( dollyDelta.y > 0 ) { + + dollyIn( getZoomScale() ); + + } else if ( dollyDelta.y < 0 ) { + + dollyOut( getZoomScale() ); + + } + + dollyStart.copy( dollyEnd ); + + scope.update(); + + } + + function handleMouseMovePan( event ) { + + //console.log( 'handleMouseMovePan' ); + + panEnd.set( event.clientX, event.clientY ); + + panDelta.subVectors( panEnd, panStart ); + + pan( panDelta.x, panDelta.y ); + + panStart.copy( panEnd ); + + scope.update(); + + } + + function handleMouseUp( event ) { + + //console.log( 'handleMouseUp' ); + + } + + function handleMouseWheel( event ) { + + //console.log( 'handleMouseWheel' ); + + var delta = 0; + + if ( event.wheelDelta !== undefined ) { + + // WebKit / Opera / Explorer 9 + + delta = event.wheelDelta; + + } else if ( event.detail !== undefined ) { + + // Firefox + + delta = - event.detail; + + } + + if ( delta > 0 ) { + + dollyOut( getZoomScale() ); + + } else if ( delta < 0 ) { + + dollyIn( getZoomScale() ); + + } + + scope.update(); + + } + + function handleKeyDown( event ) { + + //console.log( 'handleKeyDown' ); + + switch ( event.keyCode ) { + + case scope.keys.UP: + pan( 0, scope.keyPanSpeed ); + scope.update(); + break; + + case scope.keys.BOTTOM: + pan( 0, - scope.keyPanSpeed ); + scope.update(); + break; + + case scope.keys.LEFT: + pan( scope.keyPanSpeed, 0 ); + scope.update(); + break; + + case scope.keys.RIGHT: + pan( - scope.keyPanSpeed, 0 ); + scope.update(); + break; + + } + + } + + function handleTouchStartRotate( event ) { + + //console.log( 'handleTouchStartRotate' ); + + rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + + } + + function handleTouchStartDolly( event ) { + + //console.log( 'handleTouchStartDolly' ); + + var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; + var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; + + var distance = Math.sqrt( dx * dx + dy * dy ); + + dollyStart.set( 0, distance ); + + } + + function handleTouchStartPan( event ) { + + //console.log( 'handleTouchStartPan' ); + + panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + + } + + function handleTouchMoveRotate( event ) { + + //console.log( 'handleTouchMoveRotate' ); + + rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + rotateDelta.subVectors( rotateEnd, rotateStart ); + + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + + // rotating across whole screen goes 360 degrees around + rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); + + // rotating up and down along whole screen attempts to go 360, but limited to 180 + rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); + + rotateStart.copy( rotateEnd ); + + scope.update(); + + } + + function handleTouchMoveDolly( event ) { + + //console.log( 'handleTouchMoveDolly' ); + + var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; + var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; + + var distance = Math.sqrt( dx * dx + dy * dy ); + + dollyEnd.set( 0, distance ); + + dollyDelta.subVectors( dollyEnd, dollyStart ); + + if ( dollyDelta.y > 0 ) { + + dollyOut( getZoomScale() ); + + } else if ( dollyDelta.y < 0 ) { + + dollyIn( getZoomScale() ); + + } + + dollyStart.copy( dollyEnd ); + + scope.update(); + + } + + function handleTouchMovePan( event ) { + + //console.log( 'handleTouchMovePan' ); + + panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + + panDelta.subVectors( panEnd, panStart ); + + pan( panDelta.x, panDelta.y ); + + panStart.copy( panEnd ); + + scope.update(); + + } + + function handleTouchEnd( event ) { + + //console.log( 'handleTouchEnd' ); + + } + + // + // event handlers - FSM: listen for events and reset state + // + + function onMouseDown( event ) { + + if ( scope.enabled === false ) return; + + event.preventDefault(); + + if ( event.button === scope.mouseButtons.ORBIT ) { + + if ( scope.enableRotate === false ) return; + + handleMouseDownRotate( event ); + + state = STATE.ROTATE; + + } else if ( event.button === scope.mouseButtons.ZOOM ) { + + if ( scope.enableZoom === false ) return; + + handleMouseDownDolly( event ); + + state = STATE.DOLLY; + + } else if ( event.button === scope.mouseButtons.PAN ) { + + if ( scope.enablePan === false ) return; + + handleMouseDownPan( event ); + + state = STATE.PAN; + + } + + if ( state !== STATE.NONE ) { + + document.addEventListener( 'mousemove', onMouseMove, false ); + document.addEventListener( 'mouseup', onMouseUp, false ); + + scope.dispatchEvent( startEvent ); + + } + + } + + function onMouseMove( event ) { + + if ( scope.enabled === false ) return; + + event.preventDefault(); + + if ( state === STATE.ROTATE ) { + + if ( scope.enableRotate === false ) return; + + handleMouseMoveRotate( event ); + + } else if ( state === STATE.DOLLY ) { + + if ( scope.enableZoom === false ) return; + + handleMouseMoveDolly( event ); + + } else if ( state === STATE.PAN ) { + + if ( scope.enablePan === false ) return; + + handleMouseMovePan( event ); + + } + + } + + function onMouseUp( event ) { + + if ( scope.enabled === false ) return; + + handleMouseUp( event ); + + document.removeEventListener( 'mousemove', onMouseMove, false ); + document.removeEventListener( 'mouseup', onMouseUp, false ); + + scope.dispatchEvent( endEvent ); + + state = STATE.NONE; + + } + + function onMouseWheel( event ) { + + if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return; + + event.preventDefault(); + event.stopPropagation(); + + handleMouseWheel( event ); + + scope.dispatchEvent( startEvent ); // not sure why these are here... + scope.dispatchEvent( endEvent ); + + } + + function onKeyDown( event ) { + + if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return; + + handleKeyDown( event ); + + } + + function onTouchStart( event ) { + + if ( scope.enabled === false ) return; + + switch ( event.touches.length ) { + + case 1: // one-fingered touch: rotate + + if ( scope.enableRotate === false ) return; + + handleTouchStartRotate( event ); + + state = STATE.TOUCH_ROTATE; + + break; + + case 2: // two-fingered touch: dolly + + if ( scope.enableZoom === false ) return; + + handleTouchStartDolly( event ); + + state = STATE.TOUCH_DOLLY; + + break; + + case 3: // three-fingered touch: pan + + if ( scope.enablePan === false ) return; + + handleTouchStartPan( event ); + + state = STATE.TOUCH_PAN; + + break; + + default: + + state = STATE.NONE; + + } + + if ( state !== STATE.NONE ) { + + scope.dispatchEvent( startEvent ); + + } + + } + + function onTouchMove( event ) { + + if ( scope.enabled === false ) return; + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.touches.length ) { + + case 1: // one-fingered touch: rotate + + if ( scope.enableRotate === false ) return; + if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?... + + handleTouchMoveRotate( event ); + + break; + + case 2: // two-fingered touch: dolly + + if ( scope.enableZoom === false ) return; + if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?... + + handleTouchMoveDolly( event ); + + break; + + case 3: // three-fingered touch: pan + + if ( scope.enablePan === false ) return; + if ( state !== STATE.TOUCH_PAN ) return; // is this needed?... + + handleTouchMovePan( event ); + + break; + + default: + + state = STATE.NONE; + + } + + } + + function onTouchEnd( event ) { + + if ( scope.enabled === false ) return; + + handleTouchEnd( event ); + + scope.dispatchEvent( endEvent ); + + state = STATE.NONE; + + } + + function onContextMenu( event ) { + + event.preventDefault(); + + } + + // + + scope.domElement.addEventListener( 'contextmenu', onContextMenu, false ); + + scope.domElement.addEventListener( 'mousedown', onMouseDown, false ); + scope.domElement.addEventListener( 'mousewheel', onMouseWheel, false ); + scope.domElement.addEventListener( 'MozMousePixelScroll', onMouseWheel, false ); // firefox + + scope.domElement.addEventListener( 'touchstart', onTouchStart, false ); + scope.domElement.addEventListener( 'touchend', onTouchEnd, false ); + scope.domElement.addEventListener( 'touchmove', onTouchMove, false ); + + window.addEventListener( 'keydown', onKeyDown, false ); + + // force an update at start + + this.update(); + +}; + +THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype ); +THREE.OrbitControls.prototype.constructor = THREE.OrbitControls; + +Object.defineProperties( THREE.OrbitControls.prototype, { + + center: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .center has been renamed to .target' ); + return this.target; + + } + + }, + + // backward compatibility + + noZoom: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); + return ! this.enableZoom; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' ); + this.enableZoom = ! value; + + } + + }, + + noRotate: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); + return ! this.enableRotate; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' ); + this.enableRotate = ! value; + + } + + }, + + noPan: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); + return ! this.enablePan; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' ); + this.enablePan = ! value; + + } + + }, + + noKeys: { + + get: function () { + + console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); + return ! this.enableKeys; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' ); + this.enableKeys = ! value; + + } + + }, + + staticMoving : { + + get: function () { + + console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); + return ! this.enableDamping; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' ); + this.enableDamping = ! value; + + } + + }, + + dynamicDampingFactor : { + + get: function () { + + console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); + return this.dampingFactor; + + }, + + set: function ( value ) { + + console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' ); + this.dampingFactor = value; + + } + + } + +} ); + diff --git a/vendor/three.js/Stats.js b/vendor/three.js/Stats.js new file mode 100644 index 0000000..73744ef --- /dev/null +++ b/vendor/three.js/Stats.js @@ -0,0 +1,6 @@ +// stats.js - http://github.com/mrdoob/stats.js +var Stats=function(){var l=Date.now(),m=l,g=0,n=Infinity,o=0,h=0,p=Infinity,q=0,r=0,s=0,f=document.createElement("div");f.id="stats";f.addEventListener("mousedown",function(b){b.preventDefault();t(++s%2)},!1);f.style.cssText="width:80px;opacity:0.9;cursor:pointer";var a=document.createElement("div");a.id="fps";a.style.cssText="padding:0 0 3px 3px;text-align:left;background-color:#002";f.appendChild(a);var i=document.createElement("div");i.id="fpsText";i.style.cssText="color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px"; +i.innerHTML="FPS";a.appendChild(i);var c=document.createElement("div");c.id="fpsGraph";c.style.cssText="position:relative;width:74px;height:30px;background-color:#0ff";for(a.appendChild(c);74>c.children.length;){var j=document.createElement("span");j.style.cssText="width:1px;height:30px;float:left;background-color:#113";c.appendChild(j)}var d=document.createElement("div");d.id="ms";d.style.cssText="padding:0 0 3px 3px;text-align:left;background-color:#020;display:none";f.appendChild(d);var k=document.createElement("div"); +k.id="msText";k.style.cssText="color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px";k.innerHTML="MS";d.appendChild(k);var e=document.createElement("div");e.id="msGraph";e.style.cssText="position:relative;width:74px;height:30px;background-color:#0f0";for(d.appendChild(e);74>e.children.length;)j=document.createElement("span"),j.style.cssText="width:1px;height:30px;float:left;background-color:#131",e.appendChild(j);var t=function(b){s=b;switch(s){case 0:a.style.display= +"block";d.style.display="none";break;case 1:a.style.display="none",d.style.display="block"}};return{REVISION:11,domElement:f,setMode:t,begin:function(){l=Date.now()},end:function(){var b=Date.now();g=b-l;n=Math.min(n,g);o=Math.max(o,g);k.textContent=g+" MS ("+n+"-"+o+")";var a=Math.min(30,30-30*(g/200));e.appendChild(e.firstChild).style.height=a+"px";r++;b>m+1E3&&(h=Math.round(1E3*r/(b-m)),p=Math.min(p,h),q=Math.max(q,h),i.textContent=h+" FPS ("+p+"-"+q+")",a=Math.min(30,30-30*(h/100)),c.appendChild(c.firstChild).style.height= +a+"px",m=b,r=0);return b},update:function(){l=this.end()}}}; diff --git a/vendor/three.js/Three.js b/vendor/three.js/Three.js new file mode 100644 index 0000000..f123360 --- /dev/null +++ b/vendor/three.js/Three.js @@ -0,0 +1,41763 @@ +// File:src/Three.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var THREE = { REVISION: '79' }; + +// + +if ( typeof define === 'function' && define.amd ) { + + define( 'three', THREE ); + +} else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) { + + module.exports = THREE; + +} + +// Polyfills + +if ( Number.EPSILON === undefined ) { + + Number.EPSILON = Math.pow( 2, - 52 ); + +} + +// + +if ( Math.sign === undefined ) { + + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + + Math.sign = function ( x ) { + + return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; + + }; + +} + +if ( Function.prototype.name === undefined ) { + + // Missing in IE9-11. + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name + + Object.defineProperty( Function.prototype, 'name', { + + get: function () { + + return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ]; + + } + + } ); + +} + +if ( Object.assign === undefined ) { + + // Missing in IE. + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + + ( function () { + + Object.assign = function ( target ) { + + 'use strict'; + + if ( target === undefined || target === null ) { + + throw new TypeError( 'Cannot convert undefined or null to object' ); + + } + + var output = Object( target ); + + for ( var index = 1; index < arguments.length; index ++ ) { + + var source = arguments[ index ]; + + if ( source !== undefined && source !== null ) { + + for ( var nextKey in source ) { + + if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + + output[ nextKey ] = source[ nextKey ]; + + } + + } + + } + + } + + return output; + + }; + + } )(); + +} + +// + +Object.assign( THREE, { + + // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button + + MOUSE: { LEFT: 0, MIDDLE: 1, RIGHT: 2 }, + + // GL STATE CONSTANTS + + CullFaceNone: 0, + CullFaceBack: 1, + CullFaceFront: 2, + CullFaceFrontBack: 3, + + FrontFaceDirectionCW: 0, + FrontFaceDirectionCCW: 1, + + // SHADOWING TYPES + + BasicShadowMap: 0, + PCFShadowMap: 1, + PCFSoftShadowMap: 2, + + // MATERIAL CONSTANTS + + // side + + FrontSide: 0, + BackSide: 1, + DoubleSide: 2, + + // shading + + FlatShading: 1, + SmoothShading: 2, + + // colors + + NoColors: 0, + FaceColors: 1, + VertexColors: 2, + + // blending modes + + NoBlending: 0, + NormalBlending: 1, + AdditiveBlending: 2, + SubtractiveBlending: 3, + MultiplyBlending: 4, + CustomBlending: 5, + + // custom blending equations + // (numbers start from 100 not to clash with other + // mappings to OpenGL constants defined in Texture.js) + + AddEquation: 100, + SubtractEquation: 101, + ReverseSubtractEquation: 102, + MinEquation: 103, + MaxEquation: 104, + + // custom blending destination factors + + ZeroFactor: 200, + OneFactor: 201, + SrcColorFactor: 202, + OneMinusSrcColorFactor: 203, + SrcAlphaFactor: 204, + OneMinusSrcAlphaFactor: 205, + DstAlphaFactor: 206, + OneMinusDstAlphaFactor: 207, + + // custom blending source factors + + //ZeroFactor: 200, + //OneFactor: 201, + //SrcAlphaFactor: 204, + //OneMinusSrcAlphaFactor: 205, + //DstAlphaFactor: 206, + //OneMinusDstAlphaFactor: 207, + DstColorFactor: 208, + OneMinusDstColorFactor: 209, + SrcAlphaSaturateFactor: 210, + + // depth modes + + NeverDepth: 0, + AlwaysDepth: 1, + LessDepth: 2, + LessEqualDepth: 3, + EqualDepth: 4, + GreaterEqualDepth: 5, + GreaterDepth: 6, + NotEqualDepth: 7, + + + // TEXTURE CONSTANTS + + MultiplyOperation: 0, + MixOperation: 1, + AddOperation: 2, + + // Tone Mapping modes + + NoToneMapping: 0, // do not do any tone mapping, not even exposure (required for special purpose passes.) + LinearToneMapping: 1, // only apply exposure. + ReinhardToneMapping: 2, + Uncharted2ToneMapping: 3, // John Hable + CineonToneMapping: 4, // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson + + // Mapping modes + + UVMapping: 300, + + CubeReflectionMapping: 301, + CubeRefractionMapping: 302, + + EquirectangularReflectionMapping: 303, + EquirectangularRefractionMapping: 304, + + SphericalReflectionMapping: 305, + CubeUVReflectionMapping: 306, + CubeUVRefractionMapping: 307, + + // Wrapping modes + + RepeatWrapping: 1000, + ClampToEdgeWrapping: 1001, + MirroredRepeatWrapping: 1002, + + // Filters + + NearestFilter: 1003, + NearestMipMapNearestFilter: 1004, + NearestMipMapLinearFilter: 1005, + LinearFilter: 1006, + LinearMipMapNearestFilter: 1007, + LinearMipMapLinearFilter: 1008, + + // Data types + + UnsignedByteType: 1009, + ByteType: 1010, + ShortType: 1011, + UnsignedShortType: 1012, + IntType: 1013, + UnsignedIntType: 1014, + FloatType: 1015, + HalfFloatType: 1025, + + // Pixel types + + //UnsignedByteType: 1009, + UnsignedShort4444Type: 1016, + UnsignedShort5551Type: 1017, + UnsignedShort565Type: 1018, + + // Pixel formats + + AlphaFormat: 1019, + RGBFormat: 1020, + RGBAFormat: 1021, + LuminanceFormat: 1022, + LuminanceAlphaFormat: 1023, + // THREE.RGBEFormat handled as THREE.RGBAFormat in shaders + RGBEFormat: THREE.RGBAFormat, //1024; + DepthFormat: 1026, + + // DDS / ST3C Compressed texture formats + + RGB_S3TC_DXT1_Format: 2001, + RGBA_S3TC_DXT1_Format: 2002, + RGBA_S3TC_DXT3_Format: 2003, + RGBA_S3TC_DXT5_Format: 2004, + + // PVRTC compressed texture formats + + RGB_PVRTC_4BPPV1_Format: 2100, + RGB_PVRTC_2BPPV1_Format: 2101, + RGBA_PVRTC_4BPPV1_Format: 2102, + RGBA_PVRTC_2BPPV1_Format: 2103, + + // ETC compressed texture formats + + RGB_ETC1_Format: 2151, + + // Loop styles for AnimationAction + + LoopOnce: 2200, + LoopRepeat: 2201, + LoopPingPong: 2202, + + // Interpolation + + InterpolateDiscrete: 2300, + InterpolateLinear: 2301, + InterpolateSmooth: 2302, + + // Interpolant ending modes + + ZeroCurvatureEnding: 2400, + ZeroSlopeEnding: 2401, + WrapAroundEnding: 2402, + + // Triangle Draw modes + + TrianglesDrawMode: 0, + TriangleStripDrawMode: 1, + TriangleFanDrawMode: 2, + + // Texture Encodings + + LinearEncoding: 3000, // No encoding at all. + sRGBEncoding: 3001, + GammaEncoding: 3007, // uses GAMMA_FACTOR, for backwards compatibility with WebGLRenderer.gammaInput/gammaOutput + + // The following Texture Encodings are for RGB-only (no alpha) HDR light emission sources. + // These encodings should not specified as output encodings except in rare situations. + RGBEEncoding: 3002, // AKA Radiance. + LogLuvEncoding: 3003, + RGBM7Encoding: 3004, + RGBM16Encoding: 3005, + RGBDEncoding: 3006, // MaxRange is 256. + + // Depth packing strategies + + BasicDepthPacking: 3200, // for writing to float textures for high precision or for visualizing results in RGB buffers + RGBADepthPacking: 3201 // for packing into RGBA buffers. + +} ); + +// File:src/math/Color.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Color = function ( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + return this.set( r ); + + } + + return this.setRGB( r, g, b ); + +}; + +THREE.Color.prototype = { + + constructor: THREE.Color, + + r: 1, g: 1, b: 1, + + set: function ( value ) { + + if ( value instanceof THREE.Color ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + return this; + + }, + + setScalar: function ( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + }, + + setHex: function ( hex ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + return this; + + }, + + setRGB: function ( r, g, b ) { + + this.r = r; + this.g = g; + this.b = b; + + return this; + + }, + + setHSL: function () { + + function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + + } + + return function setHSL( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = THREE.Math.euclideanModulo( h, 1 ); + s = THREE.Math.clamp( s, 0, 1 ); + l = THREE.Math.clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + var q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + return this; + + }; + + }(), + + setStyle: function ( style ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + var m; + + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; + this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; + this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; + + handleAlpha( color[ 5 ] ); + + return this.setHSL( h, s, l ); + + } + + break; + + } + + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + + // hex color + + var hex = m[ 1 ]; + var size = hex.length; + + if ( size === 3 ) { + + // #ff0 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + + return this; + + } else if ( size === 6 ) { + + // #ff0000 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + + return this; + + } + + } + + if ( style && style.length > 0 ) { + + // color keywords + var hex = THREE.ColorKeywords[ style ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + } + + return this; + + }, + + clone: function () { + + return new this.constructor( this.r, this.g, this.b ); + + }, + + copy: function ( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + }, + + copyGammaToLinear: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + this.r = Math.pow( color.r, gammaFactor ); + this.g = Math.pow( color.g, gammaFactor ); + this.b = Math.pow( color.b, gammaFactor ); + + return this; + + }, + + copyLinearToGamma: function ( color, gammaFactor ) { + + if ( gammaFactor === undefined ) gammaFactor = 2.0; + + var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + + this.r = Math.pow( color.r, safeInverse ); + this.g = Math.pow( color.g, safeInverse ); + this.b = Math.pow( color.b, safeInverse ); + + return this; + + }, + + convertGammaToLinear: function () { + + var r = this.r, g = this.g, b = this.b; + + this.r = r * r; + this.g = g * g; + this.b = b * b; + + return this; + + }, + + convertLinearToGamma: function () { + + this.r = Math.sqrt( this.r ); + this.g = Math.sqrt( this.g ); + this.b = Math.sqrt( this.b ); + + return this; + + }, + + getHex: function () { + + return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + + }, + + getHexString: function () { + + return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + + }, + + getHSL: function ( optionalTarget ) { + + // h,s,l ranges are in 0.0 - 1.0 + + var hsl = optionalTarget || { h: 0, s: 0, l: 0 }; + + var r = this.r, g = this.g, b = this.b; + + var max = Math.max( r, g, b ); + var min = Math.min( r, g, b ); + + var hue, saturation; + var lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + var delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + hsl.h = hue; + hsl.s = saturation; + hsl.l = lightness; + + return hsl; + + }, + + getStyle: function () { + + return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + + }, + + offsetHSL: function ( h, s, l ) { + + var hsl = this.getHSL(); + + hsl.h += h; hsl.s += s; hsl.l += l; + + this.setHSL( hsl.h, hsl.s, hsl.l ); + + return this; + + }, + + add: function ( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + }, + + addColors: function ( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + }, + + addScalar: function ( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + }, + + sub: function( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + }, + + multiply: function ( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + }, + + multiplyScalar: function ( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + }, + + lerp: function ( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + }, + + equals: function ( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + } + +}; + +THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + +// File:src/math/Quaternion.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +THREE.Quaternion = function ( x, y, z, w ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Quaternion.prototype = { + + constructor: THREE.Quaternion, + + get x () { + + return this._x; + + }, + + set x ( value ) { + + this._x = value; + this.onChangeCallback(); + + }, + + get y () { + + return this._y; + + }, + + set y ( value ) { + + this._y = value; + this.onChangeCallback(); + + }, + + get z () { + + return this._z; + + }, + + set z ( value ) { + + this._z = value; + this.onChangeCallback(); + + }, + + get w () { + + return this._w; + + }, + + set w ( value ) { + + this._w = value; + this.onChangeCallback(); + + }, + + set: function ( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + }, + + copy: function ( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this.onChangeCallback(); + + return this; + + }, + + setFromEuler: function ( euler, update ) { + + if ( euler instanceof THREE.Euler === false ) { + + throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + var c1 = Math.cos( euler._x / 2 ); + var c2 = Math.cos( euler._y / 2 ); + var c3 = Math.cos( euler._z / 2 ); + var s1 = Math.sin( euler._x / 2 ); + var s2 = Math.sin( euler._y / 2 ); + var s3 = Math.sin( euler._z / 2 ); + + var order = euler.order; + + if ( order === 'XYZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'YXZ' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'ZXY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'ZYX' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } else if ( order === 'YZX' ) { + + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + + } else if ( order === 'XZY' ) { + + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + + } + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromAxisAngle: function ( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + var halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this.onChangeCallback(); + + return this; + + }, + + + setFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33, + s; + + if ( trace > 0 ) { + + s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this.onChangeCallback(); + + return this; + + }, + + setFromUnitVectors: function () { + + // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final + + // assumes direction vectors vFrom and vTo are normalized + + var v1, r; + + var EPS = 0.000001; + + return function setFromUnitVectors( vFrom, vTo ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + r = vFrom.dot( vTo ) + 1; + + if ( r < EPS ) { + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + v1.set( - vFrom.y, vFrom.x, 0 ); + + } else { + + v1.set( 0, - vFrom.z, vFrom.y ); + + } + + } else { + + v1.crossVectors( vFrom, vTo ); + + } + + this._x = v1.x; + this._y = v1.y; + this._z = v1.z; + this._w = r; + + return this.normalize(); + + }; + + }(), + + inverse: function () { + + return this.conjugate().normalize(); + + }, + + conjugate: function () { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this.onChangeCallback(); + + return this; + + }, + + dot: function ( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + }, + + lengthSq: function () { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + }, + + length: function () { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + }, + + normalize: function () { + + var l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this.onChangeCallback(); + + return this; + + }, + + multiply: function ( q, p ) { + + if ( p !== undefined ) { + + console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); + return this.multiplyQuaternions( q, p ); + + } + + return this.multiplyQuaternions( this, q ); + + }, + + premultiply: function ( q ) { + + return this.multiplyQuaternions( q, this ); + + }, + + multiplyQuaternions: function ( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this.onChangeCallback(); + + return this; + + }, + + slerp: function ( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + var x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + + if ( Math.abs( sinHalfTheta ) < 0.001 ) { + + this._w = 0.5 * ( w + this._w ); + this._x = 0.5 * ( x + this._x ); + this._y = 0.5 * ( y + this._y ); + this._z = 0.5 * ( z + this._z ); + + return this; + + } + + var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this.onChangeCallback(); + + return this; + + }, + + equals: function ( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + +}; + +Object.assign( THREE.Quaternion, { + + slerp: function( qa, qb, qm, t ) { + + return qm.copy( qa ).slerp( qb, t ); + + }, + + slerpFlat: function( + dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + var x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ], + + x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + var s = 1 - t, + + cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + var tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + +} ); + +// File:src/math/Vector2.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author philogb / http://blog.thejit.org/ + * @author egraether / http://egraether.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.Vector2 = function ( x, y ) { + + this.x = x || 0; + this.y = y || 0; + +}; + +THREE.Vector2.prototype = { + + constructor: THREE.Vector2, + + get width() { + + return this.x; + + }, + + set width( value ) { + + this.x = value; + + }, + + get height() { + + return this.y; + + }, + + set height( value ) { + + this.y = value; + + }, + + // + + set: function ( x, y ) { + + this.x = x; + this.y = y; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + }, + + multiply: function ( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + if ( isFinite( scalar ) ) { + + this.x *= scalar; + this.y *= scalar; + + } else { + + this.x = 0; + this.y = 0; + + } + + return this; + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + }, + + clamp: function ( min, max ) { + + // This function assumes min < max, if this assumption isn't true it will not operate correctly + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + + return this; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new THREE.Vector2(); + max = new THREE.Vector2(); + + } + + min.set( minVal, minVal ); + max.set( maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + }, + + lengthManhattan: function() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + angle: function () { + + // computes the angle in radians with respect to the positive x-axis + + var angle = Math.atan2( this.y, this.x ); + + if ( angle < 0 ) angle += 2 * Math.PI; + + return angle; + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + }, + + distanceToManhattan: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + }, + + setLength: function ( length ) { + + return this.multiplyScalar( length / this.length() ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + }, + + fromAttribute: function ( attribute, index, offset ) { + + if ( offset === undefined ) offset = 0; + + index = index * attribute.itemSize + offset; + + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + + return this; + + }, + + rotateAround: function ( center, angle ) { + + var c = Math.cos( angle ), s = Math.sin( angle ); + + var x = this.x - center.x; + var y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + +}; + +// File:src/math/Vector3.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author *kile / http://kile.stravaganza.org/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Vector3 = function ( x, y, z ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + +}; + +THREE.Vector3.prototype = { + + constructor: THREE.Vector3, + + set: function ( x, y, z ) { + + this.x = x; + this.y = y; + this.z = z; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + }, + + multiply: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); + return this.multiplyVectors( v, w ); + + } + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + if ( isFinite( scalar ) ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + + } + + return this; + + }, + + multiplyVectors: function ( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + }, + + applyEuler: function () { + + var quaternion; + + return function applyEuler( euler ) { + + if ( euler instanceof THREE.Euler === false ) { + + console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + + } + + if ( quaternion === undefined ) quaternion = new THREE.Quaternion(); + + return this.applyQuaternion( quaternion.setFromEuler( euler ) ); + + }; + + }(), + + applyAxisAngle: function () { + + var quaternion; + + return function applyAxisAngle( axis, angle ) { + + if ( quaternion === undefined ) quaternion = new THREE.Quaternion(); + + return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + + }; + + }(), + + applyMatrix3: function ( m ) { + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + }, + + applyMatrix4: function ( m ) { + + // input: THREE.Matrix4 affine matrix + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ]; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ]; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ]; + + return this; + + }, + + applyProjection: function ( m ) { + + // input: THREE.Matrix4 projection matrix + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d; + + return this; + + }, + + applyQuaternion: function ( q ) { + + var x = this.x, y = this.y, z = this.z; + var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // calculate quat * vector + + var ix = qw * x + qy * z - qz * y; + var iy = qw * y + qz * x - qx * z; + var iz = qw * z + qx * y - qy * x; + var iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + + }, + + project: function () { + + var matrix; + + return function project( camera ) { + + if ( matrix === undefined ) matrix = new THREE.Matrix4(); + + matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); + return this.applyProjection( matrix ); + + }; + + }(), + + unproject: function () { + + var matrix; + + return function unproject( camera ) { + + if ( matrix === undefined ) matrix = new THREE.Matrix4(); + + matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); + return this.applyProjection( matrix ); + + }; + + }(), + + transformDirection: function ( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + var x = this.x, y = this.y, z = this.z; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + }, + + clamp: function ( min, max ) { + + // This function assumes min < max, if this assumption isn't true it will not operate correctly + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new THREE.Vector3(); + max = new THREE.Vector3(); + + } + + min.set( minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + + }, + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + }, + + lengthManhattan: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( length ) { + + return this.multiplyScalar( length / this.length() ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + cross: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); + return this.crossVectors( v, w ); + + } + + var x = this.x, y = this.y, z = this.z; + + this.x = y * v.z - z * v.y; + this.y = z * v.x - x * v.z; + this.z = x * v.y - y * v.x; + + return this; + + }, + + crossVectors: function ( a, b ) { + + var ax = a.x, ay = a.y, az = a.z; + var bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + }, + + projectOnVector: function ( vector ) { + + var scalar = vector.dot( this ) / vector.lengthSq(); + + return this.copy( vector ).multiplyScalar( scalar ); + + }, + + projectOnPlane: function () { + + var v1; + + return function projectOnPlane( planeNormal ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + v1.copy( this ).projectOnVector( planeNormal ); + + return this.sub( v1 ); + + }; + + }(), + + reflect: function () { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + var v1; + + return function reflect( normal ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + }; + + }(), + + angleTo: function ( v ) { + + var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + + // clamp, to handle numerical problems + + return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) ); + + }, + + distanceTo: function ( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + }, + + distanceToSquared: function ( v ) { + + var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + }, + + distanceToManhattan: function ( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + }, + + setFromSpherical: function( s ) { + + var sinPhiRadius = Math.sin( s.phi ) * s.radius; + + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); + + return this; + + }, + + setFromMatrixPosition: function ( m ) { + + return this.setFromMatrixColumn( m, 3 ); + + }, + + setFromMatrixScale: function ( m ) { + + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + }, + + setFromMatrixColumn: function ( m, index ) { + + if ( typeof m === 'number' ) { + + console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); + var temp = m + m = index; + index = temp; + + } + + return this.fromArray( m.elements, index * 4 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + }, + + fromAttribute: function ( attribute, index, offset ) { + + if ( offset === undefined ) offset = 0; + + index = index * attribute.itemSize + offset; + + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + this.z = attribute.array[ index + 2 ]; + + return this; + + } + +}; + +// File:src/math/Vector4.js + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author mikael emtinger / http://gomo.se/ + * @author egraether / http://egraether.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Vector4 = function ( x, y, z, w ) { + + this.x = x || 0; + this.y = y || 0; + this.z = z || 0; + this.w = ( w !== undefined ) ? w : 1; + +}; + +THREE.Vector4.prototype = { + + constructor: THREE.Vector4, + + set: function ( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + }, + + setX: function ( x ) { + + this.x = x; + + return this; + + }, + + setY: function ( y ) { + + this.y = y; + + return this; + + }, + + setZ: function ( z ) { + + this.z = z; + + return this; + + }, + + setW: function ( w ) { + + this.w = w; + + return this; + + }, + + setComponent: function ( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + getComponent: function ( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); + return this.addVectors( v, w ); + + } + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + }, + + addScalar: function ( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + }, + + addVectors: function ( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); + return this.subVectors( v, w ); + + } + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + }, + + subScalar: function ( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + }, + + subVectors: function ( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + }, + + multiplyScalar: function ( scalar ) { + + if ( isFinite( scalar ) ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 0; + + } + + return this; + + }, + + applyMatrix4: function ( m ) { + + var x = this.x, y = this.y, z = this.z, w = this.w; + var e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + setAxisAngleFromQuaternion: function ( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + var s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + }, + + setAxisAngleFromRotationMatrix: function ( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var angle, x, y, z, // variables for result + epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + var xx = ( m11 + 1 ) / 2; + var yy = ( m22 + 1 ) / 2; + var zz = ( m33 + 1 ) / 2; + var xy = ( m12 + m21 ) / 4; + var xz = ( m13 + m31 ) / 4; + var yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + }, + + clamp: function ( min, max ) { + + // This function assumes min < max, if this assumption isn't true it will not operate correctly + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( minVal, maxVal ) { + + if ( min === undefined ) { + + min = new THREE.Vector4(); + max = new THREE.Vector4(); + + } + + min.set( minVal, minVal, minVal, minVal ); + max.set( maxVal, maxVal, maxVal, maxVal ); + + return this.clamp( min, max ); + + }; + + }(), + + floor: function () { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + }, + + ceil: function () { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + }, + + round: function () { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + }, + + roundToZero: function () { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + + return this; + + }, + + negate: function () { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + }, + + dot: function ( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + }, + + lengthSq: function () { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + }, + + length: function () { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + }, + + lengthManhattan: function () { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + setLength: function ( length ) { + + return this.multiplyScalar( length / this.length() ); + + }, + + lerp: function ( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + }, + + lerpVectors: function ( v1, v2, alpha ) { + + return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + + }, + + equals: function ( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + }, + + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + }, + + fromAttribute: function ( attribute, index, offset ) { + + if ( offset === undefined ) offset = 0; + + index = index * attribute.itemSize + offset; + + this.x = attribute.array[ index ]; + this.y = attribute.array[ index + 1 ]; + this.z = attribute.array[ index + 2 ]; + this.w = attribute.array[ index + 3 ]; + + return this; + + } + +}; + +// File:src/math/Euler.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +THREE.Euler = function ( x, y, z, order ) { + + this._x = x || 0; + this._y = y || 0; + this._z = z || 0; + this._order = order || THREE.Euler.DefaultOrder; + +}; + +THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; + +THREE.Euler.DefaultOrder = 'XYZ'; + +THREE.Euler.prototype = { + + constructor: THREE.Euler, + + get x () { + + return this._x; + + }, + + set x ( value ) { + + this._x = value; + this.onChangeCallback(); + + }, + + get y () { + + return this._y; + + }, + + set y ( value ) { + + this._y = value; + this.onChangeCallback(); + + }, + + get z () { + + return this._z; + + }, + + set z ( value ) { + + this._z = value; + this.onChangeCallback(); + + }, + + get order () { + + return this._order; + + }, + + set order ( value ) { + + this._order = value; + this.onChangeCallback(); + + }, + + set: function ( x, y, z, order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order || this._order; + + this.onChangeCallback(); + + return this; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + }, + + copy: function ( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this.onChangeCallback(); + + return this; + + }, + + setFromRotationMatrix: function ( m, order, update ) { + + var clamp = THREE.Math.clamp; + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + var te = m.elements; + var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + order = order || this._order; + + if ( order === 'XYZ' ) { + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + } else if ( order === 'YXZ' ) { + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.99999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + } else if ( order === 'ZXY' ) { + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.99999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + } else if ( order === 'ZYX' ) { + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + } else if ( order === 'YZX' ) { + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.99999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + } else if ( order === 'XZY' ) { + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.99999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + } else { + + console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + + } + + this._order = order; + + if ( update !== false ) this.onChangeCallback(); + + return this; + + }, + + setFromQuaternion: function () { + + var matrix; + + return function setFromQuaternion( q, order, update ) { + + if ( matrix === undefined ) matrix = new THREE.Matrix4(); + + matrix.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( matrix, order, update ); + + }; + + }(), + + setFromVector3: function ( v, order ) { + + return this.set( v.x, v.y, v.z, order || this._order ); + + }, + + reorder: function () { + + // WARNING: this discards revolution information -bhouston + + var q = new THREE.Quaternion(); + + return function reorder( newOrder ) { + + q.setFromEuler( this ); + + return this.setFromQuaternion( q, newOrder ); + + }; + + }(), + + equals: function ( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + }, + + fromArray: function ( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this.onChangeCallback(); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + }, + + toVector3: function ( optionalResult ) { + + if ( optionalResult ) { + + return optionalResult.set( this._x, this._y, this._z ); + + } else { + + return new THREE.Vector3( this._x, this._y, this._z ); + + } + + }, + + onChange: function ( callback ) { + + this.onChangeCallback = callback; + + return this; + + }, + + onChangeCallback: function () {} + +}; + +// File:src/math/Line3.js + +/** + * @author bhouston / http://clara.io + */ + +THREE.Line3 = function ( start, end ) { + + this.start = ( start !== undefined ) ? start : new THREE.Vector3(); + this.end = ( end !== undefined ) ? end : new THREE.Vector3(); + +}; + +THREE.Line3.prototype = { + + constructor: THREE.Line3, + + set: function ( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + }, + + center: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + }, + + delta: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.subVectors( this.end, this.start ); + + }, + + distanceSq: function () { + + return this.start.distanceToSquared( this.end ); + + }, + + distance: function () { + + return this.start.distanceTo( this.end ); + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + closestPointToPointParameter: function () { + + var startP = new THREE.Vector3(); + var startEnd = new THREE.Vector3(); + + return function closestPointToPointParameter( point, clampToLine ) { + + startP.subVectors( point, this.start ); + startEnd.subVectors( this.end, this.start ); + + var startEnd2 = startEnd.dot( startEnd ); + var startEnd_startP = startEnd.dot( startP ); + + var t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = THREE.Math.clamp( t, 0, 1 ); + + } + + return t; + + }; + + }(), + + closestPointToPoint: function ( point, clampToLine, optionalTarget ) { + + var t = this.closestPointToPointParameter( point, clampToLine ); + + var result = optionalTarget || new THREE.Vector3(); + + return this.delta( result ).multiplyScalar( t ).add( this.start ); + + }, + + applyMatrix4: function ( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + }, + + equals: function ( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + +}; + +// File:src/math/Box2.js + +/** + * @author bhouston / http://clara.io + */ + +THREE.Box2 = function ( min, max ) { + + this.min = ( min !== undefined ) ? min : new THREE.Vector2( + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity ); + +}; + +THREE.Box2.prototype = { + + constructor: THREE.Box2, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new THREE.Vector2(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + }, + + center: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector2(); + return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + size: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector2(); + return result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + containsPoint: function ( point ) { + + if ( point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ) { + + return false; + + } + + return true; + + }, + + containsBox: function ( box ) { + + if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && + ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) { + + return true; + + } + + return false; + + }, + + getParameter: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new THREE.Vector2(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 6 splitting planes to rule out intersections. + + if ( box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ) { + + return false; + + } + + return true; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector2(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new THREE.Vector2(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +}; + +// File:src/math/Box3.js + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Box3 = function ( min, max ) { + + this.min = ( min !== undefined ) ? min : new THREE.Vector3( + Infinity, + Infinity, + Infinity ); + this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity ); + +}; + +THREE.Box3.prototype = { + + constructor: THREE.Box3, + + set: function ( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + }, + + setFromArray: function ( array ) { + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var x = array[ i ]; + var y = array[ i + 1 ]; + var z = array[ i + 2 ]; + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + }, + + setFromPoints: function ( points ) { + + this.makeEmpty(); + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + }, + + setFromCenterAndSize: function () { + + var v1 = new THREE.Vector3(); + + return function setFromCenterAndSize( center, size ) { + + var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + }; + + }(), + + setFromObject: function () { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + var v1 = new THREE.Vector3(); + + return function setFromObject( object ) { + + var scope = this; + + object.updateMatrixWorld( true ); + + this.makeEmpty(); + + object.traverse( function ( node ) { + + var geometry = node.geometry; + + if ( geometry !== undefined ) { + + if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + v1.copy( vertices[ i ] ); + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } else if ( geometry instanceof THREE.BufferGeometry ) { + + var attribute = geometry.attributes.position; + + if ( attribute !== undefined ) { + + var array, offset, stride; + + if ( attribute instanceof THREE.InterleavedBufferAttribute ) { + + array = attribute.data.array; + offset = attribute.offset; + stride = attribute.data.stride; + + } else { + + array = attribute.array; + offset = 0; + stride = 3; + + } + + for ( var i = offset, il = array.length; i < il; i += stride ) { + + v1.fromArray( array, i ); + v1.applyMatrix4( node.matrixWorld ); + + scope.expandByPoint( v1 ); + + } + + } + + } + + } + + } ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + }, + + makeEmpty: function () { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + }, + + isEmpty: function () { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + }, + + center: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + }, + + size: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.subVectors( this.max, this.min ); + + }, + + expandByPoint: function ( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + }, + + expandByVector: function ( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + }, + + expandByScalar: function ( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + }, + + containsPoint: function ( point ) { + + if ( point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ) { + + return false; + + } + + return true; + + }, + + containsBox: function ( box ) { + + if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) && + ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) && + ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) { + + return true; + + } + + return false; + + }, + + getParameter: function ( point, optionalTarget ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + var result = optionalTarget || new THREE.Vector3(); + + return result.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + }, + + intersectsBox: function ( box ) { + + // using 6 splitting planes to rule out intersections. + + if ( box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ) { + + return false; + + } + + return true; + + }, + + intersectsSphere: ( function () { + + var closestPoint; + + return function intersectsSphere( sphere ) { + + if ( closestPoint === undefined ) closestPoint = new THREE.Vector3(); + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, closestPoint ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + }; + + } )(), + + intersectsPlane: function ( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + var min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= plane.constant && max >= plane.constant ); + + }, + + clampPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.copy( point ).clamp( this.min, this.max ); + + }, + + distanceToPoint: function () { + + var v1 = new THREE.Vector3(); + + return function distanceToPoint( point ) { + + var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); + return clampedPoint.sub( point ).length(); + + }; + + }(), + + getBoundingSphere: function () { + + var v1 = new THREE.Vector3(); + + return function getBoundingSphere( optionalTarget ) { + + var result = optionalTarget || new THREE.Sphere(); + + result.center = this.center(); + result.radius = this.size( v1 ).length() * 0.5; + + return result; + + }; + + }(), + + intersect: function ( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if( this.isEmpty() ) this.makeEmpty(); + + return this; + + }, + + union: function ( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + }, + + applyMatrix4: function () { + + var points = [ + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3(), + new THREE.Vector3() + ]; + + return function applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( points ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + }, + + equals: function ( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +}; + +// File:src/math/Matrix3.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ + +THREE.Matrix3 = function () { + + this.elements = new Float32Array( [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ] ); + + if ( arguments.length > 0 ) { + + console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + + } + +}; + +THREE.Matrix3.prototype = { + + constructor: THREE.Matrix3, + + set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new this.constructor().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + var me = m.elements; + + this.set( + + me[ 0 ], me[ 3 ], me[ 6 ], + me[ 1 ], me[ 4 ], me[ 7 ], + me[ 2 ], me[ 5 ], me[ 8 ] + + ); + + return this; + + }, + + setFromMatrix4: function( m ) { + + var me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + }, + + applyToVector3Array: function () { + + var v1; + + return function applyToVector3Array( array, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + + v1.fromArray( array, j ); + v1.applyMatrix3( this ); + v1.toArray( array, j ); + + } + + return array; + + }; + + }(), + + applyToBuffer: function () { + + var v1; + + return function applyToBuffer( buffer, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = buffer.length / buffer.itemSize; + + for ( var i = 0, j = offset; i < length; i ++, j ++ ) { + + v1.x = buffer.getX( j ); + v1.y = buffer.getY( j ); + v1.z = buffer.getZ( j ); + + v1.applyMatrix3( this ); + + buffer.setXYZ( v1.x, v1.y, v1.z ); + + } + + return buffer; + + }; + + }(), + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + }, + + determinant: function () { + + var te = this.elements; + + var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + }, + + getInverse: function ( matrix, throwOnDegenerate ) { + + if ( matrix instanceof THREE.Matrix4 ) { + + console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); + + } + + var me = matrix.elements, + te = this.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) { + + var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate || false ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + return this; + + }, + + transpose: function () { + + var tmp, m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + }, + + flattenToArrayOffset: function ( array, offset ) { + + console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + + "- just use .toArray instead." ); + + return this.toArray( array, offset ); + + }, + + getNormalMatrix: function ( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + + }, + + transposeIntoArray: function ( r ) { + + var m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + }, + + fromArray: function ( array ) { + + this.elements.set( array ); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + +}; + +// File:src/math/Matrix4.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author philogb / http://blog.thejit.org/ + * @author jordi_ros / http://plattsoft.com + * @author D1plo1d / http://github.com/D1plo1d + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author timknip / http://www.floorplanner.com/ + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Matrix4 = function () { + + this.elements = new Float32Array( [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ] ); + + if ( arguments.length > 0 ) { + + console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + + } + +}; + +THREE.Matrix4.prototype = { + + constructor: THREE.Matrix4, + + set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + var te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new THREE.Matrix4().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + this.elements.set( m.elements ); + + return this; + + }, + + copyPosition: function ( m ) { + + var te = this.elements; + var me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + }, + + extractBasis: function ( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + }, + + makeBasis: function ( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + }, + + extractRotation: function () { + + var v1; + + return function extractRotation( m ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + + return this; + + }; + + }(), + + makeRotationFromEuler: function ( euler ) { + + if ( euler instanceof THREE.Euler === false ) { + + console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + + } + + var te = this.elements; + + var x = euler.x, y = euler.y, z = euler.z; + var a = Math.cos( x ), b = Math.sin( x ); + var c = Math.cos( y ), d = Math.sin( y ); + var e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + var ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + var ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + makeRotationFromQuaternion: function ( q ) { + + var te = this.elements; + + var x = q.x, y = q.y, z = q.z, w = q.w; + var x2 = x + x, y2 = y + y, z2 = z + z; + var xx = x * x2, xy = x * y2, xz = x * z2; + var yy = y * y2, yz = y * z2, zz = z * z2; + var wx = w * x2, wy = w * y2, wz = w * z2; + + te[ 0 ] = 1 - ( yy + zz ); + te[ 4 ] = xy - wz; + te[ 8 ] = xz + wy; + + te[ 1 ] = xy + wz; + te[ 5 ] = 1 - ( xx + zz ); + te[ 9 ] = yz - wx; + + te[ 2 ] = xz - wy; + te[ 6 ] = yz + wx; + te[ 10 ] = 1 - ( xx + yy ); + + // last column + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // bottom row + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + }, + + lookAt: function () { + + var x, y, z; + + return function lookAt( eye, target, up ) { + + if ( x === undefined ) { + + x = new THREE.Vector3(); + y = new THREE.Vector3(); + z = new THREE.Vector3(); + + } + + var te = this.elements; + + z.subVectors( eye, target ).normalize(); + + if ( z.lengthSq() === 0 ) { + + z.z = 1; + + } + + x.crossVectors( up, z ).normalize(); + + if ( x.lengthSq() === 0 ) { + + z.z += 0.0001; + x.crossVectors( up, z ).normalize(); + + } + + y.crossVectors( z, x ); + + + te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; + te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; + te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; + + return this; + + }; + + }(), + + multiply: function ( m, n ) { + + if ( n !== undefined ) { + + console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); + return this.multiplyMatrices( m, n ); + + } + + return this.multiplyMatrices( this, m ); + + }, + + premultiply: function ( m ) { + + return this.multiplyMatrices( m, this ); + + }, + + multiplyMatrices: function ( a, b ) { + + var ae = a.elements; + var be = b.elements; + var te = this.elements; + + var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + }, + + multiplyToArray: function ( a, b, r ) { + + var te = this.elements; + + this.multiplyMatrices( a, b ); + + r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ]; + r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ]; + r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ]; + r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ]; + + return this; + + }, + + multiplyScalar: function ( s ) { + + var te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + }, + + applyToVector3Array: function () { + + var v1; + + return function applyToVector3Array( array, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + + v1.fromArray( array, j ); + v1.applyMatrix4( this ); + v1.toArray( array, j ); + + } + + return array; + + }; + + }(), + + applyToBuffer: function () { + + var v1; + + return function applyToBuffer( buffer, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = buffer.length / buffer.itemSize; + + for ( var i = 0, j = offset; i < length; i ++, j ++ ) { + + v1.x = buffer.getX( j ); + v1.y = buffer.getY( j ); + v1.z = buffer.getZ( j ); + + v1.applyMatrix4( this ); + + buffer.setXYZ( v1.x, v1.y, v1.z ); + + } + + return buffer; + + }; + + }(), + + determinant: function () { + + var te = this.elements; + + var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + }, + + transpose: function () { + + var te = this.elements; + var tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + }, + + flattenToArrayOffset: function ( array, offset ) { + + console.warn( "THREE.Matrix3: .flattenToArrayOffset is deprecated " + + "- just use .toArray instead." ); + + return this.toArray( array, offset ); + + }, + + getPosition: function () { + + var v1; + + return function getPosition() { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + + return v1.setFromMatrixColumn( this, 3 ); + + }; + + }(), + + setPosition: function ( v ) { + + var te = this.elements; + + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; + + return this; + + }, + + getInverse: function ( m, throwOnDegenerate ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) { + + var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate || false ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + var detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + return this; + + }, + + scale: function ( v ) { + + var te = this.elements; + var x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + }, + + getMaxScaleOnAxis: function () { + + var te = this.elements; + + var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + }, + + makeTranslation: function ( x, y, z ) { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationX: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationY: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationZ: function ( theta ) { + + var c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeRotationAxis: function ( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + var c = Math.cos( angle ); + var s = Math.sin( angle ); + var t = 1 - c; + var x = axis.x, y = axis.y, z = axis.z; + var tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + makeScale: function ( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + }, + + compose: function ( position, quaternion, scale ) { + + this.makeRotationFromQuaternion( quaternion ); + this.scale( scale ); + this.setPosition( position ); + + return this; + + }, + + decompose: function () { + + var vector, matrix; + + return function decompose( position, quaternion, scale ) { + + if ( vector === undefined ) { + + vector = new THREE.Vector3(); + matrix = new THREE.Matrix4(); + + } + + var te = this.elements; + + var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + var det = this.determinant(); + if ( det < 0 ) { + + sx = - sx; + + } + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + + matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy() + + var invSX = 1 / sx; + var invSY = 1 / sy; + var invSZ = 1 / sz; + + matrix.elements[ 0 ] *= invSX; + matrix.elements[ 1 ] *= invSX; + matrix.elements[ 2 ] *= invSX; + + matrix.elements[ 4 ] *= invSY; + matrix.elements[ 5 ] *= invSY; + matrix.elements[ 6 ] *= invSY; + + matrix.elements[ 8 ] *= invSZ; + matrix.elements[ 9 ] *= invSZ; + matrix.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( matrix ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + }; + + }(), + + makeFrustum: function ( left, right, bottom, top, near, far ) { + + var te = this.elements; + var x = 2 * near / ( right - left ); + var y = 2 * near / ( top - bottom ); + + var a = ( right + left ) / ( right - left ); + var b = ( top + bottom ) / ( top - bottom ); + var c = - ( far + near ) / ( far - near ); + var d = - 2 * far * near / ( far - near ); + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + + return this; + + }, + + makePerspective: function ( fov, aspect, near, far ) { + + var ymax = near * Math.tan( THREE.Math.DEG2RAD * fov * 0.5 ); + var ymin = - ymax; + var xmin = ymin * aspect; + var xmax = ymax * aspect; + + return this.makeFrustum( xmin, xmax, ymin, ymax, near, far ); + + }, + + makeOrthographic: function ( left, right, top, bottom, near, far ) { + + var te = this.elements; + var w = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( far - near ); + + var x = ( right + left ) * w; + var y = ( top + bottom ) * h; + var z = ( far + near ) * p; + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + }, + + equals: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + fromArray: function ( array ) { + + this.elements.set( array ); + + return this; + + }, + + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; + + var te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + +}; + +// File:src/math/Ray.js + +/** + * @author bhouston / http://clara.io + */ + +THREE.Ray = function ( origin, direction ) { + + this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3(); + this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3(); + +}; + +THREE.Ray.prototype = { + + constructor: THREE.Ray, + + set: function ( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + }, + + at: function ( t, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + + }, + + lookAt: function ( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + }, + + recast: function () { + + var v1 = new THREE.Vector3(); + + return function recast( t ) { + + this.origin.copy( this.at( t, v1 ) ); + + return this; + + }; + + }(), + + closestPointToPoint: function ( point, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + result.subVectors( point, this.origin ); + var directionDistance = result.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return result.copy( this.origin ); + + } + + return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + }, + + distanceToPoint: function ( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + }, + + distanceSqToPoint: function () { + + var v1 = new THREE.Vector3(); + + return function distanceSqToPoint( point ) { + + var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceToSquared( point ); + + }; + + }(), + + distanceSqToSegment: function () { + + var segCenter = new THREE.Vector3(); + var segDir = new THREE.Vector3(); + var diff = new THREE.Vector3(); + + return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + segDir.copy( v1 ).sub( v0 ).normalize(); + diff.copy( this.origin ).sub( segCenter ); + + var segExtent = v0.distanceTo( v1 ) * 0.5; + var a01 = - this.direction.dot( segDir ); + var b0 = diff.dot( this.direction ); + var b1 = - diff.dot( segDir ); + var c = diff.lengthSq(); + var det = Math.abs( 1 - a01 * a01 ); + var s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + var invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + + } + + return sqrDist; + + }; + + }(), + + intersectSphere: function () { + + var v1 = new THREE.Vector3(); + + return function intersectSphere( sphere, optionalTarget ) { + + v1.subVectors( sphere.center, this.origin ); + var tca = v1.dot( this.direction ); + var d2 = v1.dot( v1 ) - tca * tca; + var radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + var thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + var t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + var t1 = tca + thc; + + // test to see if both t0 and t1 are behind the ray - if so, return null + if ( t0 < 0 && t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, optionalTarget ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, optionalTarget ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) <= sphere.radius; + + }, + + distanceToPlane: function ( plane ) { + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + }, + + intersectPlane: function ( plane, optionalTarget ) { + + var t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, optionalTarget ); + + }, + + + + intersectsPlane: function ( plane ) { + + // check if the ray lies on the plane first + + var distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + var denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + }, + + intersectBox: function ( box, optionalTarget ) { + + var tmin, tmax, tymin, tymax, tzmin, tzmax; + + var invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + var origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN + + if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + + if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); + + }, + + intersectsBox: ( function () { + + var v = new THREE.Vector3(); + + return function intersectsBox( box ) { + + return this.intersectBox( box, v ) !== null; + + }; + + } )(), + + intersectTriangle: function () { + + // Compute the offset origin, edges, and normal. + var diff = new THREE.Vector3(); + var edge1 = new THREE.Vector3(); + var edge2 = new THREE.Vector3(); + var normal = new THREE.Vector3(); + + return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) { + + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + edge1.subVectors( b, a ); + edge2.subVectors( c, a ); + normal.crossVectors( edge1, edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + var DdN = this.direction.dot( normal ); + var sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + diff.subVectors( this.origin, a ); + var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + var QdN = - sign * diff.dot( normal ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, optionalTarget ); + + }; + + }(), + + applyMatrix4: function ( matrix4 ) { + + this.direction.add( this.origin ).applyMatrix4( matrix4 ); + this.origin.applyMatrix4( matrix4 ); + this.direction.sub( this.origin ); + this.direction.normalize(); + + return this; + + }, + + equals: function ( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + +}; + +// File:src/math/Sphere.js + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Sphere = function ( center, radius ) { + + this.center = ( center !== undefined ) ? center : new THREE.Vector3(); + this.radius = ( radius !== undefined ) ? radius : 0; + +}; + +THREE.Sphere.prototype = { + + constructor: THREE.Sphere, + + set: function ( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + }, + + setFromPoints: function () { + + var box = new THREE.Box3(); + + return function setFromPoints( points, optionalCenter ) { + + var center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + box.setFromPoints( points ).center( center ); + + } + + var maxRadiusSq = 0; + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + }, + + empty: function () { + + return ( this.radius <= 0 ); + + }, + + containsPoint: function ( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + }, + + distanceToPoint: function ( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + }, + + intersectsSphere: function ( sphere ) { + + var radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsSphere( this ); + + }, + + intersectsPlane: function ( plane ) { + + // We use the following equation to compute the signed distance from + // the center of the sphere to the plane. + // + // distance = q * n - d + // + // If this distance is greater than the radius of the sphere, + // then there is no intersection. + + return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; + + }, + + clampPoint: function ( point, optionalTarget ) { + + var deltaLengthSq = this.center.distanceToSquared( point ); + + var result = optionalTarget || new THREE.Vector3(); + + result.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + result.sub( this.center ).normalize(); + result.multiplyScalar( this.radius ).add( this.center ); + + } + + return result; + + }, + + getBoundingBox: function ( optionalTarget ) { + + var box = optionalTarget || new THREE.Box3(); + + box.set( this.center, this.center ); + box.expandByScalar( this.radius ); + + return box; + + }, + + applyMatrix4: function ( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + }, + + translate: function ( offset ) { + + this.center.add( offset ); + + return this; + + }, + + equals: function ( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + +}; + +// File:src/math/Frustum.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ + +THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) { + + this.planes = [ + + ( p0 !== undefined ) ? p0 : new THREE.Plane(), + ( p1 !== undefined ) ? p1 : new THREE.Plane(), + ( p2 !== undefined ) ? p2 : new THREE.Plane(), + ( p3 !== undefined ) ? p3 : new THREE.Plane(), + ( p4 !== undefined ) ? p4 : new THREE.Plane(), + ( p5 !== undefined ) ? p5 : new THREE.Plane() + + ]; + +}; + +THREE.Frustum.prototype = { + + constructor: THREE.Frustum, + + set: function ( p0, p1, p2, p3, p4, p5 ) { + + var planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( frustum ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + }, + + setFromMatrix: function ( m ) { + + var planes = this.planes; + var me = m.elements; + var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + return this; + + }, + + intersectsObject: function () { + + var sphere = new THREE.Sphere(); + + return function intersectsObject( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ) + .applyMatrix4( object.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSprite: function () { + + var sphere = new THREE.Sphere(); + + return function intersectsSprite( sprite ) { + + sphere.center.set( 0, 0, 0 ); + sphere.radius = 0.7071067811865476; + sphere.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( sphere ); + + }; + + }(), + + intersectsSphere: function ( sphere ) { + + var planes = this.planes; + var center = sphere.center; + var negRadius = - sphere.radius; + + for ( var i = 0; i < 6; i ++ ) { + + var distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + }, + + intersectsBox: function () { + + var p1 = new THREE.Vector3(), + p2 = new THREE.Vector3(); + + return function intersectsBox( box ) { + + var planes = this.planes; + + for ( var i = 0; i < 6 ; i ++ ) { + + var plane = planes[ i ]; + + p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; + p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; + p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; + p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; + p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; + p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + var d1 = plane.distanceToPoint( p1 ); + var d2 = plane.distanceToPoint( p2 ); + + // if both outside plane, no intersection + + if ( d1 < 0 && d2 < 0 ) { + + return false; + + } + + } + + return true; + + }; + + }(), + + + containsPoint: function ( point ) { + + var planes = this.planes; + + for ( var i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + +}; + +// File:src/math/Plane.js + +/** + * @author bhouston / http://clara.io + */ + +THREE.Plane = function ( normal, constant ) { + + this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 ); + this.constant = ( constant !== undefined ) ? constant : 0; + +}; + +THREE.Plane.prototype = { + + constructor: THREE.Plane, + + set: function ( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + }, + + setComponents: function ( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + }, + + setFromNormalAndCoplanarPoint: function ( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized + + return this; + + }, + + setFromCoplanarPoints: function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + + return function setFromCoplanarPoints( a, b, c ) { + + var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + }, + + normalize: function () { + + // Note: will lead to a divide by zero if the plane is invalid. + + var inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + }, + + negate: function () { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + }, + + distanceToPoint: function ( point ) { + + return this.normal.dot( point ) + this.constant; + + }, + + distanceToSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + }, + + projectPoint: function ( point, optionalTarget ) { + + return this.orthoPoint( point, optionalTarget ).sub( point ).negate(); + + }, + + orthoPoint: function ( point, optionalTarget ) { + + var perpendicularMagnitude = this.distanceToPoint( point ); + + var result = optionalTarget || new THREE.Vector3(); + return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude ); + + }, + + intersectLine: function () { + + var v1 = new THREE.Vector3(); + + return function intersectLine( line, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + var direction = line.delta( v1 ); + + var denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return result.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return undefined; + + } + + var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return undefined; + + } + + return result.copy( direction ).multiplyScalar( t ).add( line.start ); + + }; + + }(), + + intersectsLine: function ( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + var startSign = this.distanceToPoint( line.start ); + var endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsPlane( this ); + + }, + + intersectsSphere: function ( sphere ) { + + return sphere.intersectsPlane( this ); + + }, + + coplanarPoint: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.copy( this.normal ).multiplyScalar( - this.constant ); + + }, + + applyMatrix4: function () { + + var v1 = new THREE.Vector3(); + var m1 = new THREE.Matrix3(); + + return function applyMatrix4( matrix, optionalNormalMatrix ) { + + var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + + // transform normal based on theory here: + // http://www.songho.ca/opengl/gl_normaltransform.html + var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + // recalculate constant (like in setFromNormalAndCoplanarPoint) + this.constant = - referencePoint.dot( normal ); + + return this; + + }; + + }(), + + translate: function ( offset ) { + + this.constant = this.constant - offset.dot( this.normal ); + + return this; + + }, + + equals: function ( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + +}; + +// File:src/math/Spherical.js + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ + +THREE.Spherical = function ( radius, phi, theta ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + + return this; + +}; + +THREE.Spherical.prototype = { + + constructor: THREE.Spherical, + + set: function ( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius.copy( other.radius ); + this.phi.copy( other.phi ); + this.theta.copy( other.theta ); + + return this; + + }, + + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function() { + + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + }, + + setFromVector3: function( vec3 ) { + + this.radius = vec3.length(); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( THREE.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + + } + + return this; + + }, + +}; + +// File:src/math/Math.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Math = { + + DEG2RAD: Math.PI / 180, + RAD2DEG: 180 / Math.PI, + + generateUUID: function () { + + // http://www.broofa.com/Tools/Math.uuid.htm + + var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' ); + var uuid = new Array( 36 ); + var rnd = 0, r; + + return function generateUUID() { + + for ( var i = 0; i < 36; i ++ ) { + + if ( i === 8 || i === 13 || i === 18 || i === 23 ) { + + uuid[ i ] = '-'; + + } else if ( i === 14 ) { + + uuid[ i ] = '4'; + + } else { + + if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0; + r = rnd & 0xf; + rnd = rnd >> 4; + uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ]; + + } + + } + + return uuid.join( '' ); + + }; + + }(), + + clamp: function ( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + + }, + + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation + + euclideanModulo: function ( n, m ) { + + return ( ( n % m ) + m ) % m; + + }, + + // Linear mapping from range to range + + mapLinear: function ( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + }, + + // http://en.wikipedia.org/wiki/Smoothstep + + smoothstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + + }, + + smootherstep: function ( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + + }, + + random16: function () { + + console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); + + }, + + // Random integer from interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // Random float from interval + + randFloat: function ( low, high ) { + + return low + Math.random() * ( high - low ); + + }, + + // Random float from <-range/2, range/2> interval + + randFloatSpread: function ( range ) { + + return range * ( 0.5 - Math.random() ); + + }, + + degToRad: function ( degrees ) { + + return degrees * THREE.Math.DEG2RAD; + + }, + + radToDeg: function ( radians ) { + + return radians * THREE.Math.RAD2DEG; + + }, + + isPowerOfTwo: function ( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + + }, + + nearestPowerOfTwo: function ( value ) { + + return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); + + }, + + nextPowerOfTwo: function ( value ) { + + value --; + value |= value >> 1; + value |= value >> 2; + value |= value >> 4; + value |= value >> 8; + value |= value >> 16; + value ++; + + return value; + + } + +}; + +// File:src/math/Spline.js + +/** + * Spline from Tween.js, slightly optimized (and trashed) + * http://sole.github.com/tween.js/examples/05_spline.html + * + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Spline = function ( points ) { + + this.points = points; + + var c = [], v3 = { x: 0, y: 0, z: 0 }, + point, intPoint, weight, w2, w3, + pa, pb, pc, pd; + + this.initFromArray = function ( a ) { + + this.points = []; + + for ( var i = 0; i < a.length; i ++ ) { + + this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] }; + + } + + }; + + this.getPoint = function ( k ) { + + point = ( this.points.length - 1 ) * k; + intPoint = Math.floor( point ); + weight = point - intPoint; + + c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1; + c[ 1 ] = intPoint; + c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1; + c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2; + + pa = this.points[ c[ 0 ] ]; + pb = this.points[ c[ 1 ] ]; + pc = this.points[ c[ 2 ] ]; + pd = this.points[ c[ 3 ] ]; + + w2 = weight * weight; + w3 = weight * w2; + + v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 ); + v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 ); + v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 ); + + return v3; + + }; + + this.getControlPointsArray = function () { + + var i, p, l = this.points.length, + coords = []; + + for ( i = 0; i < l; i ++ ) { + + p = this.points[ i ]; + coords[ i ] = [ p.x, p.y, p.z ]; + + } + + return coords; + + }; + + // approximate length by summing linear segments + + this.getLength = function ( nSubDivisions ) { + + var i, index, nSamples, position, + point = 0, intPoint = 0, oldIntPoint = 0, + oldPosition = new THREE.Vector3(), + tmpVec = new THREE.Vector3(), + chunkLengths = [], + totalLength = 0; + + // first point has 0 length + + chunkLengths[ 0 ] = 0; + + if ( ! nSubDivisions ) nSubDivisions = 100; + + nSamples = this.points.length * nSubDivisions; + + oldPosition.copy( this.points[ 0 ] ); + + for ( i = 1; i < nSamples; i ++ ) { + + index = i / nSamples; + + position = this.getPoint( index ); + tmpVec.copy( position ); + + totalLength += tmpVec.distanceTo( oldPosition ); + + oldPosition.copy( position ); + + point = ( this.points.length - 1 ) * index; + intPoint = Math.floor( point ); + + if ( intPoint !== oldIntPoint ) { + + chunkLengths[ intPoint ] = totalLength; + oldIntPoint = intPoint; + + } + + } + + // last point ends with total length + + chunkLengths[ chunkLengths.length ] = totalLength; + + return { chunks: chunkLengths, total: totalLength }; + + }; + + this.reparametrizeByArcLength = function ( samplingCoef ) { + + var i, j, + index, indexCurrent, indexNext, + realDistance, + sampling, position, + newpoints = [], + tmpVec = new THREE.Vector3(), + sl = this.getLength(); + + newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() ); + + for ( i = 1; i < this.points.length; i ++ ) { + + //tmpVec.copy( this.points[ i - 1 ] ); + //linearDistance = tmpVec.distanceTo( this.points[ i ] ); + + realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ]; + + sampling = Math.ceil( samplingCoef * realDistance / sl.total ); + + indexCurrent = ( i - 1 ) / ( this.points.length - 1 ); + indexNext = i / ( this.points.length - 1 ); + + for ( j = 1; j < sampling - 1; j ++ ) { + + index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent ); + + position = this.getPoint( index ); + newpoints.push( tmpVec.copy( position ).clone() ); + + } + + newpoints.push( tmpVec.copy( this.points[ i ] ).clone() ); + + } + + this.points = newpoints; + + }; + + // Catmull-Rom + + function interpolate( p0, p1, p2, p3, t, t2, t3 ) { + + var v0 = ( p2 - p0 ) * 0.5, + v1 = ( p3 - p1 ) * 0.5; + + return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + } + +}; + +// File:src/math/Triangle.js + +/** + * @author bhouston / http://clara.io + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Triangle = function ( a, b, c ) { + + this.a = ( a !== undefined ) ? a : new THREE.Vector3(); + this.b = ( b !== undefined ) ? b : new THREE.Vector3(); + this.c = ( c !== undefined ) ? c : new THREE.Vector3(); + +}; + +THREE.Triangle.normal = function () { + + var v0 = new THREE.Vector3(); + + return function normal( a, b, c, optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + result.subVectors( c, b ); + v0.subVectors( a, b ); + result.cross( v0 ); + + var resultLengthSq = result.lengthSq(); + if ( resultLengthSq > 0 ) { + + return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) ); + + } + + return result.set( 0, 0, 0 ); + + }; + +}(); + +// static/instance method to calculate barycentric coordinates +// based on: http://www.blackpawn.com/texts/pointinpoly/default.html +THREE.Triangle.barycoordFromPoint = function () { + + var v0 = new THREE.Vector3(); + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + + return function barycoordFromPoint( point, a, b, c, optionalTarget ) { + + v0.subVectors( c, a ); + v1.subVectors( b, a ); + v2.subVectors( point, a ); + + var dot00 = v0.dot( v0 ); + var dot01 = v0.dot( v1 ); + var dot02 = v0.dot( v2 ); + var dot11 = v1.dot( v1 ); + var dot12 = v1.dot( v2 ); + + var denom = ( dot00 * dot11 - dot01 * dot01 ); + + var result = optionalTarget || new THREE.Vector3(); + + // collinear or singular triangle + if ( denom === 0 ) { + + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return result.set( - 2, - 1, - 1 ); + + } + + var invDenom = 1 / denom; + var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return result.set( 1 - u - v, v, u ); + + }; + +}(); + +THREE.Triangle.containsPoint = function () { + + var v1 = new THREE.Vector3(); + + return function containsPoint( point, a, b, c ) { + + var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 ); + + return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 ); + + }; + +}(); + +THREE.Triangle.prototype = { + + constructor: THREE.Triangle, + + set: function ( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + }, + + setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + }, + + area: function () { + + var v0 = new THREE.Vector3(); + var v1 = new THREE.Vector3(); + + return function area() { + + v0.subVectors( this.c, this.b ); + v1.subVectors( this.a, this.b ); + + return v0.cross( v1 ).length() * 0.5; + + }; + + }(), + + midpoint: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + }, + + normal: function ( optionalTarget ) { + + return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget ); + + }, + + plane: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Plane(); + + return result.setFromCoplanarPoints( this.a, this.b, this.c ); + + }, + + barycoordFromPoint: function ( point, optionalTarget ) { + + return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget ); + + }, + + containsPoint: function ( point ) { + + return THREE.Triangle.containsPoint( point, this.a, this.b, this.c ); + + }, + + closestPointToPoint: function () { + + var plane, edgeList, projectedPoint, closestPoint; + + return function closestPointToPoint( point, optionalTarget ) { + + if ( plane === undefined ) { + + plane = new THREE.Plane(); + edgeList = [ new THREE.Line3(), new THREE.Line3(), new THREE.Line3() ]; + projectedPoint = new THREE.Vector3(); + closestPoint = new THREE.Vector3(); + + } + + var result = optionalTarget || new THREE.Vector3(); + var minDistance = Infinity; + + // project the point onto the plane of the triangle + + plane.setFromCoplanarPoints( this.a, this.b, this.c ); + plane.projectPoint( point, projectedPoint ); + + // check if the projection lies within the triangle + + if( this.containsPoint( projectedPoint ) === true ) { + + // if so, this is the closest point + + result.copy( projectedPoint ); + + } else { + + // if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices + + edgeList[ 0 ].set( this.a, this.b ); + edgeList[ 1 ].set( this.b, this.c ); + edgeList[ 2 ].set( this.c, this.a ); + + for( var i = 0; i < edgeList.length; i ++ ) { + + edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); + + var distance = projectedPoint.distanceToSquared( closestPoint ); + + if( distance < minDistance ) { + + minDistance = distance; + + result.copy( closestPoint ); + + } + + } + + } + + return result; + + }; + + }(), + + equals: function ( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +}; + +// File:src/math/Interpolant.js + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */ + +THREE.Interpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + +}; + +THREE.Interpolant.prototype = { + + constructor: THREE.Interpolant, + + evaluate: function( t ) { + + var pp = this.parameterPositions, + i1 = this._cachedIndex, + + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + var right; + + linear_scan: { +//- See http://jsperf.com/comparison-to-undefined/3 +//- slower code: +//- +//- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( var giveUpAt = i1 + 2; ;) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + +//- slower code: +//- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + var t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( var giveUpAt = i1 - 2; ;) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + var mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + }, + + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. + + // --- Protected interface + + DefaultSettings_: {}, + + getSettings_: function() { + + return this.settings || this.DefaultSettings_; + + }, + + copySampleValue_: function( index ) { + + // copies a sample value to the result buffer + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + }, + + // Template methods for derived classes: + + interpolate_: function( i1, t0, t, t1 ) { + + throw new Error( "call to abstract method" ); + // implementations shall return this.resultBuffer + + }, + + intervalChanged_: function( i1, t0, t1 ) { + + // empty + + } + +}; + +Object.assign( THREE.Interpolant.prototype, { + + beforeStart_: //( 0, t, t0 ), returns this.resultBuffer + THREE.Interpolant.prototype.copySampleValue_, + + afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer + THREE.Interpolant.prototype.copySampleValue_ + +} ); + +// File:src/math/interpolants/CubicInterpolant.js + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */ + +THREE.CubicInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = -0; + this._offsetPrev = -0; + this._weightNext = -0; + this._offsetNext = -0; + +}; + +THREE.CubicInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.CubicInterpolant, + + DefaultSettings_: { + + endingStart: THREE.ZeroCurvatureEnding, + endingEnd: THREE.ZeroCurvatureEnding + + }, + + intervalChanged_: function( i1, t0, t1 ) { + + var pp = this.parameterPositions, + iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case THREE.ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case THREE.WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case THREE.ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case THREE.WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + var halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + }, + + interpolate_: function( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; + var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + + } ); + +// File:src/math/interpolants/DiscreteInterpolant.js + +/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ + +THREE.DiscreteInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +}; + +THREE.DiscreteInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.DiscreteInterpolant, + + interpolate_: function( i1, t0, t, t1 ) { + + return this.copySampleValue_( i1 - 1 ); + + } + + } ); + +// File:src/math/interpolants/LinearInterpolant.js + +/** + * @author tschw + */ + +THREE.LinearInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +}; + +THREE.LinearInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.LinearInterpolant, + + interpolate_: function( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + + } ); + +// File:src/math/interpolants/QuaternionLinearInterpolant.js + +/** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ + +THREE.QuaternionLinearInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +}; + +THREE.QuaternionLinearInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.QuaternionLinearInterpolant, + + interpolate_: function( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset = i1 * stride, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + for ( var end = offset + stride; offset !== end; offset += 4 ) { + + THREE.Quaternion.slerpFlat( result, 0, + values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + + } ); + +// File:src/core/Clock.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Clock = function ( autoStart ) { + + this.autoStart = ( autoStart !== undefined ) ? autoStart : true; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + +}; + +THREE.Clock.prototype = { + + constructor: THREE.Clock, + + start: function () { + + this.startTime = ( performance || Date ).now(); + + this.oldTime = this.startTime; + this.running = true; + + }, + + stop: function () { + + this.getElapsedTime(); + this.running = false; + + }, + + getElapsedTime: function () { + + this.getDelta(); + return this.elapsedTime; + + }, + + getDelta: function () { + + var diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + + } + + if ( this.running ) { + + var newTime = ( performance || Date ).now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +}; + +// File:src/core/EventDispatcher.js + +/** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + +THREE.EventDispatcher = function () {}; + +Object.assign( THREE.EventDispatcher.prototype, { + + addEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + var listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + }, + + hasEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return false; + + var listeners = this._listeners; + + if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) { + + return true; + + } + + return false; + + }, + + removeEventListener: function ( type, listener ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + var index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + }, + + dispatchEvent: function ( event ) { + + if ( this._listeners === undefined ) return; + + var listeners = this._listeners; + var listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + var array = [], i = 0; + var length = listenerArray.length; + + for ( i = 0; i < length; i ++ ) { + + array[ i ] = listenerArray[ i ]; + + } + + for ( i = 0; i < length; i ++ ) { + + array[ i ].call( this, event ); + + } + + } + + } + +} ); + +// File:src/core/Layers.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Layers = function () { + + this.mask = 1; + +}; + +THREE.Layers.prototype = { + + constructor: THREE.Layers, + + set: function ( channel ) { + + this.mask = 1 << channel; + + }, + + enable: function ( channel ) { + + this.mask |= 1 << channel; + + }, + + toggle: function ( channel ) { + + this.mask ^= 1 << channel; + + }, + + disable: function ( channel ) { + + this.mask &= ~ ( 1 << channel ); + + }, + + test: function ( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + +}; + +// File:src/core/Raycaster.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @author stephomi / http://stephaneginier.com/ + */ + +( function ( THREE ) { + + THREE.Raycaster = function ( origin, direction, near, far ) { + + this.ray = new THREE.Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near || 0; + this.far = far || Infinity; + + this.params = { + Mesh: {}, + Line: {}, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + } + } + } ); + + }; + + function ascSort( a, b ) { + + return a.distance - b.distance; + + } + + function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.visible === false ) return; + + object.raycast( raycaster, intersects ); + + if ( recursive === true ) { + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + + } + + // + + THREE.Raycaster.prototype = { + + constructor: THREE.Raycaster, + + linePrecision: 1, + + set: function ( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + }, + + setFromCamera: function ( coords, camera ) { + + if ( camera instanceof THREE.PerspectiveCamera ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + + } else if ( camera instanceof THREE.OrthographicCamera ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type.' ); + + } + + }, + + intersectObject: function ( object, recursive ) { + + var intersects = []; + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + }, + + intersectObjects: function ( objects, recursive ) { + + var intersects = []; + + if ( Array.isArray( objects ) === false ) { + + console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); + return intersects; + + } + + for ( var i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + + }; + +}( THREE ) ); + +// File:src/core/Object3D.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author elephantatwork / www.elephantatwork.ch + */ + +THREE.Object3D = function () { + + Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = THREE.Object3D.DefaultUp.clone(); + + var position = new THREE.Vector3(); + var rotation = new THREE.Euler(); + var quaternion = new THREE.Quaternion(); + var scale = new THREE.Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation.onChange( onRotationChange ); + quaternion.onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + enumerable: true, + value: position + }, + rotation: { + enumerable: true, + value: rotation + }, + quaternion: { + enumerable: true, + value: quaternion + }, + scale: { + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new THREE.Matrix4() + }, + normalMatrix: { + value: new THREE.Matrix3() + } + } ); + + this.matrix = new THREE.Matrix4(); + this.matrixWorld = new THREE.Matrix4(); + + this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + + this.layers = new THREE.Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.userData = {}; + +}; + +THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 ); +THREE.Object3D.DefaultMatrixAutoUpdate = true; + +Object.assign( THREE.Object3D.prototype, THREE.EventDispatcher.prototype, { + + applyMatrix: function ( matrix ) { + + this.matrix.multiplyMatrices( matrix, this.matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + }, + + setRotationFromAxisAngle: function ( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + }, + + setRotationFromEuler: function ( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + }, + + setRotationFromMatrix: function ( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + }, + + setRotationFromQuaternion: function ( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + }, + + rotateOnAxis: function () { + + // rotate object on axis in object space + // axis is assumed to be normalized + + var q1 = new THREE.Quaternion(); + + return function rotateOnAxis( axis, angle ) { + + q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( q1 ); + + return this; + + }; + + }(), + + rotateX: function () { + + var v1 = new THREE.Vector3( 1, 0, 0 ); + + return function rotateX( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateY: function () { + + var v1 = new THREE.Vector3( 0, 1, 0 ); + + return function rotateY( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + rotateZ: function () { + + var v1 = new THREE.Vector3( 0, 0, 1 ); + + return function rotateZ( angle ) { + + return this.rotateOnAxis( v1, angle ); + + }; + + }(), + + translateOnAxis: function () { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + var v1 = new THREE.Vector3(); + + return function translateOnAxis( axis, distance ) { + + v1.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( v1.multiplyScalar( distance ) ); + + return this; + + }; + + }(), + + translateX: function () { + + var v1 = new THREE.Vector3( 1, 0, 0 ); + + return function translateX( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateY: function () { + + var v1 = new THREE.Vector3( 0, 1, 0 ); + + return function translateY( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + translateZ: function () { + + var v1 = new THREE.Vector3( 0, 0, 1 ); + + return function translateZ( distance ) { + + return this.translateOnAxis( v1, distance ); + + }; + + }(), + + localToWorld: function ( vector ) { + + return vector.applyMatrix4( this.matrixWorld ); + + }, + + worldToLocal: function () { + + var m1 = new THREE.Matrix4(); + + return function worldToLocal( vector ) { + + return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + + }; + + }(), + + lookAt: function () { + + // This routine does not support objects with rotated and/or translated parent(s) + + var m1 = new THREE.Matrix4(); + + return function lookAt( vector ) { + + m1.lookAt( vector, this.position, this.up ); + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + + }(), + + add: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); + return this; + + } + + if ( object instanceof THREE.Object3D ) { + + if ( object.parent !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + object.dispatchEvent( { type: 'added' } ); + + this.children.push( object ); + + } else { + + console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + + } + + return this; + + }, + + remove: function ( object ) { + + if ( arguments.length > 1 ) { + + for ( var i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + } + + var index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + + object.dispatchEvent( { type: 'removed' } ); + + this.children.splice( index, 1 ); + + } + + }, + + getObjectById: function ( id ) { + + return this.getObjectByProperty( 'id', id ); + + }, + + getObjectByName: function ( name ) { + + return this.getObjectByProperty( 'name', name ); + + }, + + getObjectByProperty: function ( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + var child = this.children[ i ]; + var object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + }, + + getWorldPosition: function ( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.updateMatrixWorld( true ); + + return result.setFromMatrixPosition( this.matrixWorld ); + + }, + + getWorldQuaternion: function () { + + var position = new THREE.Vector3(); + var scale = new THREE.Vector3(); + + return function getWorldQuaternion( optionalTarget ) { + + var result = optionalTarget || new THREE.Quaternion(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, result, scale ); + + return result; + + }; + + }(), + + getWorldRotation: function () { + + var quaternion = new THREE.Quaternion(); + + return function getWorldRotation( optionalTarget ) { + + var result = optionalTarget || new THREE.Euler(); + + this.getWorldQuaternion( quaternion ); + + return result.setFromQuaternion( quaternion, this.rotation.order, false ); + + }; + + }(), + + getWorldScale: function () { + + var position = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + + return function getWorldScale( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.updateMatrixWorld( true ); + + this.matrixWorld.decompose( position, quaternion, result ); + + return result; + + }; + + }(), + + getWorldDirection: function () { + + var quaternion = new THREE.Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + }; + + }(), + + raycast: function () {}, + + traverse: function ( callback ) { + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + }, + + traverseAncestors: function ( callback ) { + + var parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + }, + + updateMatrix: function () { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + }, + + updateMatrixWorld: function ( force ) { + + if ( this.matrixAutoUpdate === true ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate === true || force === true ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + for ( var i = 0, l = this.children.length; i < l; i ++ ) { + + this.children[ i ].updateMatrixWorld( force ); + + } + + }, + + toJSON: function ( meta ) { + + // meta is '' when called from JSON.stringify + var isRootObject = ( meta === undefined || meta === '' ); + + var output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {} + }; + + output.metadata = { + version: 4.4, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + var object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + + object.matrix = this.matrix.toArray(); + + // + + if ( this.geometry !== undefined ) { + + if ( meta.geometries[ this.geometry.uuid ] === undefined ) { + + meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta ); + + } + + object.geometry = this.geometry.uuid; + + } + + if ( this.material !== undefined ) { + + if ( meta.materials[ this.material.uuid ] === undefined ) { + + meta.materials[ this.material.uuid ] = this.material.toJSON( meta ); + + } + + object.material = this.material.uuid; + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( var i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + if ( isRootObject ) { + + var geometries = extractFromCache( meta.geometries ); + var materials = extractFromCache( meta.materials ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache ( cache ) { + + var values = []; + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + return values; + + } + + }, + + clone: function ( recursive ) { + + return new this.constructor().copy( this, recursive ); + + }, + + copy: function ( source, recursive ) { + + if ( recursive === undefined ) recursive = true; + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} ); + +THREE.Object3DIdCount = 0; + +// File:src/core/Face3.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) { + + this.a = a; + this.b = b; + this.c = c; + + this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3(); + this.vertexNormals = Array.isArray( normal ) ? normal : []; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = Array.isArray( color ) ? color : []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + +}; + +THREE.Face3.prototype = { + + constructor: THREE.Face3, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.a = source.a; + this.b = source.b; + this.c = source.c; + + this.normal.copy( source.normal ); + this.color.copy( source.color ); + + this.materialIndex = source.materialIndex; + + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + + } + + return this; + + } + +}; + +// File:src/core/BufferAttribute.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BufferAttribute = function ( array, itemSize, normalized ) { + + this.uuid = THREE.Math.generateUUID(); + + this.array = array; + this.itemSize = itemSize; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + this.normalized = normalized === true; + +}; + +THREE.BufferAttribute.prototype = { + + constructor: THREE.BufferAttribute, + + get count() { + + return this.array.length / this.itemSize; + + }, + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + copyArray: function ( array ) { + + this.array.set( array ); + + return this; + + }, + + copyColorsArray: function ( colors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = colors.length; i < l; i ++ ) { + + var color = colors[ i ]; + + if ( color === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new THREE.Color(); + + } + + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; + + } + + return this; + + }, + + copyIndicesArray: function ( indices ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + var index = indices[ i ]; + + array[ offset ++ ] = index.a; + array[ offset ++ ] = index.b; + array[ offset ++ ] = index.c; + + } + + return this; + + }, + + copyVector2sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new THREE.Vector2(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + + } + + return this; + + }, + + copyVector3sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new THREE.Vector3(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + + } + + return this; + + }, + + copyVector4sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new THREE.Vector4(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + getX: function ( index ) { + + return this.array[ index * this.itemSize ]; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + getY: function ( index ) { + + return this.array[ index * this.itemSize + 1 ]; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + getZ: function ( index ) { + + return this.array[ index * this.itemSize + 2 ]; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + getW: function ( index ) { + + return this.array[ index * this.itemSize + 3 ]; + + }, + + setW: function ( index, w ) { + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +}; + +// + +THREE.Int8Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Int8Array( array ), itemSize ); + +}; + +THREE.Uint8Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint8Array( array ), itemSize ); + +}; + +THREE.Uint8ClampedAttribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize ); + +}; + +THREE.Int16Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Int16Array( array ), itemSize ); + +}; + +THREE.Uint16Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint16Array( array ), itemSize ); + +}; + +THREE.Int32Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Int32Array( array ), itemSize ); + +}; + +THREE.Uint32Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint32Array( array ), itemSize ); + +}; + +THREE.Float32Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Float32Array( array ), itemSize ); + +}; + +THREE.Float64Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Float64Array( array ), itemSize ); + +}; + + +// Deprecated + +THREE.DynamicBufferAttribute = function ( array, itemSize ) { + + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new THREE.BufferAttribute( array, itemSize ).setDynamic( true ); + +}; + +// File:src/core/InstancedBufferAttribute.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) { + + THREE.BufferAttribute.call( this, array, itemSize ); + + this.meshPerAttribute = meshPerAttribute || 1; + +}; + +THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype ); +THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute; + +THREE.InstancedBufferAttribute.prototype.copy = function ( source ) { + + THREE.BufferAttribute.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + +}; + +// File:src/core/InterleavedBuffer.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InterleavedBuffer = function ( array, stride ) { + + this.uuid = THREE.Math.generateUUID(); + + this.array = array; + this.stride = stride; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + +}; + +THREE.InterleavedBuffer.prototype = { + + constructor: THREE.InterleavedBuffer, + + get length () { + + return this.array.length; + + }, + + get count () { + + return this.array.length / this.stride; + + }, + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.stride = source.stride; + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( var i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +}; + +// File:src/core/InstancedInterleavedBuffer.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) { + + THREE.InterleavedBuffer.call( this, array, stride ); + + this.meshPerAttribute = meshPerAttribute || 1; + +}; + +THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype ); +THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer; + +THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) { + + THREE.InterleavedBuffer.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + +}; + +// File:src/core/InterleavedBufferAttribute.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset, normalized ) { + + this.uuid = THREE.Math.generateUUID(); + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized === true; + +}; + + +THREE.InterleavedBufferAttribute.prototype = { + + constructor: THREE.InterleavedBufferAttribute, + + get length() { + + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); + return this.array.length; + + }, + + get count() { + + return this.data.count; + + }, + + get array() { + + return this.data.array; + + }, + + setX: function ( index, x ) { + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + }, + + setY: function ( index, y ) { + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + }, + + setZ: function ( index, z ) { + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + }, + + setW: function ( index, w ) { + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + }, + + getX: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset ]; + + }, + + getY: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 1 ]; + + }, + + getZ: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 2 ]; + + }, + + getW: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 3 ]; + + }, + + setXY: function ( index, x, y ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + +}; + +// File:src/core/Geometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author kile / http://kile.stravaganza.org/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author bhouston / http://clara.io + */ + +THREE.Geometry = function () { + + Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Geometry'; + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [ [] ]; + + this.morphTargets = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.elementsNeedUpdate = false; + this.verticesNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.lineDistancesNeedUpdate = false; + this.groupsNeedUpdate = false; + +}; + +Object.assign( THREE.Geometry.prototype, THREE.EventDispatcher.prototype, { + + applyMatrix: function ( matrix ) { + + var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + + for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + + var vertex = this.vertices[ i ]; + vertex.applyMatrix4( matrix ); + + } + + for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + + var face = this.faces[ i ]; + face.normal.applyMatrix3( normalMatrix ).normalize(); + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + + } + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + this.verticesNeedUpdate = true; + this.normalsNeedUpdate = true; + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1; + + return function rotateX( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1; + + return function rotateY( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1; + + return function rotateZ( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1; + + return function translate( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1; + + return function scale( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj; + + return function lookAt( vector ) { + + if ( obj === undefined ) obj = new THREE.Object3D(); + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + fromBufferGeometry: function ( geometry ) { + + var scope = this; + + var indices = geometry.index !== null ? geometry.index.array : undefined; + var attributes = geometry.attributes; + + var positions = attributes.position.array; + var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; + var colors = attributes.color !== undefined ? attributes.color.array : undefined; + var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; + var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + + var tempNormals = []; + var tempUVs = []; + var tempUVs2 = []; + + for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + + scope.vertices.push( new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); + + if ( normals !== undefined ) { + + tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + + } + + if ( colors !== undefined ) { + + scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + + } + + if ( uvs !== undefined ) { + + tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + + } + + if ( uvs2 !== undefined ) { + + tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + + } + + } + + function addFace( a, b, c, materialIndex ) { + + var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; + var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; + + var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + + scope.faces.push( face ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + + } + + if ( uvs2 !== undefined ) { + + scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + + } + + } + + if ( indices !== undefined ) { + + var groups = geometry.groups; + + if ( groups.length > 0 ) { + + for ( var i = 0; i < groups.length; i ++ ) { + + var group = groups[ i ]; + + var start = group.start; + var count = group.count; + + for ( var j = start, jl = start + count; j < jl; j += 3 ) { + + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + + } + + } + + } else { + + for ( var i = 0; i < indices.length; i += 3 ) { + + addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + + } + + } + + } else { + + for ( var i = 0; i < positions.length / 3; i += 3 ) { + + addFace( i, i + 1, i + 2 ); + + } + + } + + this.computeFaceNormals(); + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + return this; + + }, + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.center().negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + normalize: function () { + + this.computeBoundingSphere(); + + var center = this.boundingSphere.center; + var radius = this.boundingSphere.radius; + + var s = radius === 0 ? 1 : 1.0 / radius; + + var matrix = new THREE.Matrix4(); + matrix.set( + s, 0, 0, - s * center.x, + 0, s, 0, - s * center.y, + 0, 0, s, - s * center.z, + 0, 0, 0, 1 + ); + + this.applyMatrix( matrix ); + + return this; + + }, + + computeFaceNormals: function () { + + var cb = new THREE.Vector3(), ab = new THREE.Vector3(); + + for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + + var face = this.faces[ f ]; + + var vA = this.vertices[ face.a ]; + var vB = this.vertices[ face.b ]; + var vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + cb.normalize(); + + face.normal.copy( cb ); + + } + + }, + + computeVertexNormals: function ( areaWeighted ) { + + if ( areaWeighted === undefined ) areaWeighted = true; + + var v, vl, f, fl, face, vertices; + + vertices = new Array( this.vertices.length ); + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ] = new THREE.Vector3(); + + } + + if ( areaWeighted ) { + + // vertex normals weighted by triangle areas + // http://www.iquilezles.org/www/articles/normals/normals.htm + + var vA, vB, vC; + var cb = new THREE.Vector3(), ab = new THREE.Vector3(); + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vA = this.vertices[ face.a ]; + vB = this.vertices[ face.b ]; + vC = this.vertices[ face.c ]; + + cb.subVectors( vC, vB ); + ab.subVectors( vA, vB ); + cb.cross( ab ); + + vertices[ face.a ].add( cb ); + vertices[ face.b ].add( cb ); + vertices[ face.c ].add( cb ); + + } + + } else { + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + vertices[ face.a ].add( face.normal ); + vertices[ face.b ].add( face.normal ); + vertices[ face.c ].add( face.normal ); + + } + + } + + for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + + vertices[ v ].normalize(); + + } + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else { + + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + computeMorphNormals: function () { + + var i, il, f, fl, face; + + // save original normals + // - create temp variables on first access + // otherwise just copy (for faster repeated calls) + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + if ( ! face.__originalFaceNormal ) { + + face.__originalFaceNormal = face.normal.clone(); + + } else { + + face.__originalFaceNormal.copy( face.normal ); + + } + + if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + + for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + + if ( ! face.__originalVertexNormals[ i ] ) { + + face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + + } else { + + face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + + } + + } + + } + + // use temp geometry to compute face and vertex normals for each morph + + var tmpGeo = new THREE.Geometry(); + tmpGeo.faces = this.faces; + + for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + + // create on first access + + if ( ! this.morphNormals[ i ] ) { + + this.morphNormals[ i ] = {}; + this.morphNormals[ i ].faceNormals = []; + this.morphNormals[ i ].vertexNormals = []; + + var dstNormalsFace = this.morphNormals[ i ].faceNormals; + var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + faceNormal = new THREE.Vector3(); + vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() }; + + dstNormalsFace.push( faceNormal ); + dstNormalsVertex.push( vertexNormals ); + + } + + } + + var morphNormals = this.morphNormals[ i ]; + + // set vertices to morph target + + tmpGeo.vertices = this.morphTargets[ i ].vertices; + + // compute morph normals + + tmpGeo.computeFaceNormals(); + tmpGeo.computeVertexNormals(); + + // store morph normals + + var faceNormal, vertexNormals; + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + faceNormal = morphNormals.faceNormals[ f ]; + vertexNormals = morphNormals.vertexNormals[ f ]; + + faceNormal.copy( face.normal ); + + vertexNormals.a.copy( face.vertexNormals[ 0 ] ); + vertexNormals.b.copy( face.vertexNormals[ 1 ] ); + vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + + } + + } + + // restore original normals + + for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + + face = this.faces[ f ]; + + face.normal = face.__originalFaceNormal; + face.vertexNormals = face.__originalVertexNormals; + + } + + }, + + computeTangents: function () { + + console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); + + }, + + computeLineDistances: function () { + + var d = 0; + var vertices = this.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + if ( i > 0 ) { + + d += vertices[ i ].distanceTo( vertices[ i - 1 ] ); + + } + + this.lineDistances[ i ] = d; + + } + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new THREE.Box3(); + + } + + this.boundingBox.setFromPoints( this.vertices ); + + }, + + computeBoundingSphere: function () { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new THREE.Sphere(); + + } + + this.boundingSphere.setFromPoints( this.vertices ); + + }, + + merge: function ( geometry, matrix, materialIndexOffset ) { + + if ( geometry instanceof THREE.Geometry === false ) { + + console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); + return; + + } + + var normalMatrix, + vertexOffset = this.vertices.length, + vertices1 = this.vertices, + vertices2 = geometry.vertices, + faces1 = this.faces, + faces2 = geometry.faces, + uvs1 = this.faceVertexUvs[ 0 ], + uvs2 = geometry.faceVertexUvs[ 0 ]; + + if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + + if ( matrix !== undefined ) { + + normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + + } + + // vertices + + for ( var i = 0, il = vertices2.length; i < il; i ++ ) { + + var vertex = vertices2[ i ]; + + var vertexCopy = vertex.clone(); + + if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); + + vertices1.push( vertexCopy ); + + } + + // faces + + for ( i = 0, il = faces2.length; i < il; i ++ ) { + + var face = faces2[ i ], faceCopy, normal, color, + faceVertexNormals = face.vertexNormals, + faceVertexColors = face.vertexColors; + + faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); + faceCopy.normal.copy( face.normal ); + + if ( normalMatrix !== undefined ) { + + faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + + } + + for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + + normal = faceVertexNormals[ j ].clone(); + + if ( normalMatrix !== undefined ) { + + normal.applyMatrix3( normalMatrix ).normalize(); + + } + + faceCopy.vertexNormals.push( normal ); + + } + + faceCopy.color.copy( face.color ); + + for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { + + color = faceVertexColors[ j ]; + faceCopy.vertexColors.push( color.clone() ); + + } + + faceCopy.materialIndex = face.materialIndex + materialIndexOffset; + + faces1.push( faceCopy ); + + } + + // uvs + + for ( i = 0, il = uvs2.length; i < il; i ++ ) { + + var uv = uvs2[ i ], uvCopy = []; + + if ( uv === undefined ) { + + continue; + + } + + for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + + uvCopy.push( uv[ j ].clone() ); + + } + + uvs1.push( uvCopy ); + + } + + }, + + mergeMesh: function ( mesh ) { + + if ( mesh instanceof THREE.Mesh === false ) { + + console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); + return; + + } + + mesh.matrixAutoUpdate && mesh.updateMatrix(); + + this.merge( mesh.geometry, mesh.matrix ); + + }, + + /* + * Checks for duplicate vertices with hashmap. + * Duplicated vertices are removed + * and faces' vertices are updated. + */ + + mergeVertices: function () { + + var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 + var precision = Math.pow( 10, precisionPoints ); + var i, il, face; + var indices, j, jl; + + for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + + v = this.vertices[ i ]; + key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + + if ( verticesMap[ key ] === undefined ) { + + verticesMap[ key ] = i; + unique.push( this.vertices[ i ] ); + changes[ i ] = unique.length - 1; + + } else { + + //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); + changes[ i ] = changes[ verticesMap[ key ] ]; + + } + + } + + + // if faces are completely degenerate after merging vertices, we + // have to remove them from the geometry. + var faceIndicesToRemove = []; + + for ( i = 0, il = this.faces.length; i < il; i ++ ) { + + face = this.faces[ i ]; + + face.a = changes[ face.a ]; + face.b = changes[ face.b ]; + face.c = changes[ face.c ]; + + indices = [ face.a, face.b, face.c ]; + + var dupIndex = - 1; + + // if any duplicate vertices are found in a Face3 + // we have to remove the face as nothing can be saved + for ( var n = 0; n < 3; n ++ ) { + + if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { + + dupIndex = n; + faceIndicesToRemove.push( i ); + break; + + } + + } + + } + + for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { + + var idx = faceIndicesToRemove[ i ]; + + this.faces.splice( idx, 1 ); + + for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { + + this.faceVertexUvs[ j ].splice( idx, 1 ); + + } + + } + + // Use unique set of vertices + + var diff = this.vertices.length - unique.length; + this.vertices = unique; + return diff; + + }, + + sortFacesByMaterialIndex: function () { + + var faces = this.faces; + var length = faces.length; + + // tag faces + + for ( var i = 0; i < length; i ++ ) { + + faces[ i ]._id = i; + + } + + // sort faces + + function materialIndexSort( a, b ) { + + return a.materialIndex - b.materialIndex; + + } + + faces.sort( materialIndexSort ); + + // sort uvs + + var uvs1 = this.faceVertexUvs[ 0 ]; + var uvs2 = this.faceVertexUvs[ 1 ]; + + var newUvs1, newUvs2; + + if ( uvs1 && uvs1.length === length ) newUvs1 = []; + if ( uvs2 && uvs2.length === length ) newUvs2 = []; + + for ( var i = 0; i < length; i ++ ) { + + var id = faces[ i ]._id; + + if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); + if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + + } + + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.4, + type: 'Geometry', + generator: 'Geometry.toJSON' + } + }; + + // standard Geometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + var vertices = []; + + for ( var i = 0; i < this.vertices.length; i ++ ) { + + var vertex = this.vertices[ i ]; + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + var faces = []; + var normals = []; + var normalsHash = {}; + var colors = []; + var colorsHash = {}; + var uvs = []; + var uvsHash = {}; + + for ( var i = 0; i < this.faces.length; i ++ ) { + + var face = this.faces[ i ]; + + var hasMaterial = true; + var hasFaceUv = false; // deprecated + var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; + var hasFaceNormal = face.normal.length() > 0; + var hasFaceVertexNormal = face.vertexNormals.length > 0; + var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; + var hasFaceVertexColor = face.vertexColors.length > 0; + + var faceType = 0; + + faceType = setBit( faceType, 0, 0 ); // isQuad + faceType = setBit( faceType, 1, hasMaterial ); + faceType = setBit( faceType, 2, hasFaceUv ); + faceType = setBit( faceType, 3, hasFaceVertexUv ); + faceType = setBit( faceType, 4, hasFaceNormal ); + faceType = setBit( faceType, 5, hasFaceVertexNormal ); + faceType = setBit( faceType, 6, hasFaceColor ); + faceType = setBit( faceType, 7, hasFaceVertexColor ); + + faces.push( faceType ); + faces.push( face.a, face.b, face.c ); + faces.push( face.materialIndex ); + + if ( hasFaceVertexUv ) { + + var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + + faces.push( + getUvIndex( faceVertexUvs[ 0 ] ), + getUvIndex( faceVertexUvs[ 1 ] ), + getUvIndex( faceVertexUvs[ 2 ] ) + ); + + } + + if ( hasFaceNormal ) { + + faces.push( getNormalIndex( face.normal ) ); + + } + + if ( hasFaceVertexNormal ) { + + var vertexNormals = face.vertexNormals; + + faces.push( + getNormalIndex( vertexNormals[ 0 ] ), + getNormalIndex( vertexNormals[ 1 ] ), + getNormalIndex( vertexNormals[ 2 ] ) + ); + + } + + if ( hasFaceColor ) { + + faces.push( getColorIndex( face.color ) ); + + } + + if ( hasFaceVertexColor ) { + + var vertexColors = face.vertexColors; + + faces.push( + getColorIndex( vertexColors[ 0 ] ), + getColorIndex( vertexColors[ 1 ] ), + getColorIndex( vertexColors[ 2 ] ) + ); + + } + + } + + function setBit( value, position, enabled ) { + + return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + + } + + function getNormalIndex( normal ) { + + var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + + if ( normalsHash[ hash ] !== undefined ) { + + return normalsHash[ hash ]; + + } + + normalsHash[ hash ] = normals.length / 3; + normals.push( normal.x, normal.y, normal.z ); + + return normalsHash[ hash ]; + + } + + function getColorIndex( color ) { + + var hash = color.r.toString() + color.g.toString() + color.b.toString(); + + if ( colorsHash[ hash ] !== undefined ) { + + return colorsHash[ hash ]; + + } + + colorsHash[ hash ] = colors.length; + colors.push( color.getHex() ); + + return colorsHash[ hash ]; + + } + + function getUvIndex( uv ) { + + var hash = uv.x.toString() + uv.y.toString(); + + if ( uvsHash[ hash ] !== undefined ) { + + return uvsHash[ hash ]; + + } + + uvsHash[ hash ] = uvs.length / 2; + uvs.push( uv.x, uv.y ); + + return uvsHash[ hash ]; + + } + + data.data = {}; + + data.data.vertices = vertices; + data.data.normals = normals; + if ( colors.length > 0 ) data.data.colors = colors; + if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility + data.data.faces = faces; + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new THREE.Geometry().copy( this ); + + }, + + copy: function ( source ) { + + this.vertices = []; + this.faces = []; + this.faceVertexUvs = [ [] ]; + + var vertices = source.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + this.vertices.push( vertices[ i ].clone() ); + + } + + var faces = source.faces; + + for ( var i = 0, il = faces.length; i < il; i ++ ) { + + this.faces.push( faces[ i ].clone() ); + + } + + for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs = source.faceVertexUvs[ i ]; + + if ( this.faceVertexUvs[ i ] === undefined ) { + + this.faceVertexUvs[ i ] = []; + + } + + for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + + var uvs = faceVertexUvs[ j ], uvsCopy = []; + + for ( var k = 0, kl = uvs.length; k < kl; k ++ ) { + + var uv = uvs[ k ]; + + uvsCopy.push( uv.clone() ); + + } + + this.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +THREE.GeometryIdCount = 0; + +// File:src/core/DirectGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.DirectGeometry = function () { + + Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'DirectGeometry'; + + this.indices = []; + this.vertices = []; + this.normals = []; + this.colors = []; + this.uvs = []; + this.uvs2 = []; + + this.groups = []; + + this.morphTargets = {}; + + this.skinWeights = []; + this.skinIndices = []; + + // this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.verticesNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.groupsNeedUpdate = false; + +}; + +Object.assign( THREE.DirectGeometry.prototype, THREE.EventDispatcher.prototype, { + + computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox, + computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere, + + computeFaceNormals: function () { + + console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' ); + + }, + + computeVertexNormals: function () { + + console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' ); + + }, + + computeGroups: function ( geometry ) { + + var group; + var groups = []; + var materialIndex; + + var faces = geometry.faces; + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + // materials + + if ( face.materialIndex !== materialIndex ) { + + materialIndex = face.materialIndex; + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + group = { + start: i * 3, + materialIndex: materialIndex + }; + + } + + } + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + this.groups = groups; + + }, + + fromGeometry: function ( geometry ) { + + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; + + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + + // morphs + + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; + + var morphTargetsPosition; + + if ( morphTargetsLength > 0 ) { + + morphTargetsPosition = []; + + for ( var i = 0; i < morphTargetsLength; i ++ ) { + + morphTargetsPosition[ i ] = []; + + } + + this.morphTargets.position = morphTargetsPosition; + + } + + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; + + var morphTargetsNormal; + + if ( morphNormalsLength > 0 ) { + + morphTargetsNormal = []; + + for ( var i = 0; i < morphNormalsLength; i ++ ) { + + morphTargetsNormal[ i ] = []; + + } + + this.morphTargets.normal = morphTargetsNormal; + + } + + // skins + + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; + + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; + + // + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + + } else { + + var normal = face.normal; + + this.normals.push( normal, normal, normal ); + + } + + var vertexColors = face.vertexColors; + + if ( vertexColors.length === 3 ) { + + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + + } else { + + var color = face.color; + + this.colors.push( color, color, color ); + + } + + if ( hasFaceVertexUv === true ) { + + var vertexUvs = faceVertexUvs[ 0 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); + + } + + } + + if ( hasFaceVertexUv2 === true ) { + + var vertexUvs = faceVertexUvs[ 1 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + + this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); + + } + + } + + // morphs + + for ( var j = 0; j < morphTargetsLength; j ++ ) { + + var morphTarget = morphTargets[ j ].vertices; + + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + + } + + for ( var j = 0; j < morphNormalsLength; j ++ ) { + + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + + } + + // skins + + if ( hasSkinIndices ) { + + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + + } + + if ( hasSkinWeights ) { + + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + + } + + } + + this.computeGroups( geometry ); + + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +// File:src/core/BufferGeometry.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BufferGeometry = function () { + + Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + +}; + +Object.assign( THREE.BufferGeometry.prototype, THREE.EventDispatcher.prototype, { + + getIndex: function () { + + return this.index; + + }, + + setIndex: function ( index ) { + + this.index = index; + + }, + + addAttribute: function ( name, attribute ) { + + if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + + return; + + } + + if ( name === 'index' ) { + + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); + + return; + + } + + this.attributes[ name ] = attribute; + + return this; + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + removeAttribute: function ( name ) { + + delete this.attributes[ name ]; + + return this; + + }, + + addGroup: function ( start, count, materialIndex ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 + + } ); + + }, + + clearGroups: function () { + + this.groups = []; + + }, + + setDrawRange: function ( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + }, + + applyMatrix: function ( matrix ) { + + var position = this.attributes.position; + + if ( position !== undefined ) { + + matrix.applyToVector3Array( position.array ); + position.needsUpdate = true; + + } + + var normal = this.attributes.normal; + + if ( normal !== undefined ) { + + var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + + normalMatrix.applyToVector3Array( normal.array ); + normal.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1; + + return function rotateX( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1; + + return function rotateY( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1; + + return function rotateZ( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1; + + return function translate( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1; + + return function scale( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj; + + return function lookAt( vector ) { + + if ( obj === undefined ) obj = new THREE.Object3D(); + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.center().negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + setFromObject: function ( object ) { + + // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + + var geometry = object.geometry; + + if ( object instanceof THREE.Points || object instanceof THREE.Line ) { + + var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 ); + var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 ); + + this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + + var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 ); + + this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + } else if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.Geometry ) { + + this.fromGeometry( geometry ); + + } + + } + + return this; + + }, + + updateFromObject: function ( object ) { + + var geometry = object.geometry; + + if ( object instanceof THREE.Mesh ) { + + var direct = geometry.__directGeometry; + + if ( direct === undefined || geometry.elementsNeedUpdate === true ) { + + return this.fromGeometry( geometry ); + + } + + direct.verticesNeedUpdate = geometry.verticesNeedUpdate || geometry.elementsNeedUpdate; + direct.normalsNeedUpdate = geometry.normalsNeedUpdate || geometry.elementsNeedUpdate; + direct.colorsNeedUpdate = geometry.colorsNeedUpdate || geometry.elementsNeedUpdate; + direct.uvsNeedUpdate = geometry.uvsNeedUpdate || geometry.elementsNeedUpdate; + direct.groupsNeedUpdate = geometry.groupsNeedUpdate || geometry.elementsNeedUpdate; + + geometry.elementsNeedUpdate = false; + geometry.verticesNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.groupsNeedUpdate = false; + + geometry = direct; + + } + + var attribute; + + if ( geometry.verticesNeedUpdate === true ) { + + attribute = this.attributes.position; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; + + } + + geometry.verticesNeedUpdate = false; + + } + + if ( geometry.normalsNeedUpdate === true ) { + + attribute = this.attributes.normal; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; + + } + + geometry.normalsNeedUpdate = false; + + } + + if ( geometry.colorsNeedUpdate === true ) { + + attribute = this.attributes.color; + + if ( attribute !== undefined ) { + + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; + + } + + geometry.colorsNeedUpdate = false; + + } + + if ( geometry.uvsNeedUpdate ) { + + attribute = this.attributes.uv; + + if ( attribute !== undefined ) { + + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; + + } + + geometry.uvsNeedUpdate = false; + + } + + if ( geometry.lineDistancesNeedUpdate ) { + + attribute = this.attributes.lineDistance; + + if ( attribute !== undefined ) { + + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; + + } + + geometry.lineDistancesNeedUpdate = false; + + } + + if ( geometry.groupsNeedUpdate ) { + + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; + + geometry.groupsNeedUpdate = false; + + } + + return this; + + }, + + fromGeometry: function ( geometry ) { + + geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry ); + + return this.fromDirectGeometry( geometry.__directGeometry ); + + }, + + fromDirectGeometry: function ( geometry ) { + + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + + if ( geometry.normals.length > 0 ) { + + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + + } + + if ( geometry.colors.length > 0 ) { + + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + + } + + if ( geometry.uvs2.length > 0 ) { + + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + + } + + if ( geometry.indices.length > 0 ) { + + var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; + var indices = new TypeArray( geometry.indices.length * 3 ); + this.setIndex( new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); + + } + + // groups + + this.groups = geometry.groups; + + // morphs + + for ( var name in geometry.morphTargets ) { + + var array = []; + var morphTargets = geometry.morphTargets[ name ]; + + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + + var morphTarget = morphTargets[ i ]; + + var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 ); + + array.push( attribute.copyVector3sArray( morphTarget ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + // skinning + + if ( geometry.skinIndices.length > 0 ) { + + var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + + } + + if ( geometry.skinWeights.length > 0 ) { + + var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 ); + this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + + } + + // + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + return this; + + }, + + computeBoundingBox: function () { + + if ( this.boundingBox === null ) { + + this.boundingBox = new THREE.Box3(); + + } + + var positions = this.attributes.position.array; + + if ( positions !== undefined ) { + + this.boundingBox.setFromArray( positions ); + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + }, + + computeBoundingSphere: function () { + + var box = new THREE.Box3(); + var vector = new THREE.Vector3(); + + return function computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new THREE.Sphere(); + + } + + var positions = this.attributes.position; + + if ( positions ) { + + var array = positions.array; + var center = this.boundingSphere.center; + + box.setFromArray( array ); + box.center( center ); + + // hoping to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + var maxRadiusSq = 0; + + for ( var i = 0, il = array.length; i < il; i += 3 ) { + + vector.fromArray( array, i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + }; + + }(), + + computeFaceNormals: function () { + + // backwards compatibility + + }, + + computeVertexNormals: function () { + + var index = this.index; + var attributes = this.attributes; + var groups = this.groups; + + if ( attributes.position ) { + + var positions = attributes.position.array; + + if ( attributes.normal === undefined ) { + + this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) ); + + } else { + + // reset existing normals to zero + + var array = attributes.normal.array; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + array[ i ] = 0; + + } + + } + + var normals = attributes.normal.array; + + var vA, vB, vC, + + pA = new THREE.Vector3(), + pB = new THREE.Vector3(), + pC = new THREE.Vector3(), + + cb = new THREE.Vector3(), + ab = new THREE.Vector3(); + + // indexed elements + + if ( index ) { + + var indices = index.array; + + if ( groups.length === 0 ) { + + this.addGroup( 0, indices.length ); + + } + + for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + + var group = groups[ j ]; + + var start = group.start; + var count = group.count; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + vA = indices[ i + 0 ] * 3; + vB = indices[ i + 1 ] * 3; + vC = indices[ i + 2 ] * 3; + + pA.fromArray( positions, vA ); + pB.fromArray( positions, vB ); + pC.fromArray( positions, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ vA ] += cb.x; + normals[ vA + 1 ] += cb.y; + normals[ vA + 2 ] += cb.z; + + normals[ vB ] += cb.x; + normals[ vB + 1 ] += cb.y; + normals[ vB + 2 ] += cb.z; + + normals[ vC ] += cb.x; + normals[ vC + 1 ] += cb.y; + normals[ vC + 2 ] += cb.z; + + } + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( var i = 0, il = positions.length; i < il; i += 9 ) { + + pA.fromArray( positions, i ); + pB.fromArray( positions, i + 3 ); + pC.fromArray( positions, i + 6 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normals[ i ] = cb.x; + normals[ i + 1 ] = cb.y; + normals[ i + 2 ] = cb.z; + + normals[ i + 3 ] = cb.x; + normals[ i + 4 ] = cb.y; + normals[ i + 5 ] = cb.z; + + normals[ i + 6 ] = cb.x; + normals[ i + 7 ] = cb.y; + normals[ i + 8 ] = cb.z; + + } + + } + + this.normalizeNormals(); + + attributes.normal.needsUpdate = true; + + } + + }, + + merge: function ( geometry, offset ) { + + if ( geometry instanceof THREE.BufferGeometry === false ) { + + console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); + return; + + } + + if ( offset === undefined ) offset = 0; + + var attributes = this.attributes; + + for ( var key in attributes ) { + + if ( geometry.attributes[ key ] === undefined ) continue; + + var attribute1 = attributes[ key ]; + var attributeArray1 = attribute1.array; + + var attribute2 = geometry.attributes[ key ]; + var attributeArray2 = attribute2.array; + + var attributeSize = attribute2.itemSize; + + for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + + attributeArray1[ j ] = attributeArray2[ i ]; + + } + + } + + return this; + + }, + + normalizeNormals: function () { + + var normals = this.attributes.normal.array; + + var x, y, z, n; + + for ( var i = 0, il = normals.length; i < il; i += 3 ) { + + x = normals[ i ]; + y = normals[ i + 1 ]; + z = normals[ i + 2 ]; + + n = 1.0 / Math.sqrt( x * x + y * y + z * z ); + + normals[ i ] *= n; + normals[ i + 1 ] *= n; + normals[ i + 2 ] *= n; + + } + + }, + + toNonIndexed: function () { + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; + + } + + var geometry2 = new THREE.BufferGeometry(); + + var indices = this.index.array; + var attributes = this.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + + var array = attribute.array; + var itemSize = attribute.itemSize; + + var array2 = new array.constructor( indices.length * itemSize ); + + var index = 0, index2 = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + index = indices[ i ] * itemSize; + + for ( var j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + geometry2.addAttribute( name, new THREE.BufferAttribute( array2, itemSize ) ); + + } + + return geometry2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.4, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + data.data = { attributes: {} }; + + var index = this.index; + + if ( index !== null ) { + + var array = Array.prototype.slice.call( index.array ); + + data.data.index = { + type: index.array.constructor.name, + array: array + }; + + } + + var attributes = this.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var array = Array.prototype.slice.call( attribute.array ); + + data.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array, + normalized: attribute.normalized + }; + + } + + var groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + var boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new THREE.BufferGeometry().copy( this ); + + }, + + copy: function ( source ) { + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + var attributes = source.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); + + } + + var groups = source.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +THREE.BufferGeometry.MaxIndex = 65535; + +// File:src/core/InstancedBufferGeometry.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InstancedBufferGeometry = function () { + + THREE.BufferGeometry.call( this ); + + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; + +}; + +THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry; + +THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { + + this.groups.push( { + + start: start, + count: count, + instances: instances + + } ); + +}; + +THREE.InstancedBufferGeometry.prototype.copy = function ( source ) { + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + var attributes = source.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); + + } + + var groups = source.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.instances ); + + } + + return this; + +}; + +// File:src/core/Uniform.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Uniform = function ( value ) { + + if ( typeof value === 'string' ) { + + console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); + value = arguments[ 1 ]; + + } + + this.value = value; + + this.dynamic = false; + +}; + +THREE.Uniform.prototype = { + + constructor: THREE.Uniform, + + onUpdate: function ( callback ) { + + this.dynamic = true; + this.onUpdateCallback = callback; + + return this; + + } + +}; + +// File:src/animation/AnimationAction.js + +/** + * + * Action provided by AnimationMixer for scheduling clip playback on specific + * objects. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + * + */ + +THREE.AnimationAction = function() { + + throw new Error( "THREE.AnimationAction: " + + "Use mixer.clipAction for construction." ); + +}; + +THREE.AnimationAction._new = + function AnimationAction( mixer, clip, localRoot ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; + + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + var interpolantSettings = { + endingStart: THREE.ZeroCurvatureEnding, + endingEnd: THREE.ZeroCurvatureEnding + }; + + for ( var i = 0; i !== nTracks; ++ i ) { + + var interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = THREE.LoopRepeat; + this._loopCount = -1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // false -> zero effective time scale + this.enabled = true; // true -> zero effective weight + + this.clampWhenFinished = false; // keep feeding the last frame? + + this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true; // clips for start, loop and end + + }; + +THREE.AnimationAction._new.prototype = { + + constructor: THREE.AnimationAction._new, + + // State & Scheduling + + play: function() { + + this._mixer._activateAction( this ); + + return this; + + }, + + stop: function() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + }, + + reset: function() { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = -1; // forget previous loops + this._startTime = null; // forget scheduling + + return this.stopFading().stopWarping(); + + }, + + isRunning: function() { + + var start = this._startTime; + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + }, + + // return true when play has been called + isScheduled: function() { + + return this._mixer._isActiveAction( this ); + + }, + + startAt: function( time ) { + + this._startTime = time; + + return this; + + }, + + setLoop: function( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + }, + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight: function( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + }, + + // return the weight considering fading and .enabled + getEffectiveWeight: function() { + + return this._effectiveWeight; + + }, + + fadeIn: function( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + }, + + fadeOut: function( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + }, + + crossFadeFrom: function( fadeOutAction, duration, warp ) { + + var mixer = this._mixer; + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if( warp ) { + + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + }, + + crossFadeTo: function( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + }, + + stopFading: function() { + + var weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + }, + + // Time Scale Control + + // set the weight stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale: function( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 :timeScale; + + return this.stopWarping(); + + }, + + // return the time scale considering warping and .paused + getEffectiveTimeScale: function() { + + return this._effectiveTimeScale; + + }, + + setDuration: function( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + }, + + syncWith: function( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + }, + + halt: function( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + }, + + warp: function( startTimeScale, endTimeScale, duration ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, + + timeScale = this.timeScale; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(), + this._timeScaleInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + }, + + stopWarping: function() { + + var timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + }, + + // Object Accessors + + getMixer: function() { + + return this._mixer; + + }, + + getClip: function() { + + return this._clip; + + }, + + getRoot: function() { + + return this._localRoot || this._mixer._root; + + }, + + // Interna + + _update: function( time, deltaTime, timeDirection, accuIndex ) { + // called by the mixer + + var startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + return; // yet to come / don't decide when delta = 0 + + } + + // start + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + var weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; + + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + }, + + _updateWeight: function( time ) { + + var weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + var interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + }, + + _updateTimeScale: function( time ) { + + var timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + var interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + }, + + _updateTime: function( deltaTime ) { + + var time = this.time + deltaTime; + + if ( deltaTime === 0 ) return time; + + var duration = this._clip.duration, + + loop = this.loop, + loopCount = this._loopCount; + + if ( loop === THREE.LoopOnce ) { + + if ( loopCount === -1 ) { + // just started + + this.loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else break handle_stop; + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? -1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + var pingPong = ( loop === THREE.LoopPingPong ); + + if ( loopCount === -1 ) { + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( + true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( + this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + // wrap around + + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + var pending = this.repetitions - loopCount; + + if ( pending < 0 ) { + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : -1 + } ); + + } else { + // keep running + + if ( pending === 0 ) { + // entering the last round + + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + // invert time for the "pong round" + + this.time = time; + return duration - time; + + } + + } + + this.time = time; + return time; + + }, + + _setEndings: function( atStart, atEnd, pingPong ) { + + var settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = THREE.ZeroSlopeEnding; + settings.endingEnd = THREE.ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? + THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; + + } else { + + settings.endingStart = THREE.WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? + THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; + + } else { + + settings.endingEnd = THREE.WrapAroundEnding; + + } + + } + + }, + + _scheduleFading: function( duration, weightNow, weightThen ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(), + this._weightInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration; values[ 1 ] = weightThen; + + return this; + + } + +}; + + +// File:src/animation/AnimationClip.js + +/** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +THREE.AnimationClip = function ( name, duration, tracks ) { + + this.name = name; + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : -1; + + this.uuid = THREE.Math.generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + // maybe only do these on demand, as doing them here could potentially slow down loading + // but leaving these here during development as this ensures a lot of testing of these functions + this.trim(); + this.optimize(); + +}; + +THREE.AnimationClip.prototype = { + + constructor: THREE.AnimationClip, + + resetDuration: function() { + + var tracks = this.tracks, + duration = 0; + + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + + var track = this.tracks[ i ]; + + duration = Math.max( + duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + }, + + trim: function() { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + }, + + optimize: function() { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + +}; + +// Static methods: + +Object.assign( THREE.AnimationClip, { + + parse: function( json ) { + + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( THREE.KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + return new THREE.AnimationClip( json.name, json.duration, tracks ); + + }, + + + toJSON: function( clip ) { + + var tracks = [], + clipTracks = clip.tracks; + + var json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks + + }; + + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( THREE.KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + }, + + + CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) { + + var numMorphTargets = morphTargetSequence.length; + var tracks = []; + + for ( var i = 0; i < numMorphTargets; i ++ ) { + + var times = []; + var values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + var order = THREE.AnimationUtils.getKeyframeOrder( times ); + times = THREE.AnimationUtils.sortedArray( times, 1, order ); + values = THREE.AnimationUtils.sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new THREE.NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + } + + return new THREE.AnimationClip( name, -1, tracks ); + + }, + + findByName: function( objectOrClipArray, name ) { + + var clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + var o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( var i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + } + + return null; + + }, + + CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) { + + var animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var name = parts[ 1 ]; + + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + var clips = []; + + for ( var name in animationToMorphTargets ) { + + clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + }, + + // parse the animation.hierarchy format + parseAnimation: function( animation, bones, nodeName ) { + + if ( ! animation ) { + + console.error( " no animation in JSONLoader data" ); + return null; + + } + + var addNonemptyTrack = function( + trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + var times = []; + var values = []; + + THREE.AnimationUtils.flattenJSON( + animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + var tracks = []; + + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || -1; + var fps = animation.fps || 30; + + var hierarchyTracks = animation.hierarchy || []; + + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + + var animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets in a way exactly compatible + // with AnimationHandler.init( animation ) + if ( animationKeys[0].morphTargets ) { + + // figure out all morph targets used in this track + var morphTargetNames = {}; + for ( var k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[k].morphTargets ) { + + for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1; + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( var morphTargetName in morphTargetNames ) { + + var times = []; + var values = []; + + for ( var m = 0; + m !== animationKeys[k].morphTargets.length; ++ m ) { + + var animationKey = animationKeys[k]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new THREE.NumberKeyframeTrack( + '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * ( fps || 1.0 ); + + } else { + // ...assume skeletal animation + + var boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + THREE.VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + THREE.QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + THREE.VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + var clip = new THREE.AnimationClip( clipName, duration, tracks ); + + return clip; + + } + +} ); + +// File:src/animation/AnimationMixer.js + +/** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.AnimationMixer = function( root ) { + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + this.time = 0; + + this.timeScale = 1.0; + +}; + +Object.assign( THREE.AnimationMixer.prototype, THREE.EventDispatcher.prototype, { + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction: function( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + THREE.AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject !== null ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ], + prototypeAction = null; + + if ( actionsForClip !== undefined ) { + + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + var newAction = new THREE. + AnimationMixer._Action( this, clipObject, optionalRoot ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + }, + + // get an existing action + existingAction: function( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + THREE.AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + }, + + // deactivates all previously scheduled actions + stopAllAction: function() { + + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; + + this._nActiveActions = 0; + this._nActiveBindings = 0; + + for ( var i = 0; i !== nActions; ++ i ) { + + actions[ i ].reset(); + + } + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].useCount = 0; + + } + + return this; + + }, + + // advance the time and update apply the animation + update: function( deltaTime ) { + + deltaTime *= this.timeScale; + + var actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( var i = 0; i !== nActions; ++ i ) { + + var action = actions[ i ]; + + if ( action.enabled ) { + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + } + + // update scene graph + + var bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + }, + + // return this mixer's root target object + getRoot: function() { + + return this._root; + + }, + + // free all resources specific to a particular clip + uncacheClip: function( clip ) { + + var actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + var actionsToRemove = actionsForClip.knownActions; + + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + var action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + var cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + }, + + // free all resources specific to a particular root target object + uncacheRoot: function( root ) { + + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( var clipUuid in actionsByClip ) { + + var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( var trackName in bindingByName ) { + + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + }, + + // remove a targeted clip from the cache + uncacheAction: function( clip, optionalRoot ) { + + var action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} ); + +THREE.AnimationMixer._Action = THREE.AnimationAction._new; + +// Implementation details: + +Object.assign( THREE.AnimationMixer.prototype, { + + _bindAction: function( action, prototypeAction ) { + + var root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName, + bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( var i = 0; i !== nTracks; ++ i ) { + + var track = tracks[ i ], + trackName = track.name, + binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + var path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new THREE.PropertyMixer( + THREE.PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + }, + + _activateAction: function( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + var rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + var bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + }, + + _deactivateAction: function( action ) { + + if ( this._isActiveAction( action ) ) { + + var bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + }, + + // Memory manager + + _initMemoryManager: function() { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< _Action > - used as prototypes + // actionByRoot: _Action - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + var scope = this; + + this.stats = { + + actions: { + get total() { return scope._actions.length; }, + get inUse() { return scope._nActiveActions; } + }, + bindings: { + get total() { return scope._bindings.length; }, + get inUse() { return scope._nActiveBindings; } + }, + controlInterpolants: { + get total() { return scope._controlInterpolants.length; }, + get inUse() { return scope._nActiveControlInterpolants; } + } + + }; + + }, + + // Memory management for _Action objects + + _isActiveAction: function( action ) { + + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + }, + + _addInactiveAction: function( action, clipUuid, rootUuid ) { + + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + var knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + }, + + _removeInactiveAction: function( action ) { + + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + var clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( actions._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + }, + + _removeInactiveBindingsForAction: function( action ) { + + var bindings = action._propertyBindings; + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + }, + + _lendAction: function( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + var actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + }, + + _takeBackAction: function( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + var actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + }, + + // Memory management for PropertyMixer objects + + _addInactiveBinding: function( binding, rootUuid, trackName ) { + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + bindings = this._bindings; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + }, + + _removeInactiveBinding: function( binding ) { + + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + remove_empty_map: { + + for ( var _ in bindingByName ) break remove_empty_map; + + delete bindingsByRoot[ rootUuid ]; + + } + + }, + + _lendBinding: function( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + }, + + _takeBackBinding: function( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + }, + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant: function() { + + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new THREE.LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + }, + + _takeBackControlInterpolant: function( interpolant ) { + + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + }, + + _controlInterpolantsResultBuffer: new Float32Array( 1 ) + +} ); + +// File:src/animation/AnimationObjectGroup.js + +/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ + +THREE.AnimationObjectGroup = function( var_args ) { + + this.uuid = THREE.Math.generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + var scope = this; + + this.stats = { + + objects: { + get total() { return scope._objects.length; }, + get inUse() { return this.total - scope.nCachedObjects_; } + }, + + get bindingsPerObject() { return scope._bindings.length; } + + }; + +}; + +THREE.AnimationObjectGroup.prototype = { + + constructor: THREE.AnimationObjectGroup, + + add: function( var_args ) { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( + new THREE.PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + var knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new THREE.PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject) { + + console.error( "Different objects with the same UUID " + + "detected. Clean the caches or recreate your " + + "infrastructure when reloading scenes..." ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + remove: function( var_args ) { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // remove & forget + uncache: function( var_args ) { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_: function( path, parsedPath ) { + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( var i = nCachedObjects, + n = objects.length; i !== n; ++ i ) { + + var object = objects[ i ]; + + bindingsForPath[ i ] = + new THREE.PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + }, + + unsubscribe_: function( path ) { + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +}; + + +// File:src/animation/AnimationUtils.js + +/** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +THREE.AnimationUtils = { + + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function( array, from, to ) { + + if ( THREE.AnimationUtils.isTypedArray( array ) ) { + + return new array.constructor( array.subarray( from, to ) ); + + } + + return array.slice( from, to ); + + }, + + // converts an array to a specific type + convertArray: function( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + + }, + + isTypedArray: function( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + + }, + + // returns an array by which times and values can be sorted + getKeyframeOrder: function( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + var n = times.length; + var result = new Array( n ); + for ( var i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + + }, + + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function( values, stride, order ) { + + var nValues = values.length; + var result = new values.constructor( nValues ); + + for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + var srcOffset = order[ i ] * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + + }, + + // function for parsing AOS keyframe formats + flattenJSON: function( jsonKeys, times, values, valuePropertyName ) { + + var i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + var value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + + } + +}; + +// File:src/animation/KeyframeTrack.js + +/** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.KeyframeTrack = function ( name, times, values, interpolation ) { + + if( name === undefined ) throw new Error( "track name is undefined" ); + + if( times === undefined || times.length === 0 ) { + + throw new Error( "no keyframes in track named " + name ); + + } + + this.name = name; + + this.times = THREE.AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = THREE.AnimationUtils.convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + this.validate(); + this.optimize(); + +}; + +THREE.KeyframeTrack.prototype = { + + constructor: THREE.KeyframeTrack, + + TimeBufferType: Float32Array, + ValueBufferType: Float32Array, + + DefaultInterpolation: THREE.InterpolateLinear, + + InterpolantFactoryMethodDiscrete: function( result ) { + + return new THREE.DiscreteInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodLinear: function( result ) { + + return new THREE.LinearInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: function( result ) { + + return new THREE.CubicInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + setInterpolation: function( interpolation ) { + + var factoryMethod; + + switch ( interpolation ) { + + case THREE.InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case THREE.InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case THREE.InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( message ); + return; + + } + + this.createInterpolant = factoryMethod; + + }, + + getInterpolation: function() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return THREE.InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return THREE.InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return THREE.InterpolateSmooth; + + } + + }, + + getValueSize: function() { + + return this.values.length / this.times.length; + + }, + + // move all keyframes either forwards or backwards in time + shift: function( timeOffset ) { + + if( timeOffset !== 0.0 ) { + + var times = this.times; + + for( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + }, + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale: function( timeScale ) { + + if( timeScale !== 1.0 ) { + + var times = this.times; + + for( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + }, + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim: function( startTime, endTime ) { + + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) ++ from; + while ( to !== -1 && times[ to ] > endTime ) -- to; + + ++ to; // inclusive -> exclusive bound + + if( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) to = Math.max( to , 1 ), from = to - 1; + + var stride = this.getValueSize(); + this.times = THREE.AnimationUtils.arraySlice( times, from, to ); + this.values = THREE.AnimationUtils. + arraySlice( this.values, from * stride, to * stride ); + + } + + return this; + + }, + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate: function() { + + var valid = true; + + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( "invalid value size in track", this ); + valid = false; + + } + + var times = this.times, + values = this.values, + + nKeys = times.length; + + if( nKeys === 0 ) { + + console.error( "track is empty", this ); + valid = false; + + } + + var prevTime = null; + + for( var i = 0; i !== nKeys; i ++ ) { + + var currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( "time is not a valid number", this, i, currTime ); + valid = false; + break; + + } + + if( prevTime !== null && prevTime > currTime ) { + + console.error( "out of order keys", this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( THREE.AnimationUtils.isTypedArray( values ) ) { + + for ( var i = 0, n = values.length; i !== n; ++ i ) { + + var value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( "value is not a valid number", this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + }, + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize: function() { + + var times = this.times, + values = this.values, + stride = this.getValueSize(), + + writeIndex = 1; + + for( var i = 1, n = times.length - 1; i <= n; ++ i ) { + + var keep = false; + + var time = times[ i ]; + var timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + + // remove unnecessary keyframes same as their neighbors + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( var j = 0; j !== stride; ++ j ) { + + var value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + var readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + + } + + ++ writeIndex; + + } + + } + + if ( writeIndex !== times.length ) { + + this.times = THREE.AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = THREE.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + + } + + return this; + + } + +}; + +// Static methods: + +Object.assign( THREE.KeyframeTrack, { + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + parse: function( json ) { + + if( json.type === undefined ) { + + throw new Error( "track type undefined, can not parse" ); + + } + + var trackType = THREE.KeyframeTrack._getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + var times = [], values = []; + + THREE.AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we asssume a constructor compatible with the base + return new trackType( + json.name, json.times, json.values, json.interpolation ); + + } + + }, + + toJSON: function( track ) { + + var trackType = track.constructor; + + var json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': THREE.AnimationUtils.convertArray( track.times, Array ), + 'values': THREE.AnimationUtils.convertArray( track.values, Array ) + + }; + + var interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + }, + + _getTrackTypeForValueTypeName: function( typeName ) { + + switch( typeName.toLowerCase() ) { + + case "scalar": + case "double": + case "float": + case "number": + case "integer": + + return THREE.NumberKeyframeTrack; + + case "vector": + case "vector2": + case "vector3": + case "vector4": + + return THREE.VectorKeyframeTrack; + + case "color": + + return THREE.ColorKeyframeTrack; + + case "quaternion": + + return THREE.QuaternionKeyframeTrack; + + case "bool": + case "boolean": + + return THREE.BooleanKeyframeTrack; + + case "string": + + return THREE.StringKeyframeTrack; + + } + + throw new Error( "Unsupported typeName: " + typeName ); + + } + +} ); + +// File:src/animation/PropertyBinding.js + +/** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.PropertyBinding = function ( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || + THREE.PropertyBinding.parseTrackName( path ); + + this.node = THREE.PropertyBinding.findNode( + rootNode, this.parsedPath.nodeName ) || rootNode; + + this.rootNode = rootNode; + +}; + +THREE.PropertyBinding.prototype = { + + constructor: THREE.PropertyBinding, + + getValue: function getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. + + }, + + setValue: function getValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + }, + + // create getter / setter pair for a property in the scene graph + bind: function() { + + var targetObject = this.node, + parsedPath = this.parsedPath, + + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = THREE.PropertyBinding.findNode( + this.rootNode, parsedPath.nodeName ) || this.rootNode; + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); + return; + + } + + if ( objectName ) { + + var objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + console.error( ' can not bind to material as node does not have a material', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + console.error( ' can not bind to bones as node does not have a skeleton', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( ' can not bind to objectName of node, undefined', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + var nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + var nodeName = parsedPath.nodeName; + + console.error( " trying to update property for track: " + nodeName + + '.' + propertyName + " but it wasn't found.", targetObject ); + return; + + } + + // determine versioning scheme + var versioning = this.Versioning.None; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; + + } + + // determine how the property gets bound + var bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === "morphTargetInfluences" ) { + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); + return; + + } + + if ( ! targetObject.geometry.morphTargets ) { + + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + + if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( nodeProperty.length !== undefined ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + }, + + unbind: function() { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +}; + +Object.assign( THREE.PropertyBinding.prototype, { // prototype, continued + + // these are used to "bind" a nonexistent property + _getValue_unavailable: function() {}, + _setValue_unavailable: function() {}, + + // initial state of these methods that calls 'bind' + _getValue_unbound: THREE.PropertyBinding.prototype.getValue, + _setValue_unbound: THREE.PropertyBinding.prototype.setValue, + + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, + + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, + + GetterByBindingType: [ + + function getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.node[ this.propertyName ]; + + }, + + function getValue_array( buffer, offset ) { + + var source = this.resolvedProperty; + + for ( var i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + }, + + function getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + }, + + function getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + ], + + SetterByBindingTypeAndVersioning: [ + + [ + // Direct + + function setValue_direct( buffer, offset ) { + + this.node[ this.propertyName ] = buffer[ offset ]; + + }, + + function setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // EntireArray + + function setValue_array( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + }, + + function setValue_array_setNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + }, + + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // ArrayElement + + function setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + }, + + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // HasToFromArray + + function setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + }, + + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + }, + + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ] + + ] + +} ); + +THREE.PropertyBinding.Composite = + function( targetGroup, path, optionalParsedPath ) { + + var parsedPath = optionalParsedPath || + THREE.PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + }; + +THREE.PropertyBinding.Composite.prototype = { + + constructor: THREE.PropertyBinding.Composite, + + getValue: function( array, offset ) { + + this.bind(); // bind all binding + + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + }, + + setValue: function( array, offset ) { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + }, + + bind: function() { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + }, + + unbind: function() { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +}; + +THREE.PropertyBinding.create = function( root, path, parsedPath ) { + + if ( ! ( root instanceof THREE.AnimationObjectGroup ) ) { + + return new THREE.PropertyBinding( root, path, parsedPath ); + + } else { + + return new THREE.PropertyBinding.Composite( root, path, parsedPath ); + + } + +}; + +THREE.PropertyBinding.parseTrackName = function( trackName ) { + + // matches strings in the form of: + // nodeName.property + // nodeName.property[accessor] + // nodeName.material.property[accessor] + // uuid.property[accessor] + // uuid.objectName[objectIndex].propertyName[propertyIndex] + // parentName/nodeName.property + // parentName/parentName/nodeName.property[index] + // .bone[Armature.DEF_cog].position + // created and tested via https://regex101.com/#javascript + + var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_.:\- ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/; + var matches = re.exec( trackName ); + + if ( ! matches ) { + + throw new Error( "cannot parse trackName at all: " + trackName ); + + } + + if ( matches.index === re.lastIndex ) { + + re.lastIndex++; + + } + + var results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 3 ], // allowed to be null, specified root node. + objectName: matches[ 5 ], + objectIndex: matches[ 7 ], + propertyName: matches[ 9 ], + propertyIndex: matches[ 11 ] // allowed to be null, specifies that the whole property is set. + }; + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( "can not parse propertyName from trackName: " + trackName ); + + } + + return results; + +}; + +THREE.PropertyBinding.findNode = function( root, nodeName ) { + + if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + var searchSkeleton = function( skeleton ) { + + for( var i = 0; i < skeleton.bones.length; i ++ ) { + + var bone = skeleton.bones[ i ]; + + if ( bone.name === nodeName ) { + + return bone; + + } + } + + return null; + + }; + + var bone = searchSkeleton( root.skeleton ); + + if ( bone ) { + + return bone; + + } + } + + // search into node subtree. + if ( root.children ) { + + var searchNodeSubtree = function( children ) { + + for( var i = 0; i < children.length; i ++ ) { + + var childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + var result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + var subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + +}; + +// File:src/animation/PropertyMixer.js + +/** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.PropertyMixer = function ( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + var bufferType = Float64Array, + mixFunction; + + switch ( typeName ) { + + case 'quaternion': mixFunction = this._slerp; break; + + case 'string': + case 'bool': + + bufferType = Array, mixFunction = this._select; break; + + default: mixFunction = this._lerp; + + } + + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + + this._mixBufferRegion = mixFunction; + + this.cumulativeWeight = 0; + + this.useCount = 0; + this.referenceCount = 0; + +}; + +THREE.PropertyMixer.prototype = { + + constructor: THREE.PropertyMixer, + + // accumulate data in the 'incoming' region into 'accu' + accumulate: function( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, + + currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + }, + + // apply the state of 'accu' to the binding when accus differ + apply: function( accuIndex ) { + + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + + binding = this.binding; + + this.cumulativeWeight = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + var originalValueOffset = stride * 3; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + }, + + // remember the state of the bound property and copy it to both accus + saveOriginalState: function() { + + var binding = this.binding; + + var buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * 3; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + this.cumulativeWeight = 0; + + }, + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function() { + + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + }, + + + // mix functions + + _select: function( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + }, + + _slerp: function( buffer, dstOffset, srcOffset, t, stride ) { + + THREE.Quaternion.slerpFlat( buffer, dstOffset, + buffer, dstOffset, buffer, srcOffset, t ); + + }, + + _lerp: function( buffer, dstOffset, srcOffset, t, stride ) { + + var s = 1 - t; + + for ( var i = 0; i !== stride; ++ i ) { + + var j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + +}; + +// File:src/animation/tracks/BooleanKeyframeTrack.js + +/** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.BooleanKeyframeTrack = function ( name, times, values ) { + + THREE.KeyframeTrack.call( this, name, times, values ); + +}; + +THREE.BooleanKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.BooleanKeyframeTrack, + + ValueTypeName: 'bool', + ValueBufferType: Array, + + DefaultInterpolation: THREE.InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined + + // Note: Actually this track could have a optimized / compressed + // representation of a single value and a custom interpolant that + // computes "firstValue ^ isOdd( index )". + + } ); + +// File:src/animation/tracks/ColorKeyframeTrack.js + +/** + * + * A Track of keyframe values that represent color. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.ColorKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.ColorKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.ColorKeyframeTrack, + + ValueTypeName: 'color' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + + // Note: Very basic implementation and nothing special yet. + // However, this is the place for color space parameterization. + + } ); + +// File:src/animation/tracks/NumberKeyframeTrack.js + +/** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.NumberKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.NumberKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.NumberKeyframeTrack, + + ValueTypeName: 'number', + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + +// File:src/animation/tracks/QuaternionKeyframeTrack.js + +/** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.QuaternionKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.QuaternionKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.QuaternionKeyframeTrack, + + ValueTypeName: 'quaternion', + + // ValueBufferType is inherited + + DefaultInterpolation: THREE.InterpolateLinear, + + InterpolantFactoryMethodLinear: function( result ) { + + return new THREE.QuaternionLinearInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: undefined // not yet implemented + + } ); + +// File:src/animation/tracks/StringKeyframeTrack.js + +/** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.StringKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.StringKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.StringKeyframeTrack, + + ValueTypeName: 'string', + ValueBufferType: Array, + + DefaultInterpolation: THREE.InterpolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + + InterpolantFactoryMethodSmooth: undefined + + } ); + +// File:src/animation/tracks/VectorKeyframeTrack.js + +/** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.VectorKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.VectorKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.VectorKeyframeTrack, + + ValueTypeName: 'vector' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + + } ); + +// File:src/audio/Audio.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +THREE.Audio = function ( listener ) { + + THREE.Object3D.call( this ); + + this.type = 'Audio'; + + this.context = listener.context; + this.source = this.context.createBufferSource(); + this.source.onended = this.onEnded.bind( this ); + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.startTime = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; + + this.filters = []; + +}; + +THREE.Audio.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Audio, + + getOutput: function () { + + return this.gain; + + }, + + setNodeSource: function ( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + }, + + setBuffer: function ( audioBuffer ) { + + this.source.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + }, + + play: function () { + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + var source = this.context.createBufferSource(); + + source.buffer = this.source.buffer; + source.loop = this.source.loop; + source.onended = this.source.onended; + source.start( 0, this.startTime ); + source.playbackRate.value = this.playbackRate; + + this.isPlaying = true; + + this.source = source; + + return this.connect(); + + }, + + pause: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.startTime = this.context.currentTime; + this.isPlaying = false; + + return this; + + }, + + stop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.startTime = 0; + this.isPlaying = false; + + return this; + + }, + + connect: function () { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + return this; + + }, + + disconnect: function () { + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( var i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + return this; + + }, + + getFilters: function () { + + return this.filters; + + }, + + setFilters: function ( value ) { + + if ( ! value ) value = []; + + if ( this.isPlaying === true ) { + + this.disconnect(); + this.filters = value; + this.connect(); + + } else { + + this.filters = value; + + } + + return this; + + }, + + getFilter: function () { + + return this.getFilters()[ 0 ]; + + }, + + setFilter: function ( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + }, + + setPlaybackRate: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.value = this.playbackRate; + + } + + return this; + + }, + + getPlaybackRate: function () { + + return this.playbackRate; + + }, + + onEnded: function () { + + this.isPlaying = false; + + }, + + getLoop: function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.source.loop; + + }, + + setLoop: function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.loop = value; + + }, + + getVolume: function () { + + return this.gain.gain.value; + + }, + + + setVolume: function ( value ) { + + this.gain.gain.value = value; + + return this; + + } + +} ); + +// File:src/audio/AudioAnalyser.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AudioAnalyser = function ( audio, fftSize ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + +}; + +Object.assign( THREE.AudioAnalyser.prototype, { + + getFrequencyData: function () { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + }, + + getAverageFrequency: function () { + + var value = 0, data = this.getFrequencyData(); + + for ( var i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} ); + +// File:src/audio/AudioContext.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +Object.defineProperty( THREE, 'AudioContext', { + + get: ( function () { + + var context; + + return function get() { + + if ( context === undefined ) { + + context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return context; + + }; + + } )() + +} ); + +// File:src/audio/PositionalAudio.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PositionalAudio = function ( listener ) { + + THREE.Audio.call( this, listener ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + +}; + +THREE.PositionalAudio.prototype = Object.assign( Object.create( THREE.Audio.prototype ), { + + constructor: THREE.PositionalAudio, + + getOutput: function () { + + return this.panner; + + }, + + getRefDistance: function () { + + return this.panner.refDistance; + + }, + + setRefDistance: function ( value ) { + + this.panner.refDistance = value; + + }, + + getRolloffFactor: function () { + + return this.panner.rolloffFactor; + + }, + + setRolloffFactor: function ( value ) { + + this.panner.rolloffFactor = value; + + }, + + getDistanceModel: function () { + + return this.panner.distanceModel; + + }, + + setDistanceModel: function ( value ) { + + this.panner.distanceModel = value; + + }, + + getMaxDistance: function () { + + return this.panner.maxDistance; + + }, + + setMaxDistance: function ( value ) { + + this.panner.maxDistance = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new THREE.Vector3(); + + return function updateMatrixWorld( force ) { + + THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); + + position.setFromMatrixPosition( this.matrixWorld ); + + this.panner.setPosition( position.x, position.y, position.z ); + + }; + + } )() + + +} ); + +// File:src/audio/AudioListener.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AudioListener = function () { + + THREE.Object3D.call( this ); + + this.type = 'AudioListener'; + + this.context = THREE.AudioContext; + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + +}; + +THREE.AudioListener.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.AudioListener, + + getInput: function () { + + return this.gain; + + }, + + removeFilter: function ( ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + }, + + getFilter: function () { + + return this.filter; + + }, + + setFilter: function ( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + }, + + getMasterVolume: function () { + + return this.gain.gain.value; + + }, + + setMasterVolume: function ( value ) { + + this.gain.gain.value = value; + + }, + + updateMatrixWorld: ( function () { + + var position = new THREE.Vector3(); + var quaternion = new THREE.Quaternion(); + var scale = new THREE.Vector3(); + + var orientation = new THREE.Vector3(); + + return function updateMatrixWorld( force ) { + + THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); + + var listener = this.context.listener; + var up = this.up; + + this.matrixWorld.decompose( position, quaternion, scale ); + + orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + + }; + + } )() + +} ); + +// File:src/cameras/Camera.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.Camera = function () { + + THREE.Object3D.call( this ); + + this.type = 'Camera'; + + this.matrixWorldInverse = new THREE.Matrix4(); + this.projectionMatrix = new THREE.Matrix4(); + +}; + +THREE.Camera.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Camera.prototype.constructor = THREE.Camera; + +THREE.Camera.prototype.getWorldDirection = function () { + + var quaternion = new THREE.Quaternion(); + + return function getWorldDirection( optionalTarget ) { + + var result = optionalTarget || new THREE.Vector3(); + + this.getWorldQuaternion( quaternion ); + + return result.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + + }; + +}(); + +THREE.Camera.prototype.lookAt = function () { + + // This routine does not support cameras with rotated and/or translated parent(s) + + var m1 = new THREE.Matrix4(); + + return function lookAt( vector ) { + + m1.lookAt( this.position, vector, this.up ); + + this.quaternion.setFromRotationMatrix( m1 ); + + }; + +}(); + +THREE.Camera.prototype.clone = function () { + + return new this.constructor().copy( this ); + +}; + +THREE.Camera.prototype.copy = function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + this.projectionMatrix.copy( source.projectionMatrix ); + + return this; + +}; + +// File:src/cameras/CubeCamera.js + +/** + * Camera for rendering cube maps + * - renders scene into axis-aligned cube + * + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CubeCamera = function ( near, far, cubeResolution ) { + + THREE.Object3D.call( this ); + + this.type = 'CubeCamera'; + + var fov = 90, aspect = 1; + + var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) ); + this.add( cameraPX ); + + var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) ); + this.add( cameraNX ); + + var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) ); + this.add( cameraPY ); + + var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) ); + this.add( cameraNY ); + + var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) ); + this.add( cameraPZ ); + + var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) ); + this.add( cameraNZ ); + + var options = { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter }; + + this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + + this.updateCubeMap = function ( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderTarget.activeCubeFace = 0; + renderer.render( scene, cameraPX, renderTarget ); + + renderTarget.activeCubeFace = 1; + renderer.render( scene, cameraNX, renderTarget ); + + renderTarget.activeCubeFace = 2; + renderer.render( scene, cameraPY, renderTarget ); + + renderTarget.activeCubeFace = 3; + renderer.render( scene, cameraNY, renderTarget ); + + renderTarget.activeCubeFace = 4; + renderer.render( scene, cameraPZ, renderTarget ); + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + renderer.setRenderTarget( null ); + + }; + +}; + +THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype ); +THREE.CubeCamera.prototype.constructor = THREE.CubeCamera; + +// File:src/cameras/OrthographicCamera.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author arose / http://github.com/arose + */ + +THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) { + + THREE.Camera.call( this ); + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = ( near !== undefined ) ? near : 0.1; + this.far = ( far !== undefined ) ? far : 2000; + + this.updateProjectionMatrix(); + +}; + +THREE.OrthographicCamera.prototype = Object.assign( Object.create( THREE.Camera.prototype ), { + + constructor: THREE.OrthographicCamera, + + copy: function ( source ) { + + THREE.Camera.prototype.copy.call( this, source ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + }, + + setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) { + + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function() { + + this.view = null; + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var dx = ( this.right - this.left ) / ( 2 * this.zoom ); + var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + var cx = ( this.right + this.left ) / 2; + var cy = ( this.top + this.bottom ) / 2; + + var left = cx - dx; + var right = cx + dx; + var top = cy + dy; + var bottom = cy - dy; + + if ( this.view !== null ) { + + var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); + var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); + var scaleW = ( this.right - this.left ) / this.view.width; + var scaleH = ( this.top - this.bottom ) / this.view.height; + + left += scaleW * ( this.view.offsetX / zoomW ); + right = left + scaleW * ( this.view.width / zoomW ); + top -= scaleH * ( this.view.offsetY / zoomH ); + bottom = top - scaleH * ( this.view.height / zoomH ); + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} ); + +// File:src/cameras/PerspectiveCamera.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author greggman / http://games.greggman.com/ + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author tschw + */ + +THREE.PerspectiveCamera = function ( fov, aspect, near, far ) { + + THREE.Camera.call( this ); + + this.type = 'PerspectiveCamera'; + + this.fov = fov !== undefined ? fov : 50; + this.zoom = 1; + + this.near = near !== undefined ? near : 0.1; + this.far = far !== undefined ? far : 2000; + this.focus = 10; + + this.aspect = aspect !== undefined ? aspect : 1; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + +}; + +THREE.PerspectiveCamera.prototype = Object.assign( Object.create( THREE.Camera.prototype ), { + + constructor: THREE.PerspectiveCamera, + + copy: function ( source ) { + + THREE.Camera.prototype.copy.call( this, source ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + }, + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength: function ( focalLength ) { + + // see http://www.bobatkins.com/photography/technical/field_of_view.html + var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = THREE.Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + }, + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength: function () { + + var vExtentSlope = Math.tan( THREE.Math.DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + }, + + getEffectiveFOV: function () { + + return THREE.Math.RAD2DEG * 2 * Math.atan( + Math.tan( THREE.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + }, + + getFilmWidth: function () { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + }, + + getFilmHeight: function () { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + }, + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * var w = 1920; + * var h = 1080; + * var fullWidth = w * 3; + * var fullHeight = h * 2; + * + * --A-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + this.view = { + fullWidth: fullWidth, + fullHeight: fullHeight, + offsetX: x, + offsetY: y, + width: width, + height: height + }; + + this.updateProjectionMatrix(); + + }, + + clearViewOffset: function() { + + this.view = null; + this.updateProjectionMatrix(); + + }, + + updateProjectionMatrix: function () { + + var near = this.near, + top = near * Math.tan( + THREE.Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, + height = 2 * top, + width = this.aspect * height, + left = - 0.5 * width, + view = this.view; + + if ( view !== null ) { + + var fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + var skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makeFrustum( + left, left + width, top - height, top, near, this.far ); + + }, + + toJSON: function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + +} ); + +// File:src/cameras/StereoCamera.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.StereoCamera = function () { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.cameraL = new THREE.PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new THREE.PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + +}; + +Object.assign( THREE.StereoCamera.prototype, { + + update: ( function () { + + var focus, fov, aspect, near, far; + + var eyeRight = new THREE.Matrix4(); + var eyeLeft = new THREE.Matrix4(); + + return function update( camera ) { + + var needsUpdate = focus !== camera.focus || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far; + + if ( needsUpdate ) { + + focus = camera.focus; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + var projectionMatrix = camera.projectionMatrix.clone(); + var eyeSep = 0.064 / 2; + var eyeSepOnProjection = eyeSep * near / focus; + var ymax = near * Math.tan( THREE.Math.DEG2RAD * fov * 0.5 ); + var xmin, xmax; + + // translate xOffset + + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; + + // for left eye + + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( projectionMatrix ); + + // for right eye + + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + + }; + + } )() + +} ); + +// File:src/lights/Light.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Light = function ( color, intensity ) { + + THREE.Object3D.call( this ); + + this.type = 'Light'; + + this.color = new THREE.Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; + + this.receiveShadow = undefined; + +}; + +THREE.Light.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Light, + + copy: function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + }, + + toJSON: function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + return data; + + } + +} ); + +// File:src/lights/LightShadow.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LightShadow = function ( camera ) { + + this.camera = camera; + + this.bias = 0; + this.radius = 1; + + this.mapSize = new THREE.Vector2( 512, 512 ); + + this.map = null; + this.matrix = new THREE.Matrix4(); + +}; + +Object.assign( THREE.LightShadow.prototype, { + + copy: function ( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +} ); + +// File:src/lights/AmbientLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AmbientLight = function ( color, intensity ) { + + THREE.Light.call( this, color, intensity ); + + this.type = 'AmbientLight'; + + this.castShadow = undefined; + +}; + +THREE.AmbientLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), { + + constructor: THREE.AmbientLight + +} ); + +// File:src/lights/DirectionalLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DirectionalLight = function ( color, intensity ) { + + THREE.Light.call( this, color, intensity ); + + this.type = 'DirectionalLight'; + + this.position.copy( THREE.Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new THREE.Object3D(); + + this.shadow = new THREE.DirectionalLightShadow(); + +}; + +THREE.DirectionalLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), { + + constructor: THREE.DirectionalLight, + + copy: function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +// File:src/lights/DirectionalLightShadow.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.DirectionalLightShadow = function ( light ) { + + THREE.LightShadow.call( this, new THREE.OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + +}; + +THREE.DirectionalLightShadow.prototype = Object.assign( Object.create( THREE.LightShadow.prototype ), { + + constructor: THREE.DirectionalLightShadow + +} ); + +// File:src/lights/HemisphereLight.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) { + + THREE.Light.call( this, skyColor, intensity ); + + this.type = 'HemisphereLight'; + + this.castShadow = undefined; + + this.position.copy( THREE.Object3D.DefaultUp ); + this.updateMatrix(); + + this.groundColor = new THREE.Color( groundColor ); + +}; + +THREE.HemisphereLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), { + + constructor: THREE.HemisphereLight, + + copy: function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + +} ); + +// File:src/lights/PointLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +THREE.PointLight = function ( color, intensity, distance, decay ) { + + THREE.Light.call( this, color, intensity ); + + this.type = 'PointLight'; + + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * 4 * Math.PI; + + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / ( 4 * Math.PI ); + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) ); + +}; + +THREE.PointLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), { + + constructor: THREE.PointLight, + + copy: function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +// File:src/lights/SpotLight.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( color, intensity, distance, angle, penumbra, decay ) { + + THREE.Light.call( this, color, intensity ); + + this.type = 'SpotLight'; + + this.position.copy( THREE.Object3D.DefaultUp ); + this.updateMatrix(); + + this.target = new THREE.Object3D(); + + Object.defineProperty( this, 'power', { + get: function () { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * Math.PI; + }, + set: function ( power ) { + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / Math.PI; + } + } ); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new THREE.SpotLightShadow(); + +}; + +THREE.SpotLight.prototype = Object.assign( Object.create( THREE.Light.prototype ), { + + constructor: THREE.SpotLight, + + copy: function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} ); + +// File:src/lights/SpotLightShadow.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.SpotLightShadow = function () { + + THREE.LightShadow.call( this, new THREE.PerspectiveCamera( 50, 1, 0.5, 500 ) ); + +}; + +THREE.SpotLightShadow.prototype = Object.assign( Object.create( THREE.LightShadow.prototype ), { + + constructor: THREE.SpotLightShadow, + + update: function ( light ) { + + var fov = THREE.Math.RAD2DEG * 2 * light.angle; + var aspect = this.mapSize.width / this.mapSize.height; + var far = light.distance || 500; + + var camera = this.camera; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + } + +} ); + +// File:src/loaders/AudioLoader.js + +/** + * @author Reece Aaron Lecrivain / http://reecenotes.com/ + */ + +THREE.AudioLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +Object.assign( THREE.AudioLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var loader = new THREE.XHRLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.load( url, function ( buffer ) { + + var context = THREE.AudioContext; + + context.decodeAudioData( buffer, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + } ); + + }, onProgress, onError ); + + } + +} ); + +// File:src/loaders/Cache.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + +}; + +// File:src/loaders/Loader.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Loader = function () { + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: undefined, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + + if ( parts.length === 1 ) return './'; + + parts.pop(); + + return parts.join( '/' ) + '/'; + + }, + + initMaterials: function ( materials, texturePath, crossOrigin ) { + + var array = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + + } + + return array; + + }, + + createMaterial: ( function () { + + var color, textureLoader, materialLoader; + + return function createMaterial( m, texturePath, crossOrigin ) { + + if ( color === undefined ) color = new THREE.Color(); + if ( textureLoader === undefined ) textureLoader = new THREE.TextureLoader(); + if ( materialLoader === undefined ) materialLoader = new THREE.MaterialLoader(); + + // convert from old material format + + var textures = {}; + + function loadTexture( path, repeat, offset, wrap, anisotropy ) { + + var fullPath = texturePath + path; + var loader = THREE.Loader.Handlers.get( fullPath ); + + var texture; + + if ( loader !== null ) { + + texture = loader.load( fullPath ); + + } else { + + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); + + } + + if ( repeat !== undefined ) { + + texture.repeat.fromArray( repeat ); + + if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; + + } + + if ( offset !== undefined ) { + + texture.offset.fromArray( offset ); + + } + + if ( wrap !== undefined ) { + + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = THREE.RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = THREE.MirroredRepeatWrapping; + + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = THREE.RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = THREE.MirroredRepeatWrapping; + + } + + if ( anisotropy !== undefined ) { + + texture.anisotropy = anisotropy; + + } + + var uuid = THREE.Math.generateUUID(); + + textures[ uuid ] = texture; + + return uuid; + + } + + // + + var json = { + uuid: THREE.Math.generateUUID(), + type: 'MeshLambertMaterial' + }; + + for ( var name in m ) { + + var value = m[ name ]; + + switch ( name ) { + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = THREE[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; + if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; + if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapEmissive': + json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); + break; + case 'mapEmissiveRepeat': + case 'mapEmissiveOffset': + case 'mapEmissiveWrap': + case 'mapEmissiveAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = [ value, value ]; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapMetalness': + json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); + break; + case 'mapMetalnessRepeat': + case 'mapMetalnessOffset': + case 'mapMetalnessWrap': + case 'mapMetalnessAnisotropy': + break; + case 'mapRoughness': + json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); + break; + case 'mapRoughnessRepeat': + case 'mapRoughnessOffset': + case 'mapRoughnessWrap': + case 'mapRoughnessAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = THREE.BackSide; + break; + case 'doubleSided': + json.side = THREE.DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) json.vertexColors = THREE.VertexColors; + if ( value === 'face' ) json.vertexColors = THREE.FaceColors; + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; + } + + } + + if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; + if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + + if ( json.opacity < 1 ) json.transparent = true; + + materialLoader.setTextures( textures ); + + return materialLoader.parse( json ); + + }; + + } )() + +}; + +THREE.Loader.Handlers = { + + handlers: [], + + add: function ( regex, loader ) { + + this.handlers.push( regex, loader ); + + }, + + get: function ( file ) { + + var handlers = this.handlers; + + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + + var regex = handlers[ i ]; + var loader = handlers[ i + 1 ]; + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + } + +}; + +// File:src/loaders/XHRLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.XHRLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +Object.assign( THREE.XHRLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.path !== undefined ) url = this.path + url; + + var scope = this; + + var cached = THREE.Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + var request = new XMLHttpRequest(); + request.overrideMimeType( 'text/plain' ); + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = event.target.response; + + THREE.Cache.add( url, response ); + + if ( this.status === 200 ) { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + } else if ( this.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' ); + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + } else { + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + + } + + }, false ); + + if ( onProgress !== undefined ) { + + request.addEventListener( 'progress', function ( event ) { + + onProgress( event ); + + }, false ); + + } + + request.addEventListener( 'error', function ( event ) { + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + + }, false ); + + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + + request.send( null ); + + scope.manager.itemStart( url ); + + return request; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + return this; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + return this; + + } + +} ); + +// File:src/loaders/FontLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.FontLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +Object.assign( THREE.FontLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.XHRLoader( this.manager ); + loader.load( url, function ( text ) { + + var json; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); + json = JSON.parse( text.substring( 65, text.length - 2 ) ); + + } + + var font = scope.parse( json ); + + if ( onLoad ) onLoad( font ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + return new THREE.Font( json ); + + } + +} ); + +// File:src/loaders/ImageLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ImageLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +Object.assign( THREE.ImageLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); + image.onload = function () { + + URL.revokeObjectURL( image.src ); + + if ( onLoad ) onLoad( image ); + + scope.manager.itemEnd( url ); + + }; + + if ( url.indexOf( 'data:' ) === 0 ) { + + image.src = url; + + } else { + + var loader = new THREE.XHRLoader(); + loader.setPath( this.path ); + loader.setResponseType( 'blob' ); + loader.load( url, function ( blob ) { + + image.src = URL.createObjectURL( blob ); + + }, onProgress, onError ); + + } + + scope.manager.itemStart( url ); + + return image; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +// File:src/loaders/JSONLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.JSONLoader = function ( manager ) { + + if ( typeof manager === 'boolean' ) { + + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; + + } + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + this.withCredentials = false; + +}; + +Object.assign( THREE.JSONLoader.prototype, { + + load: function( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url ); + + var loader = new THREE.XHRLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + var json = JSON.parse( text ); + var metadata = json.metadata; + + if ( metadata !== undefined ) { + + var type = metadata.type; + + if ( type !== undefined ) { + + if ( type.toLowerCase() === 'object' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; + + } + + if ( type.toLowerCase() === 'scene' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); + return; + + } + + } + + } + + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + parse: function ( json, texturePath ) { + + var geometry = new THREE.Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + + parseModel( scale ); + + parseSkin(); + parseMorphing( scale ); + parseAnimations(); + + geometry.computeFaceNormals(); + geometry.computeBoundingSphere(); + + function parseModel( scale ) { + + function isBitSet( value, position ) { + + return value & ( 1 << position ); + + } + + var i, j, fi, + + offset, zLength, + + colorIndex, normalIndex, uvIndex, materialIndex, + + type, + isQuad, + hasMaterial, + hasFaceVertexUv, + hasFaceNormal, hasFaceVertexNormal, + hasFaceColor, hasFaceVertexColor, + + vertex, face, faceA, faceB, hex, normal, + + uvLayer, uv, u, v, + + faces = json.faces, + vertices = json.vertices, + normals = json.normals, + colors = json.colors, + + nUvLayers = 0; + + if ( json.uvs !== undefined ) { + + // disregard empty arrays + + for ( i = 0; i < json.uvs.length; i ++ ) { + + if ( json.uvs[ i ].length ) nUvLayers ++; + + } + + for ( i = 0; i < nUvLayers; i ++ ) { + + geometry.faceVertexUvs[ i ] = []; + + } + + } + + offset = 0; + zLength = vertices.length; + + while ( offset < zLength ) { + + vertex = new THREE.Vector3(); + + vertex.x = vertices[ offset ++ ] * scale; + vertex.y = vertices[ offset ++ ] * scale; + vertex.z = vertices[ offset ++ ] * scale; + + geometry.vertices.push( vertex ); + + } + + offset = 0; + zLength = faces.length; + + while ( offset < zLength ) { + + type = faces[ offset ++ ]; + + + isQuad = isBitSet( type, 0 ); + hasMaterial = isBitSet( type, 1 ); + hasFaceVertexUv = isBitSet( type, 3 ); + hasFaceNormal = isBitSet( type, 4 ); + hasFaceVertexNormal = isBitSet( type, 5 ); + hasFaceColor = isBitSet( type, 6 ); + hasFaceVertexColor = isBitSet( type, 7 ); + + // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); + + if ( isQuad ) { + + faceA = new THREE.Face3(); + faceA.a = faces[ offset ]; + faceA.b = faces[ offset + 1 ]; + faceA.c = faces[ offset + 3 ]; + + faceB = new THREE.Face3(); + faceB.a = faces[ offset + 1 ]; + faceB.b = faces[ offset + 2 ]; + faceB.c = faces[ offset + 3 ]; + + offset += 4; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + faceA.materialIndex = materialIndex; + faceB.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + geometry.faceVertexUvs[ i ][ fi + 1 ] = []; + + for ( j = 0; j < 4; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new THREE.Vector2( u, v ); + + if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); + if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + faceA.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + faceB.normal.copy( faceA.normal ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 4; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + + if ( i !== 2 ) faceA.vertexNormals.push( normal ); + if ( i !== 0 ) faceB.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + faceA.color.setHex( hex ); + faceB.color.setHex( hex ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 4; i ++ ) { + + colorIndex = faces[ offset ++ ]; + hex = colors[ colorIndex ]; + + if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) ); + if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) ); + + } + + } + + geometry.faces.push( faceA ); + geometry.faces.push( faceB ); + + } else { + + face = new THREE.Face3(); + face.a = faces[ offset ++ ]; + face.b = faces[ offset ++ ]; + face.c = faces[ offset ++ ]; + + if ( hasMaterial ) { + + materialIndex = faces[ offset ++ ]; + face.materialIndex = materialIndex; + + } + + // to get face <=> uv index correspondence + + fi = geometry.faces.length; + + if ( hasFaceVertexUv ) { + + for ( i = 0; i < nUvLayers; i ++ ) { + + uvLayer = json.uvs[ i ]; + + geometry.faceVertexUvs[ i ][ fi ] = []; + + for ( j = 0; j < 3; j ++ ) { + + uvIndex = faces[ offset ++ ]; + + u = uvLayer[ uvIndex * 2 ]; + v = uvLayer[ uvIndex * 2 + 1 ]; + + uv = new THREE.Vector2( u, v ); + + geometry.faceVertexUvs[ i ][ fi ].push( uv ); + + } + + } + + } + + if ( hasFaceNormal ) { + + normalIndex = faces[ offset ++ ] * 3; + + face.normal.set( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + } + + if ( hasFaceVertexNormal ) { + + for ( i = 0; i < 3; i ++ ) { + + normalIndex = faces[ offset ++ ] * 3; + + normal = new THREE.Vector3( + normals[ normalIndex ++ ], + normals[ normalIndex ++ ], + normals[ normalIndex ] + ); + + face.vertexNormals.push( normal ); + + } + + } + + + if ( hasFaceColor ) { + + colorIndex = faces[ offset ++ ]; + face.color.setHex( colors[ colorIndex ] ); + + } + + + if ( hasFaceVertexColor ) { + + for ( i = 0; i < 3; i ++ ) { + + colorIndex = faces[ offset ++ ]; + face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) ); + + } + + } + + geometry.faces.push( face ); + + } + + } + + } + + function parseSkin() { + + var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; + + if ( json.skinWeights ) { + + for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { + + var x = json.skinWeights[ i ]; + var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; + var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; + var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; + + geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) ); + + } + + } + + if ( json.skinIndices ) { + + for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { + + var a = json.skinIndices[ i ]; + var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; + var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; + var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; + + geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) ); + + } + + } + + geometry.bones = json.bones; + + if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { + + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + + } + + } + + function parseMorphing( scale ) { + + if ( json.morphTargets !== undefined ) { + + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; + + for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { + + var vertex = new THREE.Vector3(); + vertex.x = srcVertices[ v ] * scale; + vertex.y = srcVertices[ v + 1 ] * scale; + vertex.z = srcVertices[ v + 2 ] * scale; + + dstVertices.push( vertex ); + + } + + } + + } + + if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { + + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + faces[ i ].color.fromArray( morphColors, i * 3 ); + + } + + } + + } + + function parseAnimations() { + + var outputAnimations = []; + + // parse old style Bone/Hierarchy animations + var animations = []; + + if ( json.animation !== undefined ) { + + animations.push( json.animation ); + + } + + if ( json.animations !== undefined ) { + + if ( json.animations.length ) { + + animations = animations.concat( json.animations ); + + } else { + + animations.push( json.animations ); + + } + + } + + for ( var i = 0; i < animations.length; i ++ ) { + + var clip = THREE.AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) outputAnimations.push( clip ); + + } + + // parse implicit morph animations + if ( geometry.morphTargets ) { + + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = THREE.AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); + + } + + if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + + } + + if ( json.materials === undefined || json.materials.length === 0 ) { + + return { geometry: geometry }; + + } else { + + var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + + return { geometry: geometry, materials: materials }; + + } + + } + +} ); + +// File:src/loaders/LoadingManager.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LoadingManager = function ( onLoad, onProgress, onError ) { + + var scope = this; + + var isLoading = false, itemsLoaded = 0, itemsTotal = 0; + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + +}; + +THREE.DefaultLoadingManager = new THREE.LoadingManager(); + +// File:src/loaders/BufferGeometryLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BufferGeometryLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +Object.assign( THREE.BufferGeometryLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.XHRLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var geometry = new THREE.BufferGeometry(); + + var index = json.data.index; + + var TYPED_ARRAYS = { + 'Int8Array': Int8Array, + 'Uint8Array': Uint8Array, + 'Uint8ClampedArray': Uint8ClampedArray, + 'Int16Array': Int16Array, + 'Uint16Array': Uint16Array, + 'Int32Array': Int32Array, + 'Uint32Array': Uint32Array, + 'Float32Array': Float32Array, + 'Float64Array': Float64Array + }; + + if ( index !== undefined ) { + + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new THREE.BufferAttribute( typedArray, 1 ) ); + + } + + var attributes = json.data.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + + geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); + + } + + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( var i = 0, n = groups.length; i !== n; ++ i ) { + + var group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + var boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + var center = new THREE.Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius ); + + } + + return geometry; + + } + +} ); + +// File:src/loaders/MaterialLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.MaterialLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + this.textures = {}; + +}; + +Object.assign( THREE.MaterialLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.XHRLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setTextures: function ( value ) { + + this.textures = value; + + }, + + getTexture: function ( name ) { + + var textures = this.textures; + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + }, + + parse: function ( json ) { + + var material = new THREE[ json.type ]; + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; + if ( json.shading !== undefined ) material.shading = json.shading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.side !== undefined ) material.side = json.side; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + + // for PointsMaterial + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = this.getTexture( json.map ); + + if ( json.alphaMap !== undefined ) { + + material.alphaMap = this.getTexture( json.alphaMap ); + material.transparent = true; + + } + + if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap ); + if ( json.normalScale !== undefined ) { + + var normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new THREE.Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = this.getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap ); + + if ( json.envMap !== undefined ) { + + material.envMap = this.getTexture( json.envMap ); + material.combine = THREE.MultiplyOperation; + + } + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + + if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + // MultiMaterial + + if ( json.materials !== undefined ) { + + for ( var i = 0, l = json.materials.length; i < l; i ++ ) { + + material.materials.push( this.parse( json.materials[ i ] ) ); + + } + + } + + return material; + + } + +} ); + +// File:src/loaders/ObjectLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ObjectLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + this.texturePath = ''; + +}; + +Object.assign( THREE.ObjectLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + if ( this.texturePath === '' ) { + + this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); + + } + + var scope = this; + + var loader = new THREE.XHRLoader( scope.manager ); + loader.load( url, function ( text ) { + + scope.parse( JSON.parse( text ), onLoad ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + parse: function ( json, onLoad ) { + + var geometries = this.parseGeometries( json.geometries ); + + var images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + var textures = this.parseTextures( json.textures, images ); + var materials = this.parseMaterials( json.materials, textures ); + + var object = this.parseObject( json.object, geometries, materials ); + + if ( json.animations ) { + + object.animations = this.parseAnimations( json.animations ); + + } + + if ( json.images === undefined || json.images.length === 0 ) { + + if ( onLoad !== undefined ) onLoad( object ); + + } + + return object; + + }, + + parseGeometries: function ( json ) { + + var geometries = {}; + + if ( json !== undefined ) { + + var geometryLoader = new THREE.JSONLoader(); + var bufferGeometryLoader = new THREE.BufferGeometryLoader(); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var geometry; + var data = json[ i ]; + + switch ( data.type ) { + + case 'PlaneGeometry': + case 'PlaneBufferGeometry': + + geometry = new THREE[ data.type ]( + data.width, + data.height, + data.widthSegments, + data.heightSegments + ); + + break; + + case 'BoxGeometry': + case 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new THREE[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + case 'CircleBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'ConeGeometry': + case 'ConeBufferGeometry': + + geometry = new THREE [ data.type ]( + data.radius, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'DodecahedronGeometry': + case 'IcosahedronGeometry': + case 'OctahedronGeometry': + case 'TetrahedronGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.detail + ); + + break; + + case 'RingGeometry': + case 'RingBufferGeometry': + + geometry = new THREE[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'TorusGeometry': + case 'TorusBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); + + break; + + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); + + break; + + case 'LatheGeometry': + case 'LatheBufferGeometry': + + geometry = new THREE[ data.type ]( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); + + break; + + case 'BufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + + break; + + case 'Geometry': + + geometry = geometryLoader.parse( data.data, this.texturePath ).geometry; + + break; + + default: + + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + + continue; + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + }, + + parseMaterials: function ( json, textures ) { + + var materials = {}; + + if ( json !== undefined ) { + + var loader = new THREE.MaterialLoader(); + loader.setTextures( textures ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var material = loader.parse( json[ i ] ); + materials[ material.uuid ] = material; + + } + + } + + return materials; + + }, + + parseAnimations: function ( json ) { + + var animations = []; + + for ( var i = 0; i < json.length; i ++ ) { + + var clip = THREE.AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + }, + + parseImages: function ( json, onLoad ) { + + var scope = this; + var images = {}; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + } ); + + } + + if ( json !== undefined && json.length > 0 ) { + + var manager = new THREE.LoadingManager( onLoad ); + + var loader = new THREE.ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var image = json[ i ]; + var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; + + images[ image.uuid ] = loadImage( path ); + + } + + } + + return images; + + }, + + parseTextures: function ( json, images ) { + + function parseConstant( value ) { + + if ( typeof( value ) === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return THREE[ value ]; + + } + + var textures = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + var texture = new THREE.Texture( images[ data.image ] ); + texture.needsUpdate = true; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping ); + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ] ); + texture.wrapT = parseConstant( data.wrap[ 1 ] ); + + } + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + }, + + parseObject: function () { + + var matrix = new THREE.Matrix4(); + + return function parseObject( data, geometries, materials ) { + + var object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( materials[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + switch ( data.type ) { + + case 'Scene': + + object = new THREE.Scene(); + + break; + + case 'PerspectiveCamera': + + object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + break; + + case 'AmbientLight': + + object = new THREE.AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new THREE.DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'SpotLight': + + object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'Mesh': + + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); + + if ( geometry.bones && geometry.bones.length > 0 ) { + + object = new THREE.SkinnedMesh( geometry, material ); + + } else { + + object = new THREE.Mesh( geometry, material ); + + } + + break; + + case 'LOD': + + object = new THREE.LOD(); + + break; + + case 'Line': + + object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.simulationMode ); + + break; + + case 'PointCloud': + case 'Points': + + object = new THREE.Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new THREE.Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new THREE.Group(); + + break; + + default: + + object = new THREE.Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + if ( data.matrix !== undefined ) { + + matrix.fromArray( data.matrix ); + matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.userData !== undefined ) object.userData = data.userData; + + if ( data.children !== undefined ) { + + for ( var child in data.children ) { + + object.add( this.parseObject( data.children[ child ], geometries, materials ) ); + + } + + } + + if ( data.type === 'LOD' ) { + + var levels = data.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance ); + + } + + } + + } + + return object; + + }; + + }() + +} ); + +// File:src/loaders/TextureLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.TextureLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +Object.assign( THREE.TextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var texture = new THREE.Texture(); + + var loader = new THREE.ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + loader.load( url, function ( image ) { + + // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. + var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; + + texture.format = isJPEG ? THREE.RGBFormat : THREE.RGBAFormat; + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +// File:src/loaders/CubeTextureLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CubeTextureLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +Object.assign( THREE.CubeTextureLoader.prototype, { + + load: function ( urls, onLoad, onProgress, onError ) { + + var texture = new THREE.CubeTexture(); + + var loader = new THREE.ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + var loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( var i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + return this; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +// File:src/loaders/BinaryTextureLoader.js + +/** + * @author Nikos M. / https://github.com/foo123/ + * + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + */ + +THREE.DataTextureLoader = THREE.BinaryTextureLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + // override in sub classes + this._parser = null; + +}; + +Object.assign( THREE.BinaryTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texture = new THREE.DataTexture(); + + var loader = new THREE.XHRLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + + loader.load( url, function ( buffer ) { + + var texData = scope._parser( buffer ); + + if ( ! texData ) return; + + if ( undefined !== texData.image ) { + + texture.image = texData.image; + + } else if ( undefined !== texData.data ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping; + texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping; + + texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter; + texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter; + + texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; + + if ( undefined !== texData.format ) { + + texture.format = texData.format; + + } + if ( undefined !== texData.type ) { + + texture.type = texData.type; + + } + + if ( undefined !== texData.mipmaps ) { + + texture.mipmaps = texData.mipmaps; + + } + + if ( 1 === texData.mipmapCount ) { + + texture.minFilter = THREE.LinearFilter; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +} ); + +// File:src/loaders/CompressedTextureLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + * + * Abstract Base class to block based textures loader (dds, pvr, ...) + */ + +THREE.CompressedTextureLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + // override in sub classes + this._parser = null; + +}; + +Object.assign( THREE.CompressedTextureLoader.prototype, { + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var images = []; + + var texture = new THREE.CompressedTexture(); + texture.image = images; + + var loader = new THREE.XHRLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) + texture.minFilter = THREE.LinearFilter; + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + var loaded = 0; + + for ( var i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + var texDatas = scope._parser( buffer, true ); + + if ( texDatas.isCubemap ) { + + var faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( var f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps : [] }; + + for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = THREE.LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + }, + + setPath: function ( value ) { + + this.path = value; + return this; + + } + +} ); + +// File:src/materials/Material.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Material = function () { + + Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.fog = true; + this.lights = true; + + this.blending = THREE.NormalBlending; + this.side = THREE.FrontSide; + this.shading = THREE.SmoothShading; // THREE.FlatShading, THREE.SmoothShading + this.vertexColors = THREE.NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + + this.opacity = 1; + this.transparent = false; + + this.blendSrc = THREE.SrcAlphaFactor; + this.blendDst = THREE.OneMinusSrcAlphaFactor; + this.blendEquation = THREE.AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthFunc = THREE.LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.clippingPlanes = null; + this.clipShadows = false; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.alphaTest = 0; + this.premultipliedAlpha = false; + + this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + + this.visible = true; + + this._needsUpdate = true; + +}; + +THREE.Material.prototype = { + + constructor: THREE.Material, + + get needsUpdate() { + + return this._needsUpdate; + + }, + + set needsUpdate( value ) { + + if ( value === true ) this.update(); + this._needsUpdate = value; + + }, + + setValues: function ( values ) { + + if ( values === undefined ) return; + + for ( var key in values ) { + + var newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); + continue; + + } + + var currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + continue; + + } + + if ( currentValue instanceof THREE.Color ) { + + currentValue.set( newValue ); + + } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) { + + currentValue.copy( newValue ); + + } else if ( key === 'overdraw' ) { + + // ensure overdraw is backwards-compatible with legacy boolean type + this[ key ] = Number( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + }, + + toJSON: function ( meta ) { + + var isRoot = meta === undefined; + + if ( isRoot ) { + + meta = { + textures: {}, + images: {} + }; + + } + + var data = { + metadata: { + version: 4.4, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color instanceof THREE.Color ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex(); + if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + + if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( this.bumpMap instanceof THREE.Texture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + if ( this.normalMap instanceof THREE.Texture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalScale = this.normalScale.toArray(); + + } + if ( this.displacementMap instanceof THREE.Texture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + if ( this.roughnessMap instanceof THREE.Texture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap instanceof THREE.Texture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap instanceof THREE.Texture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + + if ( this.envMap instanceof THREE.Texture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + data.reflectivity = this.reflectivity; // Scale behind envMap + + } + + if ( this.size !== undefined ) data.size = this.size; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== THREE.NormalBlending ) data.blending = this.blending; + if ( this.shading !== THREE.SmoothShading ) data.shading = this.shading; + if ( this.side !== THREE.FrontSide ) data.side = this.side; + if ( this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache ( cache ) { + + var values = []; + + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRoot ) { + + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.name = source.name; + + this.fog = source.fog; + this.lights = source.lights; + + this.blending = source.blending; + this.side = source.side; + this.shading = source.shading; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.alphaTest = source.alphaTest; + + this.premultipliedAlpha = source.premultipliedAlpha; + + this.overdraw = source.overdraw; + + this.visible = source.visible; + this.clipShadows = source.clipShadows; + + var srcPlanes = source.clippingPlanes, + dstPlanes = null; + + if ( srcPlanes !== null ) { + + var n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( var i = 0; i !== n; ++ i ) + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + this.clippingPlanes = dstPlanes; + + return this; + + }, + + update: function () { + + this.dispatchEvent( { type: 'update' } ); + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +Object.assign( THREE.Material.prototype, THREE.EventDispatcher.prototype ); + +THREE.MaterialIdCount = 0; + +// File:src/materials/LineBasicMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ + +THREE.LineBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'LineBasicMaterial'; + + this.color = new THREE.Color( 0xffffff ); + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.lights = false; + + this.setValues( parameters ); + +}; + +THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; + +THREE.LineBasicMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + return this; + +}; + +// File:src/materials/LineDashedMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ + +THREE.LineDashedMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'LineDashedMaterial'; + + this.color = new THREE.Color( 0xffffff ); + + this.linewidth = 1; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.lights = false; + + this.setValues( parameters ); + +}; + +THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial; + +THREE.LineDashedMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + +}; + +// File:src/materials/MeshBasicMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: + * } + */ + +THREE.MeshBasicMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshBasicMaterial'; + + this.color = new THREE.Color( 0xffffff ); // emissive + + this.map = null; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + + this.lights = false; + + this.setValues( parameters ); + +}; + +THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial; + +THREE.MeshBasicMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + +}; + +// File:src/materials/MeshDepthMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / https://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshDepthMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = THREE.BasicDepthPacking; + + this.skinning = false; + this.morphTargets = false; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + +}; + +THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial; + +THREE.MeshDepthMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.depthPacking = source.depthPacking; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + +}; + +// File:src/materials/MeshLambertMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +THREE.MeshLambertMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshLambertMaterial'; + + this.color = new THREE.Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new THREE.Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +}; + +THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial; + +THREE.MeshLambertMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +// File:src/materials/MeshNormalMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ + +THREE.MeshNormalMaterial = function ( parameters ) { + + THREE.Material.call( this, parameters ); + + this.type = 'MeshNormalMaterial'; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; + this.lights = false; + this.morphTargets = false; + + this.setValues( parameters ); + +}; + +THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; + +THREE.MeshNormalMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + +}; + +// File:src/materials/MeshPhongMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +THREE.MeshPhongMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshPhongMaterial'; + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.specular = new THREE.Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new THREE.Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new THREE.Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = THREE.MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +}; + +THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial; + +THREE.MeshPhongMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +// File:src/materials/MeshStandardMaterial.js + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +THREE.MeshStandardMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new THREE.Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new THREE.Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.skinning = false; + this.morphTargets = false; + this.morphNormals = false; + + this.setValues( parameters ); + +}; + +THREE.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial; + +THREE.MeshStandardMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +// File:src/materials/MeshPhysicalMaterial.js + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * reflectivity: + * } + */ + +THREE.MeshPhysicalMaterial = function ( parameters ) { + + THREE.MeshStandardMaterial.call( this ); + + this.defines = { 'PHYSICAL': '' }; + + this.type = 'MeshPhysicalMaterial'; + + this.reflectivity = 0.5; // maps to F0 = 0.04 + + this.clearCoat = 0.0; + this.clearCoatRoughness = 0.0; + + this.setValues( parameters ); + +}; + +THREE.MeshPhysicalMaterial.prototype = Object.create( THREE.MeshStandardMaterial.prototype ); +THREE.MeshPhysicalMaterial.prototype.constructor = THREE.MeshPhysicalMaterial; + +THREE.MeshPhysicalMaterial.prototype.copy = function ( source ) { + + THREE.MeshStandardMaterial.prototype.copy.call( this, source ); + + this.defines = { 'PHYSICAL': '' }; + + this.reflectivity = source.reflectivity; + + this.clearCoat = source.clearCoat; + this.clearCoatRoughness = source.clearCoatRoughness; + + return this; + +}; + +// File:src/materials/MultiMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.MultiMaterial = function ( materials ) { + + this.uuid = THREE.Math.generateUUID(); + + this.type = 'MultiMaterial'; + + this.materials = materials instanceof Array ? materials : []; + + this.visible = true; + +}; + +THREE.MultiMaterial.prototype = { + + constructor: THREE.MultiMaterial, + + toJSON: function ( meta ) { + + var output = { + metadata: { + version: 4.2, + type: 'material', + generator: 'MaterialExporter' + }, + uuid: this.uuid, + type: this.type, + materials: [] + }; + + var materials = this.materials; + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + var material = materials[ i ].toJSON( meta ); + delete material.metadata; + + output.materials.push( material ); + + } + + output.visible = this.visible; + + return output; + + }, + + clone: function () { + + var material = new this.constructor(); + + for ( var i = 0; i < this.materials.length; i ++ ) { + + material.materials.push( this.materials[ i ].clone() ); + + } + + material.visible = this.visible; + + return material; + + } + +}; + +// File:src/materials/PointsMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * } + */ + +THREE.PointsMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new THREE.Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.lights = false; + + this.setValues( parameters ); + +}; + +THREE.PointsMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial; + +THREE.PointsMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + return this; + +}; + +// File:src/materials/ShaderMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * skinning: , + * morphTargets: , + * morphNormals: + * } + */ + +THREE.ShaderMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + + this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; + this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.skinning = false; // set to use skinning attribute streams + this.morphTargets = false; // set to use morph targets + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv2': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + + if ( parameters !== undefined ) { + + if ( parameters.attributes !== undefined ) { + + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + + } + + this.setValues( parameters ); + + } + +}; + +THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; + +THREE.ShaderMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = THREE.UniformsUtils.clone( source.uniforms ); + + this.defines = source.defines; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.lights = source.lights; + this.clipping = source.clipping; + + this.skinning = source.skinning; + + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.extensions = source.extensions; + + return this; + +}; + +THREE.ShaderMaterial.prototype.toJSON = function ( meta ) { + + var data = THREE.Material.prototype.toJSON.call( this, meta ); + + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + return data; + +}; + +// File:src/materials/RawShaderMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.RawShaderMaterial = function ( parameters ) { + + THREE.ShaderMaterial.call( this, parameters ); + + this.type = 'RawShaderMaterial'; + +}; + +THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype ); +THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial; + +// File:src/materials/SpriteMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * uvOffset: new THREE.Vector2(), + * uvScale: new THREE.Vector2() + * } + */ + +THREE.SpriteMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'SpriteMaterial'; + + this.color = new THREE.Color( 0xffffff ); + this.map = null; + + this.rotation = 0; + + this.fog = false; + this.lights = false; + + this.setValues( parameters ); + +}; + +THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial; + +THREE.SpriteMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.map = source.map; + + this.rotation = source.rotation; + + return this; + +}; + +// File:src/materials/ShadowMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.ShadowMaterial = function () { + + THREE.ShaderMaterial.call( this, { + uniforms: THREE.UniformsUtils.merge( [ + THREE.UniformsLib[ "lights" ], + { + opacity: { value: 1.0 } + } + ] ), + vertexShader: THREE.ShaderChunk[ 'shadow_vert' ], + fragmentShader: THREE.ShaderChunk[ 'shadow_frag' ] + } ); + + this.lights = true; + this.transparent = true; + + Object.defineProperties( this, { + opacity: { + enumerable: true, + get: function () { + return this.uniforms.opacity.value; + }, + set: function ( value ) { + this.uniforms.opacity.value = value; + } + } + } ); + +}; + +THREE.ShadowMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype ); +THREE.ShadowMaterial.prototype.constructor = THREE.ShadowMaterial; + +// File:src/textures/Texture.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + */ + +THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.sourceFile = ''; + + this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE; + this.mipmaps = []; + + this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING; + + this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping; + this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter; + + this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + + this.format = format !== undefined ? format : THREE.RGBAFormat; + this.type = type !== undefined ? type : THREE.UnsignedByteType; + + this.offset = new THREE.Vector2( 0, 0 ); + this.repeat = new THREE.Vector2( 1, 1 ); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = encoding !== undefined ? encoding : THREE.LinearEncoding; + + this.version = 0; + this.onUpdate = null; + +}; + +THREE.Texture.DEFAULT_IMAGE = undefined; +THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping; + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.image = source.image; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.type = source.type; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; + + return this; + + }, + + toJSON: function ( meta ) { + + if ( meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + function getDataURL( image ) { + + var canvas; + + if ( image.toDataURL !== undefined ) { + + canvas = image; + + } else { + + canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = image.width; + canvas.height = image.height; + + canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + + var output = { + metadata: { + version: 4.4, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + mapping: this.mapping, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + wrap: [ this.wrapS, this.wrapT ], + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY + }; + + if ( this.image !== undefined ) { + + // TODO: Move to THREE.Image + + var image = this.image; + + if ( image.uuid === undefined ) { + + image.uuid = THREE.Math.generateUUID(); // UGH + + } + + if ( meta.images[ image.uuid ] === undefined ) { + + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: getDataURL( image ) + }; + + } + + output.image = image.uuid; + + } + + meta.textures[ this.uuid ] = output; + + return output; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + }, + + transformUv: function ( uv ) { + + if ( this.mapping !== THREE.UVMapping ) return; + + uv.multiply( this.repeat ); + uv.add( this.offset ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case THREE.RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case THREE.ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case THREE.MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case THREE.RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case THREE.ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case THREE.MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + } + +}; + +Object.assign( THREE.Texture.prototype, THREE.EventDispatcher.prototype ); + +THREE.TextureIdCount = 0; + +// File:src/textures/DepthTexture.js + +/** + * @author Matt DesLauriers / @mattdesl + */ + +THREE.DepthTexture = function ( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, THREE.DepthFormat, type, anisotropy ); + + this.image = { width: width, height: height }; + + this.type = type !== undefined ? type : THREE.UnsignedShortType; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + +}; + +THREE.DepthTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.DepthTexture.prototype.constructor = THREE.DepthTexture; + +// File:src/textures/CanvasTexture.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + +}; + +THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture; + +// File:src/textures/CubeTexture.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping; + + THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.flipY = false; + +}; + +THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.CubeTexture.prototype.constructor = THREE.CubeTexture; + +Object.defineProperty( THREE.CubeTexture.prototype, 'images', { + + get: function () { + + return this.image; + + }, + + set: function ( value ) { + + this.image = value; + + } + +} ); + +// File:src/textures/CompressedTexture.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + +}; + +THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture; + +// File:src/textures/DataTexture.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + + THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + + this.image = { data: data, width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + +}; + +THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.DataTexture.prototype.constructor = THREE.DataTexture; + +// File:src/textures/VideoTexture.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.generateMipmaps = false; + + var scope = this; + + function update() { + + requestAnimationFrame( update ); + + if ( video.readyState >= video.HAVE_CURRENT_DATA ) { + + scope.needsUpdate = true; + + } + + } + + update(); + +}; + +THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.VideoTexture.prototype.constructor = THREE.VideoTexture; + +// File:src/objects/Group.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Group = function () { + + THREE.Object3D.call( this ); + + this.type = 'Group'; + +}; + +THREE.Group.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Group + +} ); + +// File:src/objects/Points.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Points = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new THREE.BufferGeometry(); + this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } ); + +}; + +THREE.Points.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Points, + + raycast: ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + var sphere = new THREE.Sphere(); + + return function raycast( raycaster, intersects ) { + + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new THREE.Vector3(); + + function testPoint( point, index ) { + + var rayPointDistanceSq = ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object + + } ); + + } + + } + + if ( geometry instanceof THREE.BufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, il = indices.length; i < il; i ++ ) { + + var a = indices[ i ]; + + position.fromArray( positions, a * 3 ); + + testPoint( position, a ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + + position.fromArray( positions, i * 3 ); + + testPoint( position, i ); + + } + + } + + } else { + + var vertices = geometry.vertices; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + testPoint( vertices[ i ], i ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +// File:src/objects/Line.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Line = function ( geometry, material, mode ) { + + if ( mode === 1 ) { + + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new THREE.LineSegments( geometry, material ); + + } + + THREE.Object3D.call( this ); + + this.type = 'Line'; + + this.geometry = geometry !== undefined ? geometry : new THREE.BufferGeometry(); + this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } ); + +}; + +THREE.Line.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Line, + + raycast: ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + var sphere = new THREE.Sphere(); + + return function raycast( raycaster, intersects ) { + + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; + + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var vStart = new THREE.Vector3(); + var vEnd = new THREE.Vector3(); + var interSegment = new THREE.Vector3(); + var interRay = new THREE.Vector3(); + var step = this instanceof THREE.LineSegments ? 2 : 1; + + if ( geometry instanceof THREE.BufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + + var a = indices[ i ]; + var b = indices[ i + 1 ]; + + vStart.fromArray( positions, a * 3 ); + vEnd.fromArray( positions, b * 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { + + vStart.fromArray( positions, 3 * i ); + vEnd.fromArray( positions, 3 * i + 3 ); + + var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + var nbVertices = vertices.length; + + for ( var i = 0; i < nbVertices - 1; i += step ) { + + var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); + + if ( distSq > precisionSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +// File:src/objects/LineSegments.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LineSegments = function ( geometry, material ) { + + THREE.Line.call( this, geometry, material ); + + this.type = 'LineSegments'; + +}; + +THREE.LineSegments.prototype = Object.assign( Object.create( THREE.Line.prototype ), { + + constructor: THREE.LineSegments + +} ); + +// File:src/objects/Mesh.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author mikael emtinger / http://gomo.se/ + * @author jonobr1 / http://jonobr1.com/ + */ + +THREE.Mesh = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.type = 'Mesh'; + + this.geometry = geometry !== undefined ? geometry : new THREE.BufferGeometry(); + this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + + this.drawMode = THREE.TrianglesDrawMode; + + this.updateMorphTargets(); + +}; + +THREE.Mesh.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Mesh, + + setDrawMode: function ( value ) { + + this.drawMode = value; + + }, + + copy: function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.drawMode = source.drawMode; + + return this; + + }, + + updateMorphTargets: function () { + + if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { + + this.morphTargetBase = - 1; + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) { + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; + + } + + } + + }, + + getMorphTargetIndexByName: function ( name ) { + + if ( this.morphTargetDictionary[ name ] !== undefined ) { + + return this.morphTargetDictionary[ name ]; + + } + + console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' ); + + return 0; + + }, + + raycast: ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + var sphere = new THREE.Sphere(); + + var vA = new THREE.Vector3(); + var vB = new THREE.Vector3(); + var vC = new THREE.Vector3(); + + var tempA = new THREE.Vector3(); + var tempB = new THREE.Vector3(); + var tempC = new THREE.Vector3(); + + var uvA = new THREE.Vector2(); + var uvB = new THREE.Vector2(); + var uvC = new THREE.Vector2(); + + var barycoord = new THREE.Vector3(); + + var intersectionPoint = new THREE.Vector3(); + var intersectionPointWorld = new THREE.Vector3(); + + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + + THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); + + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); + + uv1.add( uv2 ).add( uv3 ); + + return uv1.clone(); + + } + + function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { + + var intersect; + var material = object.material; + + if ( material.side === THREE.BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point ); + + } + + if ( intersect === null ) return null; + + intersectionPointWorld.copy( point ); + intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: intersectionPointWorld.clone(), + object: object + }; + + } + + function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) { + + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); + + var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); + + if ( intersection ) { + + if ( uvs ) { + + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); + + intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + + } + + intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ); + intersection.faceIndex = a; + + } + + return intersection; + + } + + return function raycast( raycaster, intersects ) { + + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + // Check boundingBox before continuing + + if ( geometry.boundingBox !== null ) { + + if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + var uvs, intersection; + + if ( geometry instanceof THREE.BufferGeometry ) { + + var a, b, c; + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( attributes.uv !== undefined ) { + + uvs = attributes.uv.array; + + } + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length; i < l; i += 3 ) { + + a = indices[ i ]; + b = indices[ i + 1 ]; + c = indices[ i + 2 ]; + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics + intersects.push( intersection ); + + } + + } + + } else { + + + for ( var i = 0, l = positions.length; i < l; i += 9 ) { + + a = i / 3; + b = a + 1; + c = a + 2; + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); + + if ( intersection ) { + + intersection.index = a; // triangle number in positions buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + var fvA, fvB, fvC; + var isFaceMaterial = material instanceof THREE.MultiMaterial; + var materials = isFaceMaterial === true ? material.materials : null; + + var vertices = geometry.vertices; + var faces = geometry.faces; + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + + var face = faces[ f ]; + var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material; + + if ( faceMaterial === undefined ) continue; + + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; + + if ( faceMaterial.morphTargets === true ) { + + var morphTargets = geometry.morphTargets; + var morphInfluences = this.morphTargetInfluences; + + vA.set( 0, 0, 0 ); + vB.set( 0, 0, 0 ); + vC.set( 0, 0, 0 ); + + for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + + var influence = morphInfluences[ t ]; + + if ( influence === 0 ) continue; + + var targets = morphTargets[ t ].vertices; + + vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + + } + + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); + + fvA = vA; + fvB = vB; + fvC = vC; + + } + + intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + + if ( intersection ) { + + if ( uvs ) { + + var uvs_f = uvs[ f ]; + uvA.copy( uvs_f[ 0 ] ); + uvB.copy( uvs_f[ 1 ] ); + uvC.copy( uvs_f[ 2 ] ); + + intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + + } + + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + + } + + } + + } + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + + } + +} ); + +// File:src/objects/Bone.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +THREE.Bone = function ( skin ) { + + THREE.Object3D.call( this ); + + this.type = 'Bone'; + + this.skin = skin; + +}; + +THREE.Bone.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Bone, + + copy: function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.skin = source.skin; + + return this; + + } + +} ); + +// File:src/objects/Skeleton.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author michael guerrero / http://realitymeltdown.com + * @author ikerr / http://verold.com + */ + +THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) { + + this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true; + + this.identityMatrix = new THREE.Matrix4(); + + // copy the bone array + + bones = bones || []; + + this.bones = bones.slice( 0 ); + + // create a bone texture or an array of floats + + if ( this.useVertexTexture ) { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + + var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) ); + size = Math.max( size, 4 ); + + this.boneTextureWidth = size; + this.boneTextureHeight = size; + + this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel + this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType ); + + } else { + + this.boneMatrices = new Float32Array( 16 * this.bones.length ); + + } + + // use the supplied bone inverses or calculate the inverses + + if ( boneInverses === undefined ) { + + this.calculateInverses(); + + } else { + + if ( this.bones.length === boneInverses.length ) { + + this.boneInverses = boneInverses.slice( 0 ); + + } else { + + console.warn( 'THREE.Skeleton bonInverses is the wrong length.' ); + + this.boneInverses = []; + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + this.boneInverses.push( new THREE.Matrix4() ); + + } + + } + + } + +}; + +Object.assign( THREE.Skeleton.prototype, { + + calculateInverses: function () { + + this.boneInverses = []; + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + var inverse = new THREE.Matrix4(); + + if ( this.bones[ b ] ) { + + inverse.getInverse( this.bones[ b ].matrixWorld ); + + } + + this.boneInverses.push( inverse ); + + } + + }, + + pose: function () { + + var bone; + + // recover the bind-time world matrices + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + bone = this.bones[ b ]; + + if ( bone ) { + + bone.matrixWorld.getInverse( this.boneInverses[ b ] ); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + bone = this.bones[ b ]; + + if ( bone ) { + + if ( bone.parent instanceof THREE.Bone ) { + + bone.matrix.getInverse( bone.parent.matrixWorld ); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + }, + + update: ( function () { + + var offsetMatrix = new THREE.Matrix4(); + + return function update() { + + // flatten bone matrices to array + + for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) { + + // compute the offset between the current and the original transform + + var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix; + + offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] ); + offsetMatrix.toArray( this.boneMatrices, b * 16 ); + + } + + if ( this.useVertexTexture ) { + + this.boneTexture.needsUpdate = true; + + } + + }; + + } )(), + + clone: function () { + + return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); + + } + +} ); + +// File:src/objects/SkinnedMesh.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author ikerr / http://verold.com + */ + +THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) { + + THREE.Mesh.call( this, geometry, material ); + + this.type = 'SkinnedMesh'; + + this.bindMode = "attached"; + this.bindMatrix = new THREE.Matrix4(); + this.bindMatrixInverse = new THREE.Matrix4(); + + // init bones + + // TODO: remove bone creation as there is no reason (other than + // convenience) for THREE.SkinnedMesh to do this. + + var bones = []; + + if ( this.geometry && this.geometry.bones !== undefined ) { + + var bone, gbone; + + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + + gbone = this.geometry.bones[ b ]; + + bone = new THREE.Bone( this ); + bones.push( bone ); + + bone.name = gbone.name; + bone.position.fromArray( gbone.pos ); + bone.quaternion.fromArray( gbone.rotq ); + if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + + } + + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + + gbone = this.geometry.bones[ b ]; + + if ( gbone.parent !== - 1 && gbone.parent !== null && + bones[ gbone.parent ] !== undefined ) { + + bones[ gbone.parent ].add( bones[ b ] ); + + } else { + + this.add( bones[ b ] ); + + } + + } + + } + + this.normalizeSkinWeights(); + + this.updateMatrixWorld( true ); + this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); + +}; + + +THREE.SkinnedMesh.prototype = Object.assign( Object.create( THREE.Mesh.prototype ), { + + constructor: THREE.SkinnedMesh, + + bind: function( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.getInverse( bindMatrix ); + + }, + + pose: function () { + + this.skeleton.pose(); + + }, + + normalizeSkinWeights: function () { + + if ( this.geometry instanceof THREE.Geometry ) { + + for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) { + + var sw = this.geometry.skinWeights[ i ]; + + var scale = 1.0 / sw.lengthManhattan(); + + if ( scale !== Infinity ) { + + sw.multiplyScalar( scale ); + + } else { + + sw.set( 1, 0, 0, 0 ); // do something reasonable + + } + + } + + } else if ( this.geometry instanceof THREE.BufferGeometry ) { + + var vec = new THREE.Vector4(); + + var skinWeight = this.geometry.attributes.skinWeight; + + for ( var i = 0; i < skinWeight.count; i ++ ) { + + vec.x = skinWeight.getX( i ); + vec.y = skinWeight.getY( i ); + vec.z = skinWeight.getZ( i ); + vec.w = skinWeight.getW( i ); + + var scale = 1.0 / vec.lengthManhattan(); + + if ( scale !== Infinity ) { + + vec.multiplyScalar( scale ); + + } else { + + vec.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); + + } + + } + + }, + + updateMatrixWorld: function( force ) { + + THREE.Mesh.prototype.updateMatrixWorld.call( this, true ); + + if ( this.bindMode === "attached" ) { + + this.bindMatrixInverse.getInverse( this.matrixWorld ); + + } else if ( this.bindMode === "detached" ) { + + this.bindMatrixInverse.getInverse( this.bindMatrix ); + + } else { + + console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode ); + + } + + }, + + clone: function() { + + return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this ); + + } + +} ); + +// File:src/objects/LOD.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LOD = function () { + + THREE.Object3D.call( this ); + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + } + } ); + +}; + + +THREE.LOD.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.LOD, + + copy: function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source, false ); + + var levels = source.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance ); + + } + + return this; + + }, + + addLevel: function ( object, distance ) { + + if ( distance === undefined ) distance = 0; + + distance = Math.abs( distance ); + + var levels = this.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, object: object } ); + + this.add( object ); + + }, + + getObjectForDistance: function ( distance ) { + + var levels = this.levels; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance < levels[ i ].distance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + }, + + raycast: ( function () { + + var matrixPosition = new THREE.Vector3(); + + return function raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( matrixPosition ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + }; + + }() ), + + update: function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + + return function update( camera ) { + + var levels = this.levels; + + if ( levels.length > 1 ) { + + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); + + var distance = v1.distanceTo( v2 ); + + levels[ 0 ].object.visible = true; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance >= levels[ i ].distance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + }; + + }(), + + toJSON: function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.levels = []; + + var levels = this.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); + + } + + return data; + + } + +} ); + +// File:src/objects/Sprite.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Sprite = function ( material ) { + + THREE.Object3D.call( this ); + + this.type = 'Sprite'; + + this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial(); + +}; + +THREE.Sprite.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.Sprite, + + raycast: ( function () { + + var matrixPosition = new THREE.Vector3(); + + return function raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); + var guessSizeSq = this.scale.x * this.scale.y / 4; + + if ( distanceSq > guessSizeSq ) { + + return; + + } + + intersects.push( { + + distance: Math.sqrt( distanceSq ), + point: this.position, + face: null, + object: this + + } ); + + }; + + }() ), + + clone: function () { + + return new this.constructor( this.material ).copy( this ); + + } + +} ); + +// File:src/objects/LensFlare.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.LensFlare = function ( texture, size, distance, blending, color ) { + + THREE.Object3D.call( this ); + + this.lensFlares = []; + + this.positionScreen = new THREE.Vector3(); + this.customUpdateCallback = undefined; + + if ( texture !== undefined ) { + + this.add( texture, size, distance, blending, color ); + + } + +}; + +THREE.LensFlare.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { + + constructor: THREE.LensFlare, + + copy: function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.positionScreen.copy( source.positionScreen ); + this.customUpdateCallback = source.customUpdateCallback; + + for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { + + this.lensFlares.push( source.lensFlares[ i ] ); + + } + + return this; + + }, + + add: function ( texture, size, distance, blending, color, opacity ) { + + if ( size === undefined ) size = - 1; + if ( distance === undefined ) distance = 0; + if ( opacity === undefined ) opacity = 1; + if ( color === undefined ) color = new THREE.Color( 0xffffff ); + if ( blending === undefined ) blending = THREE.NormalBlending; + + distance = Math.min( distance, Math.max( 0, distance ) ); + + this.lensFlares.push( { + texture: texture, // THREE.Texture + size: size, // size in pixels (-1 = use texture.width) + distance: distance, // distance (0-1) from light source (0=at light source) + x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is in front z = 1 is back + scale: 1, // scale + rotation: 0, // rotation + opacity: opacity, // opacity + color: color, // color + blending: blending // blending + } ); + + }, + + /* + * Update lens flares update positions on all flares based on the screen position + * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way. + */ + + updateLensFlares: function () { + + var f, fl = this.lensFlares.length; + var flare; + var vecX = - this.positionScreen.x * 2; + var vecY = - this.positionScreen.y * 2; + + for ( f = 0; f < fl; f ++ ) { + + flare = this.lensFlares[ f ]; + + flare.x = this.positionScreen.x + vecX * flare.distance; + flare.y = this.positionScreen.y + vecY * flare.distance; + + flare.wantedRotation = flare.x * Math.PI * 0.25; + flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25; + + } + + } + +} ); + +// File:src/scenes/Scene.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Scene = function () { + + THREE.Object3D.call( this ); + + this.type = 'Scene'; + + this.background = null; + this.fog = null; + this.overrideMaterial = null; + + this.autoUpdate = true; // checked by the renderer + +}; + +THREE.Scene.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Scene.prototype.constructor = THREE.Scene; + +THREE.Scene.prototype.copy = function ( source, recursive ) { + + THREE.Object3D.prototype.copy.call( this, source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + +}; + +// File:src/scenes/Fog.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Fog = function ( color, near, far ) { + + this.name = ''; + + this.color = new THREE.Color( color ); + + this.near = ( near !== undefined ) ? near : 1; + this.far = ( far !== undefined ) ? far : 1000; + +}; + +THREE.Fog.prototype.clone = function () { + + return new THREE.Fog( this.color.getHex(), this.near, this.far ); + +}; + +// File:src/scenes/FogExp2.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.FogExp2 = function ( color, density ) { + + this.name = ''; + + this.color = new THREE.Color( color ); + this.density = ( density !== undefined ) ? density : 0.00025; + +}; + +THREE.FogExp2.prototype.clone = function () { + + return new THREE.FogExp2( this.color.getHex(), this.density ); + +}; + +// File:src/renderers/shaders/ShaderChunk.js + +THREE.ShaderChunk = {}; + +// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl + +THREE.ShaderChunk[ 'alphamap_fragment' ] = "#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl + +THREE.ShaderChunk[ 'alphamap_pars_fragment' ] = "#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl + +THREE.ShaderChunk[ 'alphatest_fragment' ] = "#ifdef ALPHATEST\n if ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl + +THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n reflectedLight.indirectDiffuse *= ambientOcclusion;\n #if defined( USE_ENVMAP ) && defined( PHYSICAL )\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl + +THREE.ShaderChunk[ 'aomap_pars_fragment' ] = "#ifdef USE_AOMAP\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl + +THREE.ShaderChunk[ 'begin_vertex' ] = "\nvec3 transformed = vec3( position );\n"; + +// File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl + +THREE.ShaderChunk[ 'beginnormal_vertex' ] = "\nvec3 objectNormal = vec3( normal );\n"; + +// File:src/renderers/shaders/ShaderChunk/bsdfs.glsl + +THREE.ShaderChunk[ 'bsdfs' ] = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n return any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n if( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n float maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n return distanceFalloff * maxDistanceCutoffFactor;\n#else\n return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n }\n return 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n return ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = pow2( alpha );\n float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n return 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = pow2( alpha );\n float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n return 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n float a2 = pow2( alpha );\n float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n return RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float alpha = pow2( roughness );\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n return F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n return specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n return sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'bumpmap_pars_fragment' ] = "#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 );\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl + +THREE.ShaderChunk[ 'clipping_planes_fragment' ] = "#if NUM_CLIPPING_PLANES > 0\n for ( int i = 0; i < NUM_CLIPPING_PLANES; ++ i ) {\n vec4 plane = clippingPlanes[ i ];\n if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl + +THREE.ShaderChunk[ 'clipping_planes_pars_fragment' ] = "#if NUM_CLIPPING_PLANES > 0\n #if ! defined( PHYSICAL ) && ! defined( PHONG )\n varying vec3 vViewPosition;\n #endif\n uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl + +THREE.ShaderChunk[ 'clipping_planes_pars_vertex' ] = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n varying vec3 vViewPosition;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl + +THREE.ShaderChunk[ 'clipping_planes_vertex' ] = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n vViewPosition = - mvPosition.xyz;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl + +THREE.ShaderChunk[ 'color_fragment' ] = "#ifdef USE_COLOR\n diffuseColor.rgb *= vColor;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl + +THREE.ShaderChunk[ 'color_pars_fragment' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl + +THREE.ShaderChunk[ 'color_pars_vertex' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl + +THREE.ShaderChunk[ 'color_vertex' ] = "#ifdef USE_COLOR\n vColor.xyz = color.xyz;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/common.glsl + +THREE.ShaderChunk[ 'common' ] = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n return fract(sin(sn) * c);\n}\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n float distance = dot( planeNormal, point - pointOnPlane );\n return - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl + +THREE.ShaderChunk[ 'cube_uv_reflection_fragment' ] = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n vec3 absDirection = abs(direction);\n int face = -1;\n if( absDirection.x > absDirection.z ) {\n if(absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0 : 3;\n else\n face = direction.y > 0.0 ? 1 : 4;\n }\n else {\n if(absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2 : 5;\n else\n face = direction.y > 0.0 ? 1 : 4;\n }\n return face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n float scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n float dxRoughness = dFdx(roughness);\n float dyRoughness = dFdy(roughness);\n vec3 dx = dFdx( vec * scale * dxRoughness );\n vec3 dy = dFdy( vec * scale * dyRoughness );\n float d = max( dot( dx, dx ), dot( dy, dy ) );\n d = clamp(d, 1.0, cubeUV_rangeClamp);\n float mipLevel = 0.5 * log2(d);\n return vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n float a = 16.0 * cubeUV_rcpTextureSize;\n vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n float powScale = exp2_packed.x * exp2_packed.y;\n float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n bool bRes = mipLevel == 0.0;\n scale = bRes && (scale < a) ? a : scale;\n vec3 r;\n vec2 offset;\n int face = getFaceFromDirection(direction);\n float rcpPowScale = 1.0 / powScale;\n if( face == 0) {\n r = vec3(direction.x, -direction.z, direction.y);\n offset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 1) {\n r = vec3(direction.y, direction.x, direction.z);\n offset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 2) {\n r = vec3(direction.z, direction.x, direction.y);\n offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 3) {\n r = vec3(direction.x, direction.z, direction.y);\n offset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n else if( face == 4) {\n r = vec3(direction.y, direction.x, -direction.z);\n offset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n else {\n r = vec3(direction.z, -direction.x, direction.y);\n offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n r = normalize(r);\n float texelOffset = 0.5 * cubeUV_rcpTextureSize;\n vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n vec2 base = offset + vec2( texelOffset );\n return base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n float roughnessVal = roughness* cubeUV_maxLods3;\n float r1 = floor(roughnessVal);\n float r2 = r1 + 1.0;\n float t = fract(roughnessVal);\n vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n float s = mipInfo.y;\n float level0 = mipInfo.x;\n float level1 = level0 + 1.0;\n level1 = level1 > 5.0 ? 5.0 : level1;\n level0 += min( floor( s + 0.5 ), 5.0 );\n vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n vec4 result = mix(color10, color20, t);\n return vec4(result.rgb, 1.0);\n}\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl + +THREE.ShaderChunk[ 'defaultnormal_vertex' ] = "#ifdef FLIP_SIDED\n objectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; + +// File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl + +THREE.ShaderChunk[ 'displacementmap_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'displacementmap_pars_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl + +THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n totalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl + +THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl + +THREE.ShaderChunk[ 'encodings_pars_fragment' ] = "\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/encodings_fragment.glsl + +THREE.ShaderChunk[ 'encodings_fragment' ] = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl + +THREE.ShaderChunk[ 'envmap_fragment' ] = "#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D( envMap, sampleUV );\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n envColor = envMapTexelToLinear( envColor );\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'envmap_pars_fragment' ] = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n uniform float reflectivity;\n uniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n #if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n varying vec3 vWorldPosition;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'envmap_pars_vertex' ] = "#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n varying vec3 vWorldPosition;\n #else\n varying vec3 vReflect;\n uniform float refractionRatio;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl + +THREE.ShaderChunk[ 'envmap_vertex' ] = "#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n vWorldPosition = worldPosition.xyz;\n #else\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl + +THREE.ShaderChunk[ 'fog_fragment' ] = "#ifdef USE_FOG\n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n #ifdef FOG_EXP2\n float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n #endif\n gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl + +THREE.ShaderChunk[ 'fog_pars_fragment' ] = "#ifdef USE_FOG\n uniform vec3 fogColor;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_fragment' ] = "#ifdef USE_LIGHTMAP\n reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_pars_fragment' ] = "#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl + +THREE.ShaderChunk[ 'lights_lambert_vertex' ] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n vLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n #endif\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_pars.glsl + +THREE.ShaderChunk[ 'lights_pars' ] = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n vec3 irradiance = ambientLightColor;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n return irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction;\n directLight.visible = true;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n vec3 lVector = pointLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n if ( testLightInRange( lightDistance, pointLight.distance ) ) {\n directLight.color = pointLight.color;\n directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n float angleCos = dot( directLight.direction, spotLight.direction );\n if ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\n float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n directLight.color = spotLight.color;\n directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n float dotNL = dot( geometry.normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n return irradiance;\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n #include \n vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n #else\n vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n vec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n #else\n vec4 envMapColor = vec4( 0.0 );\n #endif\n return PI * envMapColor.rgb * envMapIntensity;\n }\n float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n float maxMIPLevelScalar = float( maxMIPLevel );\n float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n }\n vec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n #else\n vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n #endif\n #include \n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n vec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n #endif\n return envMapColor.rgb * envMapIntensity;\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl + +THREE.ShaderChunk[ 'lights_phong_fragment' ] = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl + +THREE.ShaderChunk[ 'lights_phong_pars_fragment' ] = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material ) (0)\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl + +THREE.ShaderChunk[ 'lights_physical_fragment' ] = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n material.clearCoat = saturate( clearCoat ); material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl + +THREE.ShaderChunk[ 'lights_physical_pars_fragment' ] = "struct PhysicalMaterial {\n vec3 diffuseColor;\n float specularRoughness;\n vec3 specularColor;\n #ifndef STANDARD\n float clearCoat;\n float clearCoatRoughness;\n #endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n return DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n #ifndef STANDARD\n float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n #else\n float clearCoatDHR = 0.0;\n #endif\n reflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n reflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n #ifndef STANDARD\n reflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n #endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n #ifndef STANDARD\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n float dotNL = dotNV;\n float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n #else\n float clearCoatDHR = 0.0;\n #endif\n reflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n #ifndef STANDARD\n reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n #endif\n}\n#define RE_Direct RE_Direct_Physical\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular RE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_template.glsl + +THREE.ShaderChunk[ 'lights_template' ] = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n getPointDirectLightIrradiance( pointLight, geometry, directLight );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n getSpotDirectLightIrradiance( spotLight, geometry, directLight );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n #ifdef USE_LIGHTMAP\n vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n lightMapIrradiance *= PI;\n #endif\n irradiance += lightMapIrradiance;\n #endif\n #if ( NUM_HEMI_LIGHTS > 0 )\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n }\n #endif\n #if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n irradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n #endif\n RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n vec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n #ifndef STANDARD\n vec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n #else\n vec3 clearCoatRadiance = vec3( 0.0 );\n #endif\n \n RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl + +THREE.ShaderChunk[ 'logdepthbuf_fragment' ] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl + +THREE.ShaderChunk[ 'logdepthbuf_pars_fragment' ] = "#ifdef USE_LOGDEPTHBUF\n uniform float logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl + +THREE.ShaderChunk[ 'logdepthbuf_pars_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n uniform float logDepthBufFC;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl + +THREE.ShaderChunk[ 'logdepthbuf_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n vFragDepth = 1.0 + gl_Position.w;\n #else\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl + +THREE.ShaderChunk[ 'map_fragment' ] = "#ifdef USE_MAP\n vec4 texelColor = texture2D( map, vUv );\n texelColor = mapTexelToLinear( texelColor );\n diffuseColor *= texelColor;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_pars_fragment' ] = "#ifdef USE_MAP\n uniform sampler2D map;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_fragment' ] = "#ifdef USE_MAP\n vec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n diffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_pars_fragment' ] = "#ifdef USE_MAP\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl + +THREE.ShaderChunk[ 'metalnessmap_fragment' ] = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vUv );\n metalnessFactor *= texelMetalness.r;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'metalnessmap_pars_fragment' ] = "#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl + +THREE.ShaderChunk[ 'morphnormal_vertex' ] = "#ifdef USE_MORPHNORMALS\n objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl + +THREE.ShaderChunk[ 'morphtarget_pars_vertex' ] = "#ifdef USE_MORPHTARGETS\n #ifndef USE_MORPHNORMALS\n uniform float morphTargetInfluences[ 8 ];\n #else\n uniform float morphTargetInfluences[ 4 ];\n #endif\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl + +THREE.ShaderChunk[ 'morphtarget_vertex' ] = "#ifdef USE_MORPHTARGETS\n transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/normal_flip.glsl + +THREE.ShaderChunk[ 'normal_flip' ] = "#ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n float flipNormal = 1.0;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl + +THREE.ShaderChunk[ 'normal_fragment' ] = "#ifdef FLAT_SHADED\n vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'normalmap_pars_fragment' ] = "#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/packing.glsl + +THREE.ShaderChunk[ 'packing' ] = "vec3 packNormalToRGB( const in vec3 normal ) {\n return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n return 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n vec4 r = vec4( fract( v * PackFactors ), v );\n r.yzw -= r.xyz * ShiftRight8; return r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n return dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl + +THREE.ShaderChunk[ 'premultiplied_alpha_fragment' ] = "#ifdef PREMULTIPLIED_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/project_vertex.glsl + +THREE.ShaderChunk[ 'project_vertex' ] = "#ifdef USE_SKINNING\n vec4 mvPosition = modelViewMatrix * skinned;\n#else\n vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; + +// File:src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl + +THREE.ShaderChunk[ 'roughnessmap_fragment' ] = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vUv );\n roughnessFactor *= texelRoughness.r;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'roughnessmap_pars_fragment' ] = "#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'shadowmap_pars_fragment' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n }\n float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n const vec2 offset = vec2( 0.0, 1.0 );\n vec2 texelSize = vec2( 1.0 ) / size;\n vec2 centroidUV = floor( uv * size + 0.5 ) / size;\n float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n vec2 f = fract( uv * size + 0.5 );\n float a = mix( lb, lt, f.y );\n float b = mix( rb, rt, f.y );\n float c = mix( a, b, f.x );\n return c;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n bool frustumTest = all( frustumTestVec );\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return 1.0;\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n vec3 lightToPosition = shadowCoord.xyz;\n vec3 bd3D = normalize( lightToPosition );\n float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n return (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl + +THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n }\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl + +THREE.ShaderChunk[ 'shadowmask_pars_fragment' ] = "float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #endif\n return shadow;\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl + +THREE.ShaderChunk[ 'skinbase_vertex' ] = "#ifdef USE_SKINNING\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl + +THREE.ShaderChunk[ 'skinning_pars_vertex' ] = "#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n #ifdef BONE_TEXTURE\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n mat4 getBoneMatrix( const in float i ) {\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n y = dy * ( y + 0.5 );\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n mat4 bone = mat4( v1, v2, v3, v4 );\n return bone;\n }\n #else\n uniform mat4 boneMatrices[ MAX_BONES ];\n mat4 getBoneMatrix( const in float i ) {\n mat4 bone = boneMatrices[ int(i) ];\n return bone;\n }\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl + +THREE.ShaderChunk[ 'skinning_vertex' ] = "#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl + +THREE.ShaderChunk[ 'skinnormal_vertex' ] = "#ifdef USE_SKINNING\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl + +THREE.ShaderChunk[ 'specularmap_fragment' ] = "float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'specularmap_pars_fragment' ] = "#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl + +THREE.ShaderChunk[ 'tonemapping_fragment' ] = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl + +THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl + +THREE.ShaderChunk[ 'uv2_pars_fragment' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n varying vec2 vUv2;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl + +THREE.ShaderChunk[ 'uv2_pars_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n attribute vec2 uv2;\n varying vec2 vUv2;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl + +THREE.ShaderChunk[ 'uv2_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n vUv2 = uv2;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl + +THREE.ShaderChunk[ 'uv_pars_fragment' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl + +THREE.ShaderChunk[ 'uv_pars_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl + +THREE.ShaderChunk[ 'uv_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl + +THREE.ShaderChunk[ 'worldpos_vertex' ] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n #ifdef USE_SKINNING\n vec4 worldPosition = modelMatrix * skinned;\n #else\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n #endif\n#endif\n"; + +// File:src/renderers/shaders/UniformsUtils.js + +/** + * Uniform Utilities + */ + +THREE.UniformsUtils = { + + merge: function ( uniforms ) { + + var merged = {}; + + for ( var u = 0; u < uniforms.length; u ++ ) { + + var tmp = this.clone( uniforms[ u ] ); + + for ( var p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + }, + + clone: function ( uniforms_src ) { + + var uniforms_dst = {}; + + for ( var u in uniforms_src ) { + + uniforms_dst[ u ] = {}; + + for ( var p in uniforms_src[ u ] ) { + + var parameter_src = uniforms_src[ u ][ p ]; + + if ( parameter_src instanceof THREE.Color || + parameter_src instanceof THREE.Vector2 || + parameter_src instanceof THREE.Vector3 || + parameter_src instanceof THREE.Vector4 || + parameter_src instanceof THREE.Matrix3 || + parameter_src instanceof THREE.Matrix4 || + parameter_src instanceof THREE.Texture ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( Array.isArray( parameter_src ) ) { + + uniforms_dst[ u ][ p ] = parameter_src.slice(); + + } else { + + uniforms_dst[ u ][ p ] = parameter_src; + + } + + } + + } + + return uniforms_dst; + + } + +}; + +// File:src/renderers/shaders/UniformsLib.js + +/** + * Uniforms library for shared webgl shaders + */ + +THREE.UniformsLib = { + + common: { + + "diffuse": { value: new THREE.Color( 0xeeeeee ) }, + "opacity": { value: 1.0 }, + + "map": { value: null }, + "offsetRepeat": { value: new THREE.Vector4( 0, 0, 1, 1 ) }, + + "specularMap": { value: null }, + "alphaMap": { value: null }, + + "envMap": { value: null }, + "flipEnvMap": { value: - 1 }, + "reflectivity": { value: 1.0 }, + "refractionRatio": { value: 0.98 } + + }, + + aomap: { + + "aoMap": { value: null }, + "aoMapIntensity": { value: 1 } + + }, + + lightmap: { + + "lightMap": { value: null }, + "lightMapIntensity": { value: 1 } + + }, + + emissivemap: { + + "emissiveMap": { value: null } + + }, + + bumpmap: { + + "bumpMap": { value: null }, + "bumpScale": { value: 1 } + + }, + + normalmap: { + + "normalMap": { value: null }, + "normalScale": { value: new THREE.Vector2( 1, 1 ) } + + }, + + displacementmap: { + + "displacementMap": { value: null }, + "displacementScale": { value: 1 }, + "displacementBias": { value: 0 } + + }, + + roughnessmap: { + + "roughnessMap": { value: null } + + }, + + metalnessmap: { + + "metalnessMap": { value: null } + + }, + + fog: { + + "fogDensity": { value: 0.00025 }, + "fogNear": { value: 1 }, + "fogFar": { value: 2000 }, + "fogColor": { value: new THREE.Color( 0xffffff ) } + + }, + + lights: { + + "ambientLightColor": { value: [] }, + + "directionalLights": { value: [], properties: { + "direction": {}, + "color": {}, + + "shadow": {}, + "shadowBias": {}, + "shadowRadius": {}, + "shadowMapSize": {} + } }, + + "directionalShadowMap": { value: [] }, + "directionalShadowMatrix": { value: [] }, + + "spotLights": { value: [], properties: { + "color": {}, + "position": {}, + "direction": {}, + "distance": {}, + "coneCos": {}, + "penumbraCos": {}, + "decay": {}, + + "shadow": {}, + "shadowBias": {}, + "shadowRadius": {}, + "shadowMapSize": {} + } }, + + "spotShadowMap": { value: [] }, + "spotShadowMatrix": { value: [] }, + + "pointLights": { value: [], properties: { + "color": {}, + "position": {}, + "decay": {}, + "distance": {}, + + "shadow": {}, + "shadowBias": {}, + "shadowRadius": {}, + "shadowMapSize": {} + } }, + + "pointShadowMap": { value: [] }, + "pointShadowMatrix": { value: [] }, + + "hemisphereLights": { value: [], properties: { + "direction": {}, + "skyColor": {}, + "groundColor": {} + } } + + }, + + points: { + + "diffuse": { value: new THREE.Color( 0xeeeeee ) }, + "opacity": { value: 1.0 }, + "size": { value: 1.0 }, + "scale": { value: 1.0 }, + "map": { value: null }, + "offsetRepeat": { value: new THREE.Vector4( 0, 0, 1, 1 ) } + + } + +}; + +// File:src/renderers/shaders/ShaderLib/cube_frag.glsl + +THREE.ShaderChunk[ 'cube_frag' ] = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n gl_FragColor.a *= opacity;\n}\n"; + +// File:src/renderers/shaders/ShaderLib/cube_vert.glsl + +THREE.ShaderChunk[ 'cube_vert' ] = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/depth_frag.glsl + +THREE.ShaderChunk[ 'depth_frag' ] = "#if DEPTH_PACKING == 3200\n uniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( 1.0 );\n #if DEPTH_PACKING == 3200\n diffuseColor.a = opacity;\n #endif\n #include \n #include \n #include \n #include \n #if DEPTH_PACKING == 3200\n gl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n #elif DEPTH_PACKING == 3201\n gl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n #endif\n}\n"; + +// File:src/renderers/shaders/ShaderLib/depth_vert.glsl + +THREE.ShaderChunk[ 'depth_vert' ] = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl + +THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main () {\n #include \n gl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n"; + +// File:src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl + +THREE.ShaderChunk[ 'distanceRGBA_vert' ] = "varying vec4 vWorldPosition;\n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vWorldPosition = worldPosition;\n}\n"; + +// File:src/renderers/shaders/ShaderLib/equirect_frag.glsl + +THREE.ShaderChunk[ 'equirect_frag' ] = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n vec3 direction = normalize( vWorldPosition );\n vec2 sampleUV;\n sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n gl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; + +// File:src/renderers/shaders/ShaderLib/equirect_vert.glsl + +THREE.ShaderChunk[ 'equirect_vert' ] = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/linedashed_frag.glsl + +THREE.ShaderChunk[ 'linedashed_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n outgoingLight = diffuseColor.rgb;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/linedashed_vert.glsl + +THREE.ShaderChunk[ 'linedashed_vert' ] = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vLineDistance = scale * lineDistance;\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n gl_Position = projectionMatrix * mvPosition;\n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshbasic_frag.glsl + +THREE.ShaderChunk[ 'meshbasic_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n ReflectedLight reflectedLight;\n reflectedLight.directDiffuse = vec3( 0.0 );\n reflectedLight.directSpecular = vec3( 0.0 );\n reflectedLight.indirectDiffuse = diffuseColor.rgb;\n reflectedLight.indirectSpecular = vec3( 0.0 );\n #include \n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include \n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshbasic_vert.glsl + +THREE.ShaderChunk[ 'meshbasic_vert' ] = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_ENVMAP\n #include \n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshlambert_frag.glsl + +THREE.ShaderChunk[ 'meshlambert_frag' ] = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n #include \n reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n #ifdef DOUBLE_SIDED\n reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n #else\n reflectedLight.directDiffuse = vLightFront;\n #endif\n reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshlambert_vert.glsl + +THREE.ShaderChunk[ 'meshlambert_vert' ] = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshphong_frag.glsl + +THREE.ShaderChunk[ 'meshphong_frag' ] = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshphong_vert.glsl + +THREE.ShaderChunk[ 'meshphong_vert' ] = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n#endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshphysical_frag.glsl + +THREE.ShaderChunk[ 'meshphysical_frag' ] = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n uniform float clearCoat;\n uniform float clearCoatRoughness;\n#endif\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshphysical_vert.glsl + +THREE.ShaderChunk[ 'meshphysical_vert' ] = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n#endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/normal_frag.glsl + +THREE.ShaderChunk[ 'normal_frag' ] = "uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n #include \n gl_FragColor = vec4( packNormalToRGB( vNormal ), opacity );\n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/normal_vert.glsl + +THREE.ShaderChunk[ 'normal_vert' ] = "varying vec3 vNormal;\n#include \n#include \n#include \n#include \nvoid main() {\n vNormal = normalize( normalMatrix * normal );\n #include \n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/points_frag.glsl + +THREE.ShaderChunk[ 'points_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/points_vert.glsl + +THREE.ShaderChunk[ 'points_vert' ] = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #ifdef USE_SIZEATTENUATION\n gl_PointSize = size * ( scale / - mvPosition.z );\n #else\n gl_PointSize = size;\n #endif\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/shadow_frag.glsl + +THREE.ShaderChunk[ 'shadow_frag' ] = "uniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n gl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n"; + +// File:src/renderers/shaders/ShaderLib/shadow_vert.glsl + +THREE.ShaderChunk[ 'shadow_vert' ] = "#include \nvoid main() {\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib.js + +/** + * Webgl Shader Library for three.js + * + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author mikael emtinger / http://gomo.se/ + */ + + +THREE.ShaderLib = { + + 'basic': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ 'common' ], + THREE.UniformsLib[ 'aomap' ], + THREE.UniformsLib[ 'fog' ] + + ] ), + + vertexShader: THREE.ShaderChunk[ 'meshbasic_vert' ], + fragmentShader: THREE.ShaderChunk[ 'meshbasic_frag' ] + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ 'common' ], + THREE.UniformsLib[ 'aomap' ], + THREE.UniformsLib[ 'lightmap' ], + THREE.UniformsLib[ 'emissivemap' ], + THREE.UniformsLib[ 'fog' ], + THREE.UniformsLib[ 'lights' ], + + { + "emissive" : { value: new THREE.Color( 0x000000 ) } + } + + ] ), + + vertexShader: THREE.ShaderChunk[ 'meshlambert_vert' ], + fragmentShader: THREE.ShaderChunk[ 'meshlambert_frag' ] + + }, + + 'phong': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ 'common' ], + THREE.UniformsLib[ 'aomap' ], + THREE.UniformsLib[ 'lightmap' ], + THREE.UniformsLib[ 'emissivemap' ], + THREE.UniformsLib[ 'bumpmap' ], + THREE.UniformsLib[ 'normalmap' ], + THREE.UniformsLib[ 'displacementmap' ], + THREE.UniformsLib[ 'fog' ], + THREE.UniformsLib[ 'lights' ], + + { + "emissive" : { value: new THREE.Color( 0x000000 ) }, + "specular" : { value: new THREE.Color( 0x111111 ) }, + "shininess": { value: 30 } + } + + ] ), + + vertexShader: THREE.ShaderChunk[ 'meshphong_vert' ], + fragmentShader: THREE.ShaderChunk[ 'meshphong_frag' ] + + }, + + 'standard': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ 'common' ], + THREE.UniformsLib[ 'aomap' ], + THREE.UniformsLib[ 'lightmap' ], + THREE.UniformsLib[ 'emissivemap' ], + THREE.UniformsLib[ 'bumpmap' ], + THREE.UniformsLib[ 'normalmap' ], + THREE.UniformsLib[ 'displacementmap' ], + THREE.UniformsLib[ 'roughnessmap' ], + THREE.UniformsLib[ 'metalnessmap' ], + THREE.UniformsLib[ 'fog' ], + THREE.UniformsLib[ 'lights' ], + + { + "emissive" : { value: new THREE.Color( 0x000000 ) }, + "roughness": { value: 0.5 }, + "metalness": { value: 0 }, + "envMapIntensity" : { value: 1 }, // temporary + } + + ] ), + + vertexShader: THREE.ShaderChunk[ 'meshphysical_vert' ], + fragmentShader: THREE.ShaderChunk[ 'meshphysical_frag' ] + + }, + + 'points': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ 'points' ], + THREE.UniformsLib[ 'fog' ] + + ] ), + + vertexShader: THREE.ShaderChunk[ 'points_vert' ], + fragmentShader: THREE.ShaderChunk[ 'points_frag' ] + + }, + + 'dashed': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ 'common' ], + THREE.UniformsLib[ 'fog' ], + + { + "scale" : { value: 1 }, + "dashSize" : { value: 1 }, + "totalSize": { value: 2 } + } + + ] ), + + vertexShader: THREE.ShaderChunk[ 'linedashed_vert' ], + fragmentShader: THREE.ShaderChunk[ 'linedashed_frag' ] + + }, + + 'depth': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ 'common' ], + THREE.UniformsLib[ 'displacementmap' ] + + ] ), + + vertexShader: THREE.ShaderChunk[ 'depth_vert' ], + fragmentShader: THREE.ShaderChunk[ 'depth_frag' ] + + }, + + 'normal': { + + uniforms: { + + "opacity" : { value: 1.0 } + + }, + + vertexShader: THREE.ShaderChunk[ 'normal_vert' ], + fragmentShader: THREE.ShaderChunk[ 'normal_frag' ] + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { + "tCube": { value: null }, + "tFlip": { value: - 1 }, + "opacity": { value: 1.0 } + }, + + vertexShader: THREE.ShaderChunk[ 'cube_vert' ], + fragmentShader: THREE.ShaderChunk[ 'cube_frag' ] + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'equirect': { + + uniforms: { + "tEquirect": { value: null }, + "tFlip": { value: - 1 } + }, + + vertexShader: THREE.ShaderChunk[ 'equirect_vert' ], + fragmentShader: THREE.ShaderChunk[ 'equirect_frag' ] + + }, + + 'distanceRGBA': { + + uniforms: { + + "lightPos": { value: new THREE.Vector3() } + + }, + + vertexShader: THREE.ShaderChunk[ 'distanceRGBA_vert' ], + fragmentShader: THREE.ShaderChunk[ 'distanceRGBA_frag' ] + + } + +}; + +THREE.ShaderLib[ 'physical' ] = { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.ShaderLib[ 'standard' ].uniforms, + + { + "clearCoat": { value: 0 }, + "clearCoatRoughness": { value: 0 } + } + + ] ), + + vertexShader: THREE.ShaderChunk[ 'meshphysical_vert' ], + fragmentShader: THREE.ShaderChunk[ 'meshphysical_frag' ] + +}; + +// File:src/renderers/WebGLRenderer.js + +/** + * @author supereggbert / http://www.paulbrunt.co.uk/ + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author szimek / https://github.com/szimek/ + * @author tschw + */ + +THREE.WebGLRenderer = function ( parameters ) { + + console.log( 'THREE.WebGLRenderer', THREE.REVISION ); + + parameters = parameters || {}; + + var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), + _context = parameters.context !== undefined ? parameters.context : null, + + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false; + + var lights = []; + + var opaqueObjects = []; + var opaqueObjectsLastIndex = - 1; + var transparentObjects = []; + var transparentObjectsLastIndex = - 1; + + var morphInfluences = new Float32Array( 8 ); + + var sprites = []; + var lensFlares = []; + + // public properties + + this.domElement = _canvas; + this.context = null; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this.gammaFactor = 2.0; // for backwards compatibility + this.gammaInput = false; + this.gammaOutput = false; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = THREE.LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // internal properties + + var _this = this, + + // internal state cache + + _currentProgram = null, + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + _currentCamera = null, + + _currentScissor = new THREE.Vector4(), + _currentScissorTest = null, + + _currentViewport = new THREE.Vector4(), + + // + + _usedTextureUnits = 0, + + // + + _clearColor = new THREE.Color( 0x000000 ), + _clearAlpha = 0, + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _scissor = new THREE.Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + _viewport = new THREE.Vector4( 0, 0, _width, _height ), + + // frustum + + _frustum = new THREE.Frustum(), + + // clipping + + _clipping = new THREE.WebGLClipping(), + _clippingEnabled = false, + _localClippingEnabled = false, + + _sphere = new THREE.Sphere(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + + _vector3 = new THREE.Vector3(), + + // light arrays cache + + _lights = { + + hash: '', + + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], + + shadows: [] + + }, + + // info + + _infoRender = { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + }; + + this.info = { + + render: _infoRender, + memory: { + + geometries: 0, + textures: 0 + + }, + programs: null + + }; + + + // initialize + + var _gl; + + try { + + var attributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer + }; + + _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes ); + + if ( _gl === null ) { + + if ( _canvas.getContext( 'webgl' ) !== null ) { + + throw 'Error creating WebGL context with your selected attributes.'; + + } else { + + throw 'Error creating WebGL context.'; + + } + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error ); + + } + + var extensions = new THREE.WebGLExtensions( _gl ); + + extensions.get( 'WEBGL_depth_texture' ); + extensions.get( 'OES_texture_float' ); + extensions.get( 'OES_texture_float_linear' ); + extensions.get( 'OES_texture_half_float' ); + extensions.get( 'OES_texture_half_float_linear' ); + extensions.get( 'OES_standard_derivatives' ); + extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extensions.get( 'OES_element_index_uint' ) ) { + + THREE.BufferGeometry.MaxIndex = 4294967296; + + } + + var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters ); + + var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL ); + var properties = new THREE.WebGLProperties(); + var textures = new THREE.WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info ); + var objects = new THREE.WebGLObjects( _gl, properties, this.info ); + var programCache = new THREE.WebGLPrograms( this, capabilities ); + var lightCache = new THREE.WebGLLights(); + + this.info.programs = programCache.programs; + + var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender ); + var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + + // + + var backgroundCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + var backgroundCamera2 = new THREE.PerspectiveCamera(); + var backgroundPlaneMesh = new THREE.Mesh( + new THREE.PlaneBufferGeometry( 2, 2 ), + new THREE.MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) + ); + var backgroundBoxShader = THREE.ShaderLib[ 'cube' ]; + var backgroundBoxMesh = new THREE.Mesh( + new THREE.BoxBufferGeometry( 5, 5, 5 ), + new THREE.ShaderMaterial( { + uniforms: backgroundBoxShader.uniforms, + vertexShader: backgroundBoxShader.vertexShader, + fragmentShader: backgroundBoxShader.fragmentShader, + side: THREE.BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + // + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + function glClearColor( r, g, b, a ) { + + if ( _premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + state.clearColor( r, g, b, a ); + + } + + function setDefaultGLState() { + + state.init(); + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + } + + function resetGLState() { + + _currentProgram = null; + _currentCamera = null; + + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + + state.reset(); + + } + + setDefaultGLState(); + + this.context = _gl; + this.capabilities = capabilities; + this.extensions = extensions; + this.properties = properties; + this.state = state; + + // shadow map + + var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects, capabilities ); + + this.shadowMap = shadowMap; + + + // Plugins + + var spritePlugin = new THREE.SpritePlugin( this, sprites ); + var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares ); + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + extensions.get( 'WEBGL_lose_context' ).loseContext(); + + }; + + this.getMaxAnisotropy = function () { + + return capabilities.getMaxAnisotropy(); + + }; + + this.getPrecision = function () { + + return capabilities.precision; + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _viewport.z, _viewport.w, false ); + + }; + + this.getSize = function () { + + return { + width: _width, + height: _height + }; + + }; + + this.setSize = function ( width, height, updateStyle ) { + + _width = width; + _height = height; + + _canvas.width = width * _pixelRatio; + _canvas.height = height * _pixelRatio; + + if ( updateStyle !== false ) { + + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + state.viewport( _viewport.set( x, y, width, height ) ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + state.scissor( _scissor.set( x, y, width, height ) ); + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + // Clearing + + this.getClearColor = function () { + + return _clearColor; + + }; + + this.setClearColor = function ( color, alpha ) { + + _clearColor.set( color ); + + _clearAlpha = alpha !== undefined ? alpha : 1; + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.getClearAlpha = function () { + + return _clearAlpha; + + }; + + this.setClearAlpha = function ( alpha ) { + + _clearAlpha = alpha; + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + }; + + this.clear = function ( color, depth, stencil ) { + + var bits = 0; + + if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; + if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // Reset + + this.resetGLState = resetGLState; + + this.dispose = function() { + + transparentObjects = []; + transparentObjectsLastIndex = -1; + opaqueObjects = []; + opaqueObjectsLastIndex = -1; + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + resetGLState(); + setDefaultGLState(); + + properties.clear(); + + } + + function onMaterialDispose( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReference( material ); + + properties.delete( material ); + + } + + + function releaseMaterialProgramReference( material ) { + + var programInfo = properties.get( material ).program; + + material.program = undefined; + + if ( programInfo !== undefined ) { + + programCache.releaseProgram( programInfo ); + + } + + } + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, material ) { + + state.initAttributes(); + + var buffers = properties.get( object ); + + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); + + var attributes = program.getAttributes(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.position ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); + + if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === THREE.FlatShading ) { + + for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { + + var array = object.normalArray; + + var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; + var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; + var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; + + array[ i + 0 ] = nx; + array[ i + 1 ] = ny; + array[ i + 2 ] = nz; + + array[ i + 3 ] = nx; + array[ i + 4 ] = ny; + array[ i + 5 ] = nz; + + array[ i + 6 ] = nx; + array[ i + 7 ] = ny; + array[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.normal ); + + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs && material.map ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.uv ); + + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.color ); + + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + state.disableUnusedAttributes(); + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + + setMaterial( material ); + + var program = setProgram( camera, fog, material, object ); + + var updateBuffers = false; + var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; + + if ( geometryProgram !== _currentGeometryProgram ) { + + _currentGeometryProgram = geometryProgram; + updateBuffers = true; + + } + + // morph targets + + var morphTargetInfluences = object.morphTargetInfluences; + + if ( morphTargetInfluences !== undefined ) { + + var activeInfluences = []; + + for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { + + var influence = morphTargetInfluences[ i ]; + activeInfluences.push( [ influence, i ] ); + + } + + activeInfluences.sort( absNumericalSort ); + + if ( activeInfluences.length > 8 ) { + + activeInfluences.length = 8; + + } + + var morphAttributes = geometry.morphAttributes; + + for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { + + var influence = activeInfluences[ i ]; + morphInfluences[ i ] = influence[ 0 ]; + + if ( influence[ 0 ] !== 0 ) { + + var index = influence[ 1 ]; + + if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); + if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); + + } else { + + if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); + if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); + + } + + } + + program.getUniforms().setValue( + _gl, 'morphTargetInfluences', morphInfluences ); + + updateBuffers = true; + + } + + // + + var index = geometry.index; + var position = geometry.attributes.position; + + if ( material.wireframe === true ) { + + index = objects.getWireframeAttribute( geometry ); + + } + + var renderer; + + if ( index !== null ) { + + renderer = indexedBufferRenderer; + renderer.setIndex( index ); + + } else { + + renderer = bufferRenderer; + + } + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry ); + + if ( index !== null ) { + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) ); + + } + + } + + // + + var dataStart = 0; + var dataCount = Infinity; + + if ( index !== null ) { + + dataCount = index.count; + + } else if ( position !== undefined ) { + + dataCount = position.count; + + } + + var rangeStart = geometry.drawRange.start; + var rangeCount = geometry.drawRange.count; + + var groupStart = group !== null ? group.start : 0; + var groupCount = group !== null ? group.count : Infinity; + + var drawStart = Math.max( dataStart, rangeStart, groupStart ); + var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + + // + + if ( object instanceof THREE.Mesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + switch ( object.drawMode ) { + + case THREE.TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; + + case THREE.TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; + + case THREE.TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; + + } + + } + + + } else if ( object instanceof THREE.Line ) { + + var lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object instanceof THREE.LineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object instanceof THREE.Points ) { + + renderer.setMode( _gl.POINTS ); + + } + + if ( geometry instanceof THREE.InstancedBufferGeometry ) { + + if ( geometry.maxInstancedCount > 0 ) { + + renderer.renderInstances( geometry, drawStart, drawCount ); + + } + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + function setupVertexAttributes( material, program, geometry, startIndex ) { + + var extension; + + if ( geometry instanceof THREE.InstancedBufferGeometry ) { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + if ( startIndex === undefined ) startIndex = 0; + + state.initAttributes(); + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.getAttributes(); + + var materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( var name in programAttributes ) { + + var programAttribute = programAttributes[ name ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute !== undefined ) { + + var type = _gl.FLOAT; + var array = geometryAttribute.array; + var normalized = geometryAttribute.normalized; + + if ( array instanceof Float32Array ) { + + type = _gl.FLOAT; + + } else if ( array instanceof Float64Array ) { + + console.warn("Unsupported data buffer format: Float64Array"); + + } else if ( array instanceof Uint16Array ) { + + type = _gl.UNSIGNED_SHORT; + + } else if ( array instanceof Int16Array ) { + + type = _gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = _gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = _gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = _gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = _gl.UNSIGNED_BYTE; + + } + + var size = geometryAttribute.itemSize; + var buffer = objects.getAttributeBuffer( geometryAttribute ); + + if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) { + + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; + + if ( data instanceof THREE.InstancedInterleavedBuffer ) { + + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = data.meshPerAttribute * data.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); + + } else { + + if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) { + + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * geometryAttribute.array.BYTES_PER_ELEMENT ); + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + var value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + _gl.vertexAttrib2fv( programAttribute, value ); + break; + + case 3: + _gl.vertexAttrib3fv( programAttribute, value ); + break; + + case 4: + _gl.vertexAttrib4fv( programAttribute, value ); + break; + + default: + _gl.vertexAttrib1fv( programAttribute, value ); + + } + + } + + } + + } + + } + + state.disableUnusedAttributes(); + + } + + // Sorting + + function absNumericalSort( a, b ) { + + return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); + + } + + function painterSortStable ( a, b ) { + + if ( a.object.renderOrder !== b.object.renderOrder ) { + + return a.object.renderOrder - b.object.renderOrder; + + } else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) { + + return a.material.program.id - b.material.program.id; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + + } + + function reversePainterSortStable ( a, b ) { + + if ( a.object.renderOrder !== b.object.renderOrder ) { + + return a.object.renderOrder - b.object.renderOrder; + + } if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + + } + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( camera instanceof THREE.Camera === false ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + var fog = scene.fog; + + // reset caching for this frame + + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + _currentCamera = null; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null ) camera.updateMatrixWorld(); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + lights.length = 0; + + opaqueObjectsLastIndex = - 1; + transparentObjectsLastIndex = - 1; + + sprites.length = 0; + lensFlares.length = 0; + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); + + projectObject( scene, camera ); + + opaqueObjects.length = opaqueObjectsLastIndex + 1; + transparentObjects.length = transparentObjectsLastIndex + 1; + + if ( _this.sortObjects === true ) { + + opaqueObjects.sort( painterSortStable ); + transparentObjects.sort( reversePainterSortStable ); + + } + + // + + if ( _clippingEnabled ) _clipping.beginShadows(); + + setupShadows( lights ); + + shadowMap.render( scene, camera ); + + setupLights( lights, camera ); + + if ( _clippingEnabled ) _clipping.endShadows(); + + // + + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; + + if ( renderTarget === undefined ) { + + renderTarget = null; + + } + + this.setRenderTarget( renderTarget ); + + // + + var background = scene.background; + + if ( background === null ) { + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + } else if ( background instanceof THREE.Color ) { + + glClearColor( background.r, background.g, background.b, 1 ); + + } + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + if ( background instanceof THREE.CubeTexture ) { + + backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix ); + + backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld ); + backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld ); + + backgroundBoxMesh.material.uniforms[ "tCube" ].value = background; + backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld ); + + objects.update( backgroundBoxMesh ); + + _this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null ); + + } else if ( background instanceof THREE.Texture ) { + + backgroundPlaneMesh.material.map = background; + + objects.update( backgroundPlaneMesh ); + + _this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null ); + + } + + // + + if ( scene.overrideMaterial ) { + + var overrideMaterial = scene.overrideMaterial; + + renderObjects( opaqueObjects, camera, fog, overrideMaterial ); + renderObjects( transparentObjects, camera, fog, overrideMaterial ); + + } else { + + // opaque pass (front-to-back order) + + state.setBlending( THREE.NoBlending ); + renderObjects( opaqueObjects, camera, fog ); + + // transparent pass (back-to-front order) + + renderObjects( transparentObjects, camera, fog ); + + } + + // custom render plugins (post pass) + + spritePlugin.render( scene, camera ); + lensFlarePlugin.render( scene, camera, _currentViewport ); + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget ) { + + textures.updateRenderTargetMipmap( renderTarget ); + + } + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.setDepthTest( true ); + state.setDepthWrite( true ); + state.setColorWrite( true ); + + // _gl.finish(); + + }; + + function pushRenderItem( object, geometry, material, z, group ) { + + var array, index; + + // allocate the next position in the appropriate array + + if ( material.transparent ) { + + array = transparentObjects; + index = ++ transparentObjectsLastIndex; + + } else { + + array = opaqueObjects; + index = ++ opaqueObjectsLastIndex; + + } + + // recycle existing render item or grow the array + + var renderItem = array[ index ]; + + if ( renderItem !== undefined ) { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.z = _vector3.z; + renderItem.group = group; + + } else { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + z: _vector3.z, + group: group + }; + + // assert( index === array.length ); + array.push( renderItem ); + + } + + } + + // TODO Duplicated code (Frustum) + + function isObjectViewable( object ) { + + var geometry = object.geometry; + + if ( geometry.boundingSphere === null ) + geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ). + applyMatrix4( object.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSpriteViewable( sprite ) { + + _sphere.center.set( 0, 0, 0 ); + _sphere.radius = 0.7071067811865476; + _sphere.applyMatrix4( sprite.matrixWorld ); + + return isSphereViewable( _sphere ); + + } + + function isSphereViewable( sphere ) { + + if ( ! _frustum.intersectsSphere( sphere ) ) return false; + + var numPlanes = _clipping.numPlanes; + + if ( numPlanes === 0 ) return true; + + var planes = _this.clippingPlanes, + + center = sphere.center, + negRad = - sphere.radius, + i = 0; + + do { + + // out when deeper than radius in the negative halfspace + if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; + + } while ( ++ i !== numPlanes ); + + return true; + + } + + function projectObject( object, camera ) { + + if ( object.visible === false ) return; + + if ( object.layers.test( camera.layers ) ) { + + if ( object instanceof THREE.Light ) { + + lights.push( object ); + + } else if ( object instanceof THREE.Sprite ) { + + if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) { + + sprites.push( object ); + + } + + } else if ( object instanceof THREE.LensFlare ) { + + lensFlares.push( object ); + + } else if ( object instanceof THREE.ImmediateRenderObject ) { + + if ( _this.sortObjects === true ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); + + } + + pushRenderItem( object, null, object.material, _vector3.z, null ); + + } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) { + + if ( object instanceof THREE.SkinnedMesh ) { + + object.skeleton.update(); + + } + + if ( object.frustumCulled === false || isObjectViewable( object ) === true ) { + + var material = object.material; + + if ( material.visible === true ) { + + if ( _this.sortObjects === true ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); + + } + + var geometry = objects.update( object ); + + if ( material instanceof THREE.MultiMaterial ) { + + var groups = geometry.groups; + var materials = material.materials; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + var groupMaterial = materials[ group.materialIndex ]; + + if ( groupMaterial.visible === true ) { + + pushRenderItem( object, geometry, groupMaterial, _vector3.z, group ); + + } + + } + + } else { + + pushRenderItem( object, geometry, material, _vector3.z, null ); + + } + + } + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera ); + + } + + } + + function renderObjects( renderList, camera, fog, overrideMaterial ) { + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var renderItem = renderList[ i ]; + + var object = renderItem.object; + var geometry = renderItem.geometry; + var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; + var group = renderItem.group; + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + if ( object instanceof THREE.ImmediateRenderObject ) { + + setMaterial( material ); + + var program = setProgram( camera, fog, material, object ); + + _currentGeometryProgram = ''; + + object.render( function ( object ) { + + _this.renderBufferImmediate( object, program, material ); + + } ); + + } else { + + _this.renderBufferDirect( camera, fog, geometry, material, object, group ); + + } + + } + + } + + function initMaterial( material, fog, object ) { + + var materialProperties = properties.get( material ); + + var parameters = programCache.getParameters( + material, _lights, fog, _clipping.numPlanes, object ); + + var code = programCache.getProgramCode( material, parameters ); + + var program = materialProperties.program; + var programChange = true; + + if ( program === undefined ) { + + // new material + material.addEventListener( 'dispose', onMaterialDispose ); + + } else if ( program.code !== code ) { + + // changed glsl or parameters + releaseMaterialProgramReference( material ); + + } else if ( parameters.shaderID !== undefined ) { + + // same glsl and uniform list + return; + + } else { + + // only rebuild uniform list + programChange = false; + + } + + if ( programChange ) { + + if ( parameters.shaderID ) { + + var shader = THREE.ShaderLib[ parameters.shaderID ]; + + materialProperties.__webglShader = { + name: material.type, + uniforms: THREE.UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; + + } else { + + materialProperties.__webglShader = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; + + } + + material.__webglShader = materialProperties.__webglShader; + + program = programCache.acquireProgram( material, parameters, code ); + + materialProperties.program = program; + material.program = program; + + } + + var attributes = program.getAttributes(); + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + if ( attributes[ 'morphTarget' + i ] >= 0 ) { + + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + + if ( attributes[ 'morphNormal' + i ] >= 0 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + var uniforms = materialProperties.__webglShader.uniforms; + + if ( ! ( material instanceof THREE.ShaderMaterial ) && + ! ( material instanceof THREE.RawShaderMaterial ) || + material.clipping === true ) { + + materialProperties.numClippingPlanes = _clipping.numPlanes; + uniforms.clippingPlanes = _clipping.uniform; + + } + + if ( material.lights ) { + + // store the light setup it was created for + + materialProperties.lightsHash = _lights.hash; + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = _lights.ambient; + uniforms.directionalLights.value = _lights.directional; + uniforms.spotLights.value = _lights.spot; + uniforms.pointLights.value = _lights.point; + uniforms.hemisphereLights.value = _lights.hemi; + + uniforms.directionalShadowMap.value = _lights.directionalShadowMap; + uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; + uniforms.spotShadowMap.value = _lights.spotShadowMap; + uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; + uniforms.pointShadowMap.value = _lights.pointShadowMap; + uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; + + } + + var progUniforms = materialProperties.program.getUniforms(), + uniformsList = + THREE.WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.uniformsList = uniformsList; + materialProperties.dynamicUniforms = + THREE.WebGLUniforms.splitDynamic( uniformsList, uniforms ); + + } + + function setMaterial( material ) { + + if ( material.side !== THREE.DoubleSide ) + state.enable( _gl.CULL_FACE ); + else + state.disable( _gl.CULL_FACE ); + + state.setFlipSided( material.side === THREE.BackSide ); + + if ( material.transparent === true ) { + + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); + + } else { + + state.setBlending( THREE.NoBlending ); + + } + + state.setDepthFunc( material.depthFunc ); + state.setDepthTest( material.depthTest ); + state.setDepthWrite( material.depthWrite ); + state.setColorWrite( material.colorWrite ); + state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + function setProgram( camera, fog, material, object ) { + + _usedTextureUnits = 0; + + var materialProperties = properties.get( material ); + + if ( _clippingEnabled ) { + + if ( _localClippingEnabled || camera !== _currentCamera ) { + + var useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + _clipping.setState( + material.clippingPlanes, material.clipShadows, + camera, materialProperties, useCache ); + + } + + if ( materialProperties.numClippingPlanes !== undefined && + materialProperties.numClippingPlanes !== _clipping.numPlanes ) { + + material.needsUpdate = true; + + } + + } + + if ( materialProperties.program === undefined ) { + + material.needsUpdate = true; + + } + + if ( materialProperties.lightsHash !== undefined && + materialProperties.lightsHash !== _lights.hash ) { + + material.needsUpdate = true; + + } + + if ( material.needsUpdate ) { + + initMaterial( material, fog, object ); + material.needsUpdate = false; + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.__webglShader.uniforms; + + if ( program.id !== _currentProgram ) { + + _gl.useProgram( program.program ); + _currentProgram = program.id; + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || camera !== _currentCamera ) { + + p_uniforms.set( _gl, camera, 'projectionMatrix' ); + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + + if ( camera !== _currentCamera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material instanceof THREE.ShaderMaterial || + material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshStandardMaterial || + material.envMap ) { + + var uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.MeshStandardMaterial || + material instanceof THREE.ShaderMaterial || + material.skinning ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + } + + p_uniforms.set( _gl, _this, 'toneMappingExposure' ); + p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' ); + + } + + // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // not sure why, but otherwise weird things happen + + if ( material.skinning ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + var skeleton = object.skeleton; + + if ( skeleton ) { + + if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) { + + p_uniforms.set( _gl, skeleton, 'boneTexture' ); + p_uniforms.set( _gl, skeleton, 'boneTextureWidth' ); + p_uniforms.set( _gl, skeleton, 'boneTextureHeight' ); + + } else { + + p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); + + } + + } + + } + + if ( refreshMaterial ) { + + if ( material.lights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshStandardMaterial || + material instanceof THREE.MeshDepthMaterial ) { + + refreshUniformsCommon( m_uniforms, material ); + + } + + // refresh single material specific uniforms + + if ( material instanceof THREE.LineBasicMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + + } else if ( material instanceof THREE.LineDashedMaterial ) { + + refreshUniformsLine( m_uniforms, material ); + refreshUniformsDash( m_uniforms, material ); + + } else if ( material instanceof THREE.PointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshPhysicalMaterial ) { + + refreshUniformsPhysical( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshStandardMaterial ) { + + refreshUniformsStandard( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshDepthMaterial ) { + + if ( material.displacementMap ) { + + m_uniforms.displacementMap.value = material.displacementMap; + m_uniforms.displacementScale.value = material.displacementScale; + m_uniforms.displacementBias.value = material.displacementBias; + + } + + } else if ( material instanceof THREE.MeshNormalMaterial ) { + + m_uniforms.opacity.value = material.opacity; + + } + + THREE.WebGLUniforms.upload( + _gl, materialProperties.uniformsList, m_uniforms, _this ); + + } + + + // common matrices + + p_uniforms.set( _gl, object, 'modelViewMatrix' ); + p_uniforms.set( _gl, object, 'normalMatrix' ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + + // dynamic uniforms + + var dynUniforms = materialProperties.dynamicUniforms; + + if ( dynUniforms !== null ) { + + THREE.WebGLUniforms.evalDynamic( + dynUniforms, m_uniforms, object, camera ); + + THREE.WebGLUniforms.upload( _gl, dynUniforms, m_uniforms, _this ); + + } + + return program; + + } + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon ( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + uniforms.diffuse.value = material.color; + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + uniforms.map.value = material.map; + uniforms.specularMap.value = material.specularMap; + uniforms.alphaMap.value = material.alphaMap; + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.displacementMap ) { + + uvScaleMap = material.displacementMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } else if ( material.roughnessMap ) { + + uvScaleMap = material.roughnessMap; + + } else if ( material.metalnessMap ) { + + uvScaleMap = material.metalnessMap; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } else if ( material.emissiveMap ) { + + uvScaleMap = material.emissiveMap; + + } + + if ( uvScaleMap !== undefined ) { + + // backwards compatibility + if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + var offset = uvScaleMap.offset; + var repeat = uvScaleMap.repeat; + + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + + } + + uniforms.envMap.value = material.envMap; + + // don't flip CubeTexture envMaps, flip everything else: + // WebGLRenderTargetCube will be flipped for backwards compatibility + // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture + // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future + uniforms.flipEnvMap.value = ( ! ( material.envMap instanceof THREE.CubeTexture ) ) ? 1 : - 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + function refreshUniformsLine ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + + } + + function refreshUniformsDash ( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _canvas.clientHeight * 0.5; + + uniforms.map.value = material.map; + + if ( material.map !== null ) { + + var offset = material.map.offset; + var repeat = material.map.repeat; + + uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y ); + + } + + } + + function refreshUniformsFog ( uniforms, fog ) { + + uniforms.fogColor.value = fog.color; + + if ( fog instanceof THREE.Fog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog instanceof THREE.FogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshUniformsLambert ( uniforms, material ) { + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + } + + function refreshUniformsPhong ( uniforms, material ) { + + uniforms.specular.value = material.specular; + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsStandard ( uniforms, material ) { + + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + } + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy( material.normalScale ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical ( uniforms, material ) { + + uniforms.clearCoat.value = material.clearCoat; + uniforms.clearCoatRoughness.value = material.clearCoatRoughness; + + refreshUniformsStandard( uniforms, material ); + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate ( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + // Lighting + + function setupShadows ( lights ) { + + var lightShadowsLength = 0; + + for ( var i = 0, l = lights.length; i < l; i ++ ) { + + var light = lights[ i ]; + + if ( light.castShadow ) { + + _lights.shadows[ lightShadowsLength ++ ] = light; + + } + + } + + _lights.shadows.length = lightShadowsLength; + + } + + function setupLights ( lights, camera ) { + + var l, ll, light, + r = 0, g = 0, b = 0, + color, + intensity, + distance, + shadowMap, + + viewMatrix = camera.matrixWorldInverse, + + directionalLength = 0, + pointLength = 0, + spotLength = 0, + hemiLength = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + color = light.color; + intensity = light.intensity; + distance = light.distance; + + shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light instanceof THREE.AmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light instanceof THREE.DirectionalLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( _vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + uniforms.shadowBias = light.shadow.bias; + uniforms.shadowRadius = light.shadow.radius; + uniforms.shadowMapSize = light.shadow.mapSize; + + } + + _lights.directionalShadowMap[ directionalLength ] = shadowMap; + _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + _lights.directional[ directionalLength ++ ] = uniforms; + + } else if ( light instanceof THREE.SpotLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( _vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + uniforms.shadowBias = light.shadow.bias; + uniforms.shadowRadius = light.shadow.radius; + uniforms.shadowMapSize = light.shadow.mapSize; + + } + + _lights.spotShadowMap[ spotLength ] = shadowMap; + _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + _lights.spot[ spotLength ++ ] = uniforms; + + } else if ( light instanceof THREE.PointLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + uniforms.shadowBias = light.shadow.bias; + uniforms.shadowRadius = light.shadow.radius; + uniforms.shadowMapSize = light.shadow.mapSize; + + } + + _lights.pointShadowMap[ pointLength ] = shadowMap; + + if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { + + _lights.pointShadowMatrix[ pointLength ] = new THREE.Matrix4(); + + } + + // for point lights we set the shadow matrix to be a translation-only matrix + // equal to inverse of the light's position + _vector3.setFromMatrixPosition( light.matrixWorld ).negate(); + _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 ); + + _lights.point[ pointLength ++ ] = uniforms; + + } else if ( light instanceof THREE.HemisphereLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + _lights.hemi[ hemiLength ++ ] = uniforms; + + } + + } + + _lights.ambient[ 0 ] = r; + _lights.ambient[ 1 ] = g; + _lights.ambient[ 2 ] = b; + + _lights.directional.length = directionalLength; + _lights.spot.length = spotLength; + _lights.point.length = pointLength; + _lights.hemi.length = hemiLength; + + _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + _lights.shadows.length; + + } + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFaceDirection ) { + + state.setCullFace( cullFace ); + state.setFlipSided( frontFaceDirection === THREE.FrontFaceDirectionCW ); + + }; + + // Textures + + function allocTextureUnit() { + + var textureUnit = _usedTextureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + _usedTextureUnits += 1; + + return textureUnit; + + } + + this.allocTextureUnit = allocTextureUnit; + + // this.setTexture2D = setTexture2D; + this.setTexture2D = ( function() { + + var warned = false; + + // backwards compatibility: peel texture.texture + return function setTexture2D( texture, slot ) { + + if ( texture instanceof THREE.WebGLRenderTarget ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTexture = ( function() { + + var warned = false; + + return function setTexture( texture, slot ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); + warned = true; + + } + + textures.setTexture2D( texture, slot ); + + }; + + }() ); + + this.setTextureCube = ( function() { + + var warned = false; + + return function setTextureCube( texture, slot ) { + + // backwards compatibility: peel texture.texture + if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + if ( ! warned ) { + + console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); + warned = true; + + } + + texture = texture.texture; + + } + + // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture + // TODO: unify these code paths + if ( texture instanceof THREE.CubeTexture || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + + // CompressedTexture can have Array in image :/ + + // this function alone should take care of cube textures + textures.setTextureCube( texture, slot ); + + } else { + + // assumed: texture property of THREE.WebGLRenderTargetCube + + textures.setTextureCubeDynamic( texture, slot ); + + } + + }; + + }() ); + + this.getCurrentRenderTarget = function() { + + return _currentRenderTarget; + + }; + + this.setRenderTarget = function ( renderTarget ) { + + _currentRenderTarget = renderTarget; + + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + var framebuffer; + + if ( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + if ( isCube ) { + + framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; + + } else { + + framebuffer = renderTargetProperties.__webglFramebuffer; + + } + + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + _currentViewport.copy( renderTarget.viewport ); + + } else { + + framebuffer = null; + + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + + } + + if ( _currentFramebuffer !== framebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; + + } + + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + state.viewport( _currentViewport ); + + if ( isCube ) { + + var textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { + + if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( framebuffer ) { + + var restore = false; + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + restore = true; + + } + + try { + + var texture = renderTarget.texture; + + if ( texture.format !== THREE.RGBAFormat && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( texture.type !== THREE.UnsignedByteType && + paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && + ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) && + ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer ); + + } + + } else { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + } finally { + + if ( restore ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + } + + }; + + // Map three.js constants to WebGL constants + + function paramThreeToGL ( p ) { + + var extension; + + if ( p === THREE.RepeatWrapping ) return _gl.REPEAT; + if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE; + if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT; + + if ( p === THREE.NearestFilter ) return _gl.NEAREST; + if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST; + if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR; + + if ( p === THREE.LinearFilter ) return _gl.LINEAR; + if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST; + if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR; + + if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE; + if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5; + + if ( p === THREE.ByteType ) return _gl.BYTE; + if ( p === THREE.ShortType ) return _gl.SHORT; + if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT; + if ( p === THREE.IntType ) return _gl.INT; + if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT; + if ( p === THREE.FloatType ) return _gl.FLOAT; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) { + + if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES; + + } + + if ( p === THREE.AlphaFormat ) return _gl.ALPHA; + if ( p === THREE.RGBFormat ) return _gl.RGB; + if ( p === THREE.RGBAFormat ) return _gl.RGBA; + if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE; + if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA; + if ( p === THREE.DepthFormat ) return _gl.DEPTH_COMPONENT; + + if ( p === THREE.AddEquation ) return _gl.FUNC_ADD; + if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT; + if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT; + + if ( p === THREE.ZeroFactor ) return _gl.ZERO; + if ( p === THREE.OneFactor ) return _gl.ONE; + if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR; + if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR; + if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA; + if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA; + if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA; + if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA; + + if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR; + if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR; + if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE; + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) { + + if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } + + extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + if ( p === THREE.MinEquation ) return extension.MIN_EXT; + if ( p === THREE.MaxEquation ) return extension.MAX_EXT; + + } + + return 0; + + } + +}; + +// File:src/renderers/WebGLRenderTarget.js + +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + * @author Marius Kintel / https://github.com/kintel + */ + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers + */ +THREE.WebGLRenderTarget = function ( width, height, options ) { + + this.uuid = THREE.Math.generateUUID(); + + this.width = width; + this.height = height; + + this.scissor = new THREE.Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new THREE.Vector4( 0, 0, width, height ); + + options = options || {}; + + if ( options.minFilter === undefined ) options.minFilter = THREE.LinearFilter; + + this.texture = new THREE.Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + this.depthTexture = null; + +}; + +Object.assign( THREE.WebGLRenderTarget.prototype, THREE.EventDispatcher.prototype, { + + setSize: function ( width, height ) { + + if ( this.width !== width || this.height !== height ) { + + this.width = width; + this.height = height; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.width = source.width; + this.height = source.height; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} ); + +// File:src/renderers/WebGLRenderTargetCube.js + +/** + * @author alteredq / http://alteredqualia.com + */ + +THREE.WebGLRenderTargetCube = function ( width, height, options ) { + + THREE.WebGLRenderTarget.call( this, width, height, options ); + + this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 + this.activeMipMapLevel = 0; + +}; + +THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype ); +THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; + +// File:src/renderers/webgl/WebGLBufferRenderer.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + _gl.drawArrays( mode, start, count ); + + _infoRender.calls ++; + _infoRender.vertices += count; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; + + } + + function renderInstances( geometry ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + var position = geometry.attributes.position; + + var count = 0; + + if ( position instanceof THREE.InterleavedBufferAttribute ) { + + count = position.data.count; + + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + + } else { + + count = position.count; + + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + + } + + _infoRender.calls ++; + _infoRender.vertices += count * geometry.maxInstancedCount; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; + + } + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + +}; + +// File:src/renderers/webgl/WebGLClipping.js + +THREE.WebGLClipping = function() { + + var scope = this, + + globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false, + + plane = new THREE.Plane(), + viewNormalMatrix = new THREE.Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + + this.init = function( planes, enableLocalClipping, camera ) { + + var enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + globalState = projectPlanes( planes, camera, 0 ); + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function() { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function() { + + renderingShadows = false; + resetGlobalState(); + + }; + + this.setState = function( planes, clipShadows, camera, cache, fromCache ) { + + if ( ! localClippingEnabled || + planes === null || planes.length === 0 || + renderingShadows && ! clipShadows ) { + // there's no local clipping + + if ( renderingShadows ) { + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + } + + } else { + + var nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4, + + dstArray = cache.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); + + for ( var i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + cache.clippingState = dstArray; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + var nPlanes = planes !== null ? planes.length : 0, + dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + var flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( var i = 0, i4 = dstOffset; + i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ). + applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + return dstArray; + + } + +}; + + +// File:src/renderers/webgl/WebGLIndexedBufferRenderer.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + var type, size; + + function setIndex( index ) { + + if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { + + type = _gl.UNSIGNED_INT; + size = 4; + + } else { + + type = _gl.UNSIGNED_SHORT; + size = 2; + + } + + } + + function render( start, count ) { + + _gl.drawElements( mode, count, type, start * size ); + + _infoRender.calls ++; + _infoRender.vertices += count; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; + + } + + function renderInstances( geometry, start, count ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); + + _infoRender.calls ++; + _infoRender.vertices += count * geometry.maxInstancedCount; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; + } + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + +}; + +// File:src/renderers/webgl/WebGLExtensions.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLExtensions = function ( gl ) { + + var extensions = {}; + + this.get = function ( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + var extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + case 'WEBGL_compressed_texture_etc1': + extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + }; + +}; + +// File:src/renderers/webgl/WebGLCapabilities.js + +THREE.WebGLCapabilities = function ( gl, extensions, parameters ) { + + var maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension !== null ) { + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + this.getMaxAnisotropy = getMaxAnisotropy; + this.getMaxPrecision = getMaxPrecision; + + this.precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false; + + this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + this.vertexTextures = this.maxVertexTextures > 0; + this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); + this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures; + + var _maxPrecision = getMaxPrecision( this.precision ); + + if ( _maxPrecision !== this.precision ) { + + console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' ); + this.precision = _maxPrecision; + + } + + if ( this.logarithmicDepthBuffer ) { + + this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' ); + + } + +}; + +// File:src/renderers/webgl/WebGLGeometries.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLGeometries = function ( gl, properties, info ) { + + var geometries = {}; + + function get( object ) { + + var geometry = object.geometry; + + if ( geometries[ geometry.id ] !== undefined ) { + + return geometries[ geometry.id ]; + + } + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + var buffergeometry; + + if ( geometry instanceof THREE.BufferGeometry ) { + + buffergeometry = geometry; + + } else if ( geometry instanceof THREE.Geometry ) { + + if ( geometry._bufferGeometry === undefined ) { + + geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object ); + + } + + buffergeometry = geometry._bufferGeometry; + + } + + geometries[ geometry.id ] = buffergeometry; + + info.memory.geometries ++; + + return buffergeometry; + + } + + function onGeometryDispose( event ) { + + var geometry = event.target; + var buffergeometry = geometries[ geometry.id ]; + + if ( buffergeometry.index !== null ) { + + deleteAttribute( buffergeometry.index ); + + } + + deleteAttributes( buffergeometry.attributes ); + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + // TODO + + var property = properties.get( geometry ); + + if ( property.wireframe ) { + + deleteAttribute( property.wireframe ); + + } + + properties.delete( geometry ); + + var bufferproperty = properties.get( buffergeometry ); + + if ( bufferproperty.wireframe ) { + + deleteAttribute( bufferproperty.wireframe ); + + } + + properties.delete( buffergeometry ); + + // + + info.memory.geometries --; + + } + + function getAttributeBuffer( attribute ) { + + if ( attribute instanceof THREE.InterleavedBufferAttribute ) { + + return properties.get( attribute.data ).__webglBuffer; + + } + + return properties.get( attribute ).__webglBuffer; + + } + + function deleteAttribute( attribute ) { + + var buffer = getAttributeBuffer( attribute ); + + if ( buffer !== undefined ) { + + gl.deleteBuffer( buffer ); + removeAttributeBuffer( attribute ); + + } + + } + + function deleteAttributes( attributes ) { + + for ( var name in attributes ) { + + deleteAttribute( attributes[ name ] ); + + } + + } + + function removeAttributeBuffer( attribute ) { + + if ( attribute instanceof THREE.InterleavedBufferAttribute ) { + + properties.delete( attribute.data ); + + } else { + + properties.delete( attribute ); + + } + + } + + this.get = get; + +}; + +// File:src/renderers/webgl/WebGLLights.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLLights = function () { + + var lights = {}; + + this.get = function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + var uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new THREE.Vector3(), + color: new THREE.Color(), + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new THREE.Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + position: new THREE.Vector3(), + direction: new THREE.Vector3(), + color: new THREE.Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new THREE.Vector2() + }; + break; + + case 'PointLight': + uniforms = { + position: new THREE.Vector3(), + color: new THREE.Color(), + distance: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new THREE.Vector2() + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new THREE.Vector3(), + skyColor: new THREE.Color(), + groundColor: new THREE.Color() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + }; + +}; + +// File:src/renderers/webgl/WebGLObjects.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLObjects = function ( gl, properties, info ) { + + var geometries = new THREE.WebGLGeometries( gl, properties, info ); + + // + + function update( object ) { + + // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. + + var geometry = geometries.get( object ); + + if ( object.geometry instanceof THREE.Geometry ) { + + geometry.updateFromObject( object ); + + } + + var index = geometry.index; + var attributes = geometry.attributes; + + if ( index !== null ) { + + updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + for ( var name in attributes ) { + + updateAttribute( attributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + var morphAttributes = geometry.morphAttributes; + + for ( var name in morphAttributes ) { + + var array = morphAttributes[ name ]; + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + updateAttribute( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + return geometry; + + } + + function updateAttribute( attribute, bufferType ) { + + var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute; + + var attributeProperties = properties.get( data ); + + if ( attributeProperties.__webglBuffer === undefined ) { + + createBuffer( attributeProperties, data, bufferType ); + + } else if ( attributeProperties.version !== data.version ) { + + updateBuffer( attributeProperties, data, bufferType ); + + } + + } + + function createBuffer( attributeProperties, data, bufferType ) { + + attributeProperties.__webglBuffer = gl.createBuffer(); + gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); + + var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + + gl.bufferData( bufferType, data.array, usage ); + + attributeProperties.version = data.version; + + } + + function updateBuffer( attributeProperties, data, bufferType ) { + + gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); + + if ( data.dynamic === false || data.updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, data.array ); + + } else if ( data.updateRange.count === 0 ) { + + console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); + + } else { + + gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT, + data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) ); + + data.updateRange.count = 0; // reset range + + } + + attributeProperties.version = data.version; + + } + + function getAttributeBuffer( attribute ) { + + if ( attribute instanceof THREE.InterleavedBufferAttribute ) { + + return properties.get( attribute.data ).__webglBuffer; + + } + + return properties.get( attribute ).__webglBuffer; + + } + + function getWireframeAttribute( geometry ) { + + var property = properties.get( geometry ); + + if ( property.wireframe !== undefined ) { + + return property.wireframe; + + } + + var indices = []; + + var index = geometry.index; + var attributes = geometry.attributes; + var position = attributes.position; + + // console.time( 'wireframe' ); + + if ( index !== null ) { + + var edges = {}; + var array = index.array; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; + + if ( checkEdge( edges, a, b ) ) indices.push( a, b ); + if ( checkEdge( edges, b, c ) ) indices.push( b, c ); + if ( checkEdge( edges, c, a ) ) indices.push( c, a ); + + } + + } else { + + var array = attributes.position.array; + + for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + var a = i + 0; + var b = i + 1; + var c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + // console.timeEnd( 'wireframe' ); + + var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; + var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 ); + + updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); + + property.wireframe = attribute; + + return attribute; + + } + + function checkEdge( edges, a, b ) { + + if ( a > b ) { + + var tmp = a; + a = b; + b = tmp; + + } + + var list = edges[ a ]; + + if ( list === undefined ) { + + edges[ a ] = [ b ]; + return true; + + } else if ( list.indexOf( b ) === -1 ) { + + list.push( b ); + return true; + + } + + return false; + + } + + this.getAttributeBuffer = getAttributeBuffer; + this.getWireframeAttribute = getWireframeAttribute; + + this.update = update; + +}; + +// File:src/renderers/webgl/WebGLProgram.js + +THREE.WebGLProgram = ( function () { + + var programIdCount = 0; + + function getEncodingComponents( encoding ) { + + switch ( encoding ) { + + case THREE.LinearEncoding: + return [ 'Linear','( value )' ]; + case THREE.sRGBEncoding: + return [ 'sRGB','( value )' ]; + case THREE.RGBEEncoding: + return [ 'RGBE','( value )' ]; + case THREE.RGBM7Encoding: + return [ 'RGBM','( value, 7.0 )' ]; + case THREE.RGBM16Encoding: + return [ 'RGBM','( value, 16.0 )' ]; + case THREE.RGBDEncoding: + return [ 'RGBD','( value, 256.0 )' ]; + case THREE.GammaEncoding: + return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); + + } + + } + + function getTexelDecodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; + + } + + function getTexelEncodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; + + } + + function getToneMappingFunction( functionName, toneMapping ) { + + var toneMappingName; + + switch ( toneMapping ) { + + case THREE.LinearToneMapping: + toneMappingName = "Linear"; + break; + + case THREE.ReinhardToneMapping: + toneMappingName = "Reinhard"; + break; + + case THREE.Uncharted2ToneMapping: + toneMappingName = "Uncharted2"; + break; + + case THREE.CineonToneMapping: + toneMappingName = "OptimizedCineon"; + break; + + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); + + } + + return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; + + } + + function generateExtensions( extensions, parameters, rendererExtensions ) { + + extensions = extensions || {}; + + var chunks = [ + ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', + ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '', + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + + } + + function generateDefines( defines ) { + + var chunks = []; + + for ( var name in defines ) { + + var value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + + } + + function fetchAttributeLocations( gl, program, identifiers ) { + + var attributes = {}; + + var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( var i = 0; i < n; i ++ ) { + + var info = gl.getActiveAttrib( program, i ); + var name = info.name; + + // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); + + attributes[ name ] = gl.getAttribLocation( program, name ); + + } + + return attributes; + + } + + function filterEmptyLine( string ) { + + return string !== ''; + + } + + function replaceLightNums( string, parameters ) { + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); + + } + + function parseIncludes( string ) { + + var pattern = /#include +<([\w\d.]+)>/g; + + function replace( match, include ) { + + var replace = THREE.ShaderChunk[ include ]; + + if ( replace === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return parseIncludes( replace ); + + } + + return string.replace( pattern, replace ); + + } + + function unrollLoops( string ) { + + var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + + function replace( match, start, end, snippet ) { + + var unroll = ''; + + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + + unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + + } + + return unroll; + + } + + return string.replace( pattern, replace ); + + } + + return function WebGLProgram( renderer, code, material, parameters ) { + + var gl = renderer.context; + + var extensions = material.extensions; + var defines = material.defines; + + var vertexShader = material.__webglShader.vertexShader; + var fragmentShader = material.__webglShader.fragmentShader; + + var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === THREE.PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } + + var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + + if ( parameters.envMap ) { + + switch ( material.envMap.mapping ) { + + case THREE.CubeReflectionMapping: + case THREE.CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case THREE.CubeUVReflectionMapping: + case THREE.CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + case THREE.EquirectangularReflectionMapping: + case THREE.EquirectangularRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; + break; + + case THREE.SphericalReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; + break; + + } + + switch ( material.envMap.mapping ) { + + case THREE.CubeRefractionMapping: + case THREE.EquirectangularRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + switch ( material.combine ) { + + case THREE.MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case THREE.MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case THREE.AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + + // console.log( 'building new program ' ); + + // + + var customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); + + var customDefines = generateDefines( defines ); + + // + + var program = gl.createProgram(); + + var prefixVertex, prefixFragment; + + if ( material instanceof THREE.RawShaderMaterial ) { + + prefixVertex = [ + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + } else { + + prefixVertex = [ + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + material.__webglShader.name, + + customDefines, + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#define MAX_BONES ' + parameters.maxBones, + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_COLOR', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_MORPHTARGETS', + + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', + + ' #ifdef USE_MORPHNORMALS', + + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', + + ' #else', + + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', + + ' #endif', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + material.__webglShader.name, + + customDefines, + + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', + ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + '#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes, + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', + + parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + + ( parameters.toneMapping !== THREE.NoToneMapping ) ? "#define TONE_MAPPING" : '', + ( parameters.toneMapping !== THREE.NoToneMapping ) ? THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== THREE.NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '', + + ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? THREE.ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '', + + parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = parseIncludes( vertexShader, parameters ); + vertexShader = replaceLightNums( vertexShader, parameters ); + + fragmentShader = parseIncludes( fragmentShader, parameters ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + + if ( material instanceof THREE.ShaderMaterial === false ) { + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + } + + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( material.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, material.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + var programLog = gl.getProgramInfoLog( program ); + var vertexLog = gl.getShaderInfoLog( glVertexShader ); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); + + var runnable = true; + var haveDiagnostics = true; + + // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); + // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + material: material, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + // clean up + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + var cachedUniforms; + + this.getUniforms = function() { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = + new THREE.WebGLUniforms( gl, program, renderer ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + var cachedAttributes; + + this.getAttributes = function() { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function() { + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // DEPRECATED + + Object.defineProperties( this, { + + uniforms: { + get: function() { + + console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); + return this.getUniforms(); + + } + }, + + attributes: { + get: function() { + + console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); + return this.getAttributes(); + + } + } + + } ); + + + // + + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + + }; + +} )(); + +// File:src/renderers/webgl/WebGLPrograms.js + +THREE.WebGLPrograms = function ( renderer, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points' + }; + + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", + "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', + "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "depthPacking" + ]; + + + function allocateBones ( object ) { + + if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) { + + return 1024; + + } else { + + // default for when object is not specified + // ( for example when prebuilding shader to be used with multiple objects ) + // + // - leave some extra space for other uniforms + // - limit here is ANGLE's 254 max uniform vectors + // (up to 54 should be safe) + + var nVertexUniforms = capabilities.maxVertexUniforms; + var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); + + var maxBones = nVertexMatrices; + + if ( object !== undefined && object instanceof THREE.SkinnedMesh ) { + + maxBones = Math.min( object.skeleton.bones.length, maxBones ); + + if ( maxBones < object.skeleton.bones.length ) { + + console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' ); + + } + + } + + return maxBones; + + } + + } + + function getTextureEncodingFromMap( map, gammaOverrideLinear ) { + + var encoding; + + if ( ! map ) { + + encoding = THREE.LinearEncoding; + + } else if ( map instanceof THREE.Texture ) { + + encoding = map.encoding; + + } else if ( map instanceof THREE.WebGLRenderTarget ) { + + console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); + encoding = map.texture.encoding; + + } + + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) { + + encoding = THREE.GammaEncoding; + + } + + return encoding; + + } + + this.getParameters = function ( material, lights, fog, nClipPlanes, object ) { + + var shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + var maxBones = allocateBones( object ); + var precision = renderer.getPrecision(); + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + var currentRenderTarget = renderer.getCurrentRenderTarget(); + + var parameters = { + + shaderID: shaderID, + + precision: precision, + supportsVertexTextures: capabilities.vertexTextures, + outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), + envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + specularMap: !! material.specularMap, + alphaMap: !! material.alphaMap, + + combine: material.combine, + + vertexColors: material.vertexColors, + + fog: !! fog, + useFog: material.fog, + fogExp: fog instanceof THREE.FogExp2, + + flatShading: material.shading === THREE.FlatShading, + + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, + + skinning: material.skinning, + maxBones: maxBones, + useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: renderer.maxMorphTargets, + maxMorphNormals: renderer.maxMorphNormals, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numHemiLights: lights.hemi.length, + + numClippingPlanes: nClipPlanes, + + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === THREE.DoubleSide, + flipSided: material.side === THREE.BackSide, + + depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + + }; + + return parameters; + + }; + + this.getProgramCode = function ( material, parameters ) { + + var array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( material.fragmentShader ); + array.push( material.vertexShader ); + + } + + if ( material.defines !== undefined ) { + + for ( var name in material.defines ) { + + array.push( name ); + array.push( material.defines[ name ] ); + + } + + } + + for ( var i = 0; i < parameterNames.length; i ++ ) { + + array.push( parameters[ parameterNames[ i ] ] ); + + } + + return array.join(); + + }; + + this.acquireProgram = function ( material, parameters, code ) { + + var program; + + // Check if code has been already compiled + for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + + var programInfo = programs[ p ]; + + if ( programInfo.code === code ) { + + program = programInfo; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new THREE.WebGLProgram( renderer, code, material, parameters ); + programs.push( program ); + + } + + return program; + + }; + + this.releaseProgram = function( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + }; + + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; + +}; + +// File:src/renderers/webgl/WebGLProperties.js + +/** + * @author fordacious / fordacious.github.io + */ + +THREE.WebGLProperties = function () { + + var properties = {}; + + this.get = function ( object ) { + + var uuid = object.uuid; + var map = properties[ uuid ]; + + if ( map === undefined ) { + + map = {}; + properties[ uuid ] = map; + + } + + return map; + + }; + + this.delete = function ( object ) { + + delete properties[ object.uuid ]; + + }; + + this.clear = function () { + + properties = {}; + + }; + +}; + +// File:src/renderers/webgl/WebGLShader.js + +THREE.WebGLShader = ( function () { + + function addLineNumbers( string ) { + + var lines = string.split( '\n' ); + + for ( var i = 0; i < lines.length; i ++ ) { + + lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + + } + + return lines.join( '\n' ); + + } + + return function WebGLShader( gl, type, string ) { + + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + + console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + + } + + if ( gl.getShaderInfoLog( shader ) !== '' ) { + + console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + + } + + // --enable-privileged-webgl-extension + // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + return shader; + + }; + +} )(); + +// File:src/renderers/webgl/WebGLShadowMap.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLShadowMap = function ( _renderer, _lights, _objects, capabilities ) { + + var _gl = _renderer.context, + _state = _renderer.state, + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(), + + _lightShadows = _lights.shadows, + + _shadowMapSize = new THREE.Vector2(), + _maxShadowMapSize = new THREE.Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ), + + _lookTarget = new THREE.Vector3(), + _lightPositionWorld = new THREE.Vector3(), + + _renderList = [], + + _MorphingFlag = 1, + _SkinningFlag = 2, + + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ), + + _materialCache = {}; + + var cubeDirections = [ + new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ), + new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 ) + ]; + + var cubeUps = [ + new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), + new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 ) + ]; + + var cube2DViewPorts = [ + new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), + new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() + ]; + + // init + + var depthMaterialTemplate = new THREE.MeshDepthMaterial(); + depthMaterialTemplate.depthPacking = THREE.RGBADepthPacking; + depthMaterialTemplate.clipping = true; + + var distanceShader = THREE.ShaderLib[ "distanceRGBA" ]; + var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms ); + + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; + + var depthMaterial = depthMaterialTemplate.clone(); + depthMaterial.morphTargets = useMorphing; + depthMaterial.skinning = useSkinning; + + _depthMaterials[ i ] = depthMaterial; + + var distanceMaterial = new THREE.ShaderMaterial( { + defines: { + 'USE_SHADOWMAP': '' + }, + uniforms: distanceUniforms, + vertexShader: distanceShader.vertexShader, + fragmentShader: distanceShader.fragmentShader, + morphTargets: useMorphing, + skinning: useSkinning, + clipping: true + } ); + + _distanceMaterials[ i ] = distanceMaterial; + + } + + // + + var scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = THREE.PCFShadowMap; + + this.renderReverseSided = true; + this.renderSingleSided = true; + + this.render = function ( scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( _lightShadows.length === 0 ) return; + + // Set GL state for depth map. + _state.clearColor( 1, 1, 1, 1 ); + _state.disable( _gl.BLEND ); + _state.setDepthTest( true ); + _state.setScissorTest( false ); + + // render depth map + + var faceCount, isPointLight; + + for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) { + + var light = _lightShadows[ i ]; + var shadow = light.shadow; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + var shadowCamera = shadow.camera; + + _shadowMapSize.copy( shadow.mapSize ); + _shadowMapSize.min( _maxShadowMapSize ); + + if ( light instanceof THREE.PointLight ) { + + faceCount = 6; + isPointLight = true; + + var vpWidth = _shadowMapSize.x; + var vpHeight = _shadowMapSize.y; + + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); + // negative X + cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); + // positive Z + cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); + // negative Z + cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); + // positive Y + cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); + // negative Y + cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); + + _shadowMapSize.x *= 4.0; + _shadowMapSize.y *= 2.0; + + } else { + + faceCount = 1; + isPointLight = false; + + } + + if ( shadow.map === null ) { + + var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; + + shadow.map = new THREE.WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + + shadowCamera.updateProjectionMatrix(); + + } + + if ( shadow instanceof THREE.SpotLightShadow ) { + + shadow.update( light ); + + } + + var shadowMap = shadow.map; + var shadowMatrix = shadow.matrix; + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // render shadow map for each cube face (if omni-directional) or + // run a single pass if not + + for ( var face = 0; face < faceCount; face ++ ) { + + if ( isPointLight ) { + + _lookTarget.copy( shadowCamera.position ); + _lookTarget.add( cubeDirections[ face ] ); + shadowCamera.up.copy( cubeUps[ face ] ); + shadowCamera.lookAt( _lookTarget ); + + var vpDimensions = cube2DViewPorts[ face ]; + _state.viewport( vpDimensions ); + + } else { + + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); + + } + + shadowCamera.updateMatrixWorld(); + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); + + // compute shadow matrix + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( shadowCamera.projectionMatrix ); + shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); + + // update camera matrices and frustum + + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + // set object matrices & frustum culling + + _renderList.length = 0; + + projectObject( scene, camera, shadowCamera ); + + // render shadow map + // render regular objects + + for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) { + + var object = _renderList[ j ]; + var geometry = _objects.update( object ); + var material = object.material; + + if ( material instanceof THREE.MultiMaterial ) { + + var groups = geometry.groups; + var materials = material.materials; + + for ( var k = 0, kl = groups.length; k < kl; k ++ ) { + + var group = groups[ k ]; + var groupMaterial = materials[ group.materialIndex ]; + + if ( groupMaterial.visible === true ) { + + var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else { + + var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + } + + // Restore GL state. + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + _renderer.setClearColor( clearColor, clearAlpha ); + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { + + var geometry = object.geometry; + + var result = null; + + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; + + if ( isPointLight ) { + + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; + + } + + if ( ! customMaterial ) { + + var useMorphing = false; + + if ( material.morphTargets ) { + + if ( geometry instanceof THREE.BufferGeometry ) { + + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + + } else if ( geometry instanceof THREE.Geometry ) { + + useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; + + } + + } + + var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning; + + var variantIndex = 0; + + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; + + result = materialVariants[ variantIndex ]; + + } else { + + result = customMaterial; + + } + + if ( _renderer.localClippingEnabled && + material.clipShadows === true && + material.clippingPlanes.length !== 0 ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + var keyA = result.uuid, keyB = material.uuid; + + var materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + var cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + var side = material.side; + + if ( scope.renderSingleSided && side == THREE.DoubleSide ) { + + side = THREE.FrontSide; + + } + + if ( scope.renderReverseSided ) { + + if ( side === THREE.FrontSide ) side = THREE.BackSide; + else if ( side === THREE.BackSide ) side = THREE.FrontSide; + + } + + result.side = side; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( isPointLight && result.uniforms.lightPos !== undefined ) { + + result.uniforms.lightPos.value.copy( lightPositionWorld ); + + } + + return result; + + } + + function projectObject( object, camera, shadowCamera ) { + + if ( object.visible === false ) return; + + if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) { + + if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { + + var material = object.material; + + if ( material.visible === true ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + _renderList.push( object ); + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, shadowCamera ); + + } + + } + +}; + +// File:src/renderers/webgl/WebGLState.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) { + + var _this = this; + + this.buffers = { + color: new THREE.WebGLColorBuffer( gl, this ), + depth: new THREE.WebGLDepthBuffer( gl, this ), + stencil: new THREE.WebGLStencilBuffer( gl, this ) + }; + + var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + var newAttributes = new Uint8Array( maxVertexAttributes ); + var enabledAttributes = new Uint8Array( maxVertexAttributes ); + var attributeDivisors = new Uint8Array( maxVertexAttributes ); + + var capabilities = {}; + + var compressedTextureFormats = null; + + var currentBlending = null; + var currentBlendEquation = null; + var currentBlendSrc = null; + var currentBlendDst = null; + var currentBlendEquationAlpha = null; + var currentBlendSrcAlpha = null; + var currentBlendDstAlpha = null; + var currentPremultipledAlpha = false; + + var currentFlipSided = null; + var currentCullFace = null; + + var currentLineWidth = null; + + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; + + var currentScissorTest = null; + + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + + var currentTextureSlot = null; + var currentBoundTextures = {}; + + var currentScissor = new THREE.Vector4(); + var currentViewport = new THREE.Vector4(); + + function createTexture( type, target, count ) { + + var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + var texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( var i = 0; i < count; i ++ ) { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + return texture; + + } + + var emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + + // + + this.init = function () { + + this.clearColor( 0, 0, 0, 1 ); + this.clearDepth( 1 ); + this.clearStencil( 0 ); + + this.enable( gl.DEPTH_TEST ); + this.setDepthFunc( THREE.LessEqualDepth ); + + this.setFlipSided( false ); + this.setCullFace( THREE.CullFaceBack ); + this.enable( gl.CULL_FACE ); + + this.enable( gl.BLEND ); + this.setBlending( THREE.NormalBlending ); + + }; + + this.initAttributes = function () { + + for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { + + newAttributes[ i ] = 0; + + } + + }; + + this.enableAttribute = function ( attribute ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== 0 ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + extension.vertexAttribDivisorANGLE( attribute, 0 ); + attributeDivisors[ attribute ] = 0; + + } + + }; + + this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + }; + + this.disableUnusedAttributes = function () { + + for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + }; + + this.enable = function ( id ) { + + if ( capabilities[ id ] !== true ) { + + gl.enable( id ); + capabilities[ id ] = true; + + } + + }; + + this.disable = function ( id ) { + + if ( capabilities[ id ] !== false ) { + + gl.disable( id ); + capabilities[ id ] = false; + + } + + }; + + this.getCompressedTextureFormats = function () { + + if ( compressedTextureFormats === null ) { + + compressedTextureFormats = []; + + if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { + + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); + + for ( var i = 0; i < formats.length; i ++ ) { + + compressedTextureFormats.push( formats[ i ] ); + + } + + } + + } + + return compressedTextureFormats; + + }; + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending !== THREE.NoBlending ) { + + this.enable( gl.BLEND ); + + } else { + + this.disable( gl.BLEND ); + currentBlending = blending; // no blending, that is + return; + + } + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( blending === THREE.AdditiveBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + + } + + } else if ( blending === THREE.SubtractiveBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + + } + + } else if ( blending === THREE.MultiplyBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + + } + + } else { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + + } + + } + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + if ( blending === THREE.CustomBlending ) { + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + } else { + + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + } + + }; + + // TODO Deprecate + + this.setColorWrite = function ( colorWrite ) { + + this.buffers.color.setMask( colorWrite ); + + }; + + this.setDepthTest = function ( depthTest ) { + + this.buffers.depth.setTest( depthTest ); + + }; + + this.setDepthWrite = function ( depthWrite ) { + + this.buffers.depth.setMask( depthWrite ); + + }; + + this.setDepthFunc = function ( depthFunc ) { + + this.buffers.depth.setFunc( depthFunc ); + + }; + + this.setStencilTest = function ( stencilTest ) { + + this.buffers.stencil.setTest( stencilTest ); + + }; + + this.setStencilWrite = function ( stencilWrite ) { + + this.buffers.stencil.setMask( stencilWrite ); + + }; + + this.setStencilFunc = function ( stencilFunc, stencilRef, stencilMask ) { + + this.buffers.stencil.setFunc( stencilFunc, stencilRef, stencilMask ); + + }; + + this.setStencilOp = function ( stencilFail, stencilZFail, stencilZPass ) { + + this.buffers.stencil.setOp( stencilFail, stencilZFail, stencilZPass ); + + }; + + // + + this.setFlipSided = function ( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + }; + + this.setCullFace = function ( cullFace ) { + + if ( cullFace !== THREE.CullFaceNone ) { + + this.enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === THREE.CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === THREE.CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + this.disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + }; + + this.setLineWidth = function ( width ) { + + if ( width !== currentLineWidth ) { + + gl.lineWidth( width ); + + currentLineWidth = width; + + } + + }; + + this.setPolygonOffset = function ( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + this.enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + this.disable( gl.POLYGON_OFFSET_FILL ); + + } + + }; + + this.getScissorTest = function () { + + return currentScissorTest; + + }; + + this.setScissorTest = function ( scissorTest ) { + + currentScissorTest = scissorTest; + + if ( scissorTest ) { + + this.enable( gl.SCISSOR_TEST ); + + } else { + + this.disable( gl.SCISSOR_TEST ); + + } + + }; + + // texture + + this.activeTexture = function ( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + }; + + this.bindTexture = function ( webglType, webglTexture ) { + + if ( currentTextureSlot === null ) { + + _this.activeTexture(); + + } + + var boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + }; + + this.compressedTexImage2D = function () { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( error ); + + } + + }; + + this.texImage2D = function () { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( error ); + + } + + }; + + // TODO Deprecate + + this.clearColor = function ( r, g, b, a ) { + + this.buffers.color.setClear( r, g, b, a ); + + }; + + this.clearDepth = function ( depth ) { + + this.buffers.depth.setClear( depth ); + + }; + + this.clearStencil = function ( stencil ) { + + this.buffers.stencil.setClear( stencil ); + + }; + + // + + this.scissor = function ( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + }; + + this.viewport = function ( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + }; + + // + + this.reset = function () { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + if ( enabledAttributes[ i ] === 1 ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + capabilities = {}; + + compressedTextureFormats = null; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentBlending = null; + + currentFlipSided = null; + currentCullFace = null; + + this.buffers.color.reset(); + this.buffers.depth.reset(); + this.buffers.stencil.reset(); + + }; + +}; + +THREE.WebGLColorBuffer = function ( gl, state ) { + + var locked = false; + + var color = new THREE.Vector4(); + var currentColorMask = null; + var currentColorClear = new THREE.Vector4(); + + this.setMask = function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }; + + this.setLocked = function ( lock ) { + + locked = lock; + + }; + + this.setClear = function ( r, g, b, a ) { + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }; + + this.reset = function () { + + locked = false; + + currentColorMask = null; + currentColorClear = new THREE.Vector4(); + + }; + +}; + +THREE.WebGLDepthBuffer = function( gl, state ) { + + var locked = false; + + var currentDepthMask = null; + var currentDepthFunc = null; + var currentDepthClear = null; + + this.setTest = function ( depthTest ) { + + if ( depthTest ) { + + state.enable( gl.DEPTH_TEST ); + + } else { + + state.disable( gl.DEPTH_TEST ); + + } + + }; + + this.setMask = function( depthMask ){ + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }; + + this.setFunc = function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + if ( depthFunc ) { + + switch ( depthFunc ) { + + case THREE.NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case THREE.AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case THREE.LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case THREE.LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case THREE.EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case THREE.GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case THREE.GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case THREE.NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + } else { + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }; + + this.setLocked = function ( lock ) { + + locked = lock; + + }; + + this.setClear = function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }; + + this.reset = function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + }; + +}; + +THREE.WebGLStencilBuffer = function ( gl, state ) { + + var locked = false; + + var currentStencilMask = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilFuncMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + var currentStencilClear = null; + + this.setTest = function ( stencilTest ) { + + if ( stencilTest ) { + + state.enable( gl.STENCIL_TEST ); + + } else { + + state.disable( gl.STENCIL_TEST ); + + } + + }; + + this.setMask = function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }; + + this.setFunc = function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }; + + this.setOp = function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }; + + this.setLocked = function ( lock ) { + + locked = lock; + + }; + + this.setClear = function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }; + + this.reset = function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + }; + +}; + +// File:src/renderers/webgl/WebGLTextures.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLTextures = function ( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) { + + var _infoMemory = info.memory; + var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); + + // + + function clampToMaxSize ( image, maxSize ) { + + if ( image.width > maxSize || image.height > maxSize ) { + + // Warning: Scaling through the canvas will only work with images that use + // premultiplied alpha. + + var scale = maxSize / Math.max( image.width, image.height ); + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = Math.floor( image.width * scale ); + canvas.height = Math.floor( image.height * scale ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + + return canvas; + + } + + return image; + + } + + function isPowerOfTwo( image ) { + + return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ); + + } + + function makePowerOfTwo( image ) { + + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = THREE.Math.nearestPowerOfTwo( image.width ); + canvas.height = THREE.Math.nearestPowerOfTwo( image.height ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + + return canvas; + + } + + return image; + + } + + function textureNeedsPowerOfTwo( texture ) { + + if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true; + if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true; + + return false; + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback ( f ) { + + if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // + + function onTextureDispose( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + _infoMemory.textures --; + + + } + + function onRenderTargetDispose( event ) { + + var renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + _infoMemory.textures --; + + } + + // + + function deallocateTexture( texture ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image && textureProperties.__image__webglTextureCube ) { + + // cube texture + + _gl.deleteTexture( textureProperties.__image__webglTextureCube ); + + } else { + + // 2D texture + + if ( textureProperties.__webglInit === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + // remove all webgl properties + properties.delete( texture ); + + } + + function deallocateRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + if ( ! renderTarget ) return; + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + + } + + properties.delete( renderTarget.texture ); + properties.delete( renderTarget ); + + } + + // + + + + function setTexture2D( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + var image = texture.image; + + if ( image === undefined ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + } + + function setTextureCube ( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image.length === 6 ) { + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + if ( ! textureProperties.__image__webglTextureCube ) { + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__image__webglTextureCube = _gl.createTexture(); + + _infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + + var isCompressed = texture instanceof THREE.CompressedTexture; + var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture; + + var cubeImage = []; + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed ) { + + if ( isDataTexture ) { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); + + } + + } else { + + var mipmap, mipmaps = cubeImage[ i ].mipmaps; + + for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { + + mipmap = mipmaps[ j ]; + + if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + if ( texture.generateMipmaps && isPowerOfTwoImage ) { + + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } else { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + } + + } + + } + + function setTextureCubeDynamic ( texture, slot ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + + } + + function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) { + + var extension; + + if ( isPowerOfTwoImage ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); + + } + + } + + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension ) { + + if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; + if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function uploadTexture( textureProperties, texture, slot ) { + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + _infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + + var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); + + if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { + + image = makePowerOfTwo( image ); + + } + + var isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); + + var mipmap, mipmaps = texture.mipmaps; + + if ( texture instanceof THREE.DepthTexture ) { + + // populate depth texture with dummy data + + var internalFormat = _gl.DEPTH_COMPONENT; + + if ( texture.type === THREE.FloatType ) { + + if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0'); + internalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( _isWebGL2 ) { + + // WebGL 2.0 requires signed internalformat for glTexImage2D + internalFormat = _gl.DEPTH_COMPONENT16; + + } + + state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } else if ( texture instanceof THREE.DataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } else if ( texture instanceof THREE.CompressedTexture ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) { + + if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); + + } + + } + + if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) { + + var glFormat = paramThreeToGL( renderTarget.texture.format ); + var glType = paramThreeToGL( renderTarget.texture.type ); + state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage ( renderbuffer, renderTarget ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + // FIXME: We don't support !depth !stencil + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture ( framebuffer, renderTarget ) { + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!'); + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( !( renderTarget.depthTexture instanceof THREE.DepthTexture ) ) { + + throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); + + } + + // upload an empty depth texture with framebuffer size + if ( !properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + + if ( renderTarget.depthTexture ) { + + if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets'); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); + + } + + } else { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); + + } + + } + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + _infoMemory.textures ++; + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + + } + + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + state.bindTexture( _gl.TEXTURE_2D, null ); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + var texture = renderTarget.texture; + + if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && + texture.minFilter !== THREE.NearestFilter && + texture.minFilter !== THREE.LinearFilter ) { + + var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + var webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + _gl.generateMipmap( target ); + state.bindTexture( target, null ); + + } + + } + + this.setTexture2D = setTexture2D; + this.setTextureCube = setTextureCube; + this.setTextureCubeDynamic = setTextureCubeDynamic; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + +}; + +// File:src/renderers/webgl/WebGLUniforms.js + +/** + * + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program, renderer )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [renderer] ) + * + * uploads a uniform value(s) + * the 'renderer' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (renderer factorizations): + * + * .upload( gl, seq, values, renderer ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * .splitDynamic( seq, values ) : filteredSeq + * + * filters 'seq' entries with dynamic entry and removes them from 'seq' + * + * + * Methods of the top-level container (renderer factorizations): + * + * .setValue( gl, name, value ) + * + * sets uniform with name 'name' to 'value' + * + * .set( gl, obj, prop ) + * + * sets uniform from object and property with same name than uniform + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + * + * @author tschw + * + */ + +THREE.WebGLUniforms = ( function() { // scope + + var emptyTexture = new THREE.Texture(); + var emptyCubeTexture = new THREE.CubeTexture(); + + // --- Base for inner nodes (including the root) --- + + var UniformContainer = function() { + + this.seq = []; + this.map = {}; + + }, + + // --- Utilities --- + + // Array Caches (provide typed arrays for temporary by size) + + arrayCacheF32 = [], + arrayCacheI32 = [], + + uncacheTemporaryArrays = function() { + + arrayCacheF32.length = 0; + arrayCacheI32.length = 0; + + }, + + // Flattening for arrays of vectors and matrices + + flatten = function( array, nBlocks, blockSize ) { + + var firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + var n = nBlocks * blockSize, + r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + + }, + + // Texture unit allocation + + allocTexUnits = function( renderer, n ) { + + var r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( var i = 0; i !== n; ++ i ) + r[ i ] = renderer.allocTextureUnit(); + + return r; + + }, + + // --- Setters --- + + // Note: Defining these methods externally, because they come in a bunch + // and this way their names minify. + + // Single scalar + + setValue1f = function( gl, v ) { gl.uniform1f( this.addr, v ); }, + setValue1i = function( gl, v ) { gl.uniform1i( this.addr, v ); }, + + // Single float vector (from flat array or THREE.VectorN) + + setValue2fv = function( gl, v ) { + + if ( v.x === undefined ) gl.uniform2fv( this.addr, v ); + else gl.uniform2f( this.addr, v.x, v.y ); + + }, + + setValue3fv = function( gl, v ) { + + if ( v.x !== undefined ) + gl.uniform3f( this.addr, v.x, v.y, v.z ); + else if ( v.r !== undefined ) + gl.uniform3f( this.addr, v.r, v.g, v.b ); + else + gl.uniform3fv( this.addr, v ); + + }, + + setValue4fv = function( gl, v ) { + + if ( v.x === undefined ) gl.uniform4fv( this.addr, v ); + else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + }, + + // Single matrix (from flat array or MatrixN) + + setValue2fm = function( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, v.elements || v ); + + }, + + setValue3fm = function( gl, v ) { + + gl.uniformMatrix3fv( this.addr, false, v.elements || v ); + + }, + + setValue4fm = function( gl, v ) { + + gl.uniformMatrix4fv( this.addr, false, v.elements || v ); + + }, + + // Single texture (2D / Cube) + + setValueT1 = function( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTexture2D( v || emptyTexture, unit ); + + }, + + setValueT6 = function( gl, v, renderer ) { + + var unit = renderer.allocTextureUnit(); + gl.uniform1i( this.addr, unit ); + renderer.setTextureCube( v || emptyCubeTexture, unit ); + + }, + + // Integer / Boolean vectors or arrays thereof (always flat arrays) + + setValue2iv = function( gl, v ) { gl.uniform2iv( this.addr, v ); }, + setValue3iv = function( gl, v ) { gl.uniform3iv( this.addr, v ); }, + setValue4iv = function( gl, v ) { gl.uniform4iv( this.addr, v ); }, + + // Helper to pick the right setter for the singular case + + getSingularSetter = function( type ) { + + switch ( type ) { + + case 0x1406: return setValue1f; // FLOAT + case 0x8b50: return setValue2fv; // _VEC2 + case 0x8b51: return setValue3fv; // _VEC3 + case 0x8b52: return setValue4fv; // _VEC4 + + case 0x8b5a: return setValue2fm; // _MAT2 + case 0x8b5b: return setValue3fm; // _MAT3 + case 0x8b5c: return setValue4fm; // _MAT4 + + case 0x8b5e: return setValueT1; // SAMPLER_2D + case 0x8b60: return setValueT6; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + + }, + + // Array of scalars + + setValue1fv = function( gl, v ) { gl.uniform1fv( this.addr, v ); }, + setValue1iv = function( gl, v ) { gl.uniform1iv( this.addr, v ); }, + + // Array of vectors (flat or from THREE classes) + + setValueV2a = function( gl, v ) { + + gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); + + }, + + setValueV3a = function( gl, v ) { + + gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); + + }, + + setValueV4a = function( gl, v ) { + + gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); + + }, + + // Array of matrices (flat or from THREE clases) + + setValueM2a = function( gl, v ) { + + gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); + + }, + + setValueM3a = function( gl, v ) { + + gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); + + }, + + setValueM4a = function( gl, v ) { + + gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); + + }, + + // Array of textures (2D / Cube) + + setValueT1a = function( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + + }, + + setValueT6a = function( gl, v, renderer ) { + + var n = v.length, + units = allocTexUnits( renderer, n ); + + gl.uniform1iv( this.addr, units ); + + for ( var i = 0; i !== n; ++ i ) { + + renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + + }, + + + // Helper to pick the right setter for a pure (bottom-level) array + + getPureArraySetter = function( type ) { + + switch ( type ) { + + case 0x1406: return setValue1fv; // FLOAT + case 0x8b50: return setValueV2a; // _VEC2 + case 0x8b51: return setValueV3a; // _VEC3 + case 0x8b52: return setValueV4a; // _VEC4 + + case 0x8b5a: return setValueM2a; // _MAT2 + case 0x8b5b: return setValueM3a; // _MAT3 + case 0x8b5c: return setValueM4a; // _MAT4 + + case 0x8b5e: return setValueT1a; // SAMPLER_2D + case 0x8b60: return setValueT6a; // SAMPLER_CUBE + + case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL + case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 + case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 + case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + + } + + }, + + // --- Uniform Classes --- + + SingleUniform = function SingleUniform( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + }, + + PureArrayUniform = function( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + }, + + StructuredUniform = function( id ) { + + this.id = id; + + UniformContainer.call( this ); // mix-in + + }; + + StructuredUniform.prototype.setValue = function( gl, value ) { + + // Note: Don't need an extra 'renderer' parameter, since samplers + // are not allowed in structured uniforms. + + var seq = this.seq; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + u.setValue( gl, value[ u.id ] ); + + } + + }; + + // --- Top-level --- + + // Parser - builds up the property tree from the path strings + + var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g, + // extracts + // - the identifier (member name or array index) + // - followed by an optional right bracket (found when array index) + // - followed by an optional left bracket or dot (type of subscript) + // + // Note: These portions can be read in a non-overlapping fashion and + // allow straightforward parsing of the hierarchy that WebGL encodes + // in the uniform names. + + addUniform = function( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + + }, + + parseUniform = function( activeInfo, addr, container ) { + + var path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + for (; ;) { + + var match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex, + + id = match[ 1 ], + idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || + subscript === '[' && matchEnd + 2 === pathLength ) { + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + // step into inner node / create it in case it doesn't exist + + var map = container.map, + next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + + }, + + // Root Container + + WebGLUniforms = function WebGLUniforms( gl, program, renderer ) { + + UniformContainer.call( this ); + + this.renderer = renderer; + + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( var i = 0; i !== n; ++ i ) { + + var info = gl.getActiveUniform( program, i ), + path = info.name, + addr = gl.getUniformLocation( program, path ); + + parseUniform( info, addr, this ); + + } + + }; + + + WebGLUniforms.prototype.setValue = function( gl, name, value ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + + }; + + WebGLUniforms.prototype.set = function( gl, object, name ) { + + var u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer ); + + }; + + WebGLUniforms.prototype.setOptional = function( gl, object, name ) { + + var v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + }; + + + // Static interface + + WebGLUniforms.upload = function( gl, seq, values, renderer ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + // note: always updating when .needsUpdate is undefined + + u.setValue( gl, v.value, renderer ); + + } + + } + + }; + + WebGLUniforms.seqWithValue = function( seq, values ) { + + var r = []; + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + }; + + WebGLUniforms.splitDynamic = function( seq, values ) { + + var r = null, + n = seq.length, + w = 0; + + for ( var i = 0; i !== n; ++ i ) { + + var u = seq[ i ], + v = values[ u.id ]; + + if ( v && v.dynamic === true ) { + + if ( r === null ) r = []; + r.push( u ); + + } else { + + // in-place compact 'seq', removing the matches + if ( w < i ) seq[ w ] = u; + ++ w; + + } + + } + + if ( w < n ) seq.length = w; + + return r; + + }; + + WebGLUniforms.evalDynamic = function( seq, values, object, camera ) { + + for ( var i = 0, n = seq.length; i !== n; ++ i ) { + + var v = values[ seq[ i ].id ], + f = v.onUpdateCallback; + + if ( f !== undefined ) f.call( v, object, camera ); + + } + + }; + + return WebGLUniforms; + +} )(); + +// File:src/renderers/webgl/plugins/LensFlarePlugin.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.LensFlarePlugin = function ( renderer, flares ) { + + var gl = renderer.context; + var state = renderer.state; + + var vertexBuffer, elementBuffer; + var shader, program, attributes, uniforms; + + var tempTexture, occlusionTexture; + + function init() { + + var vertices = new Float32Array( [ + - 1, - 1, 0, 0, + 1, - 1, 1, 0, + 1, 1, 1, 1, + - 1, 1, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + // buffers + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + // textures + + tempTexture = gl.createTexture(); + occlusionTexture = gl.createTexture(); + + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + + shader = { + + vertexShader: [ + + "uniform lowp int renderType;", + + "uniform vec3 screenPosition;", + "uniform vec2 scale;", + "uniform float rotation;", + + "uniform sampler2D occlusionMap;", + + "attribute vec2 position;", + "attribute vec2 uv;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + "vUV = uv;", + + "vec2 pos = position;", + + "if ( renderType == 2 ) {", + + "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );", + "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );", + + "vVisibility = visibility.r / 9.0;", + "vVisibility *= 1.0 - visibility.g / 9.0;", + "vVisibility *= visibility.b / 9.0;", + "vVisibility *= 1.0 - visibility.a / 9.0;", + + "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;", + "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;", + + "}", + + "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );", + + "}" + + ].join( "\n" ), + + fragmentShader: [ + + "uniform lowp int renderType;", + + "uniform sampler2D map;", + "uniform float opacity;", + "uniform vec3 color;", + + "varying vec2 vUV;", + "varying float vVisibility;", + + "void main() {", + + // pink square + + "if ( renderType == 0 ) {", + + "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );", + + // restore + + "} else if ( renderType == 1 ) {", + + "gl_FragColor = texture2D( map, vUV );", + + // flare + + "} else {", + + "vec4 texture = texture2D( map, vUV );", + "texture.a *= opacity * vVisibility;", + "gl_FragColor = texture;", + "gl_FragColor.rgb *= color;", + + "}", + + "}" + + ].join( "\n" ) + + }; + + program = createProgram( shader ); + + attributes = { + vertex: gl.getAttribLocation ( program, "position" ), + uv: gl.getAttribLocation ( program, "uv" ) + }; + + uniforms = { + renderType: gl.getUniformLocation( program, "renderType" ), + map: gl.getUniformLocation( program, "map" ), + occlusionMap: gl.getUniformLocation( program, "occlusionMap" ), + opacity: gl.getUniformLocation( program, "opacity" ), + color: gl.getUniformLocation( program, "color" ), + scale: gl.getUniformLocation( program, "scale" ), + rotation: gl.getUniformLocation( program, "rotation" ), + screenPosition: gl.getUniformLocation( program, "screenPosition" ) + }; + + } + + /* + * Render lens flares + * Method: renders 16x16 0xff00ff-colored points scattered over the light source area, + * reads these back and calculates occlusion. + */ + + this.render = function ( scene, camera, viewport ) { + + if ( flares.length === 0 ) return; + + var tempPosition = new THREE.Vector3(); + + var invAspect = viewport.w / viewport.z, + halfViewportWidth = viewport.z * 0.5, + halfViewportHeight = viewport.w * 0.5; + + var size = 16 / viewport.w, + scale = new THREE.Vector2( size * invAspect, size ); + + var screenPosition = new THREE.Vector3( 1, 1, 0 ), + screenPositionPixels = new THREE.Vector2( 1, 1 ); + + var validArea = new THREE.Box2(); + + validArea.min.set( 0, 0 ); + validArea.max.set( viewport.z - 16, viewport.w - 16 ); + + if ( program === undefined ) { + + init(); + + } + + gl.useProgram( program ); + + state.initAttributes(); + state.enableAttribute( attributes.vertex ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/uniforms + + gl.uniform1i( uniforms.occlusionMap, 0 ); + gl.uniform1i( uniforms.map, 1 ); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + state.disable( gl.CULL_FACE ); + state.setDepthWrite( false ); + + for ( var i = 0, l = flares.length; i < l; i ++ ) { + + size = 16 / viewport.w; + scale.set( size * invAspect, size ); + + // calc object screen position + + var flare = flares[ i ]; + + tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] ); + + tempPosition.applyMatrix4( camera.matrixWorldInverse ); + tempPosition.applyProjection( camera.projectionMatrix ); + + // setup arrays for gl programs + + screenPosition.copy( tempPosition ); + + // horizontal and vertical coordinate of the lower left corner of the pixels to copy + + screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8; + screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8; + + // screen cull + + if ( validArea.containsPoint( screenPositionPixels ) === true ) { + + // save current RGB to temp texture + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, null ); + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); + + + // render pink quad + + gl.uniform1i( uniforms.renderType, 0 ); + gl.uniform2f( uniforms.scale, scale.x, scale.y ); + gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + + state.disable( gl.BLEND ); + state.enable( gl.DEPTH_TEST ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 ); + + + // restore graphics + + gl.uniform1i( uniforms.renderType, 1 ); + state.disable( gl.DEPTH_TEST ); + + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // update object positions + + flare.positionScreen.copy( screenPosition ); + + if ( flare.customUpdateCallback ) { + + flare.customUpdateCallback( flare ); + + } else { + + flare.updateLensFlares(); + + } + + // render flares + + gl.uniform1i( uniforms.renderType, 2 ); + state.enable( gl.BLEND ); + + for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) { + + var sprite = flare.lensFlares[ j ]; + + if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) { + + screenPosition.x = sprite.x; + screenPosition.y = sprite.y; + screenPosition.z = sprite.z; + + size = sprite.size * sprite.scale / viewport.w; + + scale.x = size * invAspect; + scale.y = size; + + gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z ); + gl.uniform2f( uniforms.scale, scale.x, scale.y ); + gl.uniform1f( uniforms.rotation, sprite.rotation ); + + gl.uniform1f( uniforms.opacity, sprite.opacity ); + gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b ); + + state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst ); + renderer.setTexture2D( sprite.texture, 1 ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + } + + } + + } + + } + + // restore gl + + state.enable( gl.CULL_FACE ); + state.enable( gl.DEPTH_TEST ); + state.setDepthWrite( true ); + + renderer.resetGLState(); + + }; + + function createProgram ( shader ) { + + var program = gl.createProgram(); + + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + + var prefix = "precision " + renderer.getPrecision() + " float;\n"; + + gl.shaderSource( fragmentShader, prefix + shader.fragmentShader ); + gl.shaderSource( vertexShader, prefix + shader.vertexShader ); + + gl.compileShader( fragmentShader ); + gl.compileShader( vertexShader ); + + gl.attachShader( program, fragmentShader ); + gl.attachShader( program, vertexShader ); + + gl.linkProgram( program ); + + return program; + + } + +}; + +// File:src/renderers/webgl/plugins/SpritePlugin.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpritePlugin = function ( renderer, sprites ) { + + var gl = renderer.context; + var state = renderer.state; + + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; + + var texture; + + // decompose matrixWorld + + var spritePosition = new THREE.Vector3(); + var spriteRotation = new THREE.Quaternion(); + var spriteScale = new THREE.Vector3(); + + function init() { + + var vertices = new Float32Array( [ + - 0.5, - 0.5, 0, 0, + 0.5, - 0.5, 1, 0, + 0.5, 0.5, 1, 1, + - 0.5, 0.5, 0, 1 + ] ); + + var faces = new Uint16Array( [ + 0, 1, 2, + 0, 2, 3 + ] ); + + vertexBuffer = gl.createBuffer(); + elementBuffer = gl.createBuffer(); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); + + program = createProgram(); + + attributes = { + position: gl.getAttribLocation ( program, 'position' ), + uv: gl.getAttribLocation ( program, 'uv' ) + }; + + uniforms = { + uvOffset: gl.getUniformLocation( program, 'uvOffset' ), + uvScale: gl.getUniformLocation( program, 'uvScale' ), + + rotation: gl.getUniformLocation( program, 'rotation' ), + scale: gl.getUniformLocation( program, 'scale' ), + + color: gl.getUniformLocation( program, 'color' ), + map: gl.getUniformLocation( program, 'map' ), + opacity: gl.getUniformLocation( program, 'opacity' ), + + modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), + projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), + + fogType: gl.getUniformLocation( program, 'fogType' ), + fogDensity: gl.getUniformLocation( program, 'fogDensity' ), + fogNear: gl.getUniformLocation( program, 'fogNear' ), + fogFar: gl.getUniformLocation( program, 'fogFar' ), + fogColor: gl.getUniformLocation( program, 'fogColor' ), + + alphaTest: gl.getUniformLocation( program, 'alphaTest' ) + }; + + var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + canvas.width = 8; + canvas.height = 8; + + var context = canvas.getContext( '2d' ); + context.fillStyle = 'white'; + context.fillRect( 0, 0, 8, 8 ); + + texture = new THREE.Texture( canvas ); + texture.needsUpdate = true; + + } + + this.render = function ( scene, camera ) { + + if ( sprites.length === 0 ) return; + + // setup gl + + if ( program === undefined ) { + + init(); + + } + + gl.useProgram( program ); + + state.initAttributes(); + state.enableAttribute( attributes.position ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + state.disable( gl.CULL_FACE ); + state.enable( gl.BLEND ); + + gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); + gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); + gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); + + gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + + state.activeTexture( gl.TEXTURE0 ); + gl.uniform1i( uniforms.map, 0 ); + + var oldFogType = 0; + var sceneFogType = 0; + var fog = scene.fog; + + if ( fog ) { + + gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); + + if ( fog instanceof THREE.Fog ) { + + gl.uniform1f( uniforms.fogNear, fog.near ); + gl.uniform1f( uniforms.fogFar, fog.far ); + + gl.uniform1i( uniforms.fogType, 1 ); + oldFogType = 1; + sceneFogType = 1; + + } else if ( fog instanceof THREE.FogExp2 ) { + + gl.uniform1f( uniforms.fogDensity, fog.density ); + + gl.uniform1i( uniforms.fogType, 2 ); + oldFogType = 2; + sceneFogType = 2; + + } + + } else { + + gl.uniform1i( uniforms.fogType, 0 ); + oldFogType = 0; + sceneFogType = 0; + + } + + + // update positions and sort + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + + sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); + sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; + + } + + sprites.sort( painterSortStable ); + + // render all sprites + + var scale = []; + + for ( var i = 0, l = sprites.length; i < l; i ++ ) { + + var sprite = sprites[ i ]; + var material = sprite.material; + + if ( material.visible === false ) continue; + + gl.uniform1f( uniforms.alphaTest, material.alphaTest ); + gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); + + sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); + + scale[ 0 ] = spriteScale.x; + scale[ 1 ] = spriteScale.y; + + var fogType = 0; + + if ( scene.fog && material.fog ) { + + fogType = sceneFogType; + + } + + if ( oldFogType !== fogType ) { + + gl.uniform1i( uniforms.fogType, fogType ); + oldFogType = fogType; + + } + + if ( material.map !== null ) { + + gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); + gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); + + } else { + + gl.uniform2f( uniforms.uvOffset, 0, 0 ); + gl.uniform2f( uniforms.uvScale, 1, 1 ); + + } + + gl.uniform1f( uniforms.opacity, material.opacity ); + gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); + + gl.uniform1f( uniforms.rotation, material.rotation ); + gl.uniform2fv( uniforms.scale, scale ); + + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + state.setDepthTest( material.depthTest ); + state.setDepthWrite( material.depthWrite ); + + if ( material.map ) { + + renderer.setTexture2D( material.map, 0 ); + + } else { + + renderer.setTexture2D( texture, 0 ); + + } + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + } + + // restore gl + + state.enable( gl.CULL_FACE ); + + renderer.resetGLState(); + + }; + + function createProgram () { + + var program = gl.createProgram(); + + var vertexShader = gl.createShader( gl.VERTEX_SHADER ); + var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); + + gl.shaderSource( vertexShader, [ + + 'precision ' + renderer.getPrecision() + ' float;', + + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform float rotation;', + 'uniform vec2 scale;', + 'uniform vec2 uvOffset;', + 'uniform vec2 uvScale;', + + 'attribute vec2 position;', + 'attribute vec2 uv;', + + 'varying vec2 vUV;', + + 'void main() {', + + 'vUV = uvOffset + uv * uvScale;', + + 'vec2 alignedPosition = position * scale;', + + 'vec2 rotatedPosition;', + 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', + 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', + + 'vec4 finalPosition;', + + 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', + 'finalPosition.xy += rotatedPosition;', + 'finalPosition = projectionMatrix * finalPosition;', + + 'gl_Position = finalPosition;', + + '}' + + ].join( '\n' ) ); + + gl.shaderSource( fragmentShader, [ + + 'precision ' + renderer.getPrecision() + ' float;', + + 'uniform vec3 color;', + 'uniform sampler2D map;', + 'uniform float opacity;', + + 'uniform int fogType;', + 'uniform vec3 fogColor;', + 'uniform float fogDensity;', + 'uniform float fogNear;', + 'uniform float fogFar;', + 'uniform float alphaTest;', + + 'varying vec2 vUV;', + + 'void main() {', + + 'vec4 texture = texture2D( map, vUV );', + + 'if ( texture.a < alphaTest ) discard;', + + 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', + + 'if ( fogType > 0 ) {', + + 'float depth = gl_FragCoord.z / gl_FragCoord.w;', + 'float fogFactor = 0.0;', + + 'if ( fogType == 1 ) {', + + 'fogFactor = smoothstep( fogNear, fogFar, depth );', + + '} else {', + + 'const float LOG2 = 1.442695;', + 'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );', + 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', + + '}', + + 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );', + + '}', + + '}' + + ].join( '\n' ) ); + + gl.compileShader( vertexShader ); + gl.compileShader( fragmentShader ); + + gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); + + gl.linkProgram( program ); + + return program; + + } + + function painterSortStable ( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return b.id - a.id; + + } + + } + +}; + +// File:src/Three.Legacy.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +Object.assign( THREE, { + Face4: function ( a, b, c, d, normal, color, materialIndex ) { + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new THREE.Face3( a, b, c, normal, color, materialIndex ); + }, + LineStrip: 0, + LinePieces: 1, + MeshFaceMaterial: THREE.MultiMaterial, + PointCloud: function ( geometry, material ) { + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new THREE.Points( geometry, material ); + }, + Particle: THREE.Sprite, + ParticleSystem: function ( geometry, material ) { + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new THREE.Points( geometry, material ); + }, + PointCloudMaterial: function ( parameters ) { + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new THREE.PointsMaterial( parameters ); + }, + ParticleBasicMaterial: function ( parameters ) { + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new THREE.PointsMaterial( parameters ); + }, + ParticleSystemMaterial: function ( parameters ) { + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new THREE.PointsMaterial( parameters ); + }, + Vertex: function ( x, y, z ) { + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new THREE.Vector3( x, y, z ); + } +} ); + +// + +Object.assign( THREE.Box2.prototype, { + empty: function () { + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + }, + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + } +} ); + +Object.assign( THREE.Box3.prototype, { + empty: function () { + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + }, + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + }, + isIntersectionSphere: function ( sphere ) { + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + } +} ); + +Object.assign( THREE.Matrix3.prototype, { + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + }, + multiplyVector3Array: function ( a ) { + console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + } +} ); + +Object.assign( THREE.Matrix4.prototype, { + extractPosition: function ( m ) { + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + }, + setRotationFromQuaternion: function ( q ) { + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + }, + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); + return vector.applyProjection( this ); + }, + multiplyVector4: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + }, + multiplyVector3Array: function ( a ) { + console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + }, + rotateAxis: function ( v ) { + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); + }, + crossVector: function ( vector ) { + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + }, + translate: function ( v ) { + console.error( 'THREE.Matrix4: .translate() has been removed.' ); + }, + rotateX: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + }, + rotateY: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + }, + rotateZ: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + }, + rotateByAxis: function ( axis, angle ) { + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + } +} ); + +Object.assign( THREE.Plane.prototype, { + isIntersectionLine: function ( line ) { + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); + } +} ); + +Object.assign( THREE.Quaternion.prototype, { + multiplyVector3: function ( vector ) { + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + } +} ); + +Object.assign( THREE.Ray.prototype, { + isIntersectionBox: function ( box ) { + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + }, + isIntersectionPlane: function ( plane ) { + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + }, + isIntersectionSphere: function ( sphere ) { + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + } +} ); + +Object.assign( THREE.Vector3.prototype, { + setEulerFromRotationMatrix: function () { + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + }, + setEulerFromQuaternion: function () { + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + }, + getPositionFromMatrix: function ( m ) { + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); + }, + getScaleFromMatrix: function ( m ) { + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + }, + getColumnFromMatrix: function ( index, matrix ) { + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( matrix, index ); + } +} ); + +// + +Object.assign( THREE.Object3D.prototype, { + getChildByName: function ( name ) { + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + }, + renderDepth: function ( value ) { + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + }, + translate: function ( distance, axis ) { + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + } +} ); + +Object.defineProperties( THREE.Object3D.prototype, { + eulerOrder: { + get: function () { + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; + }, + set: function ( value ) { + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; + } + }, + useQuaternion: { + get: function () { + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + }, + set: function ( value ) { + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + } + } +} ); + +Object.defineProperties( THREE.LOD.prototype, { + objects: { + get: function () { + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + } + } +} ); + +// + +THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { + + console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + + "Use .setFocalLength and .filmGauge for a photographic setup." ); + + if ( filmGauge !== undefined ) this.filmGauge = filmGauge; + this.setFocalLength( focalLength ); + +}; + +// + +Object.defineProperties( THREE.Light.prototype, { + onlyShadow: { + set: function ( value ) { + console.warn( 'THREE.Light: .onlyShadow has been removed.' ); + } + }, + shadowCameraFov: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); + this.shadow.camera.fov = value; + } + }, + shadowCameraLeft: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); + this.shadow.camera.left = value; + } + }, + shadowCameraRight: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); + this.shadow.camera.right = value; + } + }, + shadowCameraTop: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); + this.shadow.camera.top = value; + } + }, + shadowCameraBottom: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); + this.shadow.camera.bottom = value; + } + }, + shadowCameraNear: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); + this.shadow.camera.near = value; + } + }, + shadowCameraFar: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); + this.shadow.camera.far = value; + } + }, + shadowCameraVisible: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); + } + }, + shadowBias: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); + this.shadow.bias = value; + } + }, + shadowDarkness: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); + } + }, + shadowMapWidth: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); + this.shadow.mapSize.width = value; + } + }, + shadowMapHeight: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); + this.shadow.mapSize.height = value; + } + } +} ); + +// + +Object.defineProperties( THREE.BufferAttribute.prototype, { + length: { + get: function () { + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); + return this.array.length; + } + } +} ); + +Object.assign( THREE.BufferGeometry.prototype, { + addIndex: function ( index ) { + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + }, + addDrawCall: function ( start, count, indexOffset ) { + if ( indexOffset !== undefined ) { + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); + }, + clearDrawCalls: function () { + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + }, + computeTangents: function () { + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + }, + computeOffsets: function () { + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + } +} ); + +Object.defineProperties( THREE.BufferGeometry.prototype, { + drawcalls: { + get: function () { + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + } + }, + offsets: { + get: function () { + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + } + } +} ); + +// + +Object.defineProperties( THREE.Material.prototype, { + wrapAround: { + get: function () { + console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); + }, + set: function ( value ) { + console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); + } + }, + wrapRGB: { + get: function () { + console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' ); + return new THREE.Color(); + } + } +} ); + +Object.defineProperties( THREE.MeshPhongMaterial.prototype, { + metal: { + get: function () { + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; + }, + set: function ( value ) { + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + } + } +} ); + +Object.defineProperties( THREE.ShaderMaterial.prototype, { + derivatives: { + get: function () { + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; + }, + set: function ( value ) { + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; + } + } +} ); + +// + +THREE.EventDispatcher.prototype = Object.assign( Object.create( { + + // Note: Extra base ensures these properties are not 'assign'ed. + + constructor: THREE.EventDispatcher, + + apply: function ( target ) { + + console.warn( "THREE.EventDispatcher: .apply is deprecated, " + + "just inherit or Object.assign the prototype to mix-in." ); + + Object.assign( target, this ); + + } + +} ), THREE.EventDispatcher.prototype ); + +// + +Object.assign( THREE.WebGLRenderer.prototype, { + supportsFloatTextures: function () { + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); + }, + supportsHalfFloatTextures: function () { + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); + }, + supportsStandardDerivatives: function () { + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); + }, + supportsCompressedTextureS3TC: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + }, + supportsCompressedTexturePVRTC: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + }, + supportsBlendMinMax: function () { + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); + }, + supportsVertexTextures: function () { + return this.capabilities.vertexTextures; + }, + supportsInstancedArrays: function () { + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); + }, + enableScissorTest: function ( boolean ) { + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); + }, + initMaterial: function () { + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + }, + addPrePlugin: function () { + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + }, + addPostPlugin: function () { + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + }, + updateShadowMap: function () { + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + } +} ); + +Object.defineProperties( THREE.WebGLRenderer.prototype, { + shadowMapEnabled: { + get: function () { + return this.shadowMap.enabled; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; + } + }, + shadowMapType: { + get: function () { + return this.shadowMap.type; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; + } + }, + shadowMapCullFace: { + get: function () { + return this.shadowMap.cullFace; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); + this.shadowMap.cullFace = value; + } + } +} ); + +Object.defineProperties( THREE.WebGLShadowMap.prototype, { + cullFace: { + get: function () { + return this.renderReverseSided ? THREE.CullFaceFront : THREE.CullFaceBack; + }, + set: function ( cullFace ) { + var value = ( cullFace !== THREE.CullFaceBack ); + console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." ); + this.renderReverseSided = value; + } + } +} ); + +// + +Object.defineProperties( THREE.WebGLRenderTarget.prototype, { + wrapS: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; + } + }, + wrapT: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + } + }, + magFilter: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + } + }, + minFilter: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + } + }, + anisotropy: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; + } + }, + offset: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; + } + }, + repeat: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; + } + }, + format: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; + } + }, + type: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; + } + }, + generateMipmaps: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; + } + } +} ); + +// + +Object.assign( THREE.Audio.prototype, { + load: function ( file ) { + console.warn( 'THREE.Audio: .load has been deprecated. Please use THREE.AudioLoader.' ); + var scope = this; + var audioLoader = new THREE.AudioLoader(); + audioLoader.load( file, function ( buffer ) { + scope.setBuffer( buffer ); + } ); + return this; + } +} ); + +Object.assign( THREE.AudioAnalyser.prototype, { + getData: function ( file ) { + console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); + return this.getFrequencyData(); + } +} ); + +// + +THREE.GeometryUtils = { + + merge: function ( geometry1, geometry2, materialIndexOffset ) { + + console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); + + var matrix; + + if ( geometry2 instanceof THREE.Mesh ) { + + geometry2.matrixAutoUpdate && geometry2.updateMatrix(); + + matrix = geometry2.matrix; + geometry2 = geometry2.geometry; + + } + + geometry1.merge( geometry2, matrix, materialIndexOffset ); + + }, + + center: function ( geometry ) { + + console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); + + } + +}; + +THREE.ImageUtils = { + + crossOrigin: undefined, + + loadTexture: function ( url, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + + var loader = new THREE.TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( url, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadTextureCube: function ( urls, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + + var loader = new THREE.CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( urls, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadCompressedTexture: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + + }, + + loadCompressedTextureCube: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + + } + +}; + +// + +THREE.Projector = function () { + + console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + + this.projectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); + + }; + + this.unprojectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); + + }; + + this.pickingRay = function ( vector, camera ) { + + console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + + }; + +}; + +// + +THREE.CanvasRenderer = function () { + + console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); + + this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); + this.clear = function () {}; + this.render = function () {}; + this.setClearColor = function () {}; + this.setSize = function () {}; + +}; + +// File:src/extras/CurveUtils.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.CurveUtils = { + + tangentQuadraticBezier: function ( t, p0, p1, p2 ) { + + return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 ); + + }, + + // Puay Bing, thanks for helping with this derivative! + + tangentCubicBezier: function ( t, p0, p1, p2, p3 ) { + + return - 3 * p0 * ( 1 - t ) * ( 1 - t ) + + 3 * p1 * ( 1 - t ) * ( 1 - t ) - 6 * t * p1 * ( 1 - t ) + + 6 * t * p2 * ( 1 - t ) - 3 * t * t * p2 + + 3 * t * t * p3; + + }, + + tangentSpline: function ( t, p0, p1, p2, p3 ) { + + // To check if my formulas are correct + + var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1 + var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t + var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2 + var h11 = 3 * t * t - 2 * t; // t3 − t2 + + return h00 + h10 + h01 + h11; + + }, + + // Catmull-Rom + + interpolate: function( p0, p1, p2, p3, t ) { + + var v0 = ( p2 - p0 ) * 0.5; + var v1 = ( p3 - p1 ) * 0.5; + var t2 = t * t; + var t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + } + +}; + +// File:src/extras/SceneUtils.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneUtils = { + + createMultiMaterialObject: function ( geometry, materials ) { + + var group = new THREE.Group(); + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + group.add( new THREE.Mesh( geometry, materials[ i ] ) ); + + } + + return group; + + }, + + detach: function ( child, parent, scene ) { + + child.applyMatrix( parent.matrixWorld ); + parent.remove( child ); + scene.add( child ); + + }, + + attach: function ( child, scene, parent ) { + + var matrixWorldInverse = new THREE.Matrix4(); + matrixWorldInverse.getInverse( parent.matrixWorld ); + child.applyMatrix( matrixWorldInverse ); + + scene.remove( child ); + parent.add( child ); + + } + +}; + +// File:src/extras/ShapeUtils.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.ShapeUtils = { + + // calculate area of the contour polygon + + area: function ( contour ) { + + var n = contour.length; + var a = 0.0; + + for ( var p = n - 1, q = 0; q < n; p = q ++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + }, + + triangulate: ( function () { + + /** + * This code is a quick port of code written in C++ which was submitted to + * flipcode.com by John W. Ratcliff // July 22, 2000 + * See original code and more information here: + * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml + * + * ported to actionscript by Zevan Rosser + * www.actionsnippet.com + * + * ported to javascript by Joshua Koo + * http://www.lab4games.net/zz85/blog + * + */ + + function snip( contour, u, v, w, n, verts ) { + + var p; + var ax, ay, bx, by; + var cx, cy, px, py; + + ax = contour[ verts[ u ] ].x; + ay = contour[ verts[ u ] ].y; + + bx = contour[ verts[ v ] ].x; + by = contour[ verts[ v ] ].y; + + cx = contour[ verts[ w ] ].x; + cy = contour[ verts[ w ] ].y; + + if ( Number.EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false; + + var aX, aY, bX, bY, cX, cY; + var apx, apy, bpx, bpy, cpx, cpy; + var cCROSSap, bCROSScp, aCROSSbp; + + aX = cx - bx; aY = cy - by; + bX = ax - cx; bY = ay - cy; + cX = bx - ax; cY = by - ay; + + for ( p = 0; p < n; p ++ ) { + + px = contour[ verts[ p ] ].x; + py = contour[ verts[ p ] ].y; + + if ( ( ( px === ax ) && ( py === ay ) ) || + ( ( px === bx ) && ( py === by ) ) || + ( ( px === cx ) && ( py === cy ) ) ) continue; + + apx = px - ax; apy = py - ay; + bpx = px - bx; bpy = py - by; + cpx = px - cx; cpy = py - cy; + + // see if p is inside triangle abc + + aCROSSbp = aX * bpy - aY * bpx; + cCROSSap = cX * apy - cY * apx; + bCROSScp = bX * cpy - bY * cpx; + + if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; + + } + + return true; + + } + + // takes in an contour array and returns + + return function triangulate( contour, indices ) { + + var n = contour.length; + + if ( n < 3 ) return null; + + var result = [], + verts = [], + vertIndices = []; + + /* we want a counter-clockwise polygon in verts */ + + var u, v, w; + + if ( THREE.ShapeUtils.area( contour ) > 0.0 ) { + + for ( v = 0; v < n; v ++ ) verts[ v ] = v; + + } else { + + for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v; + + } + + var nv = n; + + /* remove nv - 2 vertices, creating 1 triangle every time */ + + var count = 2 * nv; /* error detection */ + + for ( v = nv - 1; nv > 2; ) { + + /* if we loop, it is probably a non-simple polygon */ + + if ( ( count -- ) <= 0 ) { + + //** Triangulate: ERROR - probable bad polygon! + + //throw ( "Warning, unable to triangulate polygon!" ); + //return null; + // Sometimes warning is fine, especially polygons are triangulated in reverse. + console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); + + if ( indices ) return vertIndices; + return result; + + } + + /* three consecutive vertices in current polygon, */ + + u = v; if ( nv <= u ) u = 0; /* previous */ + v = u + 1; if ( nv <= v ) v = 0; /* new v */ + w = v + 1; if ( nv <= w ) w = 0; /* next */ + + if ( snip( contour, u, v, w, nv, verts ) ) { + + var a, b, c, s, t; + + /* true names of the vertices */ + + a = verts[ u ]; + b = verts[ v ]; + c = verts[ w ]; + + /* output Triangle */ + + result.push( [ contour[ a ], + contour[ b ], + contour[ c ] ] ); + + + vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] ); + + /* remove v from the remaining polygon */ + + for ( s = v, t = v + 1; t < nv; s ++, t ++ ) { + + verts[ s ] = verts[ t ]; + + } + + nv --; + + /* reset error detection counter */ + + count = 2 * nv; + + } + + } + + if ( indices ) return vertIndices; + return result; + + } + + } )(), + + triangulateShape: function ( contour, holes ) { + + function removeDupEndPts(points) { + + var l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + + } + + removeDupEndPts( contour ); + holes.forEach( removeDupEndPts ); + + function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { + + // inOtherPt needs to be collinear to the inSegment + if ( inSegPt1.x !== inSegPt2.x ) { + + if ( inSegPt1.x < inSegPt2.x ) { + + return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) ); + + } else { + + return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) ); + + } + + } else { + + if ( inSegPt1.y < inSegPt2.y ) { + + return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) ); + + } else { + + return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) ); + + } + + } + + } + + function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) { + + var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y; + var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y; + + var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x; + var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y; + + var limit = seg1dy * seg2dx - seg1dx * seg2dy; + var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy; + + if ( Math.abs( limit ) > Number.EPSILON ) { + + // not parallel + + var perpSeg2; + if ( limit > 0 ) { + + if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return []; + + } else { + + if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return []; + perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy; + if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return []; + + } + + // i.e. to reduce rounding errors + // intersection at endpoint of segment#1? + if ( perpSeg2 === 0 ) { + + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; + return [ inSeg1Pt1 ]; + + } + if ( perpSeg2 === limit ) { + + if ( ( inExcludeAdjacentSegs ) && + ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return []; + return [ inSeg1Pt2 ]; + + } + // intersection at endpoint of segment#2? + if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ]; + if ( perpSeg1 === limit ) return [ inSeg2Pt2 ]; + + // return real intersection point + var factorSeg1 = perpSeg2 / limit; + return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx, + y: inSeg1Pt1.y + factorSeg1 * seg1dy } ]; + + } else { + + // parallel or collinear + if ( ( perpSeg1 !== 0 ) || + ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; + + // they are collinear or degenerate + var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? + var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is just a point? + // both segments are points + if ( seg1Pt && seg2Pt ) { + + if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) || + ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points + return [ inSeg1Pt1 ]; // they are the same point + + } + // segment#1 is a single point + if ( seg1Pt ) { + + if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2 + return [ inSeg1Pt1 ]; + + } + // segment#2 is a single point + if ( seg2Pt ) { + + if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1 + return [ inSeg2Pt1 ]; + + } + + // they are collinear segments, which might overlap + var seg1min, seg1max, seg1minVal, seg1maxVal; + var seg2min, seg2max, seg2minVal, seg2maxVal; + if ( seg1dx !== 0 ) { + + // the segments are NOT on a vertical line + if ( inSeg1Pt1.x < inSeg1Pt2.x ) { + + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x; + + } else { + + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x; + + } + if ( inSeg2Pt1.x < inSeg2Pt2.x ) { + + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x; + + } else { + + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x; + + } + + } else { + + // the segments are on a vertical line + if ( inSeg1Pt1.y < inSeg1Pt2.y ) { + + seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y; + seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y; + + } else { + + seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y; + seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y; + + } + if ( inSeg2Pt1.y < inSeg2Pt2.y ) { + + seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y; + seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y; + + } else { + + seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y; + seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y; + + } + + } + if ( seg1minVal <= seg2minVal ) { + + if ( seg1maxVal < seg2minVal ) return []; + if ( seg1maxVal === seg2minVal ) { + + if ( inExcludeAdjacentSegs ) return []; + return [ seg2min ]; + + } + if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ]; + return [ seg2min, seg2max ]; + + } else { + + if ( seg1minVal > seg2maxVal ) return []; + if ( seg1minVal === seg2maxVal ) { + + if ( inExcludeAdjacentSegs ) return []; + return [ seg1min ]; + + } + if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ]; + return [ seg1min, seg2max ]; + + } + + } + + } + + function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) { + + // The order of legs is important + + // translation of all points, so that Vertex is at (0,0) + var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y; + var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y; + var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y; + + // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg. + var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX; + var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX; + + if ( Math.abs( from2toAngle ) > Number.EPSILON ) { + + // angle != 180 deg. + + var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX; + // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle ); + + if ( from2toAngle > 0 ) { + + // main angle < 180 deg. + return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) ); + + } else { + + // main angle > 180 deg. + return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) ); + + } + + } else { + + // angle == 180 deg. + // console.log( "from2to: 180 deg., from2other: " + from2otherAngle ); + return ( from2otherAngle > 0 ); + + } + + } + + + function removeHoles( contour, holes ) { + + var shape = contour.concat(); // work on this shape + var hole; + + function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) { + + // Check if hole point lies within angle around shape point + var lastShapeIdx = shape.length - 1; + + var prevShapeIdx = inShapeIdx - 1; + if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx; + + var nextShapeIdx = inShapeIdx + 1; + if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0; + + var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] ); + if ( ! insideAngle ) { + + // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y ); + return false; + + } + + // Check if shape point lies within angle around hole point + var lastHoleIdx = hole.length - 1; + + var prevHoleIdx = inHoleIdx - 1; + if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx; + + var nextHoleIdx = inHoleIdx + 1; + if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0; + + insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] ); + if ( ! insideAngle ) { + + // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y ); + return false; + + } + + return true; + + } + + function intersectsShapeEdge( inShapePt, inHolePt ) { + + // checks for intersections with shape edges + var sIdx, nextIdx, intersection; + for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) { + + nextIdx = sIdx + 1; nextIdx %= shape.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true ); + if ( intersection.length > 0 ) return true; + + } + + return false; + + } + + var indepHoles = []; + + function intersectsHoleEdge( inShapePt, inHolePt ) { + + // checks for intersections with hole edges + var ihIdx, chkHole, + hIdx, nextIdx, intersection; + for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) { + + chkHole = holes[ indepHoles[ ihIdx ]]; + for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) { + + nextIdx = hIdx + 1; nextIdx %= chkHole.length; + intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true ); + if ( intersection.length > 0 ) return true; + + } + + } + return false; + + } + + var holeIndex, shapeIndex, + shapePt, holePt, + holeIdx, cutKey, failedCuts = [], + tmpShape1, tmpShape2, + tmpHole1, tmpHole2; + + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + + indepHoles.push( h ); + + } + + var minShapeIndex = 0; + var counter = indepHoles.length * 2; + while ( indepHoles.length > 0 ) { + + counter --; + if ( counter < 0 ) { + + console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" ); + break; + + } + + // search for shape-vertex and hole-vertex, + // which can be connected without intersections + for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) { + + shapePt = shape[ shapeIndex ]; + holeIndex = - 1; + + // search for hole which can be reached without intersections + for ( var h = 0; h < indepHoles.length; h ++ ) { + + holeIdx = indepHoles[ h ]; + + // prevent multiple checks + cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx; + if ( failedCuts[ cutKey ] !== undefined ) continue; + + hole = holes[ holeIdx ]; + for ( var h2 = 0; h2 < hole.length; h2 ++ ) { + + holePt = hole[ h2 ]; + if ( ! isCutLineInsideAngles( shapeIndex, h2 ) ) continue; + if ( intersectsShapeEdge( shapePt, holePt ) ) continue; + if ( intersectsHoleEdge( shapePt, holePt ) ) continue; + + holeIndex = h2; + indepHoles.splice( h, 1 ); + + tmpShape1 = shape.slice( 0, shapeIndex + 1 ); + tmpShape2 = shape.slice( shapeIndex ); + tmpHole1 = hole.slice( holeIndex ); + tmpHole2 = hole.slice( 0, holeIndex + 1 ); + + shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 ); + + minShapeIndex = shapeIndex; + + // Debug only, to show the selected cuts + // glob_CutLines.push( [ shapePt, holePt ] ); + + break; + + } + if ( holeIndex >= 0 ) break; // hole-vertex found + + failedCuts[ cutKey ] = true; // remember failure + + } + if ( holeIndex >= 0 ) break; // hole-vertex found + + } + + } + + return shape; /* shape with no holes */ + + } + + + var i, il, f, face, + key, index, + allPointsMap = {}; + + // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first. + + var allpoints = contour.concat(); + + for ( var h = 0, hl = holes.length; h < hl; h ++ ) { + + Array.prototype.push.apply( allpoints, holes[ h ] ); + + } + + //console.log( "allpoints",allpoints, allpoints.length ); + + // prepare all points map + + for ( i = 0, il = allpoints.length; i < il; i ++ ) { + + key = allpoints[ i ].x + ":" + allpoints[ i ].y; + + if ( allPointsMap[ key ] !== undefined ) { + + console.warn( "THREE.ShapeUtils: Duplicate point", key, i ); + + } + + allPointsMap[ key ] = i; + + } + + // remove holes by cutting paths to holes and adding them to the shape + var shapeWithoutHoles = removeHoles( contour, holes ); + + var triangles = THREE.ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape + //console.log( "triangles",triangles, triangles.length ); + + // check all face vertices against all points map + + for ( i = 0, il = triangles.length; i < il; i ++ ) { + + face = triangles[ i ]; + + for ( f = 0; f < 3; f ++ ) { + + key = face[ f ].x + ":" + face[ f ].y; + + index = allPointsMap[ key ]; + + if ( index !== undefined ) { + + face[ f ] = index; + + } + + } + + } + + return triangles.concat(); + + }, + + isClockWise: function ( pts ) { + + return THREE.ShapeUtils.area( pts ) < 0; + + }, + + // Bezier Curves formulas obtained from + // http://en.wikipedia.org/wiki/B%C3%A9zier_curve + + // Quad Bezier Functions + + b2: ( function () { + + function b2p0( t, p ) { + + var k = 1 - t; + return k * k * p; + + } + + function b2p1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + + } + + function b2p2( t, p ) { + + return t * t * p; + + } + + return function b2( t, p0, p1, p2 ) { + + return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 ); + + }; + + } )(), + + // Cubic Bezier Functions + + b3: ( function () { + + function b3p0( t, p ) { + + var k = 1 - t; + return k * k * k * p; + + } + + function b3p1( t, p ) { + + var k = 1 - t; + return 3 * k * k * t * p; + + } + + function b3p2( t, p ) { + + var k = 1 - t; + return 3 * k * t * t * p; + + } + + function b3p3( t, p ) { + + return t * t * t * p; + + } + + return function b3( t, p0, p1, p2, p3 ) { + + return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 ); + + }; + + } )() + +}; + +// File:src/extras/core/Curve.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Extensible curve object + * + * Some common of Curve methods + * .getPoint(t), getTangent(t) + * .getPointAt(u), getTagentAt(u) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following classes subclasses THREE.Curve: + * + * -- 2d classes -- + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.CubicBezierCurve + * THREE.SplineCurve + * THREE.ArcCurve + * THREE.EllipseCurve + * + * -- 3d classes -- + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * THREE.CubicBezierCurve3 + * THREE.SplineCurve3 + * + * A series of curves can be represented as a THREE.CurvePath + * + **/ + +/************************************************************** + * Abstract Curve base class + **************************************************************/ + +THREE.Curve = function () { + +}; + +THREE.Curve.prototype = { + + constructor: THREE.Curve, + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint: function ( t ) { + + console.warn( "THREE.Curve: Warning, getPoint() not implemented!" ); + return null; + + }, + + // Get point at relative position in curve according to arc length + // - u [0 .. 1] + + getPointAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); + + }, + + // Get sequence of points using getPoint( t ) + + getPoints: function ( divisions ) { + + if ( ! divisions ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + }, + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints: function ( divisions ) { + + if ( ! divisions ) divisions = 5; + + var points = []; + + for ( var d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + }, + + // Get total curve arc length + + getLength: function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + }, + + // Get list of cumulative segment lengths + + getLengths: function ( divisions ) { + + if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200; + + if ( this.cacheArcLengths + && ( this.cacheArcLengths.length === divisions + 1 ) + && ! this.needsUpdate ) { + + //console.log( "cached", this.cacheArcLengths ); + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + var cache = []; + var current, last = this.getPoint( 0 ); + var p, sum = 0; + + cache.push( 0 ); + + for ( p = 1; p <= divisions; p ++ ) { + + current = this.getPoint ( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum:sum }; Sum is in the last element. + + }, + + updateArcLengths: function() { + + this.needsUpdate = true; + this.getLengths(); + + }, + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + getUtoTmapping: function ( u, distance ) { + + var arcLengths = this.getLengths(); + + var i = 0, il = arcLengths.length; + + var targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + //var time = Date.now(); + + // binary search for the index with largest value smaller than target u distance + + var low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + + } else if ( comparison > 0 ) { + + high = i - 1; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + //console.log('b' , i, low, high, Date.now()- time); + + if ( arcLengths[ i ] === targetArcLength ) { + + var t = i / ( il - 1 ); + return t; + + } + + // we could get finer grain at lengths, or use simple interpolation between two points + + var lengthBefore = arcLengths[ i ]; + var lengthAfter = arcLengths[ i + 1 ]; + + var segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + var t = ( i + segmentFraction ) / ( il - 1 ); + + return t; + + }, + + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation + + getTangent: function( t ) { + + var delta = 0.0001; + var t1 = t - delta; + var t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + var pt1 = this.getPoint( t1 ); + var pt2 = this.getPoint( t2 ); + + var vec = pt2.clone().sub( pt1 ); + return vec.normalize(); + + }, + + getTangentAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + + } + +}; + +// TODO: Transformation for Curves? + +/************************************************************** + * 3D Curves + **************************************************************/ + +// A Factory method for creating new curve subclasses + +THREE.Curve.create = function ( constructor, getPointFunc ) { + + constructor.prototype = Object.create( THREE.Curve.prototype ); + constructor.prototype.constructor = constructor; + constructor.prototype.getPoint = getPointFunc; + + return constructor; + +}; + +// File:src/extras/core/CurvePath.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + **/ + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +THREE.CurvePath = function () { + + this.curves = []; + + this.autoClose = false; // Automatically closes the path + +}; + +THREE.CurvePath.prototype = Object.assign( Object.create( THREE.Curve.prototype ), { + + constructor: THREE.CurvePath, + + add: function ( curve ) { + + this.curves.push( curve ); + + }, + + closePath: function () { + + // Add a line curve if start and end of lines are not connected + var startPoint = this.curves[ 0 ].getPoint( 0 ); + var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + this.curves.push( new THREE.LineCurve( endPoint, startPoint ) ); + + } + + }, + + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: + + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') + + getPoint: function ( t ) { + + var d = t * this.getLength(); + var curveLengths = this.getCurveLengths(); + var i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + var diff = curveLengths[ i ] - d; + var curve = this.curves[ i ]; + + var segmentLength = curve.getLength(); + var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + }, + + /************************************************************** + * Create Geometries Helpers + **************************************************************/ + + /// Generate geometry from path points (for Line or Points objects) + + createPointsGeometry: function ( divisions ) { + + var pts = this.getPoints( divisions ); + return this.createGeometry( pts ); + + }, + + // Generate geometry from equidistant sampling along the path + + createSpacedPointsGeometry: function ( divisions ) { + + var pts = this.getSpacedPoints( divisions ); + return this.createGeometry( pts ); + + }, + + createGeometry: function ( points ) { + + var geometry = new THREE.Geometry(); + + for ( var i = 0, l = points.length; i < l; i ++ ) { + + var point = points[ i ]; + geometry.vertices.push( new THREE.Vector3( point.x, point.y, point.z || 0 ) ); + + } + + return geometry; + + } + +} ); + +// File:src/extras/core/Font.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Font = function ( data ) { + + this.data = data; + +}; + +Object.assign( THREE.Font.prototype, { + + generateShapes: function ( text, size, divisions ) { + + function createPaths( text ) { + + var chars = String( text ).split( '' ); + var scale = size / data.resolution; + var offset = 0; + + var paths = []; + + for ( var i = 0; i < chars.length; i ++ ) { + + var ret = createPath( chars[ i ], scale, offset ); + offset += ret.offset; + + paths.push( ret.path ); + + } + + return paths; + + } + + function createPath( c, scale, offset ) { + + var glyph = data.glyphs[ c ] || data.glyphs[ '?' ]; + + if ( ! glyph ) return; + + var path = new THREE.ShapePath(); + + var pts = [], b2 = THREE.ShapeUtils.b2, b3 = THREE.ShapeUtils.b3; + var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste; + + if ( glyph.o ) { + + var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); + + for ( var i = 0, l = outline.length; i < l; ) { + + var action = outline[ i ++ ]; + + switch ( action ) { + + case 'm': // moveTo + + x = outline[ i ++ ] * scale + offset; + y = outline[ i ++ ] * scale; + + path.moveTo( x, y ); + + break; + + case 'l': // lineTo + + x = outline[ i ++ ] * scale + offset; + y = outline[ i ++ ] * scale; + + path.lineTo( x, y ); + + break; + + case 'q': // quadraticCurveTo + + cpx = outline[ i ++ ] * scale + offset; + cpy = outline[ i ++ ] * scale; + cpx1 = outline[ i ++ ] * scale + offset; + cpy1 = outline[ i ++ ] * scale; + + path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( var i2 = 1; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + b2( t, cpx0, cpx1, cpx ); + b2( t, cpy0, cpy1, cpy ); + + } + + } + + break; + + case 'b': // bezierCurveTo + + cpx = outline[ i ++ ] * scale + offset; + cpy = outline[ i ++ ] * scale; + cpx1 = outline[ i ++ ] * scale + offset; + cpy1 = outline[ i ++ ] * scale; + cpx2 = outline[ i ++ ] * scale + offset; + cpy2 = outline[ i ++ ] * scale; + + path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); + + laste = pts[ pts.length - 1 ]; + + if ( laste ) { + + cpx0 = laste.x; + cpy0 = laste.y; + + for ( var i2 = 1; i2 <= divisions; i2 ++ ) { + + var t = i2 / divisions; + b3( t, cpx0, cpx1, cpx2, cpx ); + b3( t, cpy0, cpy1, cpy2, cpy ); + + } + + } + + break; + + } + + } + + } + + return { offset: glyph.ha * scale, path: path }; + + } + + // + + if ( size === undefined ) size = 100; + if ( divisions === undefined ) divisions = 4; + + var data = this.data; + + var paths = createPaths( text ); + var shapes = []; + + for ( var p = 0, pl = paths.length; p < pl; p ++ ) { + + Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); + + } + + return shapes; + + } + +} ); + +// File:src/extras/core/Path.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Creates free form 2d path using series of points, lines or curves. + * + **/ + +THREE.Path = function ( points ) { + + THREE.CurvePath.call( this ); + this.currentPoint = new THREE.Vector2(); + + if ( points ) { + + this.fromPoints( points ); + + } + +}; + +THREE.Path.prototype = Object.assign( Object.create( THREE.CurvePath.prototype ), { + + constructor: THREE.Path, + + // Create path using straight lines to connect all points + // - vectors: array of Vector2 + fromPoints: function ( vectors ) { + + this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y ); + + for ( var i = 1, l = vectors.length; i < l; i ++ ) { + + this.lineTo( vectors[ i ].x, vectors[ i ].y ); + + } + + }, + + moveTo: function ( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + }, + + lineTo: function ( x, y ) { + + var curve = new THREE.LineCurve( this.currentPoint.clone(), new THREE.Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + }, + + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + + var curve = new THREE.QuadraticBezierCurve( + this.currentPoint.clone(), + new THREE.Vector2( aCPx, aCPy ), + new THREE.Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + var curve = new THREE.CubicBezierCurve( + this.currentPoint.clone(), + new THREE.Vector2( aCP1x, aCP1y ), + new THREE.Vector2( aCP2x, aCP2y ), + new THREE.Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + }, + + splineThru: function ( pts /*Array of Vector*/ ) { + + var npts = [ this.currentPoint.clone() ].concat( pts ); + + var curve = new THREE.SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + }, + + arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + }, + + absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + }, + + ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var x0 = this.currentPoint.x; + var y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + }, + + absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + var firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + var lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + } + +} ); + + +// minimal class for proxing functions to Path. Replaces old "extractSubpaths()" +THREE.ShapePath = function() { + this.subPaths = []; + this.currentPath = null; +} + +THREE.ShapePath.prototype = { + moveTo: function ( x, y ) { + this.currentPath = new THREE.Path(); + this.subPaths.push(this.currentPath); + this.currentPath.moveTo( x, y ); + }, + lineTo: function ( x, y ) { + this.currentPath.lineTo( x, y ); + }, + quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + }, + bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + }, + splineThru: function ( pts ) { + this.currentPath.splineThru( pts ); + }, + + toShapes: function ( isCCW, noHoles ) { + + function toShapesNoHoles( inSubpaths ) { + + var shapes = []; + + for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { + + var tmpPath = inSubpaths[ i ]; + + var tmpShape = new THREE.Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + var polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + var inside = false; + for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + var edgeLowPt = inPolygon[ p ]; + var edgeHighPt = inPolygon[ q ]; + + var edgeDx = edgeHighPt.x - edgeLowPt.x; + var edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + var isClockWise = THREE.ShapeUtils.isClockWise; + + var subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + if ( noHoles === true ) return toShapesNoHoles( subPaths ); + + + var solid, tmpPath, tmpShape, shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new THREE.Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + var betterShapeHoles = []; + var newShapes = []; + var newShapeHoles = []; + var mainIdx = 0; + var tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new THREE.Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + var ambiguous = false; + var toChange = []; + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + var sho = newShapeHoles[ sIdx ]; + + for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + var ho = sho[ hIdx ]; + var hole_unassigned = true; + + for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { + + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + + } + + } + + var tmpHoles; + + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } +} + +// File:src/extras/core/Shape.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * Defines a 2d shape plane using paths. + **/ + +// STEP 1 Create a path. +// STEP 2 Turn path into shape. +// STEP 3 ExtrudeGeometry takes in Shape/Shapes +// STEP 3a - Extract points from each shape, turn to vertices +// STEP 3b - Triangulate each shape, add faces. + +THREE.Shape = function () { + + THREE.Path.apply( this, arguments ); + + this.holes = []; + +}; + +THREE.Shape.prototype = Object.assign( Object.create( THREE.Path.prototype ), { + + constructor: THREE.Shape, + + // Convenience method to return ExtrudeGeometry + + extrude: function ( options ) { + + return new THREE.ExtrudeGeometry( this, options ); + + }, + + // Convenience method to return ShapeGeometry + + makeGeometry: function ( options ) { + + return new THREE.ShapeGeometry( this, options ); + + }, + + getPointsHoles: function ( divisions ) { + + var holesPts = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + + } + + return holesPts; + + }, + + // Get points of shape and holes (keypoints based on segments parameter) + + extractAllPoints: function ( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + }, + + extractPoints: function ( divisions ) { + + return this.extractAllPoints( divisions ); + + } + +} ); + +// File:src/extras/curves/LineCurve.js + +/************************************************************** + * Line + **************************************************************/ + +THREE.LineCurve = function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype ); +THREE.LineCurve.prototype.constructor = THREE.LineCurve; + +THREE.LineCurve.prototype.getPoint = function ( t ) { + + if ( t === 1 ) { + + return this.v2.clone(); + + } + + var point = this.v2.clone().sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + return point; + +}; + +// Line curve is linear, so we can overwrite default getPointAt + +THREE.LineCurve.prototype.getPointAt = function ( u ) { + + return this.getPoint( u ); + +}; + +THREE.LineCurve.prototype.getTangent = function( t ) { + + var tangent = this.v2.clone().sub( this.v1 ); + + return tangent.normalize(); + +}; + +// File:src/extras/curves/QuadraticBezierCurve.js + +/************************************************************** + * Quadratic Bezier curve + **************************************************************/ + + +THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + +}; + +THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype ); +THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve; + + +THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) { + + var b2 = THREE.ShapeUtils.b2; + + return new THREE.Vector2( + b2( t, this.v0.x, this.v1.x, this.v2.x ), + b2( t, this.v0.y, this.v1.y, this.v2.y ) + ); + +}; + + +THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var tangentQuadraticBezier = THREE.CurveUtils.tangentQuadraticBezier; + + return new THREE.Vector2( + tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), + tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) + ).normalize(); + +}; + +// File:src/extras/curves/CubicBezierCurve.js + +/************************************************************** + * Cubic Bezier curve + **************************************************************/ + +THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + +}; + +THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype ); +THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve; + +THREE.CubicBezierCurve.prototype.getPoint = function ( t ) { + + var b3 = THREE.ShapeUtils.b3; + + return new THREE.Vector2( + b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) + ); + +}; + +THREE.CubicBezierCurve.prototype.getTangent = function( t ) { + + var tangentCubicBezier = THREE.CurveUtils.tangentCubicBezier; + + return new THREE.Vector2( + tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) + ).normalize(); + +}; + +// File:src/extras/curves/SplineCurve.js + +/************************************************************** + * Spline curve + **************************************************************/ + +THREE.SplineCurve = function ( points /* array of Vector2 */ ) { + + this.points = ( points == undefined ) ? [] : points; + +}; + +THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype ); +THREE.SplineCurve.prototype.constructor = THREE.SplineCurve; + +THREE.SplineCurve.prototype.getPoint = function ( t ) { + + var points = this.points; + var point = ( points.length - 1 ) * t; + + var intPoint = Math.floor( point ); + var weight = point - intPoint; + + var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + var point1 = points[ intPoint ]; + var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + var interpolate = THREE.CurveUtils.interpolate; + + return new THREE.Vector2( + interpolate( point0.x, point1.x, point2.x, point3.x, weight ), + interpolate( point0.y, point1.y, point2.y, point3.y, weight ) + ); + +}; + +// File:src/extras/curves/EllipseCurve.js + +/************************************************************** + * Ellipse curve + **************************************************************/ + +THREE.EllipseCurve = function( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + + this.aRotation = aRotation || 0; + +}; + +THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype ); +THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve; + +THREE.EllipseCurve.prototype.getPoint = function( t ) { + + var twoPi = Math.PI * 2; + var deltaAngle = this.aEndAngle - this.aStartAngle; + var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + var angle = this.aStartAngle + t * deltaAngle; + var x = this.aX + this.xRadius * Math.cos( angle ); + var y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + var cos = Math.cos( this.aRotation ); + var sin = Math.sin( this.aRotation ); + + var tx = x - this.aX; + var ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return new THREE.Vector2( x, y ); + +}; + +// File:src/extras/curves/ArcCurve.js + +/************************************************************** + * Arc curve + **************************************************************/ + +THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + +}; + +THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype ); +THREE.ArcCurve.prototype.constructor = THREE.ArcCurve; + +// File:src/extras/curves/LineCurve3.js + +/************************************************************** + * Line3D + **************************************************************/ + +THREE.LineCurve3 = THREE.Curve.create( + + function ( v1, v2 ) { + + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + if ( t === 1 ) { + + return this.v2.clone(); + + } + + var vector = new THREE.Vector3(); + + vector.subVectors( this.v2, this.v1 ); // diff + vector.multiplyScalar( t ); + vector.add( this.v1 ); + + return vector; + + } + +); + +// File:src/extras/curves/QuadraticBezierCurve3.js + +/************************************************************** + * Quadratic Bezier 3D curve + **************************************************************/ + +THREE.QuadraticBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + }, + + function ( t ) { + + var b2 = THREE.ShapeUtils.b2; + + return new THREE.Vector3( + b2( t, this.v0.x, this.v1.x, this.v2.x ), + b2( t, this.v0.y, this.v1.y, this.v2.y ), + b2( t, this.v0.z, this.v1.z, this.v2.z ) + ); + + } + +); + +// File:src/extras/curves/CubicBezierCurve3.js + +/************************************************************** + * Cubic Bezier 3D curve + **************************************************************/ + +THREE.CubicBezierCurve3 = THREE.Curve.create( + + function ( v0, v1, v2, v3 ) { + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + }, + + function ( t ) { + + var b3 = THREE.ShapeUtils.b3; + + return new THREE.Vector3( + b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ), + b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ) + ); + + } + +); + +// File:src/extras/curves/SplineCurve3.js + +/************************************************************** + * Spline 3D curve + **************************************************************/ + + +THREE.SplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */ ) { + + console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' ); + this.points = ( points == undefined ) ? [] : points; + + }, + + function ( t ) { + + var points = this.points; + var point = ( points.length - 1 ) * t; + + var intPoint = Math.floor( point ); + var weight = point - intPoint; + + var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]; + var point1 = points[ intPoint ]; + var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + var interpolate = THREE.CurveUtils.interpolate; + + return new THREE.Vector3( + interpolate( point0.x, point1.x, point2.x, point3.x, weight ), + interpolate( point0.y, point1.y, point2.y, point3.y, weight ), + interpolate( point0.z, point1.z, point2.z, point3.z, weight ) + ); + + } + +); + +// File:src/extras/curves/CatmullRomCurve3.js + +/** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + +THREE.CatmullRomCurve3 = ( function() { + + var + tmp = new THREE.Vector3(), + px = new CubicPoly(), + py = new CubicPoly(), + pz = new CubicPoly(); + + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ + + function CubicPoly() { + + } + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + CubicPoly.prototype.init = function( x0, x1, t0, t1 ) { + + this.c0 = x0; + this.c1 = t0; + this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + this.c3 = 2 * x0 - 2 * x1 + t0 + t1; + + }; + + CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + // initCubicPoly + this.init( x1, x2, t1, t2 ); + + }; + + // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4 + CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) { + + this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }; + + CubicPoly.prototype.calc = function( t ) { + + var t2 = t * t; + var t3 = t2 * t; + return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3; + + }; + + // Subclass Three.js curve + return THREE.Curve.create( + + function ( p /* array of Vector3 */ ) { + + this.points = p || []; + this.closed = false; + + }, + + function ( t ) { + + var points = this.points, + point, intPoint, weight, l; + + l = points.length; + + if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); + + point = ( l - ( this.closed ? 0 : 1 ) ) * t; + intPoint = Math.floor( point ); + weight = point - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + var p0, p1, p2, p3; // 4 points + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + p1 = points[ intPoint % l ]; + p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + var pow = this.type === 'chordal' ? 0.5 : 0.25; + var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.type === 'catmullrom' ) { + + var tension = this.tension !== undefined ? this.tension : 0.5; + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); + + } + + var v = new THREE.Vector3( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return v; + + } + + ); + +} )(); + +// File:src/extras/curves/ClosedSplineCurve3.js + +/************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + +THREE.ClosedSplineCurve3 = function ( points ) { + + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' ); + + THREE.CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; + +}; + +THREE.ClosedSplineCurve3.prototype = Object.create( THREE.CatmullRomCurve3.prototype ); + +// File:src/extras/geometries/BoxGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as + */ + +THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + THREE.Geometry.call( this ); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + this.fromBufferGeometry( new THREE.BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + +}; + +THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry; + +THREE.CubeGeometry = THREE.BoxGeometry; + +// File:src/extras/geometries/BoxBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.BoxBufferGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'BoxBufferGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + var scope = this; + + // segments + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; + + // these are used to calculate buffer length + var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments ); + var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments ); + + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); + + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; + var numberOfVertices = 0; + + // group variables + var groupStart = 0; + + // build each side of the box geometry + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + this.setIndex( new THREE.BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + + // helper functions + + function calculateVertexCount ( w, h, d ) { + + var vertices = 0; + + // calculate the amount of vertices for each side (plane) + vertices += (w + 1) * (h + 1) * 2; // xy + vertices += (w + 1) * (d + 1) * 2; // xz + vertices += (d + 1) * (h + 1) * 2; // zy + + return vertices; + + } + + function calculateIndexCount ( w, h, d ) { + + var index = 0; + + // calculate the amount of squares for each side + index += w * h * 2; // xy + index += w * d * 2; // xz + index += d * h * 2; // zy + + return index * 6; // two triangles per square => six vertices per square + + } + + function buildPlane ( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; + + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var vertexCounter = 0; + var groupCount = 0; + + var vector = new THREE.Vector3(); + + // generate vertices, normals and uvs + + for ( var iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segmentHeight - heightHalf; + + for ( var ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + vertices[ vertexBufferOffset ] = vector.x; + vertices[ vertexBufferOffset + 1 ] = vector.y; + vertices[ vertexBufferOffset + 2 ] = vector.z; + + // set values to correct vector component + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + normals[ vertexBufferOffset ] = vector.x; + normals[ vertexBufferOffset + 1 ] = vector.y; + normals[ vertexBufferOffset + 2 ] = vector.z; + + // uvs + uvs[ uvBufferOffset ] = ix / gridX; + uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY ); + + // update offsets and counters + vertexBufferOffset += 3; + uvBufferOffset += 2; + vertexCounter += 1; + + } + + } + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + // indices + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; + + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; + + // update offsets and counters + indexBufferOffset += 6; + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + groupStart += groupCount; + + // update total number of vertices + numberOfVertices += vertexCounter; + + } + +}; + +THREE.BoxBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.BoxBufferGeometry.prototype.constructor = THREE.BoxBufferGeometry; + +// File:src/extras/geometries/CircleGeometry.js + +/** + * @author hughes + */ + +THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new THREE.CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + +}; + +THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry; + +// File:src/extras/geometries/CircleBufferGeometry.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'CircleBufferGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 50; + segments = segments !== undefined ? Math.max( 3, segments ) : 8; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + var vertices = segments + 2; + + var positions = new Float32Array( vertices * 3 ); + var normals = new Float32Array( vertices * 3 ); + var uvs = new Float32Array( vertices * 2 ); + + // center data is already zero, but need to set a few extras + normals[ 2 ] = 1.0; + uvs[ 0 ] = 0.5; + uvs[ 1 ] = 0.5; + + for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) { + + var segment = thetaStart + s / segments * thetaLength; + + positions[ i ] = radius * Math.cos( segment ); + positions[ i + 1 ] = radius * Math.sin( segment ); + + normals[ i + 2 ] = 1; // normal z + + uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2; + uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2; + + } + + var indices = []; + + for ( var i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) ); + this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry; + +// File:src/extras/geometries/CylinderBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.CylinderBufferGeometry = function( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'CylinderBufferGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + var scope = this; + + radiusTop = radiusTop !== undefined ? radiusTop : 20; + radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; + height = height !== undefined ? height : 100; + + radialSegments = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; + + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0.0; + thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI; + + // used to calculate buffer length + + var nbCap = 0; + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) nbCap ++; + if ( radiusBottom > 0 ) nbCap ++; + + } + + var vertexCount = calculateVertexCount(); + var indexCount = calculateIndexCount(); + + // buffers + + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + + var index = 0, + indexOffset = 0, + indexArray = [], + halfHeight = height / 2; + + // group variables + var groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + // helper functions + + function calculateVertexCount() { + + var count = ( radialSegments + 1 ) * ( heightSegments + 1 ); + + if ( openEnded === false ) { + + count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap ); + + } + + return count; + + } + + function calculateIndexCount() { + + var count = radialSegments * heightSegments * 2 * 3; + + if ( openEnded === false ) { + + count += radialSegments * nbCap * 3; + + } + + return count; + + } + + function generateTorso() { + + var x, y; + var normal = new THREE.Vector3(); + var vertex = new THREE.Vector3(); + + var groupCount = 0; + + // this will be used to calculate the normal + var tanTheta = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( y = 0; y <= heightSegments; y ++ ) { + + var indexRow = []; + + var v = y / heightSegments; + + // calculate the radius of the current row + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + // vertex + vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); + vertex.y = - v * height + halfHeight; + vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normal.copy( vertex ); + + // handle special case if radiusTop/radiusBottom is zero + + if ( ( radiusTop === 0 && y === 0 ) || ( radiusBottom === 0 && y === heightSegments ) ) { + + normal.x = Math.sin( u * thetaLength + thetaStart ); + normal.z = Math.cos( u * thetaLength + thetaStart ); + + } + + normal.setY( Math.sqrt( normal.x * normal.x + normal.z * normal.z ) * tanTheta ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + + // uv + uvs.setXY( index, u, 1 - v ); + + // save index of vertex in respective row + indexRow.push( index ); + + // increase index + index ++; + + } + + // now save vertices of the row in our index array + indexArray.push( indexRow ); + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + for ( y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + var i1 = indexArray[ y ][ x ]; + var i2 = indexArray[ y + 1 ][ x ]; + var i3 = indexArray[ y + 1 ][ x + 1 ]; + var i4 = indexArray[ y ][ x + 1 ]; + + // face one + indices.setX( indexOffset, i1 ); indexOffset ++; + indices.setX( indexOffset, i2 ); indexOffset ++; + indices.setX( indexOffset, i4 ); indexOffset ++; + + // face two + indices.setX( indexOffset, i2 ); indexOffset ++; + indices.setX( indexOffset, i3 ); indexOffset ++; + indices.setX( indexOffset, i4 ); indexOffset ++; + + // update counters + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + groupStart += groupCount; + + } + + function generateCap( top ) { + + var x, centerIndexStart, centerIndexEnd; + + var uv = new THREE.Vector2(); + var vertex = new THREE.Vector3(); + + var groupCount = 0; + + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; + + // save the index of the first center vertex + centerIndexStart = index; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( x = 1; x <= radialSegments; x ++ ) { + + // vertex + vertices.setXYZ( index, 0, halfHeight * sign, 0 ); + + // normal + normals.setXYZ( index, 0, sign, 0 ); + + // uv + uv.x = 0.5; + uv.y = 0.5; + + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + // save the index of the last center vertex + centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + var theta = u * thetaLength + thetaStart; + + var cosTheta = Math.cos( theta ); + var sinTheta = Math.sin( theta ); + + // vertex + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normals.setXYZ( index, 0, sign, 0 ); + + // uv + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + var c = centerIndexStart + x; + var i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + indices.setX( indexOffset, i ); indexOffset ++; + indices.setX( indexOffset, i + 1 ); indexOffset ++; + indices.setX( indexOffset, c ); indexOffset ++; + + } else { + + // face bottom + indices.setX( indexOffset, i + 1 ); indexOffset ++; + indices.setX( indexOffset, i ); indexOffset ++; + indices.setX( indexOffset, c ); indexOffset ++; + + } + + // update counters + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + groupStart += groupCount; + + } + +}; + +THREE.CylinderBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.CylinderBufferGeometry.prototype.constructor = THREE.CylinderBufferGeometry; + +// File:src/extras/geometries/CylinderGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new THREE.CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + +}; + +THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; + +// File:src/extras/geometries/ConeBufferGeometry.js + +/* + * @author: abelnation / http://github.com/abelnation + */ + +THREE.ConeBufferGeometry = function ( + radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ) { + + THREE.CylinderBufferGeometry.call( this, + 0, radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ); + + this.type = 'ConeBufferGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + +}; + +THREE.ConeBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.ConeBufferGeometry.prototype.constructor = THREE.ConeBufferGeometry; + +// File:src/extras/geometries/ConeGeometry.js + +/** + * @author abelnation / http://github.com/abelnation + */ + +THREE.ConeGeometry = function ( + radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ) { + + THREE.CylinderGeometry.call( this, + 0, radius, height, + radialSegments, heightSegments, + openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + +}; + +THREE.ConeGeometry.prototype = Object.create( THREE.CylinderGeometry.prototype ); +THREE.ConeGeometry.prototype.constructor = THREE.ConeGeometry; + +// File:src/extras/geometries/EdgesGeometry.js + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.EdgesGeometry = function ( geometry, thresholdAngle ) { + + THREE.BufferGeometry.call( this ); + + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + var thresholdDot = Math.cos( THREE.Math.DEG2RAD * thresholdAngle ); + + var edge = [ 0, 0 ], hash = {}; + + function sortFunction( a, b ) { + + return a - b; + + } + + var keys = [ 'a', 'b', 'c' ]; + + var geometry2; + + if ( geometry instanceof THREE.BufferGeometry ) { + + geometry2 = new THREE.Geometry(); + geometry2.fromBufferGeometry( geometry ); + + } else { + + geometry2 = geometry.clone(); + + } + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var vertices = geometry2.vertices; + var faces = geometry2.faces; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = face[ keys[ j ] ]; + edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; + edge.sort( sortFunction ); + + var key = edge.toString(); + + if ( hash[ key ] === undefined ) { + + hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined }; + + } else { + + hash[ key ].face2 = i; + + } + + } + + } + + var coords = []; + + for ( var key in hash ) { + + var h = hash[ key ]; + + if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) { + + var vertex = vertices[ h.vert1 ]; + coords.push( vertex.x ); + coords.push( vertex.y ); + coords.push( vertex.z ); + + vertex = vertices[ h.vert2 ]; + coords.push( vertex.x ); + coords.push( vertex.y ); + coords.push( vertex.z ); + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) ); + +}; + +THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry; + +// File:src/extras/geometries/ExtrudeGeometry.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * amount: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline is bevel + * bevelSegments: , // number of bevel layers + * + * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) + * frames: // containing arrays of tangents, normals, binormals + * + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + +THREE.ExtrudeGeometry = function ( shapes, options ) { + + if ( typeof( shapes ) === "undefined" ) { + + shapes = []; + return; + + } + + THREE.Geometry.call( this ); + + this.type = 'ExtrudeGeometry'; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeFaceNormals(); + + // can't really use automatic vertex normals + // as then front and back sides get smoothed too + // should do separate smoothing just for sides + + //this.computeVertexNormals(); + + //console.log( "took", ( Date.now() - startTime ) ); + +}; + +THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry; + +THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) { + + var sl = shapes.length; + + for ( var s = 0; s < sl; s ++ ) { + + var shape = shapes[ s ]; + this.addShape( shape, options ); + + } + +}; + +THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) { + + var amount = options.amount !== undefined ? options.amount : 100; + + var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 + var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 + var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false + + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var steps = options.steps !== undefined ? options.steps : 1; + + var extrudePath = options.extrudePath; + var extrudePts, extrudeByPath = false; + + // Use default WorldUVGenerator if no UV generators are specified. + var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator; + + var splineTube, binormal, normal, position2; + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // Reuse TNB from TubeGeomtry for now. + // TODO1 - have a .isClosed in spline? + + splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames( extrudePath, steps, false ); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new THREE.Vector3(); + normal = new THREE.Vector3(); + position2 = new THREE.Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + + } + + // Variables initialization + + var ahole, h, hl; // looping of holes + var scope = this; + + var shapesOffset = this.vertices.length; + + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = ! THREE.ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + if ( THREE.ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! + + } + + + var faces = THREE.ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + var contour = vertices; // vertices has all points but contour has only points of circumference + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2 ( pt, vec, size ) { + + if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); + + return vec.clone().multiplyScalar( size ).add( pt ); + + } + + var b, bs, t, z, + vert, vlen = vertices.length, + face, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; + var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y; + + var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + var v_prev_len = Math.sqrt( v_prev_lensq ); + var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new THREE.Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + var contourMovements = []; + + for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + + //z = bevelThickness * t; + bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ); // curved + //bs = bevelSize * t; // linear + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + bs = bevelSize; + + // Back facing vertices + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + var s; + + for ( s = 1; s <= steps; s ++ ) { + + for ( i = 0; i < vlen; i ++ ) { + + vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( b = bevelSegments - 1; b >= 0; b -- ) { + + t = b / bevelSegments; + z = bevelThickness * ( 1 - t ); + //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) ); + bs = bevelSize * Math.sin ( t * Math.PI / 2 ); + + // contract shape + + for ( i = 0, il = contour.length; i < il; i ++ ) { + + vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, amount + z ); + + } + + // expand holes + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( i = 0, il = ahole.length; i < il; i ++ ) { + + vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, amount + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + if ( bevelEnabled ) { + + var layer = 0; // steps + 1 + var offset = vlen * layer; + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + var layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( h = 0, hl = holes.length; h < hl; h ++ ) { + + ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + } + + function sidewalls( contour, layeroffset ) { + + var j, k; + i = contour.length; + + while ( -- i >= 0 ) { + + j = i; + k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + var s = 0, sl = steps + bevelSegments * 2; + + for ( s = 0; s < sl; s ++ ) { + + var slen1 = vlen * s; + var slen2 = vlen * ( s + 1 ); + + var a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d, contour, s, sl, j, k ); + + } + + } + + } + + + function v( x, y, z ) { + + scope.vertices.push( new THREE.Vector3( x, y, z ) ); + + } + + function f3( a, b, c ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + + scope.faces.push( new THREE.Face3( a, b, c, null, null, 0 ) ); + + var uvs = uvgen.generateTopUV( scope, a, b, c ); + + scope.faceVertexUvs[ 0 ].push( uvs ); + + } + + function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) { + + a += shapesOffset; + b += shapesOffset; + c += shapesOffset; + d += shapesOffset; + + scope.faces.push( new THREE.Face3( a, b, d, null, null, 1 ) ); + scope.faces.push( new THREE.Face3( b, c, d, null, null, 1 ) ); + + var uvs = uvgen.generateSideWallUV( scope, a, b, c, d ); + + scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] ); + scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] ); + + } + +}; + +THREE.ExtrudeGeometry.WorldUVGenerator = { + + generateTopUV: function ( geometry, indexA, indexB, indexC ) { + + var vertices = geometry.vertices; + + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; + + return [ + new THREE.Vector2( a.x, a.y ), + new THREE.Vector2( b.x, b.y ), + new THREE.Vector2( c.x, c.y ) + ]; + + }, + + generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) { + + var vertices = geometry.vertices; + + var a = vertices[ indexA ]; + var b = vertices[ indexB ]; + var c = vertices[ indexC ]; + var d = vertices[ indexD ]; + + if ( Math.abs( a.y - b.y ) < 0.01 ) { + + return [ + new THREE.Vector2( a.x, 1 - a.z ), + new THREE.Vector2( b.x, 1 - b.z ), + new THREE.Vector2( c.x, 1 - c.z ), + new THREE.Vector2( d.x, 1 - d.z ) + ]; + + } else { + + return [ + new THREE.Vector2( a.y, 1 - a.z ), + new THREE.Vector2( b.y, 1 - b.z ), + new THREE.Vector2( c.y, 1 - c.z ), + new THREE.Vector2( d.y, 1 - d.z ) + ]; + + } + + } +}; + +// File:src/extras/geometries/ShapeGeometry.js + +/** + * @author jonobr1 / http://jonobr1.com + * + * Creates a one-sided polygonal geometry from a path shape. Similar to + * ExtrudeGeometry. + * + * parameters = { + * + * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT. + * + * material: // material index for front and back faces + * uvGenerator: // object that provides UV generator functions + * + * } + **/ + +THREE.ShapeGeometry = function ( shapes, options ) { + + THREE.Geometry.call( this ); + + this.type = 'ShapeGeometry'; + + if ( Array.isArray( shapes ) === false ) shapes = [ shapes ]; + + this.addShapeList( shapes, options ); + + this.computeFaceNormals(); + +}; + +THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry; + +/** + * Add an array of shapes to THREE.ShapeGeometry. + */ +THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) { + + for ( var i = 0, l = shapes.length; i < l; i ++ ) { + + this.addShape( shapes[ i ], options ); + + } + + return this; + +}; + +/** + * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry. + */ +THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) { + + if ( options === undefined ) options = {}; + var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + + var material = options.material; + var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator; + + // + + var i, l, hole; + + var shapesOffset = this.vertices.length; + var shapePoints = shape.extractPoints( curveSegments ); + + var vertices = shapePoints.shape; + var holes = shapePoints.holes; + + var reverse = ! THREE.ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe... + + for ( i = 0, l = holes.length; i < l; i ++ ) { + + hole = holes[ i ]; + + if ( THREE.ShapeUtils.isClockWise( hole ) ) { + + holes[ i ] = hole.reverse(); + + } + + } + + reverse = false; + + } + + var faces = THREE.ShapeUtils.triangulateShape( vertices, holes ); + + // Vertices + + for ( i = 0, l = holes.length; i < l; i ++ ) { + + hole = holes[ i ]; + vertices = vertices.concat( hole ); + + } + + // + + var vert, vlen = vertices.length; + var face, flen = faces.length; + + for ( i = 0; i < vlen; i ++ ) { + + vert = vertices[ i ]; + + this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) ); + + } + + for ( i = 0; i < flen; i ++ ) { + + face = faces[ i ]; + + var a = face[ 0 ] + shapesOffset; + var b = face[ 1 ] + shapesOffset; + var c = face[ 2 ] + shapesOffset; + + this.faces.push( new THREE.Face3( a, b, c, null, null, material ) ); + this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) ); + + } + +}; + +// File:src/extras/geometries/LatheBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + + // points - to create a closed torus, one must use a set of points + // like so: [ a, b, c, d, a ], see first is the same as last. + // segments - the number of circumference segments to create + // phiStart - the starting radian + // phiLength - the radian (0 to 2PI) range of the lathed section + // 2PI is a closed lathe, less than 2PI is a portion. + +THREE.LatheBufferGeometry = function ( points, segments, phiStart, phiLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'LatheBufferGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; + + // clamp phiLength so it's in range of [ 0, 2PI ] + phiLength = THREE.Math.clamp( phiLength, 0, Math.PI * 2 ); + + // these are used to calculate buffer length + var vertexCount = ( segments + 1 ) * points.length; + var indexCount = segments * points.length * 2 * 3; + + // buffers + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + var index = 0, indexOffset = 0, base; + var inversePointLength = 1.0 / ( points.length - 1 ); + var inverseSegments = 1.0 / segments; + var vertex = new THREE.Vector3(); + var uv = new THREE.Vector2(); + var i, j; + + // generate vertices and uvs + + for ( i = 0; i <= segments; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); + + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // uv + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + } + + // generate indices + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < ( points.length - 1 ); j ++ ) { + + base = j + i * points.length; + + // indices + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'uv', uvs ); + + // generate normals + + this.computeVertexNormals(); + + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + + if( phiLength === Math.PI * 2 ) { + + var normals = this.attributes.normal.array; + var n1 = new THREE.Vector3(); + var n2 = new THREE.Vector3(); + var n = new THREE.Vector3(); + + // this is the buffer offset for the last line of vertices + base = segments * points.length * 3; + + for( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + + // select the normal of the vertex in the first line + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; + + // select the normal of the vertex in the last line + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; + + // average normals + n.addVectors( n1, n2 ).normalize(); + + // assign the new values to both normals + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + + } // next row + + } + +}; + +THREE.LatheBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.LatheBufferGeometry.prototype.constructor = THREE.LatheBufferGeometry; + +// File:src/extras/geometries/LatheGeometry.js + +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + */ + +// points - to create a closed torus, one must use a set of points +// like so: [ a, b, c, d, a ], see first is the same as last. +// segments - the number of circumference segments to create +// phiStart - the starting radian +// phiLength - the radian (0 to 2PI) range of the lathed section +// 2PI is a closed lathe, less than 2PI is a portion. + +THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) { + + THREE.Geometry.call( this ); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + this.fromBufferGeometry( new THREE.LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + +}; + +THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry; + +// File:src/extras/geometries/PlaneGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) { + + THREE.Geometry.call( this ); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); + +}; + +THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry; + +// File:src/extras/geometries/PlaneBufferGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as + */ + +THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'PlaneBufferGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + var width_half = width / 2; + var height_half = height / 2; + + var gridX = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( heightSegments ) || 1; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var segment_width = width / gridX; + var segment_height = height / gridY; + + var vertices = new Float32Array( gridX1 * gridY1 * 3 ); + var normals = new Float32Array( gridX1 * gridY1 * 3 ); + var uvs = new Float32Array( gridX1 * gridY1 * 2 ); + + var offset = 0; + var offset2 = 0; + + for ( var iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segment_height - height_half; + + for ( var ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segment_width - width_half; + + vertices[ offset ] = x; + vertices[ offset + 1 ] = - y; + + normals[ offset + 2 ] = 1; + + uvs[ offset2 ] = ix / gridX; + uvs[ offset2 + 1 ] = 1 - ( iy / gridY ); + + offset += 3; + offset2 += 2; + + } + + } + + offset = 0; + + var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 ); + + for ( var iy = 0; iy < gridY; iy ++ ) { + + for ( var ix = 0; ix < gridX; ix ++ ) { + + var a = ix + gridX1 * iy; + var b = ix + gridX1 * ( iy + 1 ); + var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = ( ix + 1 ) + gridX1 * iy; + + indices[ offset ] = a; + indices[ offset + 1 ] = b; + indices[ offset + 2 ] = d; + + indices[ offset + 3 ] = b; + indices[ offset + 4 ] = c; + indices[ offset + 5 ] = d; + + offset += 6; + + } + + } + + this.setIndex( new THREE.BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + +}; + +THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry; + +// File:src/extras/geometries/RingBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.RingBufferGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'RingBufferGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 20; + outerRadius = outerRadius || 50; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; + + thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; + phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; + + // these are used to calculate buffer length + var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 ); + var indexCount = thetaSegments * phiSegments * 2 * 3; + + // buffers + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // some helper variables + var index = 0, indexOffset = 0, segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new THREE.Vector3(); + var uv = new THREE.Vector2(); + var j, i; + + // generate vertices, normals and uvs + + // values are generate from the inside of the ring to the outside + + for ( j = 0; j <= phiSegments; j ++ ) { + + for ( i = 0; i <= thetaSegments; i ++ ) { + + segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normals.setXYZ( index, 0, 0, 1 ); + + // uv + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index++; + + } + + // increase the radius for next row of vertices + radius += radiusStep; + + } + + // generate indices + + for ( j = 0; j < phiSegments; j ++ ) { + + var thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( i = 0; i < thetaSegments; i ++ ) { + + segment = i + thetaSegmentLevel; + + // indices + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + + // face two + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + +}; + +THREE.RingBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.RingBufferGeometry.prototype.constructor = THREE.RingBufferGeometry; + +// File:src/extras/geometries/RingGeometry.js + +/** + * @author Kaleb Murphy + */ + +THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new THREE.RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + +}; + +THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.RingGeometry.prototype.constructor = THREE.RingGeometry; + +// File:src/extras/geometries/SphereGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.Geometry.call( this ); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + +}; + +THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; + +// File:src/extras/geometries/SphereBufferGeometry.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + * based on THREE.SphereGeometry + */ + +THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'SphereBufferGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + radius = radius || 50; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); + + phiStart = phiStart !== undefined ? phiStart : 0; + phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; + + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; + + var thetaEnd = thetaStart + thetaLength; + + var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) ); + + var positions = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + var index = 0, vertices = [], normal = new THREE.Vector3(); + + for ( var y = 0; y <= heightSegments; y ++ ) { + + var verticesRow = []; + + var v = y / heightSegments; + + for ( var x = 0; x <= widthSegments; x ++ ) { + + var u = x / widthSegments; + + var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + var py = radius * Math.cos( thetaStart + v * thetaLength ); + var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + normal.set( px, py, pz ).normalize(); + + positions.setXYZ( index, px, py, pz ); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + uvs.setXY( index, u, 1 - v ); + + verticesRow.push( index ); + + index ++; + + } + + vertices.push( verticesRow ); + + } + + var indices = []; + + for ( var y = 0; y < heightSegments; y ++ ) { + + for ( var x = 0; x < widthSegments; x ++ ) { + + var v1 = vertices[ y ][ x + 1 ]; + var v2 = vertices[ y ][ x ]; + var v3 = vertices[ y + 1 ][ x ]; + var v4 = vertices[ y + 1 ][ x + 1 ]; + + if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 ); + if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 ); + + } + + } + + this.setIndex( new ( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices, 1 ) ); + this.addAttribute( 'position', positions ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.SphereBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry; + +// File:src/extras/geometries/TextGeometry.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ + +THREE.TextGeometry = function ( text, parameters ) { + + parameters = parameters || {}; + + var font = parameters.font; + + if ( font instanceof THREE.Font === false ) { + + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new THREE.Geometry(); + + } + + var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); + + // translate parameters to ExtrudeGeometry API + + parameters.amount = parameters.height !== undefined ? parameters.height : 50; + + // defaults + + if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; + if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; + if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; + + THREE.ExtrudeGeometry.call( this, shapes, parameters ); + + this.type = 'TextGeometry'; + +}; + +THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); +THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; + +// File:src/extras/geometries/TorusBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.TorusBufferGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'TorusBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 100; + tube = tube || 40; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; + + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; + + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); + + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; + + // helper variables + var center = new THREE.Vector3(); + var vertex = new THREE.Vector3(); + var normal = new THREE.Vector3(); + + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= radialSegments; j ++ ) { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + // vertex + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices[ vertexBufferOffset ] = vertex.x; + vertices[ vertexBufferOffset + 1 ] = vertex.y; + vertices[ vertexBufferOffset + 2 ] = vertex.z; + + // this vector is used to calculate the normal + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + + // normal + normal.subVectors( vertex, center ).normalize(); + + normals[ vertexBufferOffset ] = normal.x; + normals[ vertexBufferOffset + 1 ] = normal.y; + normals[ vertexBufferOffset + 2 ] = normal.z; + + // uv + uvs[ uvBufferOffset ] = i / tubularSegments; + uvs[ uvBufferOffset + 1 ] = j / radialSegments; + + // update offsets + vertexBufferOffset += 3; + uvBufferOffset += 2; + + } + + } + + // generate indices + + for ( j = 1; j <= radialSegments; j ++ ) { + + for ( i = 1; i <= tubularSegments; i ++ ) { + + // indices + var a = ( tubularSegments + 1 ) * j + i - 1; + var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + var d = ( tubularSegments + 1 ) * j + i; + + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; + + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; + + // update offset + indexBufferOffset += 6; + + } + + } + + // build geometry + this.setIndex( new THREE.BufferAttribute( indices, 1 ) ); + this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + +}; + +THREE.TorusBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.TorusBufferGeometry.prototype.constructor = THREE.TorusBufferGeometry; + +// File:src/extras/geometries/TorusGeometry.js + +/** + * @author oosmoxiecode + * @author mrdoob / http://mrdoob.com/ + * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888 + */ + +THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { + + THREE.Geometry.call( this ); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + this.fromBufferGeometry( new THREE.TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + +}; + +THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; + +// File:src/extras/geometries/TorusKnotBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + * + * see: http://www.blackpawn.com/texts/pqtorus/ + */ +THREE.TorusKnotBufferGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'TorusKnotBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + radius = radius || 100; + tube = tube || 40; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; + + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; + + // buffers + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + var i, j, index = 0, indexOffset = 0; + + var vertex = new THREE.Vector3(); + var normal = new THREE.Vector3(); + var uv = new THREE.Vector2(); + + var P1 = new THREE.Vector3(); + var P2 = new THREE.Vector3(); + + var B = new THREE.Vector3(); + var T = new THREE.Vector3(); + var N = new THREE.Vector3(); + + // generate vertices, normals and uvs + + for ( i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + + var u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + // vertex + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + normal.subVectors( vertex, P1 ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + + // uv + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + } + + // generate indices + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + // indices + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + +}; + +THREE.TorusKnotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.TorusKnotBufferGeometry.prototype.constructor = THREE.TorusKnotBufferGeometry; + +// File:src/extras/geometries/TorusKnotGeometry.js + +/** + * @author oosmoxiecode + */ + +THREE.TorusKnotGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + + THREE.Geometry.call( this ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + + this.fromBufferGeometry( new THREE.TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + +}; + +THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry; + +// File:src/extras/geometries/TubeGeometry.js + +/** + * @author WestLangley / https://github.com/WestLangley + * @author zz85 / https://github.com/zz85 + * @author miningold / https://github.com/miningold + * @author jonobr1 / https://github.com/jonobr1 + * + * Modified from the TorusKnotGeometry by @oosmoxiecode + * + * Creates a tube which extrudes along a 3d spline + * + * Uses parallel transport frames as described in + * http://www.cs.indiana.edu/pub/techreports/TR425.pdf + */ + +THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) { + + THREE.Geometry.call( this ); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + segments: segments, + radius: radius, + radialSegments: radialSegments, + closed: closed, + taper: taper + }; + + segments = segments || 64; + radius = radius || 1; + radialSegments = radialSegments || 8; + closed = closed || false; + taper = taper || THREE.TubeGeometry.NoTaper; + + var grid = []; + + var scope = this, + + tangent, + normal, + binormal, + + numpoints = segments + 1, + + u, v, r, + + cx, cy, + pos, pos2 = new THREE.Vector3(), + i, j, + ip, jp, + a, b, c, d, + uva, uvb, uvc, uvd; + + var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ), + tangents = frames.tangents, + normals = frames.normals, + binormals = frames.binormals; + + // proxy internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + function vert( x, y, z ) { + + return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1; + + } + + // construct the grid + + for ( i = 0; i < numpoints; i ++ ) { + + grid[ i ] = []; + + u = i / ( numpoints - 1 ); + + pos = path.getPointAt( u ); + + tangent = tangents[ i ]; + normal = normals[ i ]; + binormal = binormals[ i ]; + + r = radius * taper( u ); + + for ( j = 0; j < radialSegments; j ++ ) { + + v = j / radialSegments * 2 * Math.PI; + + cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside. + cy = r * Math.sin( v ); + + pos2.copy( pos ); + pos2.x += cx * normal.x + cy * binormal.x; + pos2.y += cx * normal.y + cy * binormal.y; + pos2.z += cx * normal.z + cy * binormal.z; + + grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z ); + + } + + } + + + // construct the mesh + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < radialSegments; j ++ ) { + + ip = ( closed ) ? ( i + 1 ) % segments : i + 1; + jp = ( j + 1 ) % radialSegments; + + a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! *** + b = grid[ ip ][ j ]; + c = grid[ ip ][ jp ]; + d = grid[ i ][ jp ]; + + uva = new THREE.Vector2( i / segments, j / radialSegments ); + uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments ); + uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments ); + uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments ); + + this.faces.push( new THREE.Face3( a, b, d ) ); + this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); + + this.faces.push( new THREE.Face3( b, c, d ) ); + this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + + } + + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry; + +THREE.TubeGeometry.NoTaper = function ( u ) { + + return 1; + +}; + +THREE.TubeGeometry.SinusoidalTaper = function ( u ) { + + return Math.sin( Math.PI * u ); + +}; + +// For computing of Frenet frames, exposing the tangents, normals and binormals the spline +THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) { + + var normal = new THREE.Vector3(), + + tangents = [], + normals = [], + binormals = [], + + vec = new THREE.Vector3(), + mat = new THREE.Matrix4(), + + numpoints = segments + 1, + theta, + smallest, + + tx, ty, tz, + i, u; + + + // expose internals + this.tangents = tangents; + this.normals = normals; + this.binormals = binormals; + + // compute the tangent vectors for each segment on the path + + for ( i = 0; i < numpoints; i ++ ) { + + u = i / ( numpoints - 1 ); + + tangents[ i ] = path.getTangentAt( u ); + tangents[ i ].normalize(); + + } + + initialNormal3(); + + /* + function initialNormal1(lastBinormal) { + // fixed start binormal. Has dangers of 0 vectors + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 ); + normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize(); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); + } + + function initialNormal2() { + + // This uses the Frenet-Serret formula for deriving binormal + var t2 = path.getTangentAt( epsilon ); + + normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize(); + binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] ); + + normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize(); + + } + */ + + function initialNormal3() { + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the smallest tangent xyz component + + normals[ 0 ] = new THREE.Vector3(); + binormals[ 0 ] = new THREE.Vector3(); + smallest = Number.MAX_VALUE; + tx = Math.abs( tangents[ 0 ].x ); + ty = Math.abs( tangents[ 0 ].y ); + tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= smallest ) { + + smallest = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= smallest ) { + + smallest = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= smallest ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + } + + + // compute the slowly-varying normal and binormal vectors for each segment on the path + + for ( i = 1; i < numpoints; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed ) { + + theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) ); + theta /= ( numpoints - 1 ); + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( i = 1; i < numpoints; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + +}; + +// File:src/extras/geometries/PolyhedronGeometry.js + +/** + * @author clockworkgeek / https://github.com/clockworkgeek + * @author timothypratley / https://github.com/timothypratley + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) { + + THREE.Geometry.call( this ); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + radius = radius || 1; + detail = detail || 0; + + var that = this; + + for ( var i = 0, l = vertices.length; i < l; i += 3 ) { + + prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) ); + + } + + var p = this.vertices; + + var faces = []; + + for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) { + + var v1 = p[ indices[ i ] ]; + var v2 = p[ indices[ i + 1 ] ]; + var v3 = p[ indices[ i + 2 ] ]; + + faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + + } + + var centroid = new THREE.Vector3(); + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + subdivide( faces[ i ], detail ); + + } + + + // Handle case when face straddles the seam + + for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) { + + var uvs = this.faceVertexUvs[ 0 ][ i ]; + + var x0 = uvs[ 0 ].x; + var x1 = uvs[ 1 ].x; + var x2 = uvs[ 2 ].x; + + var max = Math.max( x0, x1, x2 ); + var min = Math.min( x0, x1, x2 ); + + if ( max > 0.9 && min < 0.1 ) { + + // 0.9 is somewhat arbitrary + + if ( x0 < 0.2 ) uvs[ 0 ].x += 1; + if ( x1 < 0.2 ) uvs[ 1 ].x += 1; + if ( x2 < 0.2 ) uvs[ 2 ].x += 1; + + } + + } + + + // Apply radius + + for ( var i = 0, l = this.vertices.length; i < l; i ++ ) { + + this.vertices[ i ].multiplyScalar( radius ); + + } + + + // Merge vertices + + this.mergeVertices(); + + this.computeFaceNormals(); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + + + // Project vector onto sphere's surface + + function prepare( vector ) { + + var vertex = vector.normalize().clone(); + vertex.index = that.vertices.push( vertex ) - 1; + + // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle. + + var u = azimuth( vector ) / 2 / Math.PI + 0.5; + var v = inclination( vector ) / Math.PI + 0.5; + vertex.uv = new THREE.Vector2( u, 1 - v ); + + return vertex; + + } + + + // Approximate a curved face with recursively sub-divided triangles. + + function make( v1, v2, v3 ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] ); + that.faces.push( face ); + + centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 ); + + var azi = azimuth( centroid ); + + that.faceVertexUvs[ 0 ].push( [ + correctUV( v1.uv, v1, azi ), + correctUV( v2.uv, v2, azi ), + correctUV( v3.uv, v3, azi ) + ] ); + + } + + + // Analytically subdivide a face to the required detail level. + + function subdivide( face, detail ) { + + var cols = Math.pow( 2, detail ); + var a = prepare( that.vertices[ face.a ] ); + var b = prepare( that.vertices[ face.b ] ); + var c = prepare( that.vertices[ face.c ] ); + var v = []; + + // Construct all of the vertices for this subdivision. + + for ( var i = 0 ; i <= cols; i ++ ) { + + v[ i ] = []; + + var aj = prepare( a.clone().lerp( c, i / cols ) ); + var bj = prepare( b.clone().lerp( c, i / cols ) ); + var rows = cols - i; + + for ( var j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) ); + + } + + } + + } + + // Construct all of the faces. + + for ( var i = 0; i < cols ; i ++ ) { + + for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + var k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + make( + v[ i ][ k + 1 ], + v[ i + 1 ][ k ], + v[ i ][ k ] + ); + + } else { + + make( + v[ i ][ k + 1 ], + v[ i + 1 ][ k + 1 ], + v[ i + 1 ][ k ] + ); + + } + + } + + } + + } + + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + + // Texture fixing helper. Spheres have some odd behaviours. + + function correctUV( uv, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y ); + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y ); + return uv.clone(); + + } + + +}; + +THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry; + +// File:src/extras/geometries/DodecahedronGeometry.js + +/** + * @author Abe Pazos / https://hamoid.com + */ + +THREE.DodecahedronGeometry = function ( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + var r = 1 / t; + + var vertices = [ + + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + var indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +}; + +THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); +THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry; + +// File:src/extras/geometries/IcosahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.IcosahedronGeometry = function ( radius, detail ) { + + var t = ( 1 + Math.sqrt( 5 ) ) / 2; + + var vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + var indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +}; + +THREE.IcosahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); +THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; + +// File:src/extras/geometries/OctahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, detail ) { + + var vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; + + var indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +}; + +THREE.OctahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); +THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry; + +// File:src/extras/geometries/TetrahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.TetrahedronGeometry = function ( radius, detail ) { + + var vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + var indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +}; + +THREE.TetrahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype ); +THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry; + +// File:src/extras/geometries/ParametricGeometry.js + +/** + * @author zz85 / https://github.com/zz85 + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + * + * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements ); + * + */ + +THREE.ParametricGeometry = function ( func, slices, stacks ) { + + THREE.Geometry.call( this ); + + this.type = 'ParametricGeometry'; + + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; + + var verts = this.vertices; + var faces = this.faces; + var uvs = this.faceVertexUvs[ 0 ]; + + var i, j, p; + var u, v; + + var sliceCount = slices + 1; + + for ( i = 0; i <= stacks; i ++ ) { + + v = i / stacks; + + for ( j = 0; j <= slices; j ++ ) { + + u = j / slices; + + p = func( u, v ); + verts.push( p ); + + } + + } + + var a, b, c, d; + var uva, uvb, uvc, uvd; + + for ( i = 0; i < stacks; i ++ ) { + + for ( j = 0; j < slices; j ++ ) { + + a = i * sliceCount + j; + b = i * sliceCount + j + 1; + c = ( i + 1 ) * sliceCount + j + 1; + d = ( i + 1 ) * sliceCount + j; + + uva = new THREE.Vector2( j / slices, i / stacks ); + uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks ); + uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks ); + uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks ); + + faces.push( new THREE.Face3( a, b, d ) ); + uvs.push( [ uva, uvb, uvd ] ); + + faces.push( new THREE.Face3( b, c, d ) ); + uvs.push( [ uvb.clone(), uvc, uvd.clone() ] ); + + } + + } + + // console.log(this); + + // magic bullet + // var diff = this.mergeVertices(); + // console.log('removed ', diff, ' vertices by merging'); + + this.computeFaceNormals(); + this.computeVertexNormals(); + +}; + +THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry; + +// File:src/extras/geometries/WireframeGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WireframeGeometry = function ( geometry ) { + + THREE.BufferGeometry.call( this ); + + var edge = [ 0, 0 ], hash = {}; + + function sortFunction( a, b ) { + + return a - b; + + } + + var keys = [ 'a', 'b', 'c' ]; + + if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + var faces = geometry.faces; + var numEdges = 0; + + // allocate maximal size + var edges = new Uint32Array( 6 * faces.length ); + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = face[ keys[ j ] ]; + edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ]; + edge.sort( sortFunction ); + + var key = edge.toString(); + + if ( hash[ key ] === undefined ) { + + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numEdges; i < l; i ++ ) { + + for ( var j = 0; j < 2; j ++ ) { + + var vertex = vertices[ edges [ 2 * i + j ] ]; + + var index = 6 * i + 3 * j; + coords[ index + 0 ] = vertex.x; + coords[ index + 1 ] = vertex.y; + coords[ index + 2 ] = vertex.z; + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else if ( geometry instanceof THREE.BufferGeometry ) { + + if ( geometry.index !== null ) { + + // Indexed BufferGeometry + + var indices = geometry.index.array; + var vertices = geometry.attributes.position; + var groups = geometry.groups; + var numEdges = 0; + + if ( groups.length === 0 ) { + + geometry.addGroup( 0, indices.length ); + + } + + // allocate maximal size + var edges = new Uint32Array( 2 * indices.length ); + + for ( var o = 0, ol = groups.length; o < ol; ++ o ) { + + var group = groups[ o ]; + + var start = group.start; + var count = group.count; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = indices[ i + j ]; + edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ]; + edge.sort( sortFunction ); + + var key = edge.toString(); + + if ( hash[ key ] === undefined ) { + + edges[ 2 * numEdges ] = edge[ 0 ]; + edges[ 2 * numEdges + 1 ] = edge[ 1 ]; + hash[ key ] = true; + numEdges ++; + + } + + } + + } + + } + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numEdges; i < l; i ++ ) { + + for ( var j = 0; j < 2; j ++ ) { + + var index = 6 * i + 3 * j; + var index2 = edges[ 2 * i + j ]; + + coords[ index + 0 ] = vertices.getX( index2 ); + coords[ index + 1 ] = vertices.getY( index2 ); + coords[ index + 2 ] = vertices.getZ( index2 ); + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else { + + // non-indexed BufferGeometry + + var vertices = geometry.attributes.position.array; + var numEdges = vertices.length / 3; + var numTris = numEdges / 3; + + var coords = new Float32Array( numEdges * 2 * 3 ); + + for ( var i = 0, l = numTris; i < l; i ++ ) { + + for ( var j = 0; j < 3; j ++ ) { + + var index = 18 * i + 6 * j; + + var index1 = 9 * i + 3 * j; + coords[ index + 0 ] = vertices[ index1 ]; + coords[ index + 1 ] = vertices[ index1 + 1 ]; + coords[ index + 2 ] = vertices[ index1 + 2 ]; + + var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 ); + coords[ index + 3 ] = vertices[ index2 ]; + coords[ index + 4 ] = vertices[ index2 + 1 ]; + coords[ index + 5 ] = vertices[ index2 + 2 ]; + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } + + } + +}; + +THREE.WireframeGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry; + +// File:src/extras/helpers/AxisHelper.js + +/** + * @author sroucheray / http://sroucheray.org/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AxisHelper = function ( size ) { + + size = size || 1; + + var vertices = new Float32Array( [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ] ); + + var colors = new Float32Array( [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ] ); + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) ); + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); + + THREE.LineSegments.call( this, geometry, material ); + +}; + +THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.AxisHelper.prototype.constructor = THREE.AxisHelper; + +// File:src/extras/helpers/ArrowHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + * @author zz85 / http://github.com/zz85 + * @author bhouston / http://clara.io + * + * Creates an arrow for visualizing directions + * + * Parameters: + * dir - Vector3 + * origin - Vector3 + * length - Number + * color - color in hex value + * headLength - Number + * headWidth - Number + */ + +THREE.ArrowHelper = ( function () { + + var lineGeometry = new THREE.BufferGeometry(); + lineGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + var coneGeometry = new THREE.CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); + coneGeometry.translate( 0, - 0.5, 0 ); + + return function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { + + // dir is assumed to be normalized + + THREE.Object3D.call( this ); + + if ( color === undefined ) color = 0xffff00; + if ( length === undefined ) length = 1; + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.position.copy( origin ); + + this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + }; + +}() ); + +THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper; + +THREE.ArrowHelper.prototype.setDirection = ( function () { + + var axis = new THREE.Vector3(); + var radians; + + return function setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + axis.set( dir.z, 0, - dir.x ).normalize(); + + radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( axis, radians ); + + } + + }; + +}() ); + +THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { + + if ( headLength === undefined ) headLength = 0.2 * length; + if ( headWidth === undefined ) headWidth = 0.2 * headLength; + + this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + +}; + +THREE.ArrowHelper.prototype.setColor = function ( color ) { + + this.line.material.color.copy( color ); + this.cone.material.color.copy( color ); + +}; + +// File:src/extras/helpers/BoxHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BoxHelper = function ( object, color ) { + + if ( color === undefined ) color = 0xffff00; + + var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); + + var geometry = new THREE.BufferGeometry(); + geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); + + THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ) ); + + if ( object !== undefined ) { + + this.update( object ); + + } + +}; + +THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.BoxHelper.prototype.constructor = THREE.BoxHelper; + +THREE.BoxHelper.prototype.update = ( function () { + + var box = new THREE.Box3(); + + return function update( object ) { + + if ( object instanceof THREE.Box3 ) { + + box.copy( object ); + + } else { + + box.setFromObject( object ); + + } + + if ( box.isEmpty() ) return; + + var min = box.min; + var max = box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + var position = this.geometry.attributes.position; + var array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + }; + +} )(); + +// File:src/extras/helpers/BoundingBoxHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +// a helper to show the world-axis-aligned bounding box for an object + +THREE.BoundingBoxHelper = function ( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0x888888; + + this.object = object; + + this.box = new THREE.Box3(); + + THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) ); + +}; + +THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype ); +THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper; + +THREE.BoundingBoxHelper.prototype.update = function () { + + this.box.setFromObject( this.object ); + + this.box.size( this.scale ); + + this.box.center( this.position ); + +}; + +// File:src/extras/helpers/CameraHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ + +THREE.CameraHelper = function ( camera ) { + + var geometry = new THREE.Geometry(); + var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } ); + + var pointMap = {}; + + // colors + + var hexFrustum = 0xffaa00; + var hexCone = 0xff0000; + var hexUp = 0x00aaff; + var hexTarget = 0xffffff; + var hexCross = 0x333333; + + // near + + addLine( "n1", "n2", hexFrustum ); + addLine( "n2", "n4", hexFrustum ); + addLine( "n4", "n3", hexFrustum ); + addLine( "n3", "n1", hexFrustum ); + + // far + + addLine( "f1", "f2", hexFrustum ); + addLine( "f2", "f4", hexFrustum ); + addLine( "f4", "f3", hexFrustum ); + addLine( "f3", "f1", hexFrustum ); + + // sides + + addLine( "n1", "f1", hexFrustum ); + addLine( "n2", "f2", hexFrustum ); + addLine( "n3", "f3", hexFrustum ); + addLine( "n4", "f4", hexFrustum ); + + // cone + + addLine( "p", "n1", hexCone ); + addLine( "p", "n2", hexCone ); + addLine( "p", "n3", hexCone ); + addLine( "p", "n4", hexCone ); + + // up + + addLine( "u1", "u2", hexUp ); + addLine( "u2", "u3", hexUp ); + addLine( "u3", "u1", hexUp ); + + // target + + addLine( "c", "t", hexTarget ); + addLine( "p", "c", hexCross ); + + // cross + + addLine( "cn1", "cn2", hexCross ); + addLine( "cn3", "cn4", hexCross ); + + addLine( "cf1", "cf2", hexCross ); + addLine( "cf3", "cf4", hexCross ); + + function addLine( a, b, hex ) { + + addPoint( a, hex ); + addPoint( b, hex ); + + } + + function addPoint( id, hex ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.colors.push( new THREE.Color( hex ) ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( geometry.vertices.length - 1 ); + + } + + THREE.LineSegments.call( this, geometry, material ); + + this.camera = camera; + if( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + +}; + +THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.CameraHelper.prototype.constructor = THREE.CameraHelper; + +THREE.CameraHelper.prototype.update = function () { + + var geometry, pointMap; + + var vector = new THREE.Vector3(); + var camera = new THREE.Camera(); + + function setPoint( point, x, y, z ) { + + vector.set( x, y, z ).unproject( camera ); + + var points = pointMap[ point ]; + + if ( points !== undefined ) { + + for ( var i = 0, il = points.length; i < il; i ++ ) { + + geometry.vertices[ points[ i ] ].copy( vector ); + + } + + } + + } + + return function update() { + + geometry = this.geometry; + pointMap = this.pointMap; + + var w = 1, h = 1; + + // we need just camera projection matrix + // world matrix must be identity + + camera.projectionMatrix.copy( this.camera.projectionMatrix ); + + // center / target + + setPoint( "c", 0, 0, - 1 ); + setPoint( "t", 0, 0, 1 ); + + // near + + setPoint( "n1", - w, - h, - 1 ); + setPoint( "n2", w, - h, - 1 ); + setPoint( "n3", - w, h, - 1 ); + setPoint( "n4", w, h, - 1 ); + + // far + + setPoint( "f1", - w, - h, 1 ); + setPoint( "f2", w, - h, 1 ); + setPoint( "f3", - w, h, 1 ); + setPoint( "f4", w, h, 1 ); + + // up + + setPoint( "u1", w * 0.7, h * 1.1, - 1 ); + setPoint( "u2", - w * 0.7, h * 1.1, - 1 ); + setPoint( "u3", 0, h * 2, - 1 ); + + // cross + + setPoint( "cf1", - w, 0, 1 ); + setPoint( "cf2", w, 0, 1 ); + setPoint( "cf3", 0, - h, 1 ); + setPoint( "cf4", 0, h, 1 ); + + setPoint( "cn1", - w, 0, - 1 ); + setPoint( "cn2", w, 0, - 1 ); + setPoint( "cn3", 0, - h, - 1 ); + setPoint( "cn4", 0, h, - 1 ); + + geometry.verticesNeedUpdate = true; + + }; + +}(); + +// File:src/extras/helpers/DirectionalLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.DirectionalLightHelper = function ( light, size ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + if ( size === undefined ) size = 1; + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.Float32Attribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + var material = new THREE.LineBasicMaterial( { fog: false } ); + + this.add( new THREE.Line( geometry, material ) ); + + geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.add( new THREE.Line( geometry, material )); + + this.update(); + +}; + +THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper; + +THREE.DirectionalLightHelper.prototype.dispose = function () { + + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; + + lightPlane.geometry.dispose(); + lightPlane.material.dispose(); + targetLine.geometry.dispose(); + targetLine.material.dispose(); + +}; + +THREE.DirectionalLightHelper.prototype.update = function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var v3 = new THREE.Vector3(); + + return function update() { + + v1.setFromMatrixPosition( this.light.matrixWorld ); + v2.setFromMatrixPosition( this.light.target.matrixWorld ); + v3.subVectors( v2, v1 ); + + var lightPlane = this.children[ 0 ]; + var targetLine = this.children[ 1 ]; + + lightPlane.lookAt( v3 ); + lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + targetLine.lookAt( v3 ); + targetLine.scale.z = v3.length(); + + }; + +}(); + +// File:src/extras/helpers/EdgesHelper.js + +/** + * @author WestLangley / http://github.com/WestLangley + * @param object THREE.Mesh whose geometry will be used + * @param hex line color + * @param thresholdAngle the minimum angle (in degrees), + * between the face normals of adjacent faces, + * that is required to render an edge. A value of 10 means + * an edge is only rendered if the angle is at least 10 degrees. + */ + +THREE.EdgesHelper = function ( object, hex, thresholdAngle ) { + + var color = ( hex !== undefined ) ? hex : 0xffffff; + + THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper; + +// File:src/extras/helpers/FaceNormalsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) { + + // FaceNormalsHelper only supports THREE.Geometry + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry instanceof THREE.Geometry ) { + + nNormals = objGeometry.faces.length; + + } else { + + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + + } + + // + + var geometry = new THREE.BufferGeometry(); + + var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + this.update(); + +}; + +THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper; + +THREE.FaceNormalsHelper.prototype.update = ( function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var normalMatrix = new THREE.Matrix3(); + + return function update() { + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var normal = face.normal; + + v1.copy( vertices[ face.a ] ) + .add( vertices[ face.b ] ) + .add( vertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + position.needsUpdate = true; + + return this; + + }; + +}() ); + +// File:src/extras/helpers/GridHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.GridHelper = function ( size, divisions, color1, color2 ) { + + divisions = divisions || 1; + color1 = new THREE.Color( color1 !== undefined ? color1 : 0x444444 ); + color2 = new THREE.Color( color2 !== undefined ? color2 : 0x888888 ); + + var center = divisions / 2; + var step = ( size * 2 ) / divisions; + var vertices = [], colors = []; + + for ( var i = 0, j = 0, k = - size; i <= divisions; i ++, k += step ) { + + vertices.push( - size, 0, k, size, 0, k ); + vertices.push( k, 0, - size, k, 0, size ); + + var color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + var geometry = new THREE.BufferGeometry(); + geometry.addAttribute( 'position', new THREE.Float32Attribute( vertices, 3 ) ); + geometry.addAttribute( 'color', new THREE.Float32Attribute( colors, 3 ) ); + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } ); + + THREE.LineSegments.call( this, geometry, material ); + +}; + +THREE.GridHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.GridHelper.prototype.constructor = THREE.GridHelper; + +THREE.GridHelper.prototype.setColors = function () { + + console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); + +}; + +// File:src/extras/helpers/HemisphereLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.HemisphereLightHelper = function ( light, sphereSize ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.colors = [ new THREE.Color(), new THREE.Color() ]; + + var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 ); + geometry.rotateX( - Math.PI / 2 ); + + for ( var i = 0, il = 8; i < il; i ++ ) { + + geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ]; + + } + + var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } ); + + this.lightSphere = new THREE.Mesh( geometry, material ); + this.add( this.lightSphere ); + + this.update(); + +}; + +THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper; + +THREE.HemisphereLightHelper.prototype.dispose = function () { + + this.lightSphere.geometry.dispose(); + this.lightSphere.material.dispose(); + +}; + +THREE.HemisphereLightHelper.prototype.update = function () { + + var vector = new THREE.Vector3(); + + return function update() { + + this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity ); + this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity ); + + this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + this.lightSphere.geometry.colorsNeedUpdate = true; + + }; + +}(); + +// File:src/extras/helpers/PointLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PointLightHelper = function ( light, sphereSize ) { + + this.light = light; + this.light.updateMatrixWorld(); + + var geometry = new THREE.SphereBufferGeometry( sphereSize, 4, 2 ); + var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } ); + material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + THREE.Mesh.call( this, geometry, material ); + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + /* + var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + var d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + +}; + +THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype ); +THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper; + +THREE.PointLightHelper.prototype.dispose = function () { + + this.geometry.dispose(); + this.material.dispose(); + +}; + +THREE.PointLightHelper.prototype.update = function () { + + this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + /* + var d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + +}; + +// File:src/extras/helpers/SkeletonHelper.js + +/** + * @author Sean Griffin / http://twitter.com/sgrif + * @author Michael Guerrero / http://realitymeltdown.com + * @author mrdoob / http://mrdoob.com/ + * @author ikerr / http://verold.com + */ + +THREE.SkeletonHelper = function ( object ) { + + this.bones = this.getBoneList( object ); + + var geometry = new THREE.Geometry(); + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.parent instanceof THREE.Bone ) { + + geometry.vertices.push( new THREE.Vector3() ); + geometry.vertices.push( new THREE.Vector3() ); + geometry.colors.push( new THREE.Color( 0, 0, 1 ) ); + geometry.colors.push( new THREE.Color( 0, 1, 0 ) ); + + } + + } + + geometry.dynamic = true; + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + THREE.LineSegments.call( this, geometry, material ); + + this.root = object; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + +}; + + +THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper; + +THREE.SkeletonHelper.prototype.getBoneList = function( object ) { + + var boneList = []; + + if ( object instanceof THREE.Bone ) { + + boneList.push( object ); + + } + + for ( var i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +}; + +THREE.SkeletonHelper.prototype.update = function () { + + var geometry = this.geometry; + + var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld ); + + var boneMatrix = new THREE.Matrix4(); + + var j = 0; + + for ( var i = 0; i < this.bones.length; i ++ ) { + + var bone = this.bones[ i ]; + + if ( bone.parent instanceof THREE.Bone ) { + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); + geometry.vertices[ j ].setFromMatrixPosition( boneMatrix ); + + boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); + geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix ); + + j += 2; + + } + + } + + geometry.verticesNeedUpdate = true; + + geometry.computeBoundingSphere(); + +}; + +// File:src/extras/helpers/SpotLightHelper.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.SpotLightHelper = function ( light ) { + + THREE.Object3D.call( this ); + + this.light = light; + this.light.updateMatrixWorld(); + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + var geometry = new THREE.BufferGeometry(); + + var positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + var p1 = ( i / l ) * Math.PI * 2; + var p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.addAttribute( 'position', new THREE.Float32Attribute( positions, 3 ) ); + + var material = new THREE.LineBasicMaterial( { fog: false } ); + + this.cone = new THREE.LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + +}; + +THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype ); +THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper; + +THREE.SpotLightHelper.prototype.dispose = function () { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + +}; + +THREE.SpotLightHelper.prototype.update = function () { + + var vector = new THREE.Vector3(); + var vector2 = new THREE.Vector3(); + + return function update() { + + var coneLength = this.light.distance ? this.light.distance : 1000; + var coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + vector.setFromMatrixPosition( this.light.matrixWorld ); + vector2.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( vector2.sub( vector ) ); + + this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity ); + + }; + +}(); + +// File:src/extras/helpers/VertexNormalsHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) { + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xff0000; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry instanceof THREE.Geometry ) { + + nNormals = objGeometry.faces.length * 3; + + } else if ( objGeometry instanceof THREE.BufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count; + + } + + // + + var geometry = new THREE.BufferGeometry(); + + var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + + this.update(); + +}; + +THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper; + +THREE.VertexNormalsHelper.prototype.update = ( function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var normalMatrix = new THREE.Matrix3(); + + return function update() { + + var keys = [ 'a', 'b', 'c' ]; + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + if ( objGeometry instanceof THREE.Geometry ) { + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + + var vertex = vertices[ face[ keys[ j ] ] ]; + + var normal = face.vertexNormals[ j ]; + + v1.copy( vertex ).applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + } else if ( objGeometry instanceof THREE.BufferGeometry ) { + + var objPos = objGeometry.attributes.position; + + var objNorm = objGeometry.attributes.normal; + + var idx = 0; + + // for simplicity, ignore index and drawcalls, and render every normal + + for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { + + v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); + + v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); + + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + position.needsUpdate = true; + + return this; + + }; + +}() ); + +// File:src/extras/helpers/WireframeHelper.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WireframeHelper = function ( object, hex ) { + + var color = ( hex !== undefined ) ? hex : 0xffffff; + + THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper; + +// File:src/extras/objects/ImmediateRenderObject.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ImmediateRenderObject = function ( material ) { + + THREE.Object3D.call( this ); + + this.material = material; + this.render = function ( renderCallback ) {}; + +}; + +THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype ); +THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject; + +// File:src/extras/objects/MorphBlendMesh.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.MorphBlendMesh = function( geometry, material ) { + + THREE.Mesh.call( this, geometry, material ); + + this.animationsMap = {}; + this.animationsList = []; + + // prepare default animation + // (all frames played together in 1 second) + + var numFrames = this.geometry.morphTargets.length; + + var name = "__default"; + + var startFrame = 0; + var endFrame = numFrames - 1; + + var fps = numFrames / 1; + + this.createAnimation( name, startFrame, endFrame, fps ); + this.setAnimationWeight( name, 1 ); + +}; + +THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype ); +THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh; + +THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) { + + var animation = { + + start: start, + end: end, + + length: end - start + 1, + + fps: fps, + duration: ( end - start ) / fps, + + lastFrame: 0, + currentFrame: 0, + + active: false, + + time: 0, + direction: 1, + weight: 1, + + directionBackwards: false, + mirroredLoop: false + + }; + + this.animationsMap[ name ] = animation; + this.animationsList.push( animation ); + +}; + +THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) { + + var pattern = /([a-z]+)_?(\d+)/i; + + var firstAnimation, frameRanges = {}; + + var geometry = this.geometry; + + for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { + + var morph = geometry.morphTargets[ i ]; + var chunks = morph.name.match( pattern ); + + if ( chunks && chunks.length > 1 ) { + + var name = chunks[ 1 ]; + + if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity }; + + var range = frameRanges[ name ]; + + if ( i < range.start ) range.start = i; + if ( i > range.end ) range.end = i; + + if ( ! firstAnimation ) firstAnimation = name; + + } + + } + + for ( var name in frameRanges ) { + + var range = frameRanges[ name ]; + this.createAnimation( name, range.start, range.end, fps ); + + } + + this.firstAnimation = firstAnimation; + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = 1; + animation.directionBackwards = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.direction = - 1; + animation.directionBackwards = true; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.fps = fps; + animation.duration = ( animation.end - animation.start ) / animation.fps; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.duration = duration; + animation.fps = ( animation.end - animation.start ) / animation.duration; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.weight = weight; + + } + +}; + +THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = time; + + } + +}; + +THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) { + + var time = 0; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + time = animation.time; + + } + + return time; + +}; + +THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) { + + var duration = - 1; + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + duration = animation.duration; + + } + + return duration; + +}; + +THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.time = 0; + animation.active = true; + + } else { + + console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" ); + + } + +}; + +THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) { + + var animation = this.animationsMap[ name ]; + + if ( animation ) { + + animation.active = false; + + } + +}; + +THREE.MorphBlendMesh.prototype.update = function ( delta ) { + + for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) { + + var animation = this.animationsList[ i ]; + + if ( ! animation.active ) continue; + + var frameTime = animation.duration / animation.length; + + animation.time += animation.direction * delta; + + if ( animation.mirroredLoop ) { + + if ( animation.time > animation.duration || animation.time < 0 ) { + + animation.direction *= - 1; + + if ( animation.time > animation.duration ) { + + animation.time = animation.duration; + animation.directionBackwards = true; + + } + + if ( animation.time < 0 ) { + + animation.time = 0; + animation.directionBackwards = false; + + } + + } + + } else { + + animation.time = animation.time % animation.duration; + + if ( animation.time < 0 ) animation.time += animation.duration; + + } + + var keyframe = animation.start + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 ); + var weight = animation.weight; + + if ( keyframe !== animation.currentFrame ) { + + this.morphTargetInfluences[ animation.lastFrame ] = 0; + this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight; + + this.morphTargetInfluences[ keyframe ] = 0; + + animation.lastFrame = animation.currentFrame; + animation.currentFrame = keyframe; + + } + + var mix = ( animation.time % frameTime ) / frameTime; + + if ( animation.directionBackwards ) mix = 1 - mix; + + if ( animation.currentFrame !== animation.lastFrame ) { + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + + } else { + + this.morphTargetInfluences[ animation.currentFrame ] = weight; + + } + + } + +}; + + diff --git a/vendor/three.js/TrackballControls.js b/vendor/three.js/TrackballControls.js new file mode 100644 index 0000000..b9977ec --- /dev/null +++ b/vendor/three.js/TrackballControls.js @@ -0,0 +1,599 @@ +/** + * @author Eberhard Graether / http://egraether.com/ + * @author Mark Lundin / http://mark-lundin.com + */ + +THREE.TrackballControls = function ( object, domElement ) { + + var _this = this; + var STATE = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM: 4, TOUCH_PAN: 5 }; + + this.object = object; + this.domElement = ( domElement !== undefined ) ? domElement : document; + + // API + + this.enabled = true; + + this.screen = { left: 0, top: 0, width: 0, height: 0 }; + + this.rotateSpeed = 1.0; + this.zoomSpeed = 1.2; + this.panSpeed = 0.3; + + this.noRotate = false; + this.noZoom = false; + this.noPan = false; + this.noRoll = false; + + this.staticMoving = false; + this.dynamicDampingFactor = 0.2; + + this.minDistance = 0; + this.maxDistance = Infinity; + + this.keys = [ 65 /*A*/, 83 /*S*/, 68 /*D*/ ]; + + // internals + + this.target = new THREE.Vector3(); + + var EPS = 0.000001; + + var lastPosition = new THREE.Vector3(); + + var _state = STATE.NONE, + _prevState = STATE.NONE, + + _eye = new THREE.Vector3(), + + _rotateStart = new THREE.Vector3(), + _rotateEnd = new THREE.Vector3(), + + _zoomStart = new THREE.Vector2(), + _zoomEnd = new THREE.Vector2(), + + _touchZoomDistanceStart = 0, + _touchZoomDistanceEnd = 0, + + _panStart = new THREE.Vector2(), + _panEnd = new THREE.Vector2(); + + // for reset + + this.target0 = this.target.clone(); + this.position0 = this.object.position.clone(); + this.up0 = this.object.up.clone(); + + // events + + var changeEvent = { type: 'change' }; + var startEvent = { type: 'start'}; + var endEvent = { type: 'end'}; + + + // methods + + this.handleResize = function () { + + if ( this.domElement === document ) { + + this.screen.left = 0; + this.screen.top = 0; + this.screen.width = window.innerWidth; + this.screen.height = window.innerHeight; + + } else { + + var box = this.domElement.getBoundingClientRect(); + // adjustments come from similar code in the jquery offset() function + var d = this.domElement.ownerDocument.documentElement; + this.screen.left = box.left + window.pageXOffset - d.clientLeft; + this.screen.top = box.top + window.pageYOffset - d.clientTop; + this.screen.width = box.width; + this.screen.height = box.height; + + } + + }; + + this.handleEvent = function ( event ) { + + if ( typeof this[ event.type ] == 'function' ) { + + this[ event.type ]( event ); + + } + + }; + + this.getMouseOnScreen = function ( pageX, pageY, vector ) { + + return vector.set( + ( pageX - _this.screen.left ) / _this.screen.width, + ( pageY - _this.screen.top ) / _this.screen.height + ); + + }; + + this.getMouseProjectionOnBall = (function(){ + + var objectUp = new THREE.Vector3(), + mouseOnBall = new THREE.Vector3(); + + + return function ( pageX, pageY, projection ) { + + mouseOnBall.set( + ( pageX - _this.screen.width * 0.5 - _this.screen.left ) / (_this.screen.width*.5), + ( _this.screen.height * 0.5 + _this.screen.top - pageY ) / (_this.screen.height*.5), + 0.0 + ); + + var length = mouseOnBall.length(); + + if ( _this.noRoll ) { + + if ( length < Math.SQRT1_2 ) { + + mouseOnBall.z = Math.sqrt( 1.0 - length*length ); + + } else { + + mouseOnBall.z = .5 / length; + + } + + } else if ( length > 1.0 ) { + + mouseOnBall.normalize(); + + } else { + + mouseOnBall.z = Math.sqrt( 1.0 - length * length ); + + } + + _eye.copy( _this.object.position ).sub( _this.target ); + + projection.copy( _this.object.up ).setLength( mouseOnBall.y ) + projection.add( objectUp.copy( _this.object.up ).cross( _eye ).setLength( mouseOnBall.x ) ); + projection.add( _eye.setLength( mouseOnBall.z ) ); + + return projection; + } + + }()); + + this.rotateCamera = (function(){ + + var axis = new THREE.Vector3(), + quaternion = new THREE.Quaternion(); + + + return function () { + + var angle = Math.acos( _rotateStart.dot( _rotateEnd ) / _rotateStart.length() / _rotateEnd.length() ); + + if ( angle ) { + + axis.crossVectors( _rotateStart, _rotateEnd ).normalize(); + + angle *= _this.rotateSpeed; + + quaternion.setFromAxisAngle( axis, -angle ); + + _eye.applyQuaternion( quaternion ); + _this.object.up.applyQuaternion( quaternion ); + + _rotateEnd.applyQuaternion( quaternion ); + + if ( _this.staticMoving ) { + + _rotateStart.copy( _rotateEnd ); + + } else { + + quaternion.setFromAxisAngle( axis, angle * ( _this.dynamicDampingFactor - 1.0 ) ); + _rotateStart.applyQuaternion( quaternion ); + + } + + } + } + + }()); + + this.zoomCamera = function () { + + if ( _state === STATE.TOUCH_ZOOM ) { + + var factor = _touchZoomDistanceStart / _touchZoomDistanceEnd; + _touchZoomDistanceStart = _touchZoomDistanceEnd; + _eye.multiplyScalar( factor ); + + } else { + + var factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * _this.zoomSpeed; + + if ( factor !== 1.0 && factor > 0.0 ) { + + _eye.multiplyScalar( factor ); + + if ( _this.staticMoving ) { + + _zoomStart.copy( _zoomEnd ); + + } else { + + _zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor; + + } + + } + + } + + }; + + this.panCamera = (function(){ + + var mouseChange = new THREE.Vector2(), + objectUp = new THREE.Vector3(), + pan = new THREE.Vector3(); + + return function () { + + mouseChange.copy( _panEnd ).sub( _panStart ); + + if ( mouseChange.lengthSq() ) { + + mouseChange.multiplyScalar( _eye.length() * _this.panSpeed ); + + pan.copy( _eye ).cross( _this.object.up ).setLength( mouseChange.x ); + pan.add( objectUp.copy( _this.object.up ).setLength( mouseChange.y ) ); + + _this.object.position.add( pan ); + _this.target.add( pan ); + + if ( _this.staticMoving ) { + + _panStart.copy( _panEnd ); + + } else { + + _panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( _this.dynamicDampingFactor ) ); + + } + + } + } + + }()); + + this.checkDistances = function () { + + if ( !_this.noZoom || !_this.noPan ) { + + if ( _eye.lengthSq() > _this.maxDistance * _this.maxDistance ) { + + _this.object.position.addVectors( _this.target, _eye.setLength( _this.maxDistance ) ); + + } + + if ( _eye.lengthSq() < _this.minDistance * _this.minDistance ) { + + _this.object.position.addVectors( _this.target, _eye.setLength( _this.minDistance ) ); + + } + + } + + }; + + this.update = function () { + + _eye.subVectors( _this.object.position, _this.target ); + + if ( !_this.noRotate ) { + + _this.rotateCamera(); + + } + + if ( !_this.noZoom ) { + + _this.zoomCamera(); + + } + + if ( !_this.noPan ) { + + _this.panCamera(); + + } + + _this.object.position.addVectors( _this.target, _eye ); + + _this.checkDistances(); + + _this.object.lookAt( _this.target ); + + if ( lastPosition.distanceToSquared( _this.object.position ) > EPS ) { + + _this.dispatchEvent( changeEvent ); + + lastPosition.copy( _this.object.position ); + + } + + }; + + this.reset = function () { + + _state = STATE.NONE; + _prevState = STATE.NONE; + + _this.target.copy( _this.target0 ); + _this.object.position.copy( _this.position0 ); + _this.object.up.copy( _this.up0 ); + + _eye.subVectors( _this.object.position, _this.target ); + + _this.object.lookAt( _this.target ); + + _this.dispatchEvent( changeEvent ); + + lastPosition.copy( _this.object.position ); + + }; + + // listeners + + function keydown( event ) { + + if ( _this.enabled === false ) return; + + window.removeEventListener( 'keydown', keydown ); + + _prevState = _state; + + if ( _state !== STATE.NONE ) { + + return; + + } else if ( event.keyCode === _this.keys[ STATE.ROTATE ] && !_this.noRotate ) { + + _state = STATE.ROTATE; + + } else if ( event.keyCode === _this.keys[ STATE.ZOOM ] && !_this.noZoom ) { + + _state = STATE.ZOOM; + + } else if ( event.keyCode === _this.keys[ STATE.PAN ] && !_this.noPan ) { + + _state = STATE.PAN; + + } + + } + + function keyup( event ) { + + if ( _this.enabled === false ) return; + + _state = _prevState; + + window.addEventListener( 'keydown', keydown, false ); + + } + + function mousedown( event ) { + + if ( _this.enabled === false ) return; + + event.preventDefault(); + event.stopPropagation(); + + if ( _state === STATE.NONE ) { + + _state = event.button; + + } + + if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _this.getMouseProjectionOnBall( event.pageX, event.pageY, _rotateStart ); + _rotateEnd.copy(_rotateStart) + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _this.getMouseOnScreen( event.pageX, event.pageY, _zoomStart ); + _zoomEnd.copy(_zoomStart); + + } else if ( _state === STATE.PAN && !_this.noPan ) { + + _this.getMouseOnScreen( event.pageX, event.pageY, _panStart ); + _panEnd.copy(_panStart) + + } + + document.addEventListener( 'mousemove', mousemove, false ); + document.addEventListener( 'mouseup', mouseup, false ); + _this.dispatchEvent( startEvent ); + + + } + + function mousemove( event ) { + + if ( _this.enabled === false ) return; + + event.preventDefault(); + event.stopPropagation(); + + if ( _state === STATE.ROTATE && !_this.noRotate ) { + + _this.getMouseProjectionOnBall( event.pageX, event.pageY, _rotateEnd ); + + } else if ( _state === STATE.ZOOM && !_this.noZoom ) { + + _this.getMouseOnScreen( event.pageX, event.pageY, _zoomEnd ); + + } else if ( _state === STATE.PAN && !_this.noPan ) { + + _this.getMouseOnScreen( event.pageX, event.pageY, _panEnd ); + + } + + } + + function mouseup( event ) { + + if ( _this.enabled === false ) return; + + event.preventDefault(); + event.stopPropagation(); + + _state = STATE.NONE; + + document.removeEventListener( 'mousemove', mousemove ); + document.removeEventListener( 'mouseup', mouseup ); + _this.dispatchEvent( endEvent ); + + } + + function mousewheel( event ) { + + if ( _this.enabled === false ) return; + + event.preventDefault(); + event.stopPropagation(); + + var delta = 0; + + if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9 + + delta = event.wheelDelta / 40; + + } else if ( event.detail ) { // Firefox + + delta = - event.detail / 3; + + } + + _zoomStart.y += delta * 0.01; + _this.dispatchEvent( startEvent ); + _this.dispatchEvent( endEvent ); + + } + + function touchstart( event ) { + + if ( _this.enabled === false ) return; + + switch ( event.touches.length ) { + + case 1: + _state = STATE.TOUCH_ROTATE; + _rotateEnd.copy( _this.getMouseProjectionOnBall( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY, _rotateStart )); + break; + + case 2: + _state = STATE.TOUCH_ZOOM; + var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; + var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; + _touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy ); + break; + + case 3: + _state = STATE.TOUCH_PAN; + _panEnd.copy( _this.getMouseOnScreen( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY, _panStart )); + break; + + default: + _state = STATE.NONE; + + } + _this.dispatchEvent( startEvent ); + + + } + + function touchmove( event ) { + + if ( _this.enabled === false ) return; + + event.preventDefault(); + event.stopPropagation(); + + switch ( event.touches.length ) { + + case 1: + _this.getMouseProjectionOnBall( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY, _rotateEnd ); + break; + + case 2: + var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; + var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; + _touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy ) + break; + + case 3: + _this.getMouseOnScreen( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY, _panEnd ); + break; + + default: + _state = STATE.NONE; + + } + + } + + function touchend( event ) { + + if ( _this.enabled === false ) return; + + switch ( event.touches.length ) { + + case 1: + _rotateStart.copy( _this.getMouseProjectionOnBall( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY, _rotateEnd )); + break; + + case 2: + _touchZoomDistanceStart = _touchZoomDistanceEnd = 0; + break; + + case 3: + _panStart.copy( _this.getMouseOnScreen( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY, _panEnd )); + break; + + } + + _state = STATE.NONE; + _this.dispatchEvent( endEvent ); + + } + + this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); + + this.domElement.addEventListener( 'mousedown', mousedown, false ); + + this.domElement.addEventListener( 'mousewheel', mousewheel, false ); + this.domElement.addEventListener( 'DOMMouseScroll', mousewheel, false ); // firefox + + this.domElement.addEventListener( 'touchstart', touchstart, false ); + this.domElement.addEventListener( 'touchend', touchend, false ); + this.domElement.addEventListener( 'touchmove', touchmove, false ); + + window.addEventListener( 'keydown', keydown, false ); + window.addEventListener( 'keyup', keyup, false ); + + this.handleResize(); + + // force an update at start + this.update(); + +}; + +THREE.TrackballControls.prototype = Object.create( THREE.EventDispatcher.prototype ); \ No newline at end of file diff --git a/vendor/three.js/TransformControls.js b/vendor/three.js/TransformControls.js new file mode 100644 index 0000000..66927bb --- /dev/null +++ b/vendor/three.js/TransformControls.js @@ -0,0 +1,1138 @@ +/** + * @author arodic / https://github.com/arodic + */ + /*jshint sub:true*/ + +( function () { + + 'use strict'; + + + var GizmoMaterial = function ( parameters ) { + + THREE.MeshBasicMaterial.call( this ); + + this.depthTest = false; + this.depthWrite = false; + this.side = THREE.FrontSide; + this.transparent = true; + + this.setValues( parameters ); + + this.oldColor = this.color.clone(); + this.oldOpacity = this.opacity; + + this.highlight = function( highlighted ) { + + if ( highlighted ) { + + this.color.setRGB( 1, 1, 0 ); + this.opacity = 1; + + } else { + + this.color.copy( this.oldColor ); + this.opacity = this.oldOpacity; + + } + + }; + + }; + + GizmoMaterial.prototype = Object.create( THREE.MeshBasicMaterial.prototype ); + GizmoMaterial.prototype.constructor = GizmoMaterial; + + + var GizmoLineMaterial = function ( parameters ) { + + THREE.LineBasicMaterial.call( this ); + + this.depthTest = false; + this.depthWrite = false; + this.transparent = true; + this.linewidth = 1; + + this.setValues( parameters ); + + this.oldColor = this.color.clone(); + this.oldOpacity = this.opacity; + + this.highlight = function( highlighted ) { + + if ( highlighted ) { + + this.color.setRGB( 1, 1, 0 ); + this.opacity = 1; + + } else { + + this.color.copy( this.oldColor ); + this.opacity = this.oldOpacity; + + } + + }; + + }; + + GizmoLineMaterial.prototype = Object.create( THREE.LineBasicMaterial.prototype ); + GizmoLineMaterial.prototype.constructor = GizmoLineMaterial; + + + var pickerMaterial = new GizmoMaterial( { visible: false, transparent: false } ); + + + THREE.TransformGizmo = function () { + + var scope = this; + + this.init = function () { + + THREE.Object3D.call( this ); + + this.handles = new THREE.Object3D(); + this.pickers = new THREE.Object3D(); + this.planes = new THREE.Object3D(); + + this.add( this.handles ); + this.add( this.pickers ); + this.add( this.planes ); + + //// PLANES + + var planeGeometry = new THREE.PlaneBufferGeometry( 50, 50, 2, 2 ); + var planeMaterial = new THREE.MeshBasicMaterial( { visible: false, side: THREE.DoubleSide } ); + + var planes = { + "XY": new THREE.Mesh( planeGeometry, planeMaterial ), + "YZ": new THREE.Mesh( planeGeometry, planeMaterial ), + "XZ": new THREE.Mesh( planeGeometry, planeMaterial ), + "XYZE": new THREE.Mesh( planeGeometry, planeMaterial ) + }; + + this.activePlane = planes[ "XYZE" ]; + + planes[ "YZ" ].rotation.set( 0, Math.PI / 2, 0 ); + planes[ "XZ" ].rotation.set( - Math.PI / 2, 0, 0 ); + + for ( var i in planes ) { + + planes[ i ].name = i; + this.planes.add( planes[ i ] ); + this.planes[ i ] = planes[ i ]; + + } + + //// HANDLES AND PICKERS + + var setupGizmos = function( gizmoMap, parent ) { + + for ( var name in gizmoMap ) { + + for ( i = gizmoMap[ name ].length; i --; ) { + + var object = gizmoMap[ name ][ i ][ 0 ]; + var position = gizmoMap[ name ][ i ][ 1 ]; + var rotation = gizmoMap[ name ][ i ][ 2 ]; + + object.name = name; + + if ( position ) object.position.set( position[ 0 ], position[ 1 ], position[ 2 ] ); + if ( rotation ) object.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ] ); + + parent.add( object ); + + } + + } + + }; + + setupGizmos( this.handleGizmos, this.handles ); + setupGizmos( this.pickerGizmos, this.pickers ); + + // reset Transformations + + this.traverse( function ( child ) { + + if ( child instanceof THREE.Mesh ) { + + child.updateMatrix(); + + var tempGeometry = child.geometry.clone(); + tempGeometry.applyMatrix( child.matrix ); + child.geometry = tempGeometry; + + child.position.set( 0, 0, 0 ); + child.rotation.set( 0, 0, 0 ); + child.scale.set( 1, 1, 1 ); + + } + + } ); + + }; + + this.highlight = function ( axis ) { + + this.traverse( function( child ) { + + if ( child.material && child.material.highlight ) { + + if ( child.name === axis ) { + + child.material.highlight( true ); + + } else { + + child.material.highlight( false ); + + } + + } + + } ); + + }; + + }; + + THREE.TransformGizmo.prototype = Object.create( THREE.Object3D.prototype ); + THREE.TransformGizmo.prototype.constructor = THREE.TransformGizmo; + + THREE.TransformGizmo.prototype.update = function ( rotation, eye ) { + + var vec1 = new THREE.Vector3( 0, 0, 0 ); + var vec2 = new THREE.Vector3( 0, 1, 0 ); + var lookAtMatrix = new THREE.Matrix4(); + + this.traverse( function( child ) { + + if ( child.name.search( "E" ) !== - 1 ) { + + child.quaternion.setFromRotationMatrix( lookAtMatrix.lookAt( eye, vec1, vec2 ) ); + + } else if ( child.name.search( "X" ) !== - 1 || child.name.search( "Y" ) !== - 1 || child.name.search( "Z" ) !== - 1 ) { + + child.quaternion.setFromEuler( rotation ); + + } + + } ); + + }; + + THREE.TransformGizmoTranslate = function () { + + THREE.TransformGizmo.call( this ); + + var arrowGeometry = new THREE.Geometry(); + var mesh = new THREE.Mesh( new THREE.CylinderGeometry( 0, 0.05, 0.2, 12, 1, false ) ); + mesh.position.y = 0.5; + mesh.updateMatrix(); + + arrowGeometry.merge( mesh.geometry, mesh.matrix ); + + var lineXGeometry = new THREE.BufferGeometry(); + lineXGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 1, 0, 0 ], 3 ) ); + + var lineYGeometry = new THREE.BufferGeometry(); + lineYGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + var lineZGeometry = new THREE.BufferGeometry(); + lineZGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.handleGizmos = { + + X: [ + [ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0xff0000 } ) ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ], + [ new THREE.Line( lineXGeometry, new GizmoLineMaterial( { color: 0xff0000 } ) ) ] + ], + + Y: [ + [ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x00ff00 } ) ), [ 0, 0.5, 0 ] ], + [ new THREE.Line( lineYGeometry, new GizmoLineMaterial( { color: 0x00ff00 } ) ) ] + ], + + Z: [ + [ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x0000ff } ) ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ] ], + [ new THREE.Line( lineZGeometry, new GizmoLineMaterial( { color: 0x0000ff } ) ) ] + ], + + XYZ: [ + [ new THREE.Mesh( new THREE.OctahedronGeometry( 0.1, 0 ), new GizmoMaterial( { color: 0xffffff, opacity: 0.25 } ) ), [ 0, 0, 0 ], [ 0, 0, 0 ] ] + ], + + XY: [ + [ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.29, 0.29 ), new GizmoMaterial( { color: 0xffff00, opacity: 0.25 } ) ), [ 0.15, 0.15, 0 ] ] + ], + + YZ: [ + [ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.29, 0.29 ), new GizmoMaterial( { color: 0x00ffff, opacity: 0.25 } ) ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ] ] + ], + + XZ: [ + [ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.29, 0.29 ), new GizmoMaterial( { color: 0xff00ff, opacity: 0.25 } ) ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ] ] + ] + + }; + + this.pickerGizmos = { + + X: [ + [ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0.6, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ] + ], + + Y: [ + [ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0.6, 0 ] ] + ], + + Z: [ + [ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0, 0.6 ], [ Math.PI / 2, 0, 0 ] ] + ], + + XYZ: [ + [ new THREE.Mesh( new THREE.OctahedronGeometry( 0.2, 0 ), pickerMaterial ) ] + ], + + XY: [ + [ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.4, 0.4 ), pickerMaterial ), [ 0.2, 0.2, 0 ] ] + ], + + YZ: [ + [ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.4, 0.4 ), pickerMaterial ), [ 0, 0.2, 0.2 ], [ 0, Math.PI / 2, 0 ] ] + ], + + XZ: [ + [ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.4, 0.4 ), pickerMaterial ), [ 0.2, 0, 0.2 ], [ - Math.PI / 2, 0, 0 ] ] + ] + + }; + + this.setActivePlane = function ( axis, eye ) { + + var tempMatrix = new THREE.Matrix4(); + eye.applyMatrix4( tempMatrix.getInverse( tempMatrix.extractRotation( this.planes[ "XY" ].matrixWorld ) ) ); + + if ( axis === "X" ) { + + this.activePlane = this.planes[ "XY" ]; + + if ( Math.abs( eye.y ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "XZ" ]; + + } + + if ( axis === "Y" ) { + + this.activePlane = this.planes[ "XY" ]; + + if ( Math.abs( eye.x ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "YZ" ]; + + } + + if ( axis === "Z" ) { + + this.activePlane = this.planes[ "XZ" ]; + + if ( Math.abs( eye.x ) > Math.abs( eye.y ) ) this.activePlane = this.planes[ "YZ" ]; + + } + + if ( axis === "XYZ" ) this.activePlane = this.planes[ "XYZE" ]; + + if ( axis === "XY" ) this.activePlane = this.planes[ "XY" ]; + + if ( axis === "YZ" ) this.activePlane = this.planes[ "YZ" ]; + + if ( axis === "XZ" ) this.activePlane = this.planes[ "XZ" ]; + + }; + + this.init(); + + }; + + THREE.TransformGizmoTranslate.prototype = Object.create( THREE.TransformGizmo.prototype ); + THREE.TransformGizmoTranslate.prototype.constructor = THREE.TransformGizmoTranslate; + + THREE.TransformGizmoRotate = function () { + + THREE.TransformGizmo.call( this ); + + var CircleGeometry = function ( radius, facing, arc ) { + + var geometry = new THREE.BufferGeometry(); + var vertices = []; + arc = arc ? arc : 1; + + for ( var i = 0; i <= 64 * arc; ++ i ) { + + if ( facing === 'x' ) vertices.push( 0, Math.cos( i / 32 * Math.PI ) * radius, Math.sin( i / 32 * Math.PI ) * radius ); + if ( facing === 'y' ) vertices.push( Math.cos( i / 32 * Math.PI ) * radius, 0, Math.sin( i / 32 * Math.PI ) * radius ); + if ( facing === 'z' ) vertices.push( Math.sin( i / 32 * Math.PI ) * radius, Math.cos( i / 32 * Math.PI ) * radius, 0 ); + + } + + geometry.addAttribute( 'position', new THREE.Float32Attribute( vertices, 3 ) ); + return geometry; + + }; + + this.handleGizmos = { + + X: [ + [ new THREE.Line( new CircleGeometry( 1, 'x', 0.5 ), new GizmoLineMaterial( { color: 0xff0000 } ) ) ] + ], + + Y: [ + [ new THREE.Line( new CircleGeometry( 1, 'y', 0.5 ), new GizmoLineMaterial( { color: 0x00ff00 } ) ) ] + ], + + Z: [ + [ new THREE.Line( new CircleGeometry( 1, 'z', 0.5 ), new GizmoLineMaterial( { color: 0x0000ff } ) ) ] + ], + + E: [ + [ new THREE.Line( new CircleGeometry( 1.25, 'z', 1 ), new GizmoLineMaterial( { color: 0xcccc00 } ) ) ] + ], + + XYZE: [ + [ new THREE.Line( new CircleGeometry( 1, 'z', 1 ), new GizmoLineMaterial( { color: 0x787878 } ) ) ] + ] + + }; + + this.pickerGizmos = { + + X: [ + [ new THREE.Mesh( new THREE.TorusGeometry( 1, 0.12, 4, 12, Math.PI ), pickerMaterial ), [ 0, 0, 0 ], [ 0, - Math.PI / 2, - Math.PI / 2 ] ] + ], + + Y: [ + [ new THREE.Mesh( new THREE.TorusGeometry( 1, 0.12, 4, 12, Math.PI ), pickerMaterial ), [ 0, 0, 0 ], [ Math.PI / 2, 0, 0 ] ] + ], + + Z: [ + [ new THREE.Mesh( new THREE.TorusGeometry( 1, 0.12, 4, 12, Math.PI ), pickerMaterial ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ] + ], + + E: [ + [ new THREE.Mesh( new THREE.TorusGeometry( 1.25, 0.12, 2, 24 ), pickerMaterial ) ] + ], + + XYZE: [ + [ new THREE.Mesh( new THREE.Geometry() ) ]// TODO + ] + + }; + + this.setActivePlane = function ( axis ) { + + if ( axis === "E" ) this.activePlane = this.planes[ "XYZE" ]; + + if ( axis === "X" ) this.activePlane = this.planes[ "YZ" ]; + + if ( axis === "Y" ) this.activePlane = this.planes[ "XZ" ]; + + if ( axis === "Z" ) this.activePlane = this.planes[ "XY" ]; + + }; + + this.update = function ( rotation, eye2 ) { + + THREE.TransformGizmo.prototype.update.apply( this, arguments ); + + var group = { + + handles: this[ "handles" ], + pickers: this[ "pickers" ], + + }; + + var tempMatrix = new THREE.Matrix4(); + var worldRotation = new THREE.Euler( 0, 0, 1 ); + var tempQuaternion = new THREE.Quaternion(); + var unitX = new THREE.Vector3( 1, 0, 0 ); + var unitY = new THREE.Vector3( 0, 1, 0 ); + var unitZ = new THREE.Vector3( 0, 0, 1 ); + var quaternionX = new THREE.Quaternion(); + var quaternionY = new THREE.Quaternion(); + var quaternionZ = new THREE.Quaternion(); + var eye = eye2.clone(); + + worldRotation.copy( this.planes[ "XY" ].rotation ); + tempQuaternion.setFromEuler( worldRotation ); + + tempMatrix.makeRotationFromQuaternion( tempQuaternion ).getInverse( tempMatrix ); + eye.applyMatrix4( tempMatrix ); + + this.traverse( function( child ) { + + tempQuaternion.setFromEuler( worldRotation ); + + if ( child.name === "X" ) { + + quaternionX.setFromAxisAngle( unitX, Math.atan2( - eye.y, eye.z ) ); + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionX ); + child.quaternion.copy( tempQuaternion ); + + } + + if ( child.name === "Y" ) { + + quaternionY.setFromAxisAngle( unitY, Math.atan2( eye.x, eye.z ) ); + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionY ); + child.quaternion.copy( tempQuaternion ); + + } + + if ( child.name === "Z" ) { + + quaternionZ.setFromAxisAngle( unitZ, Math.atan2( eye.y, eye.x ) ); + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionZ ); + child.quaternion.copy( tempQuaternion ); + + } + + } ); + + }; + + this.init(); + + }; + + THREE.TransformGizmoRotate.prototype = Object.create( THREE.TransformGizmo.prototype ); + THREE.TransformGizmoRotate.prototype.constructor = THREE.TransformGizmoRotate; + + THREE.TransformGizmoScale = function () { + + THREE.TransformGizmo.call( this ); + + var arrowGeometry = new THREE.Geometry(); + var mesh = new THREE.Mesh( new THREE.BoxGeometry( 0.125, 0.125, 0.125 ) ); + mesh.position.y = 0.5; + mesh.updateMatrix(); + + arrowGeometry.merge( mesh.geometry, mesh.matrix ); + + var lineXGeometry = new THREE.BufferGeometry(); + lineXGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 1, 0, 0 ], 3 ) ); + + var lineYGeometry = new THREE.BufferGeometry(); + lineYGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + var lineZGeometry = new THREE.BufferGeometry(); + lineZGeometry.addAttribute( 'position', new THREE.Float32Attribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.handleGizmos = { + + X: [ + [ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0xff0000 } ) ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ], + [ new THREE.Line( lineXGeometry, new GizmoLineMaterial( { color: 0xff0000 } ) ) ] + ], + + Y: [ + [ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x00ff00 } ) ), [ 0, 0.5, 0 ] ], + [ new THREE.Line( lineYGeometry, new GizmoLineMaterial( { color: 0x00ff00 } ) ) ] + ], + + Z: [ + [ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x0000ff } ) ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ] ], + [ new THREE.Line( lineZGeometry, new GizmoLineMaterial( { color: 0x0000ff } ) ) ] + ], + + XYZ: [ + [ new THREE.Mesh( new THREE.BoxGeometry( 0.125, 0.125, 0.125 ), new GizmoMaterial( { color: 0xffffff, opacity: 0.25 } ) ) ] + ] + + }; + + this.pickerGizmos = { + + X: [ + [ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0.6, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ] + ], + + Y: [ + [ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0.6, 0 ] ] + ], + + Z: [ + [ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0, 0.6 ], [ Math.PI / 2, 0, 0 ] ] + ], + + XYZ: [ + [ new THREE.Mesh( new THREE.BoxGeometry( 0.4, 0.4, 0.4 ), pickerMaterial ) ] + ] + + }; + + this.setActivePlane = function ( axis, eye ) { + + var tempMatrix = new THREE.Matrix4(); + eye.applyMatrix4( tempMatrix.getInverse( tempMatrix.extractRotation( this.planes[ "XY" ].matrixWorld ) ) ); + + if ( axis === "X" ) { + + this.activePlane = this.planes[ "XY" ]; + if ( Math.abs( eye.y ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "XZ" ]; + + } + + if ( axis === "Y" ) { + + this.activePlane = this.planes[ "XY" ]; + if ( Math.abs( eye.x ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "YZ" ]; + + } + + if ( axis === "Z" ) { + + this.activePlane = this.planes[ "XZ" ]; + if ( Math.abs( eye.x ) > Math.abs( eye.y ) ) this.activePlane = this.planes[ "YZ" ]; + + } + + if ( axis === "XYZ" ) this.activePlane = this.planes[ "XYZE" ]; + + }; + + this.init(); + + }; + + THREE.TransformGizmoScale.prototype = Object.create( THREE.TransformGizmo.prototype ); + THREE.TransformGizmoScale.prototype.constructor = THREE.TransformGizmoScale; + + THREE.TransformControls = function ( camera, domElement ) { + + // TODO: Make non-uniform scale and rotate play nice in hierarchies + // TODO: ADD RXYZ contol + + THREE.Object3D.call( this ); + + domElement = ( domElement !== undefined ) ? domElement : document; + + this.object = undefined; + this.visible = false; + this.translationSnap = null; + this.rotationSnap = null; + this.space = "world"; + this.size = 1; + this.axis = null; + + var scope = this; + + var _mode = "translate"; + var _dragging = false; + var _plane = "XY"; + var _gizmo = { + + "translate": new THREE.TransformGizmoTranslate(), + "rotate": new THREE.TransformGizmoRotate(), + "scale": new THREE.TransformGizmoScale() + }; + + for ( var type in _gizmo ) { + + var gizmoObj = _gizmo[ type ]; + + gizmoObj.visible = ( type === _mode ); + this.add( gizmoObj ); + + } + + var changeEvent = { type: "change" }; + var mouseDownEvent = { type: "mouseDown" }; + var mouseUpEvent = { type: "mouseUp", mode: _mode }; + var objectChangeEvent = { type: "objectChange" }; + + var ray = new THREE.Raycaster(); + var pointerVector = new THREE.Vector2(); + + var point = new THREE.Vector3(); + var offset = new THREE.Vector3(); + + var rotation = new THREE.Vector3(); + var offsetRotation = new THREE.Vector3(); + var scale = 1; + + var lookAtMatrix = new THREE.Matrix4(); + var eye = new THREE.Vector3(); + + var tempMatrix = new THREE.Matrix4(); + var tempVector = new THREE.Vector3(); + var tempQuaternion = new THREE.Quaternion(); + var unitX = new THREE.Vector3( 1, 0, 0 ); + var unitY = new THREE.Vector3( 0, 1, 0 ); + var unitZ = new THREE.Vector3( 0, 0, 1 ); + + var quaternionXYZ = new THREE.Quaternion(); + var quaternionX = new THREE.Quaternion(); + var quaternionY = new THREE.Quaternion(); + var quaternionZ = new THREE.Quaternion(); + var quaternionE = new THREE.Quaternion(); + + var oldPosition = new THREE.Vector3(); + var oldScale = new THREE.Vector3(); + var oldRotationMatrix = new THREE.Matrix4(); + + var parentRotationMatrix = new THREE.Matrix4(); + var parentScale = new THREE.Vector3(); + + var worldPosition = new THREE.Vector3(); + var worldRotation = new THREE.Euler(); + var worldRotationMatrix = new THREE.Matrix4(); + var camPosition = new THREE.Vector3(); + var camRotation = new THREE.Euler(); + + domElement.addEventListener( "mousedown", onPointerDown, false ); + domElement.addEventListener( "touchstart", onPointerDown, false ); + + domElement.addEventListener( "mousemove", onPointerHover, false ); + domElement.addEventListener( "touchmove", onPointerHover, false ); + + domElement.addEventListener( "mousemove", onPointerMove, false ); + domElement.addEventListener( "touchmove", onPointerMove, false ); + + domElement.addEventListener( "mouseup", onPointerUp, false ); + domElement.addEventListener( "mouseout", onPointerUp, false ); + domElement.addEventListener( "touchend", onPointerUp, false ); + domElement.addEventListener( "touchcancel", onPointerUp, false ); + domElement.addEventListener( "touchleave", onPointerUp, false ); + + this.dispose = function () { + + domElement.removeEventListener( "mousedown", onPointerDown ); + domElement.removeEventListener( "touchstart", onPointerDown ); + + domElement.removeEventListener( "mousemove", onPointerHover ); + domElement.removeEventListener( "touchmove", onPointerHover ); + + domElement.removeEventListener( "mousemove", onPointerMove ); + domElement.removeEventListener( "touchmove", onPointerMove ); + + domElement.removeEventListener( "mouseup", onPointerUp ); + domElement.removeEventListener( "mouseout", onPointerUp ); + domElement.removeEventListener( "touchend", onPointerUp ); + domElement.removeEventListener( "touchcancel", onPointerUp ); + domElement.removeEventListener( "touchleave", onPointerUp ); + + }; + + this.attach = function ( object ) { + + this.object = object; + this.visible = true; + this.update(); + + }; + + this.detach = function () { + + this.object = undefined; + this.visible = false; + this.axis = null; + + }; + + this.getMode = function () { + + return _mode; + + }; + + this.setMode = function ( mode ) { + + _mode = mode ? mode : _mode; + + if ( _mode === "scale" ) scope.space = "local"; + + for ( var type in _gizmo ) _gizmo[ type ].visible = ( type === _mode ); + + this.update(); + scope.dispatchEvent( changeEvent ); + + }; + + this.setTranslationSnap = function ( translationSnap ) { + + scope.translationSnap = translationSnap; + + }; + + this.setRotationSnap = function ( rotationSnap ) { + + scope.rotationSnap = rotationSnap; + + }; + + this.setSize = function ( size ) { + + scope.size = size; + this.update(); + scope.dispatchEvent( changeEvent ); + + }; + + this.setSpace = function ( space ) { + + scope.space = space; + this.update(); + scope.dispatchEvent( changeEvent ); + + }; + + this.update = function () { + + if ( scope.object === undefined ) return; + + scope.object.updateMatrixWorld(); + worldPosition.setFromMatrixPosition( scope.object.matrixWorld ); + worldRotation.setFromRotationMatrix( tempMatrix.extractRotation( scope.object.matrixWorld ) ); + + camera.updateMatrixWorld(); + camPosition.setFromMatrixPosition( camera.matrixWorld ); + camRotation.setFromRotationMatrix( tempMatrix.extractRotation( camera.matrixWorld ) ); + + scale = worldPosition.distanceTo( camPosition ) / 6 * scope.size; + this.position.copy( worldPosition ); + this.scale.set( scale, scale, scale ); + + eye.copy( camPosition ).sub( worldPosition ).normalize(); + + if ( scope.space === "local" ) { + + _gizmo[ _mode ].update( worldRotation, eye ); + + } else if ( scope.space === "world" ) { + + _gizmo[ _mode ].update( new THREE.Euler(), eye ); + + } + + _gizmo[ _mode ].highlight( scope.axis ); + + }; + + function onPointerHover( event ) { + + if ( scope.object === undefined || _dragging === true || ( event.button !== undefined && event.button !== 0 ) ) return; + + var pointer = event.changedTouches ? event.changedTouches[ 0 ] : event; + + var intersect = intersectObjects( pointer, _gizmo[ _mode ].pickers.children ); + + var axis = null; + + if ( intersect ) { + + axis = intersect.object.name; + + event.preventDefault(); + + } + + if ( scope.axis !== axis ) { + + scope.axis = axis; + scope.update(); + scope.dispatchEvent( changeEvent ); + + } + + } + + function onPointerDown( event ) { + + if ( scope.object === undefined || _dragging === true || ( event.button !== undefined && event.button !== 0 ) ) return; + + var pointer = event.changedTouches ? event.changedTouches[ 0 ] : event; + + if ( pointer.button === 0 || pointer.button === undefined ) { + + var intersect = intersectObjects( pointer, _gizmo[ _mode ].pickers.children ); + + if ( intersect ) { + + event.preventDefault(); + event.stopPropagation(); + + scope.dispatchEvent( mouseDownEvent ); + + scope.axis = intersect.object.name; + + scope.update(); + + eye.copy( camPosition ).sub( worldPosition ).normalize(); + + _gizmo[ _mode ].setActivePlane( scope.axis, eye ); + + var planeIntersect = intersectObjects( pointer, [ _gizmo[ _mode ].activePlane ] ); + + if ( planeIntersect ) { + + oldPosition.copy( scope.object.position ); + oldScale.copy( scope.object.scale ); + + oldRotationMatrix.extractRotation( scope.object.matrix ); + worldRotationMatrix.extractRotation( scope.object.matrixWorld ); + + parentRotationMatrix.extractRotation( scope.object.parent.matrixWorld ); + parentScale.setFromMatrixScale( tempMatrix.getInverse( scope.object.parent.matrixWorld ) ); + + offset.copy( planeIntersect.point ); + + } + + } + + } + + _dragging = true; + + } + + function onPointerMove( event ) { + + if ( scope.object === undefined || scope.axis === null || _dragging === false || ( event.button !== undefined && event.button !== 0 ) ) return; + + var pointer = event.changedTouches ? event.changedTouches[ 0 ] : event; + + var planeIntersect = intersectObjects( pointer, [ _gizmo[ _mode ].activePlane ] ); + + if ( planeIntersect === false ) return; + + event.preventDefault(); + event.stopPropagation(); + + point.copy( planeIntersect.point ); + + if ( _mode === "translate" ) { + + point.sub( offset ); + point.multiply( parentScale ); + + if ( scope.space === "local" ) { + + point.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) ); + + if ( scope.axis.search( "X" ) === - 1 ) point.x = 0; + if ( scope.axis.search( "Y" ) === - 1 ) point.y = 0; + if ( scope.axis.search( "Z" ) === - 1 ) point.z = 0; + + point.applyMatrix4( oldRotationMatrix ); + + scope.object.position.copy( oldPosition ); + scope.object.position.add( point ); + + } + + if ( scope.space === "world" || scope.axis.search( "XYZ" ) !== - 1 ) { + + if ( scope.axis.search( "X" ) === - 1 ) point.x = 0; + if ( scope.axis.search( "Y" ) === - 1 ) point.y = 0; + if ( scope.axis.search( "Z" ) === - 1 ) point.z = 0; + + point.applyMatrix4( tempMatrix.getInverse( parentRotationMatrix ) ); + + scope.object.position.copy( oldPosition ); + scope.object.position.add( point ); + + } + + if ( scope.translationSnap !== null ) { + + if ( scope.space === "local" ) { + + scope.object.position.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) ); + + } + + if ( scope.axis.search( "X" ) !== - 1 ) scope.object.position.x = Math.round( scope.object.position.x / scope.translationSnap ) * scope.translationSnap; + if ( scope.axis.search( "Y" ) !== - 1 ) scope.object.position.y = Math.round( scope.object.position.y / scope.translationSnap ) * scope.translationSnap; + if ( scope.axis.search( "Z" ) !== - 1 ) scope.object.position.z = Math.round( scope.object.position.z / scope.translationSnap ) * scope.translationSnap; + + if ( scope.space === "local" ) { + + scope.object.position.applyMatrix4( worldRotationMatrix ); + + } + + } + + } else if ( _mode === "scale" ) { + + point.sub( offset ); + point.multiply( parentScale ); + + if ( scope.space === "local" ) { + + if ( scope.axis === "XYZ" ) { + + scale = 1 + ( ( point.y ) / 50 ); + + scope.object.scale.x = oldScale.x * scale; + scope.object.scale.y = oldScale.y * scale; + scope.object.scale.z = oldScale.z * scale; + + } else { + + point.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) ); + + if ( scope.axis === "X" ) scope.object.scale.x = oldScale.x * ( 1 + point.x / 50 ); + if ( scope.axis === "Y" ) scope.object.scale.y = oldScale.y * ( 1 + point.y / 50 ); + if ( scope.axis === "Z" ) scope.object.scale.z = oldScale.z * ( 1 + point.z / 50 ); + + } + + } + + } else if ( _mode === "rotate" ) { + + point.sub( worldPosition ); + point.multiply( parentScale ); + tempVector.copy( offset ).sub( worldPosition ); + tempVector.multiply( parentScale ); + + if ( scope.axis === "E" ) { + + point.applyMatrix4( tempMatrix.getInverse( lookAtMatrix ) ); + tempVector.applyMatrix4( tempMatrix.getInverse( lookAtMatrix ) ); + + rotation.set( Math.atan2( point.z, point.y ), Math.atan2( point.x, point.z ), Math.atan2( point.y, point.x ) ); + offsetRotation.set( Math.atan2( tempVector.z, tempVector.y ), Math.atan2( tempVector.x, tempVector.z ), Math.atan2( tempVector.y, tempVector.x ) ); + + tempQuaternion.setFromRotationMatrix( tempMatrix.getInverse( parentRotationMatrix ) ); + + quaternionE.setFromAxisAngle( eye, rotation.z - offsetRotation.z ); + quaternionXYZ.setFromRotationMatrix( worldRotationMatrix ); + + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionE ); + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionXYZ ); + + scope.object.quaternion.copy( tempQuaternion ); + + } else if ( scope.axis === "XYZE" ) { + + quaternionE.setFromEuler( point.clone().cross( tempVector ).normalize() ); // rotation axis + + tempQuaternion.setFromRotationMatrix( tempMatrix.getInverse( parentRotationMatrix ) ); + quaternionX.setFromAxisAngle( quaternionE, - point.clone().angleTo( tempVector ) ); + quaternionXYZ.setFromRotationMatrix( worldRotationMatrix ); + + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionX ); + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionXYZ ); + + scope.object.quaternion.copy( tempQuaternion ); + + } else if ( scope.space === "local" ) { + + point.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) ); + + tempVector.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) ); + + rotation.set( Math.atan2( point.z, point.y ), Math.atan2( point.x, point.z ), Math.atan2( point.y, point.x ) ); + offsetRotation.set( Math.atan2( tempVector.z, tempVector.y ), Math.atan2( tempVector.x, tempVector.z ), Math.atan2( tempVector.y, tempVector.x ) ); + + quaternionXYZ.setFromRotationMatrix( oldRotationMatrix ); + + if ( scope.rotationSnap !== null ) { + + quaternionX.setFromAxisAngle( unitX, Math.round( ( rotation.x - offsetRotation.x ) / scope.rotationSnap ) * scope.rotationSnap ); + quaternionY.setFromAxisAngle( unitY, Math.round( ( rotation.y - offsetRotation.y ) / scope.rotationSnap ) * scope.rotationSnap ); + quaternionZ.setFromAxisAngle( unitZ, Math.round( ( rotation.z - offsetRotation.z ) / scope.rotationSnap ) * scope.rotationSnap ); + + } else { + + quaternionX.setFromAxisAngle( unitX, rotation.x - offsetRotation.x ); + quaternionY.setFromAxisAngle( unitY, rotation.y - offsetRotation.y ); + quaternionZ.setFromAxisAngle( unitZ, rotation.z - offsetRotation.z ); + + } + + if ( scope.axis === "X" ) quaternionXYZ.multiplyQuaternions( quaternionXYZ, quaternionX ); + if ( scope.axis === "Y" ) quaternionXYZ.multiplyQuaternions( quaternionXYZ, quaternionY ); + if ( scope.axis === "Z" ) quaternionXYZ.multiplyQuaternions( quaternionXYZ, quaternionZ ); + + scope.object.quaternion.copy( quaternionXYZ ); + + } else if ( scope.space === "world" ) { + + rotation.set( Math.atan2( point.z, point.y ), Math.atan2( point.x, point.z ), Math.atan2( point.y, point.x ) ); + offsetRotation.set( Math.atan2( tempVector.z, tempVector.y ), Math.atan2( tempVector.x, tempVector.z ), Math.atan2( tempVector.y, tempVector.x ) ); + + tempQuaternion.setFromRotationMatrix( tempMatrix.getInverse( parentRotationMatrix ) ); + + if ( scope.rotationSnap !== null ) { + + quaternionX.setFromAxisAngle( unitX, Math.round( ( rotation.x - offsetRotation.x ) / scope.rotationSnap ) * scope.rotationSnap ); + quaternionY.setFromAxisAngle( unitY, Math.round( ( rotation.y - offsetRotation.y ) / scope.rotationSnap ) * scope.rotationSnap ); + quaternionZ.setFromAxisAngle( unitZ, Math.round( ( rotation.z - offsetRotation.z ) / scope.rotationSnap ) * scope.rotationSnap ); + + } else { + + quaternionX.setFromAxisAngle( unitX, rotation.x - offsetRotation.x ); + quaternionY.setFromAxisAngle( unitY, rotation.y - offsetRotation.y ); + quaternionZ.setFromAxisAngle( unitZ, rotation.z - offsetRotation.z ); + + } + + quaternionXYZ.setFromRotationMatrix( worldRotationMatrix ); + + if ( scope.axis === "X" ) tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionX ); + if ( scope.axis === "Y" ) tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionY ); + if ( scope.axis === "Z" ) tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionZ ); + + tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionXYZ ); + + scope.object.quaternion.copy( tempQuaternion ); + + } + + } + + scope.update(); + scope.dispatchEvent( changeEvent ); + scope.dispatchEvent( objectChangeEvent ); + + } + + function onPointerUp( event ) { + + if ( event.button !== undefined && event.button !== 0 ) return; + + if ( _dragging && ( scope.axis !== null ) ) { + + mouseUpEvent.simulationMode = _mode; + scope.dispatchEvent( mouseUpEvent ) + + } + + _dragging = false; + onPointerHover( event ); + + } + + function intersectObjects( pointer, objects ) { + + var rect = domElement.getBoundingClientRect(); + var x = ( pointer.clientX - rect.left ) / rect.width; + var y = ( pointer.clientY - rect.top ) / rect.height; + + pointerVector.set( ( x * 2 ) - 1, - ( y * 2 ) + 1 ); + ray.setFromCamera( pointerVector, camera ); + + var intersections = ray.intersectObjects( objects, true ); + return intersections[ 0 ] ? intersections[ 0 ] : false; + + } + + }; + + THREE.TransformControls.prototype = Object.create( THREE.Object3D.prototype ); + THREE.TransformControls.prototype.constructor = THREE.TransformControls; + +}() ); diff --git a/vendor/threex.dragpancontrols.js b/vendor/threex.dragpancontrols.js new file mode 100644 index 0000000..1dd7dcb --- /dev/null +++ b/vendor/threex.dragpancontrols.js @@ -0,0 +1,69 @@ +/** @namespace */ +var THREEx = THREEx || {}; + +THREEx.DragPanControls = function(object, domElement) +{ + this._object = object; + this._domElement= domElement || document; + + // parameters that you can change after initialisation + this.target = new THREE.Vector3(0, 0, 0); + this.speedX = 0.03; + this.speedY = 0.03; + this.rangeX = -40; + this.rangeY = +40; + + // private variables + this._mouseX = 0; + this._mouseY = 0; + + var _this = this; + this._$onMouseMove = function(){ _this._onMouseMove.apply(_this, arguments); }; + this._$onTouchStart = function(){ _this._onTouchStart.apply(_this, arguments); }; + this._$onTouchMove = function(){ _this._onTouchMove.apply(_this, arguments); }; + + this._domElement.addEventListener( 'mousemove', this._$onMouseMove, false ); + this._domElement.addEventListener( 'touchstart', this._$onTouchStart,false ); + this._domElement.addEventListener( 'touchmove', this._$onTouchMove, false ); +} + +THREEx.DragPanControls.prototype.destroy = function() +{ + this._domElement.removeEventListener( 'mousemove', this._$onMouseMove, false ); + this._domElement.removeEventListener( 'touchstart', this._$onTouchStart,false ); + this._domElement.removeEventListener( 'touchmove', this._$onTouchMove, false ); +} + +THREEx.DragPanControls.prototype.update = function(event) +{ + this._object.position.x += ( this._mouseX * this.rangeX - this._object.position.x ) * this.speedX; + this._object.position.y += ( this._mouseY * this.rangeY - this._object.position.y ) * this.speedY; + this._object.lookAt( this.target ); +} + +THREEx.DragPanControls.prototype._onMouseMove = function(event) +{ + this._mouseX = ( event.clientX / window.innerWidth ) - 0.5; + this._mouseY = ( event.clientY / window.innerHeight) - 0.5; +} + +THREEx.DragPanControls.prototype._onTouchStart = function(event) +{ + if( event.touches.length != 1 ) return; + + // no preventDefault to get click event on ios + + this._mouseX = ( event.touches[ 0 ].pageX / window.innerWidth ) - 0.5; + this._mouseY = ( event.touches[ 0 ].pageY / window.innerHeight) - 0.5; +} + +THREEx.DragPanControls.prototype._onTouchMove = function(event) +{ + if( event.touches.length != 1 ) return; + + event.preventDefault(); + + this._mouseX = ( event.touches[ 0 ].pageX / window.innerWidth ) - 0.5; + this._mouseY = ( event.touches[ 0 ].pageY / window.innerHeight) - 0.5; +} + diff --git a/vendor/threex/Makefile b/vendor/threex/Makefile new file mode 100644 index 0000000..62f6d8d --- /dev/null +++ b/vendor/threex/Makefile @@ -0,0 +1,18 @@ +# simple makefile to avoid repeatitive tasks + +buildDoc: + docco *.js + +monitorDoc: build + (while inotifywait -r -e modify,attrib,create . ; do make build; done) + +server: + python -m SimpleHTTPServer + +deploy: + # assume there is something to commit + # use "git diff --exit-code HEAD" to know if there is something to commit + # so two lines: one if no commit, one if something to commit + git commit -a -m "New deploy" && git push -f origin HEAD:gh-pages && git reset HEAD~ + + diff --git a/vendor/threex/README.md b/vendor/threex/README.md new file mode 100644 index 0000000..3d422dc --- /dev/null +++ b/vendor/threex/README.md @@ -0,0 +1,19 @@ +* This should be the root of a git repository but i dunno how to handle submodule + +# TODO +* document those + * you write a lot of code but not a lot of doc + * all that could go in learningthreejs + * what about anotated source. + * easy to write. + * how to present it in the blog + * currently anotated source is isnt too embedable + * should it be a blocker ? + * likely not + * make a super simple post for each +* they need example and all + * how to handle this ? + * an examples directory like three.js ? + * why not ? +* how to handle the maturity of it ? + * many arent too finished \ No newline at end of file diff --git a/vendor/threex/THREEx.CelShader.js b/vendor/threex/THREEx.CelShader.js new file mode 100644 index 0000000..74d87bf --- /dev/null +++ b/vendor/threex/THREEx.CelShader.js @@ -0,0 +1,70 @@ +// define namespaces +var THREEx = THREEx || {}; +THREEx.ShaderLib = THREEx.ShaderLib || {}; +THREEx.UniformsLib = THREEx.UniformsLib || {}; + +// cel shader from ro.me - http://www.ro.me/tech/cel-shader - Apache License 2.0 +THREEx.UniformsLib['cel'] = { + "uDirLightPos" : { type: "v3", value: new THREE.Vector3(1,0,0) }, + "uDirLightColor" : { type: "c" , value: new THREE.Color( 0xeeeeee ) }, + "uAmbientLightColor" : { type: "c" , value: new THREE.Color( 0x050505 ) }, + "uBaseColor" : { type: "c" , value: new THREE.Color( 0xff0000 ) } +}; + +THREEx.ShaderLib['cel'] = { + vertexShader: [ + "varying vec3 vNormal;", + "varying vec3 vRefract;", + + "void main() {", + + "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );", + + "vNormal = normalize( normalMatrix * normal );", + + "vec3 I = mPosition.xyz - cameraPosition;", + "vRefract = refract( normalize( I ), nWorld, 1.02 );", + + "gl_Position = projectionMatrix * mvPosition;", + + "}" + ].join( "\n" ), + fragmentShader: [ + "uniform vec3 uBaseColor;", + + "uniform vec3 uDirLightPos;", + "uniform vec3 uDirLightColor;", + + "uniform vec3 uAmbientLightColor;", + + "varying vec3 vNormal;", + + "varying vec3 vRefract;", + + "void main() {", + + "float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);", + "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;", + + "float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );", + "intensity += length(lightWeighting) * 0.2;", + + "float cameraWeighting = dot( normalize( vNormal ), vRefract );", + "intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );", + "intensity = intensity * 0.2 + 0.3;", + + "if ( intensity < 0.50 ) {", + + "gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );", + + "} else {", + + "gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );", + + "}", + + "}" + ].join( "\n" ) +}; \ No newline at end of file diff --git a/vendor/threex/THREEx.DeviceOrientationState.js b/vendor/threex/THREEx.DeviceOrientationState.js new file mode 100644 index 0000000..5f949d2 --- /dev/null +++ b/vendor/threex/THREEx.DeviceOrientationState.js @@ -0,0 +1,50 @@ +/** @namespace */ +var THREEx = THREEx || {}; + +THREEx.DeviceOrientationState = function() +{ + // to store the current state + this._state = { x: 0, y: 0, z: 0 }; + + this._$callback = function(event){ this._onDeviceOrientation(event); }.bind(this); + + // bind events + // - spec http://dev.w3.org/geo/api/spec-source-orientation.html + window.addEventListener('deviceorientation', this._$callback); +} + +/** + * To stop listening of the keyboard events +*/ +THREEx.DeviceOrientationState.prototype.destroy = function() +{ + // unbind events + window.removeEventListener('deviceorientation', this._$callback); +} + +/** + * to process the keyboard dom event +*/ +THREEx.DeviceOrientationState.prototype._onDeviceOrientation = function(event) +{ + this._state.x = (!event.alpha ? 0 : event.alpha) * Math.PI / 180; + this._state.y = (!event.beta ? 0 : event.beta ) * Math.PI / 180; + this._state.z = (!event.gamma ? 0 : event.gamma) * Math.PI / 180; +} + + +THREEx.DeviceOrientationState.prototype.angleX = function() +{ + return this._state.x; +} + +THREEx.DeviceOrientationState.prototype.angleY = function() +{ + return this._state.y; +} + +THREEx.DeviceOrientationState.prototype.angleZ = function() +{ + return this._state.z; +} + diff --git a/vendor/threex/THREEx.FullScreen.js b/vendor/threex/THREEx.FullScreen.js new file mode 100644 index 0000000..8407fb6 --- /dev/null +++ b/vendor/threex/THREEx.FullScreen.js @@ -0,0 +1,117 @@ +// This THREEx helper makes it easy to handle the fullscreen API +// * it hides the prefix for each browser +// * it hides the little discrepencies of the various vendor API +// * at the time of this writing (nov 2011) it is available in +// [firefox nightly](http://blog.pearce.org.nz/2011/11/firefoxs-html-full-screen-api-enabled.html), +// [webkit nightly](http://peter.sh/2011/01/javascript-full-screen-api-navigation-timing-and-repeating-css-gradients/) and +// [chrome stable](http://updates.html5rocks.com/2011/10/Let-Your-Content-Do-the-Talking-Fullscreen-API). + +// +// # Code + +// + +/** @namespace */ +var THREEx = THREEx || {}; +THREEx.FullScreen = THREEx.FullScreen || {}; + +/** + * test if it is possible to have fullscreen + * + * @returns {Boolean} true if fullscreen API is available, false otherwise +*/ +THREEx.FullScreen.available = function() +{ + return this._hasWebkitFullScreen || this._hasMozFullScreen; +} + +/** + * test if fullscreen is currently activated + * + * @returns {Boolean} true if fullscreen is currently activated, false otherwise +*/ +THREEx.FullScreen.activated = function() +{ + if( this._hasWebkitFullScreen ){ + return document.webkitIsFullScreen; + }else if( this._hasMozFullScreen ){ + return document.mozFullScreen; + }else{ + console.assert(false); + } +} + +/** + * Request fullscreen on a given element + * @param {DomElement} element to make fullscreen. optional. default to document.body +*/ +THREEx.FullScreen.request = function(element) +{ + element = element || document.body; + if( this._hasWebkitFullScreen ){ + element.webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT); + }else if( this._hasMozFullScreen ){ + element.mozRequestFullScreen(); + }else{ + console.assert(false); + } +} + +/** + * Cancel fullscreen +*/ +THREEx.FullScreen.cancel = function() +{ + if( this._hasWebkitFullScreen ){ + document.webkitCancelFullScreen(); + }else if( this._hasMozFullScreen ){ + document.mozCancelFullScreen(); + }else{ + console.assert(false); + } +} + + +// internal functions to know which fullscreen API implementation is available +THREEx.FullScreen._hasWebkitFullScreen = 'webkitCancelFullScreen' in document ? true : false; +THREEx.FullScreen._hasMozFullScreen = 'mozCancelFullScreen' in document ? true : false; + +/** + * Bind a key to renderer screenshot +*/ +THREEx.FullScreen.bindKey = function(opts){ + opts = opts || {}; + var charCode = opts.charCode || 'f'.charCodeAt(0); + var dblclick = opts.dblclick !== undefined ? opts.dblclick : false; + var element = opts.element + + var toggle = function(){ + if( THREEx.FullScreen.activated() ){ + THREEx.FullScreen.cancel(); + }else{ + THREEx.FullScreen.request(element); + } + } + + // callback to handle keypress + var __bind = function(fn, me){ return function(){ return fn.apply(me, arguments); }; }; + var onKeyPress = __bind(function(event){ + // return now if the KeyPress isnt for the proper charCode + if( event.which !== charCode ) return; + // toggle fullscreen + toggle(); + }, this); + + // listen to keypress + // NOTE: for firefox it seems mandatory to listen to document directly + document.addEventListener('keypress', onKeyPress, false); + // listen to dblclick + dblclick && document.addEventListener('dblclick', toggle, false); + + return { + unbind : function(){ + document.removeEventListener('keypress', onKeyPress, false); + dblclick && document.removeEventListener('dblclick', toggle, false); + } + }; +} diff --git a/vendor/threex/THREEx.GeometryUtils.js b/vendor/threex/THREEx.GeometryUtils.js new file mode 100644 index 0000000..938de98 --- /dev/null +++ b/vendor/threex/THREEx.GeometryUtils.js @@ -0,0 +1,139 @@ +// This THREEx helper provide various basic functions for ```THREE.Geometry```. +// It is able to scale, translate, center a geometry. Other functions may be +// added soon. +// The API is chained for convenience. +// +// ## Scale +// To make the geometry twice larger in ```y``` + +// ``` +// var scale = new THREE.Vector3(1,2,1); +// THREEx.GeometryUtils.scale(geometry, scale); +// ``` + +// ## Translate +// To make the geometry move 100 further in ```x``` + +// ``` +// var translation = new THREE.Vector3(100,0,0); +// THREEx.GeometryUtils.translate(geometry, translation); +// ``` + +// ## Center +// To center the geometry on its middle point + +// ``` +// THREEx.GeometryUtils.center(geometry); +// ``` + +// ## middlePoint +// To compute the middle point of a geometry + +// ``` +// THREEx.GeometryUtils.middlePoint(geometry); +// ``` + +// # Code + +// + +/** @namespace */ +var THREEx = THREEx || {}; +THREEx.GeometryUtils = THREEx.GeometryUtils || {}; + +// TODO +// - chained API +// - possibility a matrix to reduce computation ? + +/** + * Change the scale of a geometry + * + * @params {THREE.Geometry} geometry the geometry to compute on + * @params {THREE.Vector3} scale the middlepoint of the geometry +*/ +THREEx.GeometryUtils.scale = function(geometry, scale) +{ + // change all geometry.vertices + for(var i = 0; i < geometry.vertices.length; i++) { + var vertex = geometry.vertices[i]; + vertex.position.multiplySelf(scale); + } + + // mark the vertices as dirty + geometry.__dirtyVertices = true; + + // return this, to get chained API + return this; +} + +THREEx.GeometryUtils.translate = function(geometry, delta) +{ + // change all geometry.vertices + for(var i = 0; i < geometry.vertices.length; i++) { + var vertex = geometry.vertices[i]; + vertex.position.addSelf(delta); + } + + // mark the vertices as dirty + geometry.__dirtyVertices = true; + // return this, to get chained API + return this; +} + +/** + * Compute the "middlePoint" aka the point at the middle of the boundingBox + * + * @params {THREE.Geometry} the geometry to compute on + * @returns {THREE.Vector3} the middlepoint of the geometry +*/ +THREEx.GeometryUtils.middlePoint = function(geometry) +{ + // compute bounding box + geometry.computeBoundingBox(); + + // compute middle + var middle = new THREE.Vector3() + middle.x = ( geometry.boundingBox.x[ 1 ] + geometry.boundingBox.x[ 0 ] ) / 2; + middle.y = ( geometry.boundingBox.y[ 1 ] + geometry.boundingBox.y[ 0 ] ) / 2; + middle.z = ( geometry.boundingBox.z[ 1 ] + geometry.boundingBox.z[ 0 ] ) / 2; + + // return the just computed middle + return middle; +} + +/** + * Center the geometry on its middlepoint +*/ +THREEx.GeometryUtils.center = function(geometry, noX, noY, noZ) +{ + // compute delta + var delta = this.middlePoint(geometry).negate(); + if( noX ) delta.x = 0; + if( noY ) delta.y = 0; + if( noZ ) delta.z = 0; + + return this.translate(geometry, delta) +} + +/** + * Initial version of attachement + * - geometry2 is the one which is moved + * - TODO make something more flexible... especially on the attachement config +*/ +THREEx.GeometryUtils.attachRightLeft = function(geometry1, geometry2, delta) +{ + if( delta === undefined ) delta = 0; + // compute bounding box + geometry1.computeBoundingBox(); + geometry2.computeBoundingBox(); + + var maxX1 = geometry1.boundingBox.x[ 1 ] + var minX2 = geometry2.boundingBox.x[ 0 ]; + + var vector = new THREE.Vector3(); + vector.x = maxX1+ (-minX2) + delta; + + this.translate(geometry2, vector); + + return this; +} diff --git a/vendor/threex/THREEx.GeometryWobble.js b/vendor/threex/THREEx.GeometryWobble.js new file mode 100644 index 0000000..824196b --- /dev/null +++ b/vendor/threex/THREEx.GeometryWobble.js @@ -0,0 +1,54 @@ +var THREEx = THREEx || {}; + +THREEx.GeometryWobble = {}; + +// Geometry Wobble +// based on paul lewis / areotwist - http://lab.aerotwist.com/webgl/undulating-monkey/ + + +THREEx.GeometryWobble.init = function(geometry) +{ + for(var i = 0; i < geometry.vertices.length; i++){ + var vertex = geometry.vertices[i]; + vertex.originalPosition = vertex.position.clone(); + vertex.dirVector = vertex.position.clone().normalize(); + } + geometry.dynamic = true; + + this.cpuAxis(geometry, 'y') +} + +THREEx.GeometryWobble.cpuAxis = function(geometry, type, factor) +{ + if( type === undefined ) type = 'x'; + if( factor === undefined ) factor = 0.2; + + for(var i = 0; i < geometry.vertices.length; i++) { + var vertex = geometry.vertices[i]; +// Note: may need more axis ? + if( type === 'x' ) vertex.axisValue = vertex.originalPosition.x * factor; + else if( type === 'y' ) vertex.axisValue = vertex.originalPosition.y * factor; + else if( type === 'z' ) vertex.axisValue = vertex.originalPosition.z * factor; + else console.assert(false); + } +} + +THREEx.GeometryWobble.Animate = function(geometry, phase, magnitude) +{ + if( phase === undefined ) phase = 0; + if( magnitude === undefined ) magnitude = 0.2; + + if( typeof magnitude === "number" ) magnitude = new THREE.Vector3(magnitude, magnitude, magnitude) + + + for(var i = 0; i < geometry.vertices.length; i++) { + var vertex = geometry.vertices[i]; + var vertexPhase = Math.cos(phase + vertex.axisValue); + + vertex.position.x = vertex.originalPosition.x + vertexPhase * vertex.dirVector.x * magnitude.x; + vertex.position.y = vertex.originalPosition.y + vertexPhase * vertex.dirVector.y * magnitude.y; + vertex.position.z = vertex.originalPosition.z + vertexPhase * vertex.dirVector.z * magnitude.z; + } + + geometry.__dirtyVertices = true; +} diff --git a/vendor/threex/THREEx.KeyboardState.js b/vendor/threex/THREEx.KeyboardState.js new file mode 100644 index 0000000..8c81779 --- /dev/null +++ b/vendor/threex/THREEx.KeyboardState.js @@ -0,0 +1,116 @@ +// THREEx.KeyboardState.js keep the current state of the keyboard. +// It is possible to query it at any time. No need of an event. +// This is particularly convenient in loop driven case, like in +// 3D demos or games. +// +// # Usage +// +// **Step 1**: Create the object +// +// ```var keyboard = new THREEx.KeyboardState();``` +// +// **Step 2**: Query the keyboard state +// +// This will return true if shift and A are pressed, false otherwise +// +// ```keyboard.pressed("shift+A")``` +// +// **Step 3**: Stop listening to the keyboard +// +// ```keyboard.destroy()``` +// +// NOTE: this library may be nice as standaline. independant from three.js +// - rename it keyboardForGame +// +// # Code +// + +/** @namespace */ +var THREEx = THREEx || {}; + +/** + * - NOTE: it would be quite easy to push event-driven too + * - microevent.js for events handling + * - in this._onkeyChange, generate a string from the DOM event + * - use this as event name +*/ +THREEx.KeyboardState = function() +{ + // to store the current state + this.keyCodes = {}; + this.modifiers = {}; + + // create callback to bind/unbind keyboard events + var self = this; + this._onKeyDown = function(event){ self._onKeyChange(event, true); }; + this._onKeyUp = function(event){ self._onKeyChange(event, false);}; + + // bind keyEvents + document.addEventListener("keydown", this._onKeyDown, false); + document.addEventListener("keyup", this._onKeyUp, false); +} + +/** + * To stop listening of the keyboard events +*/ +THREEx.KeyboardState.prototype.destroy = function() +{ + // unbind keyEvents + document.removeEventListener("keydown", this._onKeyDown, false); + document.removeEventListener("keyup", this._onKeyUp, false); +} + +THREEx.KeyboardState.MODIFIERS = ['shift', 'ctrl', 'alt', 'meta']; +THREEx.KeyboardState.ALIAS = { + 'left' : 37, + 'up' : 38, + 'right' : 39, + 'down' : 40, + 'space' : 32, + 'pageup' : 33, + 'pagedown' : 34, + 'tab' : 9 +}; + +/** + * to process the keyboard dom event +*/ +THREEx.KeyboardState.prototype._onKeyChange = function(event, pressed) +{ + // log to debug + //console.log("onKeyChange", event, pressed, event.keyCode, event.shiftKey, event.ctrlKey, event.altKey, event.metaKey) + + // update this.keyCodes + var keyCode = event.keyCode; + this.keyCodes[keyCode] = pressed; + + // update this.modifiers + this.modifiers['shift']= event.shiftKey; + this.modifiers['ctrl'] = event.ctrlKey; + this.modifiers['alt'] = event.altKey; + this.modifiers['meta'] = event.metaKey; +} + +/** + * query keyboard state to know if a key is pressed of not + * + * @param {String} keyDesc the description of the key. format : modifiers+key e.g shift+A + * @returns {Boolean} true if the key is pressed, false otherwise +*/ +THREEx.KeyboardState.prototype.pressed = function(keyDesc) +{ + var keys = keyDesc.split("+"); + for(var i = 0; i < keys.length; i++){ + var key = keys[i]; + var pressed; + if( THREEx.KeyboardState.MODIFIERS.indexOf( key ) !== -1 ){ + pressed = this.modifiers[key]; + }else if( Object.keys(THREEx.KeyboardState.ALIAS).indexOf( key ) != -1 ){ + pressed = this.keyCodes[ THREEx.KeyboardState.ALIAS[key] ]; + }else { + pressed = this.keyCodes[key.toUpperCase().charCodeAt(0)] + } + if( !pressed) return false; + }; + return true; +} diff --git a/vendor/threex/THREEx.LogoTurtle.js b/vendor/threex/THREEx.LogoTurtle.js new file mode 100644 index 0000000..ca772f8 --- /dev/null +++ b/vendor/threex/THREEx.LogoTurtle.js @@ -0,0 +1,46 @@ +/** @namespace */ +var THREEx = THREEx || {}; + +// TODO should those relative polar coord function be INSIDE path already ? + +THREEx.LogoTurtle = function() +{ + this._penX = 0; + this._penY = 0; + this._angle = 0; + this._vectors = []; +} + +THREEx.LogoTurtle.create = function() +{ + return new THREEx.LogoTurtle() +} + +THREEx.LogoTurtle.prototype.turn = function(rotation) +{ + this._angle += rotation; + return this; +} + +THREEx.LogoTurtle.prototype.moveTo = function(x, y) +{ + this._penX = x * Math.cos(this._angle) - y * Math.sin(this._angle); + this._penY = x * Math.sin(this._angle) + y * Math.cos(this._angle); + this._vectors.push( new THREE.Vector2(this._penX, this._penY) ); + return this; +} + +THREEx.LogoTurtle.prototype.forward = function(distance) +{ + this._penX += Math.cos(this._angle) * distance; + this._penY += Math.sin(this._angle) * distance; + + this._vectors.push( new THREE.Vector2(this._penX, this._penY) ); + + return this; +} + +THREEx.LogoTurtle.prototype.points = function() +{ + return this._vectors; +} diff --git a/vendor/threex/THREEx.PlasmaShader.js b/vendor/threex/THREEx.PlasmaShader.js new file mode 100644 index 0000000..5e1fc35 --- /dev/null +++ b/vendor/threex/THREEx.PlasmaShader.js @@ -0,0 +1,104 @@ +// define namespaces +var THREEx = THREEx || {}; +THREEx.ShaderLib = THREEx.ShaderLib || {}; +THREEx.UniformsLib = THREEx.UniformsLib || {}; + +THREEx.UniformsLib['plasma'] = { + time : { type : "f", value: 0.0 }, + scale : { type : "f", value: 1.0 }, + rotation: { type : "f", value: 0.0 }, + opacity : { type : "f", value: 1.0 }, + + c0 : { type : "f", value: 5.0 }, + c1 : { type : "f", value: 3.0 }, + c2 : { type : "f", value: 11.0 }, + c3 : { type : "f", value: 7.0 }, + c4 : { type : "f", value: 9.0 }, + c5 : { type : "f", value: 3.0 } +}; + +THREEx.ShaderLib['plasma'] = { + vertexShader: [ + "#ifdef GL_ES", + "precision highp float;", + "#endif", + "varying vec2 vUv;", + "void main(){", + "vUv = uv;", + "gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);", + "}" + ].join( "\n" ), + fragmentShader: [ + "#ifdef GL_ES", + "precision highp float;", + "#endif", + + "varying vec2 vUv;", + "uniform float time;", + "uniform float scale;", + "uniform float rotation;", + "uniform float opacity;", + "uniform float c0, c1, c2, c3, c4, c5;", + + // todo zoom and rotation of vec2 point + "vec2 rotoZoom(const vec2 point, const float scale, const float rotation){", + "vec2 tmp;", + "tmp.x = point.x * cos(rotation) - point.y * sin(rotation);", + "tmp.y = point.x * sin(rotation) + point.y * cos(rotation);", + "tmp = tmp * scale;", + "return tmp;", + "}", + + // based on THREE.Color.setHSV() + // based on Mads Elvheim / Madsy http://code.google.com/p/opengl3-freenode/wiki/ColorSpaceConversions + "vec3 HSVtoRGB(const vec3 color){", + "float h = color.r;", + "float s = color.g;", + "float v = color.b;", + + "float i = floor(h * 6.0);", + "float f = (h * 6.0) - i;", + "float p = v * (1.0 - s);", + "float q = v * (1.0 - f * s);", + "float t = v * (1.0 - (1.0 - f) * s);", + + "vec3 result;", + "if( i < 1.0 ) result = vec3(v,t,p);", + "else if( i < 2.0 ) result = vec3(q,v,p);", + "else if( i < 3.0 ) result = vec3(p,v,t);", + "else if( i < 4.0 ) result = vec3(p,q,v);", + "else if( i < 5.0 ) result = vec3(t,p,v);", + "else if( i < 6.0 ) result = vec3(v,p,q);", + "else result = vec3(v,t,p);", + + "return result;", + "}", + // default value + "#ifndef ROTOZOOM", + "#define ROTOZOOM 1", + "#endif", + "#ifndef USEHSV", + "#define USEHSV 1", + "#endif", + + "void main(){", + "vec2 p = -1.0 + 2.0 * vUv;", + "#if ROTOZOOM", + "p = rotoZoom(p, scale, rotation);", + "#endif", + + "float cossin1 = cos(p.x*c0+sin(time*1.3)) - sin(p.y*c3-cos(time)) + sin(time);", + "float cossin2 = cos(p.y*c1+cos(c1*time/c4)) * sin(p.x*c4*sin(time)) - cos(time);", + "float cossin3 = cos(p.x*c2+sin(c2*time/c5)) + sin(p.y*c5+cos(time)) + cos(time);", + //"vec3 color = vec3(abs(cossin1*sin(p.x)), cossin2*sin(p.y), cossin3*sin(p.x));", + "vec3 color = vec3(abs(cossin1*sin(p.x)), 0.6 - 0.4* abs(cossin2*sin(p.y)), 0.5 - 0.3*(cossin3*sin(p.x)));", + + "#if USEHSV", + "color = HSVtoRGB(color);", + "#endif", + + "gl_FragColor = vec4(color, opacity);", + //"gl_FragColor = vec4(cossin1*sin(p.x), cossin2*sin(p.y), cossin3*sin(p.x), opacity);", + "}" + ].join( "\n" ) +}; diff --git a/vendor/threex/THREEx.SkyMap.js b/vendor/threex/THREEx.SkyMap.js new file mode 100644 index 0000000..2686131 --- /dev/null +++ b/vendor/threex/THREEx.SkyMap.js @@ -0,0 +1,62 @@ +var THREEx = THREEx || {}; + +THREEx.SkyMap = {}; + +THREEx.SkyMap.buildMesh = function(urls, opts) +{ + // get parameters + opts = opts || {} + var cubeSize = opts.cubeSize !== undefined ? opts.cubeSize : 100000; + + // load the cube textures + var texture = THREE.ImageUtils.loadTextureCube( urls ); + + // init the cube shadder + var shader = THREE.ShaderUtils.lib["cube"]; + var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + uniforms['tCube'].texture= textureCube; + var material = new THREE.MeshShaderMaterial({ + fragmentShader : shader.fragmentShader, + vertexShader : shader.vertexShader, + uniforms : uniforms + }); + + // build the geometry + var geometry = new THREE.CubeGeometry( cubeSize, cubeSize, cubeSize, 1, 1, 1, null, true ); + + // build the skybox Mesh + var mesh = new THREE.Mesh( geometry, material ); + return mesh; +} + +/** + * Build the urls array for THREEx.SkyMap.buildMesh() +*/ +THREEx.SkyMap.UrlsPosx = function(prefix, extension) +{ + return [ + prefix + "posx" + extension, + prefix + "negx" + extension, + prefix + "posy" + extension, + prefix + "negy" + extension, + prefix + "posz" + extension, + prefix + "negz" + extension + ]; + return urls; +} + +/** + * Build the urls array for THREEx.SkyMap.buildMesh() +*/ +THREEx.SkyMap.UrlsPx = function(prefix, extension) +{ + return [ + prefix + "px" + extension, + prefix + "nx" + extension, + prefix + "py" + extension, + prefix + "ny" + extension, + prefix + "pz" + extension, + prefix + "nz" + extension + ]; + return urls; +} diff --git a/vendor/threex/THREEx.WindowResize.js b/vendor/threex/THREEx.WindowResize.js new file mode 100644 index 0000000..87d20e5 --- /dev/null +++ b/vendor/threex/THREEx.WindowResize.js @@ -0,0 +1,49 @@ +// This THREEx helper makes it easy to handle window resize. +// It will update renderer and camera when window is resized. +// +// # Usage +// +// **Step 1**: Start updating renderer and camera +// +// ```var windowResize = THREEx.WindowResize(aRenderer, aCamera)``` +// +// **Step 2**: Start updating renderer and camera +// +// ```windowResize.stop()``` +// # Code + +// + +/** @namespace */ +var THREEx = THREEx || {}; + +/** + * Update renderer and camera when the window is resized + * + * @param {Object} renderer the renderer to update + * @param {Object} Camera the camera to update +*/ +THREEx.WindowResize = function(renderer, camera){ + var callback = function(){ + // notify the renderer of the size change + renderer.setSize( window.innerWidth, window.innerHeight ); + // update the camera + camera.aspect = window.innerWidth / window.innerHeight; + camera.updateProjectionMatrix(); + } + // bind the resize event + window.addEventListener('resize', callback, false); + // return .stop() the function to stop watching window resize + return { + /** + * Stop watching window resize + */ + stop : function(){ + window.removeEventListener('resize', callback); + } + }; +} + +THREEx.WindowResize.bind = function(renderer, camera){ + return THREEx.WindowResize(renderer, camera); +} diff --git a/vendor/threex/THREEx.glCapability.js b/vendor/threex/THREEx.glCapability.js new file mode 100644 index 0000000..004d621 --- /dev/null +++ b/vendor/threex/THREEx.glCapability.js @@ -0,0 +1,52 @@ +/** + * Define namespace +*/ +if(typeof THREEx === "undefined") var THREEx = {}; + + +/** + * return the capability of a WebGl context + * + * TODO to rewrite + * - heavily wased on webglreport on sourceforge + * - is there other/better properties + * - should i get a more readable output ? + * - another function ? + * + * @param {WebGLRenderingContext} webgl context + * @returns {Object} capabilities +*/ +THREEx.glCapability = function(gl) +{ + // sanity check - gl context MUST BE WebGLRenderingContext + console.assert(gl instanceof WebGLRenderingContext) + // TODO find better names + var prout = ['VERSION', 'SHADING_LANGUAGE_VERSION', 'VENDOR', 'RENDERER']; + var pixDepth = ['RED_BITS', 'GREEN_BITS', 'BLUE_BITS', 'ALPHA_BITS', 'DEPTH_BITS', 'STENCIL_BITS']; + var slota = ['MAX_RENDERBUFFER_SIZE', 'MAX_COMBINED_TEXTURE_IMAGE_UNITS', 'MAX_CUBE_MAP_TEXTURE_SIZE' + , 'MAX_FRAGMENT_UNIFORM_VECTORS', 'MAX_TEXTURE_IMAGE_UNITS' + , 'MAX_TEXTURE_SIZE', 'MAX_VERTEX_ATTRIBS' + , 'MAX_VERTEX_ATTRIBS', 'MAX_VERTEX_TEXTURE_IMAGE_UNITS' + , 'MAX_VERTEX_UNIFORM_VECTORS']; + var sloti = ['ALIASED_LINE_WIDTH_RANGE', 'ALIASED_POINT_SIZE_RANGE', 'MAX_VIEWPORT_DIMS']; + + var info = {}; + var collect = function(arr){ + arr.forEach(function(parameter){ + //console.log('parameter', parameter) + info[parameter] = gl.getParameter(gl[parameter]) + }) + } + + collect(prout); + collect(pixDepth); + collect(slota); + collect(sloti) + + // special case to get the extensions + info['SUPPORTED_EXTENSIONS'] = gl.getSupportedExtensions() + + //console.log("info"); + //console.dir(info) + return info; +} diff --git a/vendor/threex/THREEx.requestAnimationFrame.js b/vendor/threex/THREEx.requestAnimationFrame.js new file mode 100644 index 0000000..c10207a --- /dev/null +++ b/vendor/threex/THREEx.requestAnimationFrame.js @@ -0,0 +1,38 @@ +/** + * Provides requestAnimationFrame/cancelRequestAnimation in a cross browser way. + * from paul irish + jerome etienne + * - http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + * - http://notes.jetienne.com/2011/05/18/cancelRequestAnimFrame-for-paul-irish-requestAnimFrame.html + */ + +if ( !window.requestAnimationFrame ) { + + window.requestAnimationFrame = ( function() { + + return window.webkitRequestAnimationFrame || + window.mozRequestAnimationFrame || + window.oRequestAnimationFrame || + window.msRequestAnimationFrame || + function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) { + + return window.setTimeout( callback, 1000 / 60 ); + + }; + + } )(); + +} + +if ( !window.cancelRequestAnimationFrame ) { + + window.cancelRequestAnimationFrame = ( function() { + + return window.webkitCancelRequestAnimationFrame || + window.mozCancelRequestAnimationFrame || + window.oCancelRequestAnimationFrame || + window.msCancelRequestAnimationFrame || + clearTimeout + + } )(); + +} diff --git a/vendor/threex/THREEx.screenshot.js b/vendor/threex/THREEx.screenshot.js new file mode 100644 index 0000000..0e91535 --- /dev/null +++ b/vendor/threex/THREEx.screenshot.js @@ -0,0 +1,132 @@ +/** @namespace */ +var THREEx = THREEx || {}; + +// TODO http://29a.ch/2011/9/11/uploading-from-html5-canvas-to-imgur-data-uri +// able to upload your screenshot without running servers + +// forced closure +(function(){ + + /** + * Take a screenshot of a renderer + * - require WebGLRenderer to have "preserveDrawingBuffer: true" to be set + * - TODO is it possible to check if this variable is set ? if so check it + * and make advice in the console.log + * - maybe with direct access to the gl context... + * + * @param {Object} renderer to use + * @param {String} mimetype of the output image. default to "image/png" + * @param {String} dataUrl of the image + */ + var toDataURL = function(renderer, mimetype) + { + mimetype = mimetype || "image/png"; + var dataUrl = renderer.domElement.toDataURL(mimetype); + return dataUrl; + } + + /** + * resize an image to another resolution while preserving aspect + * + * @param {String} srcUrl the url of the image to resize + * @param {Number} dstWidth the destination width of the image + * @param {Number} dstHeight the destination height of the image + * @param {Number} callback the callback to notify once completed with callback(newImageUrl) + */ + var _aspectResize = function(srcUrl, dstW, dstH, callback){ + // to compute the width/height while keeping aspect + var cpuScaleAspect = function(maxW, maxH, curW, curH){ + var ratio = curH / curW; + if( curW >= maxW && ratio <= 1 ){ + curW = maxW; + curH = maxW * ratio; + }else if(curH >= maxH){ + curH = maxH; + curW = maxH / ratio; + } + return { width: curW, height: curH }; + } + // callback once the image is loaded + var __bind = function(fn, me){ return function(){ return fn.apply(me, arguments); }; }; + var onLoad = __bind(function(){ + // init the canvas + var canvas = document.createElement('canvas'); + canvas.width = dstW; canvas.height = dstH; + var ctx = canvas.getContext('2d'); + + // TODO is this needed + ctx.fillStyle = "black"; + ctx.fillRect(0, 0, canvas.width, canvas.height); + + // scale the image while preserving the aspect + var scaled = cpuScaleAspect(canvas.width, canvas.height, image.width, image.height); + + // actually draw the image on canvas + var offsetX = (canvas.width - scaled.width )/2; + var offsetY = (canvas.height - scaled.height)/2; + ctx.drawImage(image, offsetX, offsetY, scaled.width, scaled.height); + + // dump the canvas to an URL + var mimetype = "image/png"; + var newDataUrl = canvas.toDataURL(mimetype); + // notify the url to the caller + callback && callback(newDataUrl) + }, this); + + // Create new Image object + var image = new Image(); + image.onload = onLoad; + image.src = srcUrl; + } + + + // Super cooked function: THREEx.Screenshot.bindKey(renderer) + // and you are done to get screenshot on your demo + + /** + * Bind a key to renderer screenshot + */ + var bindKey = function(renderer, opts){ + // handle parameters + opts = opts || {}; + var charCode = opts.charCode || 'p'.charCodeAt(0); + var width = opts.width; + var height = opts.height; + var callback = opts.callback || function(url){ + window.open(url, "name-"+Math.random()); + }; + + // callback to handle keypress + var __bind = function(fn, me){ return function(){ return fn.apply(me, arguments); }; }; + var onKeyPress = __bind(function(event){ + // return now if the KeyPress isnt for the proper charCode + if( event.which !== charCode ) return; + // get the renderer output + var dataUrl = this.toDataURL(renderer); + + if( width === undefined && height === undefined ){ + callback( dataUrl ) + }else{ + // resize it and notify the callback + // * resize == async so if callback is a window open, it triggers the pop blocker + _aspectResize(dataUrl, width, height, callback); + } + }, this); + + // listen to keypress + // NOTE: for firefox it seems mandatory to listen to document directly + document.addEventListener('keypress', onKeyPress, false); + + return { + unbind : function(){ + document.removeEventListener('keypress', onKeyPress, false); + } + }; + } + + // export it + THREEx.Screenshot = { + toDataURL : toDataURL, + bindKey : bindKey + }; +})(); diff --git a/vendor/threex/docs/THREEx.CelShader.html b/vendor/threex/docs/THREEx.CelShader.html new file mode 100644 index 0000000..cdbdb24 --- /dev/null +++ b/vendor/threex/docs/THREEx.CelShader.html @@ -0,0 +1,68 @@ + THREEx.CelShader.js

THREEx.CelShader.js

define namespaces

var THREEx		= THREEx || {};
+THREEx.ShaderLib	= THREEx.ShaderLib	|| {};
+THREEx.UniformsLib	= THREEx.UniformsLib	|| {};

cel shader from ro.me - http://www.ro.me/tech/cel-shader - Apache License 2.0

THREEx.UniformsLib['cel']	= {
+      "uDirLightPos"		: { type: "v3", value: new THREE.Vector3(1,0,0) },
+      "uDirLightColor"		: { type: "c" , value: new THREE.Color( 0xeeeeee ) },
+      "uAmbientLightColor"	: { type: "c" , value: new THREE.Color( 0x050505 ) },
+      "uBaseColor"		: { type: "c" , value: new THREE.Color( 0xff0000 ) }
+};
+
+THREEx.ShaderLib['cel']	= {
+	vertexShader:	[
+		"varying vec3 vNormal;",
+		"varying vec3 vRefract;",
+		
+		"void main() {",
+		
+			"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
+			"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+			"vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
+		      
+			"vNormal = normalize( normalMatrix * normal );",
+		      
+			"vec3 I = mPosition.xyz - cameraPosition;",
+			"vRefract = refract( normalize( I ), nWorld, 1.02 );",
+		      
+			"gl_Position = projectionMatrix * mvPosition;",
+		
+		"}"		
+	].join( "\n" ),
+	fragmentShader: [
+		"uniform vec3 uBaseColor;",
+		
+		"uniform vec3 uDirLightPos;",
+		"uniform vec3 uDirLightColor;",
+		
+		"uniform vec3 uAmbientLightColor;",
+		
+		"varying vec3 vNormal;",
+		
+		"varying vec3 vRefract;",
+		
+		"void main() {",
+		
+			"float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
+			"vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
+		      
+			"float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
+			"intensity += length(lightWeighting) * 0.2;",
+		      
+			"float cameraWeighting = dot( normalize( vNormal ), vRefract );",
+			"intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
+			"intensity = intensity * 0.2 + 0.3;",
+		      
+			"if ( intensity < 0.50 ) {",
+		      
+			  "gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
+		      
+			"} else {",
+		      
+			  "gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
+		      
+			"}",
+		
+		"}"		
+	].join( "\n" )
+};
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.CubeMap.html b/vendor/threex/docs/THREEx.CubeMap.html new file mode 100644 index 0000000..a4828aa --- /dev/null +++ b/vendor/threex/docs/THREEx.CubeMap.html @@ -0,0 +1,9 @@ + THREEx.CubeMap.js \ No newline at end of file diff --git a/vendor/threex/docs/THREEx.DeviceOrientationState.html b/vendor/threex/docs/THREEx.DeviceOrientationState.html new file mode 100644 index 0000000..6c7d300 --- /dev/null +++ b/vendor/threex/docs/THREEx.DeviceOrientationState.html @@ -0,0 +1,45 @@ + THREEx.DeviceOrientationState.js

THREEx.DeviceOrientationState.js

/** @namespace */
+var THREEx	= THREEx 		|| {};
+
+THREEx.DeviceOrientationState	= function()
+{

to store the current state

	this._state	= { x: 0, y: 0, z: 0 };
+
+	this._$callback	= function(event){ this._onDeviceOrientation(event); }.bind(this);
+	

bind events +- spec http://dev.w3.org/geo/api/spec-source-orientation.html

	window.addEventListener('deviceorientation', this._$callback);
+}
+
+/**
+ * To stop listening of the keyboard events
+*/
+THREEx.DeviceOrientationState.prototype.destroy	= function()
+{

unbind events

	window.removeEventListener('deviceorientation', this._$callback);
+}
+
+/**
+ * to process the keyboard dom event
+*/
+THREEx.DeviceOrientationState.prototype._onDeviceOrientation	= function(event)
+{
+	this._state.x	= (!event.alpha ? 0 : event.alpha) * Math.PI / 180;
+	this._state.y	= (!event.beta  ? 0 : event.beta ) * Math.PI / 180;
+	this._state.z	= (!event.gamma ? 0 : event.gamma) * Math.PI / 180;
+}
+
+
+THREEx.DeviceOrientationState.prototype.angleX	= function()
+{
+	return this._state.x;
+}
+
+THREEx.DeviceOrientationState.prototype.angleY	= function()
+{
+	return this._state.y;
+}
+
+THREEx.DeviceOrientationState.prototype.angleZ	= function()
+{
+	return this._state.z;
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.FullScreen.html b/vendor/threex/docs/THREEx.FullScreen.html new file mode 100644 index 0000000..70db524 --- /dev/null +++ b/vendor/threex/docs/THREEx.FullScreen.html @@ -0,0 +1,68 @@ + THREEx.FullScreen.js

THREEx.FullScreen.js

This THREEx helper makes it easy to handle the fullscreen API +* it hides the prefix for each browser +* it hides the little discrepencies of the various vendor API +* at the time of this writing (nov 2011) it is available in + firefox nightly, + webkit nightly and + chrome stable.

Code

/** @namespace */
+var THREEx		= THREEx 		|| {};
+THREEx.FullScreen	= THREEx.FullScreen	|| {};
+
+/**
+ * test if it is possible to have fullscreen
+ * 
+ * @returns {Boolean} true if fullscreen API is available, false otherwise
+*/
+THREEx.FullScreen.available	= function()
+{
+	return this._hasWebkitFullScreen || this._hasMozFullScreen;
+}
+
+/**
+ * test if fullscreen is currently activated
+ * 
+ * @returns {Boolean} true if fullscreen is currently activated, false otherwise
+*/
+THREEx.FullScreen.activated	= function()
+{
+	if( this._hasWebkitFullScreen ){
+		return document.webkitIsFullScreen;
+	}else if( this._hasMozFullScreen ){
+		return document.mozFullScreen;
+	}else{
+		console.assert(false);
+	}
+}
+
+/**
+ * Request fullscreen on a given element
+ * @param {DomElement} element to make fullscreen. optional. default to document.body
+*/
+THREEx.FullScreen.request	= function(element)
+{
+	element	= element	|| document.body;
+	if( this._hasWebkitFullScreen ){
+		element.webkitRequestFullScreen();
+	}else if( this._hasMozFullScreen ){
+		element.mozRequestFullScreen();
+	}else{
+		console.assert(false);
+	}
+}
+
+/**
+ * Cancel fullscreen
+*/
+THREEx.FullScreen.cancel	= function()
+{
+	if( this._hasWebkitFullScreen ){
+		document.webkitCancelFullScreen();
+	}else if( this._hasMozFullScreen ){
+		document.mozCancelFullScreen();
+	}else{
+		console.assert(false);
+	}
+}

internal functions to know which fullscreen API implementation is available

THREEx.FullScreen._hasWebkitFullScreen	= 'webkitCancelFullScreen' in document	? true : false;	
+THREEx.FullScreen._hasMozFullScreen	= 'mozCancelFullScreen' in document	? true : false;	
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.GeometryUtils.html b/vendor/threex/docs/THREEx.GeometryUtils.html new file mode 100644 index 0000000..007728e --- /dev/null +++ b/vendor/threex/docs/THREEx.GeometryUtils.html @@ -0,0 +1,95 @@ + THREEx.GeometryUtils.js

THREEx.GeometryUtils.js

This THREEx helper provide various basic functions for THREE.Geometry. +It is able to scale, translate, center a geometry. Other functions may be +added soon. +The API is chained for convenience.

+ +

Scale

+ +

To make the geometry twice larger in y

+ var scale = new THREE.Vector3(1,2,1); + THREEx.GeometryUtils.scale(geometry, scale); +

Translate

+ +

To make the geometry move 100 further in x

+ var translation = new THREE.Vector3(100,0,0); + THREEx.GeometryUtils.translate(geometry, translation); +

Center

+ +

To center the geometry on its middle point

+ THREEx.GeometryUtils.center(geometry); +

middlePoint

+ +

To compute the middle point of a geometry

+ THREEx.GeometryUtils.middlePoint(geometry); +

Code

/** @namespace */
+var THREEx		= THREEx 		|| {};
+THREEx.GeometryUtils	= THREEx.GeometryUtils	|| {};

TODO +- chained API +- possibility a matrix to reduce computation ?

/**
+ * Change the scale of a geometry
+ * 
+ * @params {THREE.Geometry} geometry the geometry to compute on
+ * @params {THREE.Vector3} scale the middlepoint of the geometry
+*/
+THREEx.GeometryUtils.scale	= function(geometry, scale)
+{

change all geometry.vertices

	for(var i = 0; i < geometry.vertices.length; i++) {
+		var vertex	= geometry.vertices[i];
+		vertex.position.multiplySelf(scale); 
+	}
+	

mark the vertices as dirty

	geometry.__dirtyVertices = true;

return this, to get chained API

	return this;
+}
+
+THREEx.GeometryUtils.translate	= function(geometry, delta)
+{

change all geometry.vertices

	for(var i = 0; i < geometry.vertices.length; i++) {
+		var vertex	= geometry.vertices[i];
+		vertex.position.addSelf(delta); 
+	}

mark the vertices as dirty

	geometry.__dirtyVertices = true;

return this, to get chained API

	return this;
+}
+
+/**
+ * Compute the "middlePoint" aka the point at the middle of the boundingBox
+ * 
+ * @params {THREE.Geometry} the geometry to compute on
+ * @returns {THREE.Vector3} the middlepoint of the geometry
+*/
+THREEx.GeometryUtils.middlePoint	= function(geometry)
+{

compute bounding box

	geometry.computeBoundingBox();

compute middle

	var middle	= new THREE.Vector3()
+	middle.x	= ( geometry.boundingBox.x[ 1 ] + geometry.boundingBox.x[ 0 ] ) / 2;
+	middle.y	= ( geometry.boundingBox.y[ 1 ] + geometry.boundingBox.y[ 0 ] ) / 2;
+	middle.z	= ( geometry.boundingBox.z[ 1 ] + geometry.boundingBox.z[ 0 ] ) / 2;

return the just computed middle

	return middle;
+}
+
+/**
+ * Center the geometry on its middlepoint
+*/
+THREEx.GeometryUtils.center	= function(geometry, noX, noY, noZ)
+{

compute delta

	var delta	= this.middlePoint(geometry).negate();
+	if( noX )	delta.x	= 0;
+	if( noY )	delta.y	= 0;
+	if( noZ )	delta.z	= 0;
+
+	return this.translate(geometry, delta)
+}
+
+/**
+ * Initial version of attachement
+ * - geometry2 is the one which is moved
+ * - TODO make something more flexible... especially on the attachement config
+*/
+THREEx.GeometryUtils.attachRightLeft	= function(geometry1, geometry2, delta)
+{
+	if( delta === undefined )	delta	= 0;

compute bounding box

	geometry1.computeBoundingBox();
+	geometry2.computeBoundingBox();
+	
+	var maxX1	= geometry1.boundingBox.x[ 1 ]
+	var minX2	= geometry2.boundingBox.x[ 0 ];
+
+	var vector	= new THREE.Vector3();
+	vector.x	= maxX1+ (-minX2) + delta;
+
+	this.translate(geometry2, vector);
+	
+	return this;
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.GeometryWobble.html b/vendor/threex/docs/THREEx.GeometryWobble.html new file mode 100644 index 0000000..d0d73d2 --- /dev/null +++ b/vendor/threex/docs/THREEx.GeometryWobble.html @@ -0,0 +1,49 @@ + THREEx.GeometryWobble.js

THREEx.GeometryWobble.js

var THREEx		= THREEx || {};
+
+THREEx.GeometryWobble	= {};

Geometry Wobble +based on paul lewis / areotwist - http://lab.aerotwist.com/webgl/undulating-monkey/

THREEx.GeometryWobble.init	= function(geometry)
+{
+	for(var i = 0; i < geometry.vertices.length; i++){
+		var vertex	= geometry.vertices[i];
+		vertex.originalPosition	= vertex.position.clone();
+		vertex.dirVector	= vertex.position.clone().normalize();
+	}
+	geometry.dynamic	= true;
+	
+	this.cpuAxis(geometry, 'y')
+}
+
+THREEx.GeometryWobble.cpuAxis	= function(geometry, type, factor)
+{
+	if( type === undefined )	type	= 'x';
+	if( factor === undefined )	factor	= 0.2;
+	
+	for(var i = 0; i < geometry.vertices.length; i++) {
+		var vertex	= geometry.vertices[i];

Note: may need more axis ?

		if( type === 'x' )	vertex.axisValue	= vertex.originalPosition.x * factor;
+		else if( type === 'y' )	vertex.axisValue	= vertex.originalPosition.y * factor;
+		else if( type === 'z' )	vertex.axisValue	= vertex.originalPosition.z * factor;
+		else	console.assert(false);
+	}
+}
+
+THREEx.GeometryWobble.Animate	= function(geometry, phase, magnitude)
+{
+	if( phase === undefined )	phase		= 0;
+	if( magnitude === undefined )	magnitude	= 0.2;
+	
+	if( typeof magnitude === "number" )	magnitude	= new THREE.Vector3(magnitude, magnitude, magnitude)
+
+
+	for(var i = 0; i < geometry.vertices.length; i++) {
+		var vertex	= geometry.vertices[i];
+		var vertexPhase	= Math.cos(phase + vertex.axisValue);
+		
+		vertex.position.x = vertex.originalPosition.x + vertexPhase * vertex.dirVector.x * magnitude.x;
+		vertex.position.y = vertex.originalPosition.y + vertexPhase * vertex.dirVector.y * magnitude.y;
+		vertex.position.z = vertex.originalPosition.z + vertexPhase * vertex.dirVector.z * magnitude.z;
+	}
+	
+	geometry.__dirtyVertices = true;
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.KeyboardState.html b/vendor/threex/docs/THREEx.KeyboardState.html new file mode 100644 index 0000000..b00079f --- /dev/null +++ b/vendor/threex/docs/THREEx.KeyboardState.html @@ -0,0 +1,99 @@ + THREEx.KeyboardState.js

THREEx.KeyboardState.js

THREEx.KeyboardState.js keep the current state of the keyboard. +It is possible to query it at any time. No need of an event. +This is particularly convenient in loop driven case, like in +3D demos or games.

+ +

Usage

+ +

Step 1: Create the object

+ +

var keyboard = new THREEx.KeyboardState();

+ +

Step 2: Query the keyboard state

+ +

This will return true if shift and A are pressed, false otherwise

+ +

keyboard.pressed("shift+A")

+ +

Step 3: Stop listening to the keyboard

+ +

keyboard.destroy()

+ +

NOTE: this library may be nice as standaline. independant from three.js +- rename it keyboardForGame

+ +

Code

/** @namespace */
+var THREEx	= THREEx 		|| {};
+
+/**
+ * - NOTE: it would be quite easy to push event-driven too
+ *   - microevent.js for events handling
+ *   - in this._onkeyChange, generate a string from the DOM event
+ *   - use this as event name
+*/
+THREEx.KeyboardState	= function()
+{

to store the current state

	this.keyCodes	= {};
+	this.modifiers	= {};
+	

create callback to bind/unbind keyboard events

	var self	= this;
+	this._onKeyDown	= function(event){ self._onKeyChange(event, true); };
+	this._onKeyUp	= function(event){ self._onKeyChange(event, false);};

bind keyEvents

	document.addEventListener("keydown", this._onKeyDown, false);
+	document.addEventListener("keyup", this._onKeyUp, false);
+}
+
+/**
+ * To stop listening of the keyboard events
+*/
+THREEx.KeyboardState.prototype.destroy	= function()
+{

unbind keyEvents

	document.removeEventListener("keydown", this._onKeyDown, false);
+	document.removeEventListener("keyup", this._onKeyUp, false);
+}
+
+THREEx.KeyboardState.MODIFIERS	= ['shift', 'ctrl', 'alt', 'meta'];
+THREEx.KeyboardState.ALIAS	= {
+	'left'		: 37,
+	'up'		: 38,
+	'right'		: 39,
+	'down'		: 40,
+	'space'		: 32,
+	'pageup'	: 33,
+	'pagedown'	: 34,
+	'tab'		: 9
+};
+
+/**
+ * to process the keyboard dom event
+*/
+THREEx.KeyboardState.prototype._onKeyChange	= function(event, pressed)
+{

log to debug +console.log("onKeyChange", event, pressed, event.keyCode, event.shiftKey, event.ctrlKey, event.altKey, event.metaKey)

update this.keyCodes

	var keyCode		= event.keyCode;
+	this.keyCodes[keyCode]	= pressed;

update this.modifiers

	this.modifiers['shift']= event.shiftKey;
+	this.modifiers['ctrl']	= event.ctrlKey;
+	this.modifiers['alt']	= event.altKey;
+	this.modifiers['meta']	= event.metaKey;
+}
+
+/**
+ * query keyboard state to know if a key is pressed of not
+ *
+ * @param {String} keyDesc the description of the key. format : modifiers+key e.g shift+A
+ * @returns {Boolean} true if the key is pressed, false otherwise
+*/
+THREEx.KeyboardState.prototype.pressed	= function(keyDesc)
+{
+	var keys	= keyDesc.split("+");
+	for(var i = 0; i < keys.length; i++){
+		var key		= keys[i];
+		var pressed;
+		if( THREEx.KeyboardState.MODIFIERS.indexOf( key ) !== -1 ){
+			pressed	= this.modifiers[key];
+		}else if( Object.keys(THREEx.KeyboardState.ALIAS).indexOf( key ) != -1 ){
+			pressed	= this.keyCodes[ THREEx.KeyboardState.ALIAS[key] ];
+		}else {
+			pressed	= this.keyCodes[key.toUpperCase().charCodeAt(0)]
+		}
+		if( !pressed)	return false;
+	};
+	return true;
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.LogoTurtle.html b/vendor/threex/docs/THREEx.LogoTurtle.html new file mode 100644 index 0000000..812871f --- /dev/null +++ b/vendor/threex/docs/THREEx.LogoTurtle.html @@ -0,0 +1,44 @@ + THREEx.LogoTurtle.js

THREEx.LogoTurtle.js

/** @namespace */
+var THREEx	= THREEx	|| {};

TODO should those relative polar coord function be INSIDE path already ?

THREEx.LogoTurtle	= function()
+{
+	this._penX	= 0;
+	this._penY	= 0;
+	this._angle	= 0;
+	this._vectors	= [];
+}
+
+THREEx.LogoTurtle.create	= function()
+{
+	return new THREEx.LogoTurtle()
+}
+
+THREEx.LogoTurtle.prototype.turn	= function(rotation)
+{
+	this._angle	+= rotation;
+	return this;	
+}
+
+THREEx.LogoTurtle.prototype.moveTo	= function(x, y)
+{
+	this._penX	= x * Math.cos(this._angle) - y * Math.sin(this._angle);
+	this._penY	= x * Math.sin(this._angle) + y * Math.cos(this._angle);
+	this._vectors.push( new THREE.Vector2(this._penX, this._penY) );
+	return this;
+}
+
+THREEx.LogoTurtle.prototype.forward	= function(distance)
+{
+	this._penX	+= Math.cos(this._angle) * distance;
+	this._penY	+= Math.sin(this._angle) * distance;
+
+	this._vectors.push( new THREE.Vector2(this._penX, this._penY) );	
+	
+	return this;
+}
+
+THREEx.LogoTurtle.prototype.points	= function()
+{
+	return this._vectors;
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.PlasmaShader.html b/vendor/threex/docs/THREEx.PlasmaShader.html new file mode 100644 index 0000000..ee41980 --- /dev/null +++ b/vendor/threex/docs/THREEx.PlasmaShader.html @@ -0,0 +1,94 @@ + THREEx.PlasmaShader.js

THREEx.PlasmaShader.js

define namespaces

var THREEx		= THREEx || {};
+THREEx.ShaderLib	= THREEx.ShaderLib	|| {};
+THREEx.UniformsLib	= THREEx.UniformsLib	|| {};
+
+THREEx.UniformsLib['plasma']	= {
+	time	: { type : "f", value:  0.0 },
+	scale	: { type : "f", value:  1.0 },
+	rotation: { type : "f", value:  0.0 },
+	opacity	: { type : "f", value:  1.0 },
+
+	c0	: { type : "f", value:  5.0 },
+	c1	: { type : "f", value:  3.0 },
+	c2	: { type : "f", value: 11.0 },
+	c3	: { type : "f", value:  7.0 },
+	c4	: { type : "f", value:  9.0 },
+	c5	: { type : "f", value:  3.0 }	
+};
+
+THREEx.ShaderLib['plasma']	= {
+	vertexShader:	[
+		"#ifdef GL_ES",
+			"precision highp float;",
+		"#endif",
+		"varying vec2 vUv;",
+		"void main(){",
+			"vUv	= uv;",
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);",
+		"}"
+	].join( "\n" ),
+	fragmentShader: [
+		"#ifdef GL_ES",
+			"precision highp float;",
+		"#endif",
+		
+		"varying vec2 vUv;",
+		"uniform float time;",
+		"uniform float scale;",
+		"uniform float rotation;",
+		"uniform float opacity;",
+		"uniform float c0, c1, c2, c3, c4, c5;",

todo zoom and rotation of vec2 point

		"vec2 rotoZoom(const vec2 point, const float scale, const float rotation){",
+			"vec2 tmp;",
+			"tmp.x		= point.x * cos(rotation) - point.y * sin(rotation);",
+			"tmp.y		= point.x * sin(rotation) + point.y * cos(rotation);",
+			"tmp		= tmp * scale;",
+			"return tmp;",
+		"}",
+		

based on THREE.Color.setHSV() +based on Mads Elvheim / Madsy http://code.google.com/p/opengl3-freenode/wiki/ColorSpaceConversions

		"vec3 HSVtoRGB(const vec3 color){",
+			"float h	= color.r;",
+			"float s	= color.g;",
+			"float v	= color.b;",
+
+			"float i	= floor(h * 6.0);",
+			"float f	= (h * 6.0) - i;",
+			"float p	= v * (1.0 - s);",
+			"float q	= v * (1.0 - f * s);",
+			"float t	= v * (1.0 - (1.0 - f) * s);",
+
+			"vec3 result;",
+			"if( i < 1.0 )		result = vec3(v,t,p);",
+			"else if( i < 2.0 )	result = vec3(q,v,p);",
+			"else if( i < 3.0 )	result = vec3(p,v,t);",
+			"else if( i < 4.0 )	result = vec3(p,q,v);",
+			"else if( i < 5.0 )	result = vec3(t,p,v);",
+			"else if( i < 6.0 )	result = vec3(v,p,q);",
+			"else 			result = vec3(v,t,p);",
+
+			"return result;",
+		"}",

default value

		"#ifndef ROTOZOOM",
+			"#define ROTOZOOM 1",
+		"#endif",
+		"#ifndef USEHSV",
+			"#define USEHSV 1",
+		"#endif",
+		
+		"void main(){",
+			"vec2 p		= -1.0 + 2.0 * vUv;",
+			"#if ROTOZOOM",
+				"p 	= rotoZoom(p, scale, rotation);",
+			"#endif",
+
+			"float cossin1	= cos(p.x*c0+sin(time*1.3)) - sin(p.y*c3-cos(time)) + sin(time);",
+			"float cossin2	= cos(p.y*c1+cos(c1*time/c4)) * sin(p.x*c4*sin(time)) - cos(time);",
+			"float cossin3	= cos(p.x*c2+sin(c2*time/c5)) + sin(p.y*c5+cos(time)) + cos(time);",

"vec3 color = vec3(abs(cossin1sin(p.x)), cossin2sin(p.y), cossin3*sin(p.x));",

			"vec3 color	= vec3(abs(cossin1*sin(p.x)), 0.6 - 0.4* abs(cossin2*sin(p.y)), 0.5 - 0.3*(cossin3*sin(p.x)));",
+
+			"#if USEHSV",
+				"color	= HSVtoRGB(color);",
+			"#endif",
+
+			"gl_FragColor	= vec4(color, opacity);",

"gl_FragColor = vec4(cossin1sin(p.x), cossin2sin(p.y), cossin3*sin(p.x), opacity);",

		"}"
+	].join( "\n" )
+};
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.SkyMap.html b/vendor/threex/docs/THREEx.SkyMap.html new file mode 100644 index 0000000..679bcad --- /dev/null +++ b/vendor/threex/docs/THREEx.SkyMap.html @@ -0,0 +1,51 @@ + THREEx.SkyMap.js

THREEx.SkyMap.js

var THREEx		= THREEx || {};
+
+THREEx.SkyMap	= {};
+
+THREEx.SkyMap.buildMesh	= function(urls, opts)
+{

get parameters

	opts		= opts || {}
+	var cubeSize	= opts.cubeSize !== undefined ? opts.cubeSize	: 100000;

load the cube textures

	var texture	= THREE.ImageUtils.loadTextureCube( urls );
+	

init the cube shadder

	var shader	= THREE.ShaderUtils.lib["cube"];
+	var uniforms	= THREE.UniformsUtils.clone( shader.uniforms );
+	uniforms['tCube'].texture= textureCube;
+	var material = new THREE.MeshShaderMaterial({
+		fragmentShader	: shader.fragmentShader,
+		vertexShader	: shader.vertexShader,
+		uniforms	: uniforms
+	});

build the geometry

	var geometry	= new THREE.CubeGeometry( cubeSize, cubeSize, cubeSize, 1, 1, 1, null, true );

build the skybox Mesh

	var mesh	= new THREE.Mesh( geometry, material );
+	return mesh;
+}
+
+/**
+ * Build the urls array for THREEx.SkyMap.buildMesh()
+*/
+THREEx.SkyMap.UrlsPosx	= function(prefix, extension)
+{
+	return [
+		prefix + "posx" + extension,
+		prefix + "negx" + extension,
+		prefix + "posy" + extension,
+		prefix + "negy" + extension,
+		prefix + "posz" + extension,
+		prefix + "negz" + extension
+	];
+	return urls;	
+}
+
+/**
+ * Build the urls array for THREEx.SkyMap.buildMesh()
+*/
+THREEx.SkyMap.UrlsPx	= function(prefix, extension)
+{
+	return [
+		prefix + "px" + extension,
+		prefix + "nx" + extension,
+		prefix + "py" + extension,
+		prefix + "ny" + extension,
+		prefix + "pz" + extension,
+		prefix + "nz" + extension
+	];
+	return urls;	
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.WindowResize.html b/vendor/threex/docs/THREEx.WindowResize.html new file mode 100644 index 0000000..215da8c --- /dev/null +++ b/vendor/threex/docs/THREEx.WindowResize.html @@ -0,0 +1,36 @@ + THREEx.WindowResize.js

THREEx.WindowResize.js

This THREEx helper makes it easy to handle window resize. +It will update renderer and camera when window is resized.

+ +

Usage

+ +

Step 1: Start updating renderer and camera

+ +

var windowResize = THREEx.WindowResize(aRenderer, aCamera)

+ +

Step 2: Start updating renderer and camera

+ +

windowResize.stop()

+ +

Code

/** @namespace */
+var THREEx	= THREEx 		|| {};
+
+/**
+ * Update renderer and camera when the window is resized
+ * 
+ * @param {Object} renderer the renderer to update
+ * @param {Object} Camera the camera to update
+*/
+THREEx.WindowResize	= function(renderer, camera){
+	var callback	= function(){

notify the renderer of the size change

		renderer.setSize( window.innerWidth, window.innerHeight );

update the camera

		camera.aspect	= window.innerWidth / window.innerHeight;
+		camera.updateProjectionMatrix();
+	}

bind the resize event

	window.addEventListener('resize', callback, false);

return .stop() the function to stop watching window resize

	return {
+		/**
+		 * Stop watching window resize
+		*/
+		stop	: function(){
+			window.removeEventListener('resize', callback);
+		}
+	};
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.glCapability.html b/vendor/threex/docs/THREEx.glCapability.html new file mode 100644 index 0000000..ebec43f --- /dev/null +++ b/vendor/threex/docs/THREEx.glCapability.html @@ -0,0 +1,44 @@ + THREEx.glCapability.js

THREEx.glCapability.js

/**
+ * Define namespace
+*/
+if(typeof THREEx === "undefined")	var THREEx	= {};
+
+
+/**
+ * return the capability of a WebGl context
+ *
+ * TODO to rewrite
+ * - heavily wased on webglreport on sourceforge
+ * - is there other/better properties
+ * - should i get a more readable output ?
+ *   - another function ?
+ *
+ * @param {WebGLRenderingContext} webgl context
+ * @returns {Object} capabilities
+*/
+THREEx.glCapability	= function(gl)
+{

sanity check - gl context MUST BE WebGLRenderingContext

	console.assert(gl instanceof WebGLRenderingContext)

TODO find better names

	var prout	= ['VERSION', 'SHADING_LANGUAGE_VERSION', 'VENDOR', 'RENDERER'];
+	var pixDepth	= ['RED_BITS', 'GREEN_BITS', 'BLUE_BITS', 'ALPHA_BITS', 'DEPTH_BITS', 'STENCIL_BITS'];
+	var slota	= ['MAX_RENDERBUFFER_SIZE', 'MAX_COMBINED_TEXTURE_IMAGE_UNITS', 'MAX_CUBE_MAP_TEXTURE_SIZE'
+				, 'MAX_FRAGMENT_UNIFORM_VECTORS', 'MAX_TEXTURE_IMAGE_UNITS'
+				, 'MAX_TEXTURE_SIZE', 'MAX_VERTEX_ATTRIBS'
+				, 'MAX_VERTEX_ATTRIBS', 'MAX_VERTEX_TEXTURE_IMAGE_UNITS'
+				, 'MAX_VERTEX_UNIFORM_VECTORS'];	
+	var sloti	= ['ALIASED_LINE_WIDTH_RANGE', 'ALIASED_POINT_SIZE_RANGE', 'MAX_VIEWPORT_DIMS'];
+	
+	var info	= {};
+	var collect	= function(arr){
+		arr.forEach(function(parameter){

console.log('parameter', parameter)

			info[parameter]	= gl.getParameter(gl[parameter])
+		})
+	}
+	
+	collect(prout);
+	collect(pixDepth);
+	collect(slota);
+	collect(sloti)
+	

special case to get the extensions

	info['SUPPORTED_EXTENSIONS']	= gl.getSupportedExtensions()
+	

console.log("info"); +console.dir(info)

	return info;
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.requestAnimationFrame.html b/vendor/threex/docs/THREEx.requestAnimationFrame.html new file mode 100644 index 0000000..f0043c8 --- /dev/null +++ b/vendor/threex/docs/THREEx.requestAnimationFrame.html @@ -0,0 +1,40 @@ + THREEx.requestAnimationFrame.js

THREEx.requestAnimationFrame.js

/**
+ * Provides requestAnimationFrame/cancelRequestAnimation in a cross browser way.
+ * from paul irish + jerome etienne
+ * - http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+ * - http://notes.jetienne.com/2011/05/18/cancelRequestAnimFrame-for-paul-irish-requestAnimFrame.html
+ */
+
+if ( !window.requestAnimationFrame ) {
+
+	window.requestAnimationFrame = ( function() {
+
+		return window.webkitRequestAnimationFrame ||
+		window.mozRequestAnimationFrame ||
+		window.oRequestAnimationFrame ||
+		window.msRequestAnimationFrame ||
+		function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
+
+			return window.setTimeout( callback, 1000 / 60 );
+
+		};
+
+	} )();
+
+}
+
+if ( !window.cancelRequestAnimationFrame ) {
+
+	window.cancelRequestAnimationFrame = ( function() {
+
+		return window.webkitCancelRequestAnimationFrame ||
+		window.mozCancelRequestAnimationFrame ||
+		window.oCancelRequestAnimationFrame ||
+		window.msCancelRequestAnimationFrame ||
+		clearTimeout
+
+	} )();
+
+}
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/THREEx.screenshot.html b/vendor/threex/docs/THREEx.screenshot.html new file mode 100644 index 0000000..8e0a0dc --- /dev/null +++ b/vendor/threex/docs/THREEx.screenshot.html @@ -0,0 +1,78 @@ + THREEx.screenshot.js

THREEx.screenshot.js

/** @namespace */
+var THREEx	= THREEx 		|| {};

TODO http://29a.ch/2011/9/11/uploading-from-html5-canvas-to-imgur-data-uri +able to upload your screenshot without running servers

forced closure

(function(){
+
+	/**
+	 * Take a screenshot of a renderer
+	 * - require WebGLRenderer to have "preserveDrawingBuffer: true" to be set
+	 * - TODO is it possible to check if this variable is set ? if so check it
+	 *   and make advice in the console.log
+	 *   - maybe with direct access to the gl context...
+	 * 
+	 * @param {Object} renderer to use
+	 * @param {String} mimetype of the output image. default to "image/png"
+	 * @param {String} dataUrl of the image
+	*/
+	var toDataURL	= function(renderer, mimetype)
+	{
+		mimetype	= mimetype	|| "image/png";
+		var dataUrl	= renderer.domElement.toDataURL(mimetype);
+		return dataUrl;
+	}
+
+	/**
+	 * resize an image to another resolution while preserving aspect
+	 *
+	 * @param {String} srcUrl the url of the image to resize
+	 * @param {Number} dstWidth the destination width of the image
+	 * @param {Number} dstHeight the destination height of the image
+	 * @param {Number} callback the callback to notify once completed with callback(newImageUrl)
+	*/
+	var _aspectResize	= function(srcUrl, dstW, dstH, callback){

to compute the width/height while keeping aspect

		var cpuScaleAspect	= function(maxW, maxH, curW, curH){
+			var ratio	= curH / curW;
+			if( curW >= maxW && ratio <= 1 ){ 
+				curW	= maxW;
+				curH	= maxW * ratio;
+			}else if(curH >= maxH){
+				curH	= maxH;
+				curW	= maxH / ratio;
+			}
+			return { width: curW, height: curH };
+		}

callback once the image is loaded

		var onLoad	= function(){

init the canvas

			var canvas	= document.createElement('canvas');
+			canvas.width	= dstW;	canvas.height	= dstH;
+			var ctx		= canvas.getContext('2d');

TODO is this needed

			ctx.fillStyle	= "black";
+			ctx.fillRect(0, 0, canvas.width, canvas.height);

scale the image while preserving the aspect

			var scaled	= cpuScaleAspect(canvas.width, canvas.height, image.width, image.height);

actually draw the image on canvas

			var offsetX	= (canvas.width  - scaled.width )/2;
+			var offsetY	= (canvas.height - scaled.height)/2;
+			ctx.drawImage(image, offsetX, offsetY, scaled.width, scaled.height);

dump the canvas to an URL

			var mimetype	= "image/png";
+			var newDataUrl	= canvas.toDataURL(mimetype);

notify the url to the caller

			callback && callback(newDataUrl)
+		}.bind(this);

Create new Image object

		var image 	= new Image();
+		image.onload	= onLoad;
+		image.src	= srcUrl;
+	}
+	

Super cooked function: THREEx.Screenshot.bindKey(renderer) +and you are done to get screenshot on your demo

	/**
+	 * Bind a key to renderer screenshot
+	*/
+	var bindKey	= function(renderer, opts){

handle parameters

		opts		= opts		|| {};

FIXME this modification of opts parameters is a bug. remove it

		opts.charCode	= opts.charCode	|| 'p'.charCodeAt(0);
+		opts.width	= opts.width	|| 640;
+		opts.height	= opts.height	|| 480;
+		opts.callback	= opts.callback	|| function(url){
+			window.open(url);
+		};

callback to handle keypress

		var onKeyPress	= function(event){

return now if the KeyPress isnt for the proper charCode

			if( event.which !== opts.charCode )	return;

get the renderer output

			var dataUrl	= this.toDataURL(renderer);

FIXME dont resize if not explicitly asked +* resize == async so if callback is a window open, it triggers the pop blocker +resize it and notify the callback

			_aspectResize(dataUrl, opts.width, opts.height, opts.callback);
+		}.bind(this);

listen to keypress +NOTE: for firefox it seems mandatory to listen to document directly

		document.addEventListener('keypress', onKeyPress, false);
+
+		return {
+			unbind	: function(){
+				document.removeEventListener('keypress', onKeyPress, false);
+			}
+		};
+	}

export it

	THREEx.Screenshot	= {
+		toDataURL	: toDataURL,
+		bindKey		: bindKey
+	};
+})();
+
+
\ No newline at end of file diff --git a/vendor/threex/docs/docco.css b/vendor/threex/docs/docco.css new file mode 100644 index 0000000..5aa0a8d --- /dev/null +++ b/vendor/threex/docs/docco.css @@ -0,0 +1,186 @@ +/*--------------------- Layout and Typography ----------------------------*/ +body { + font-family: 'Palatino Linotype', 'Book Antiqua', Palatino, FreeSerif, serif; + font-size: 15px; + line-height: 22px; + color: #252519; + margin: 0; padding: 0; +} +a { + color: #261a3b; +} + a:visited { + color: #261a3b; + } +p { + margin: 0 0 15px 0; +} +h1, h2, h3, h4, h5, h6 { + margin: 0px 0 15px 0; +} + h1 { + margin-top: 40px; + } +#container { + position: relative; +} +#background { + position: fixed; + top: 0; left: 525px; right: 0; bottom: 0; + background: #f5f5ff; + border-left: 1px solid #e5e5ee; + z-index: -1; +} +#jump_to, #jump_page { + background: white; + -webkit-box-shadow: 0 0 25px #777; -moz-box-shadow: 0 0 25px #777; + -webkit-border-bottom-left-radius: 5px; -moz-border-radius-bottomleft: 5px; + font: 10px Arial; + text-transform: uppercase; + cursor: pointer; + text-align: right; +} +#jump_to, #jump_wrapper { + position: fixed; + right: 0; top: 0; + padding: 5px 10px; +} + #jump_wrapper { + padding: 0; + display: none; + } + #jump_to:hover #jump_wrapper { + display: block; + } + #jump_page { + padding: 5px 0 3px; + margin: 0 0 25px 25px; + } + #jump_page .source { + display: block; + padding: 5px 10px; + text-decoration: none; + border-top: 1px solid #eee; + } + #jump_page .source:hover { + background: #f5f5ff; + } + #jump_page .source:first-child { + } +table td { + border: 0; + outline: 0; +} + td.docs, th.docs { + max-width: 450px; + min-width: 450px; + min-height: 5px; + padding: 10px 25px 1px 50px; + overflow-x: hidden; + vertical-align: top; + text-align: left; + } + .docs pre { + margin: 15px 0 15px; + padding-left: 15px; + } + .docs p tt, .docs p code { + background: #f8f8ff; + border: 1px solid #dedede; + font-size: 12px; + padding: 0 0.2em; + } + .pilwrap { + position: relative; + } + .pilcrow { + font: 12px Arial; + text-decoration: none; + color: #454545; + position: absolute; + top: 3px; left: -20px; + padding: 1px 2px; + opacity: 0; + -webkit-transition: opacity 0.2s linear; + } + td.docs:hover .pilcrow { + opacity: 1; + } + td.code, th.code { + padding: 14px 15px 16px 25px; + width: 100%; + vertical-align: top; + background: #f5f5ff; + border-left: 1px solid #e5e5ee; + } + pre, tt, code { + font-size: 12px; line-height: 18px; + font-family: Monaco, Consolas, "Lucida Console", monospace; + margin: 0; padding: 0; + } + + +/*---------------------- Syntax Highlighting -----------------------------*/ +td.linenos { background-color: #f0f0f0; padding-right: 10px; } +span.lineno { background-color: #f0f0f0; padding: 0 5px 0 5px; } +body .hll { background-color: #ffffcc } +body .c { color: #408080; font-style: italic } /* Comment */ +body .err { border: 1px solid #FF0000 } /* Error */ +body .k { color: #954121 } /* Keyword */ +body .o { color: #666666 } /* Operator */ +body .cm { color: #408080; font-style: italic } /* Comment.Multiline */ +body .cp { color: #BC7A00 } /* Comment.Preproc */ +body .c1 { color: #408080; font-style: italic } /* Comment.Single */ +body .cs { color: #408080; font-style: italic } /* Comment.Special */ +body .gd { color: #A00000 } /* Generic.Deleted */ +body .ge { font-style: italic } /* Generic.Emph */ +body .gr { color: #FF0000 } /* Generic.Error */ +body .gh { color: #000080; font-weight: bold } /* Generic.Heading */ +body .gi { color: #00A000 } /* Generic.Inserted */ +body .go { color: #808080 } /* Generic.Output */ +body .gp { color: #000080; font-weight: bold } /* Generic.Prompt */ +body .gs { font-weight: bold } /* Generic.Strong */ +body .gu { color: #800080; font-weight: bold } /* Generic.Subheading */ +body .gt { color: #0040D0 } /* Generic.Traceback */ +body .kc { color: #954121 } /* Keyword.Constant */ +body .kd { color: #954121; font-weight: bold } /* Keyword.Declaration */ +body .kn { color: #954121; font-weight: bold } /* Keyword.Namespace */ +body .kp { color: #954121 } /* Keyword.Pseudo */ +body .kr { color: #954121; font-weight: bold } /* Keyword.Reserved */ +body .kt { color: #B00040 } /* Keyword.Type */ +body .m { color: #666666 } /* Literal.Number */ +body .s { color: #219161 } /* Literal.String */ +body .na { color: #7D9029 } /* Name.Attribute */ +body .nb { color: #954121 } /* Name.Builtin */ +body .nc { color: #0000FF; font-weight: bold } /* Name.Class */ +body .no { color: #880000 } /* Name.Constant */ +body .nd { color: #AA22FF } /* Name.Decorator */ +body .ni { color: #999999; font-weight: bold } /* Name.Entity */ +body .ne { color: #D2413A; font-weight: bold } /* Name.Exception */ +body .nf { color: #0000FF } /* Name.Function */ +body .nl { color: #A0A000 } /* Name.Label */ +body .nn { color: #0000FF; font-weight: bold } /* Name.Namespace */ +body .nt { color: #954121; font-weight: bold } /* Name.Tag */ +body .nv { color: #19469D } /* Name.Variable */ +body .ow { color: #AA22FF; font-weight: bold } /* Operator.Word */ +body .w { color: #bbbbbb } /* Text.Whitespace */ +body .mf { color: #666666 } /* Literal.Number.Float */ +body .mh { color: #666666 } /* Literal.Number.Hex */ +body .mi { color: #666666 } /* Literal.Number.Integer */ +body .mo { color: #666666 } /* Literal.Number.Oct */ +body .sb { color: #219161 } /* Literal.String.Backtick */ +body .sc { color: #219161 } /* Literal.String.Char */ +body .sd { color: #219161; font-style: italic } /* Literal.String.Doc */ +body .s2 { color: #219161 } /* Literal.String.Double */ +body .se { color: #BB6622; font-weight: bold } /* Literal.String.Escape */ +body .sh { color: #219161 } /* Literal.String.Heredoc */ +body .si { color: #BB6688; font-weight: bold } /* Literal.String.Interpol */ +body .sx { color: #954121 } /* Literal.String.Other */ +body .sr { color: #BB6688 } /* Literal.String.Regex */ +body .s1 { color: #219161 } /* Literal.String.Single */ +body .ss { color: #19469D } /* Literal.String.Symbol */ +body .bp { color: #954121 } /* Name.Builtin.Pseudo */ +body .vc { color: #19469D } /* Name.Variable.Class */ +body .vg { color: #19469D } /* Name.Variable.Global */ +body .vi { color: #19469D } /* Name.Variable.Instance */ +body .il { color: #666666 } /* Literal.Number.Integer.Long */ \ No newline at end of file diff --git a/vendor/threex/examples/THREEx.DeviceOrientationState.html b/vendor/threex/examples/THREEx.DeviceOrientationState.html new file mode 100644 index 0000000..16d5dcd --- /dev/null +++ b/vendor/threex/examples/THREEx.DeviceOrientationState.html @@ -0,0 +1,19 @@ + + + angleX:
+ angleY:
+ angleZ:
+ + + + \ No newline at end of file diff --git a/vendor/threex/examples/THREEx.KeyboardState.html b/vendor/threex/examples/THREEx.KeyboardState.html new file mode 100644 index 0000000..7d51458 --- /dev/null +++ b/vendor/threex/examples/THREEx.KeyboardState.html @@ -0,0 +1,14 @@ + + + + + + \ No newline at end of file diff --git a/vendor/threex/examples/threex.embedded/noshield-host.html b/vendor/threex/examples/threex.embedded/noshield-host.html new file mode 100644 index 0000000..66c924b --- /dev/null +++ b/vendor/threex/examples/threex.embedded/noshield-host.html @@ -0,0 +1,9 @@ + + + + +
+ dummy div 1024px height to create a scrollable page +
+ + \ No newline at end of file diff --git a/vendor/threex/examples/threex.embedded/noshield-iframe.html b/vendor/threex/examples/threex.embedded/noshield-iframe.html new file mode 100644 index 0000000..a0e3cea --- /dev/null +++ b/vendor/threex/examples/threex.embedded/noshield-iframe.html @@ -0,0 +1,22 @@ + + + + + + WITHOUT shielding events
+ Click to get focus + + Got Focus!
+ Now use arrow UP/DOWN and the host page will scroll as events are not shielded. +
+ + + \ No newline at end of file diff --git a/vendor/threex/examples/threex.embedded/withshield-host.html b/vendor/threex/examples/threex.embedded/withshield-host.html new file mode 100644 index 0000000..2e78fbf --- /dev/null +++ b/vendor/threex/examples/threex.embedded/withshield-host.html @@ -0,0 +1,9 @@ + + + + +
+ dummy div 1024px height to create a scrollable page +
+ + \ No newline at end of file diff --git a/vendor/threex/examples/threex.embedded/withshield-iframe.html b/vendor/threex/examples/threex.embedded/withshield-iframe.html new file mode 100644 index 0000000..565d429 --- /dev/null +++ b/vendor/threex/examples/threex.embedded/withshield-iframe.html @@ -0,0 +1,28 @@ + + + + + + + WITH shielding events
+ + Click to get focus + + Got Focus!
+ now use arrow UP/DOWN and the host page won't scroll as events are shielded. +
+ + + \ No newline at end of file diff --git a/vendor/threex/examples/threex.fullscreen.html b/vendor/threex/examples/threex.fullscreen.html new file mode 100644 index 0000000..d614803 --- /dev/null +++ b/vendor/threex/examples/threex.fullscreen.html @@ -0,0 +1,36 @@ + + +

threex.fullscreen.js demo

+ threex.js - helpers for three.js +
+ + fullscreen available ? +
+ fullscreen activated ? +
+ +
+ + + + + + + \ No newline at end of file diff --git a/vendor/threex/threex.chromeWebStoreInstall.js b/vendor/threex/threex.chromeWebStoreInstall.js new file mode 100644 index 0000000..14798b8 --- /dev/null +++ b/vendor/threex/threex.chromeWebStoreInstall.js @@ -0,0 +1,45 @@ +// This THREEx helper makes it easy to handle chrome.webstore.install API. +// * api description http://code.google.com/chrome/webstore/docs/inline_installation.html +// * paul kinlan post on g+ https://plus.google.com/116059998563577101552/posts/c9zYiA9RdC5 +// +// # Code + +// + + +/** @namespace */ +var THREEx = THREEx || {}; +THREEx.ChromeWebStoreInstall = THREEx.ChromeWebStoreInstall || {}; + +/** + * test if the API is available + * @returns {Boolean} true if the API is available, false otherwise +*/ +THREEx.ChromeWebStoreInstall.apiAvailable = function() +{ + var available = typeof chrome !== 'undefined' && chrome.webstore && chrome.webstore.install; + return available ? true : false; +} + +/** + * Test if the application is already installed + * + * @returns {Boolean} true if the application is installed, false otherwise +*/ +THREEx.ChromeWebStoreInstall.isInstalled = function() +{ + if( !this.apiAvailable() ) return false; + return chrome.app.isInstalled ? true : false; +} + +/** + * Trigger an installation + * @param {String} url of the application (optional) + * @param {Function} callback called if installation succeed + * @param {Function} callback called if installation failed +*/ +THREEx.ChromeWebStoreInstall.install = function(url, successCallback, failureCallback) +{ + console.assert( this.apiAvailable() ) + chrome.webstore.install(url, successCallback, failureCallback); +} \ No newline at end of file diff --git a/vendor/threex/threex.embedded.js b/vendor/threex/threex.embedded.js new file mode 100644 index 0000000..1d743ad --- /dev/null +++ b/vendor/threex/threex.embedded.js @@ -0,0 +1,24 @@ +/** @namespace */ +var THREEx = THREEx || {}; +THREEx.Embedded = THREEx.Embedded || {}; + +/** + * @returns {Boolean} return true if we are in a iframe, false otherwise +*/ +THREEx.Embedded.inIFrame = function() +{ + return window != window.top ? true : false; +} + +/** + * Prevent Arrows key event from going out of the iframe +*/ +THREEx.Embedded.shieldArrowKeys = function() +{ + document.addEventListener('keydown', function(event){ + // if it is keydown on a arrow, prevent default + if( event.keyCode >= 37 && event.keyCode <= 40 ){ + event.preventDefault(); + } + }, true); +} diff --git a/vendor/threex/threex.sparks.js b/vendor/threex/threex.sparks.js new file mode 100644 index 0000000..f4c5fc8 --- /dev/null +++ b/vendor/threex/threex.sparks.js @@ -0,0 +1,237 @@ +// This THREEx helper makes it even easier to use spark.js with three.js +// * FIXME This is currently only with WebGL + +// +// # Code + +// + +var THREEx = THREEx || {}; + + +THREEx.Sparks = function(opts) +{ + opts = opts || {}; + this._maxParticles = opts.maxParticles || console.assert(false); + this._texture = opts.texture || this._buildDefaultTexture(); + var counter = opts.counter || console.assert(false); + + var vertexIndexPool = { + __pools: [], + // Get a new Vector + get: function() { + if( this.__pools.length > 0 ) return this.__pools.pop(); + console.assert(false, "pool ran out!") + return null; + }, + // Release a vector back into the pool + add: function(v){ this.__pools.push(v); } + }; + + + var particles = new THREE.Geometry(); + var vertices = particles.vertices; + for ( i = 0; i < this._maxParticles; i++ ) { + var position = new THREE.Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); + vertices.push(new THREE.Vertex(position)); + vertexIndexPool.add(i); + } + + // to handle window resize + this._$onWindowResize = this._onWindowResize.bind(this); + window.addEventListener('resize', this._$onWindowResize, false); + + var attributes = this._attributes = { + size : { type: 'f', value: [] }, + aColor : { type: 'c', value: [] } + }; + + var uniforms = this._uniforms = { + texture : { type: "t", texture: this._texture }, + color : { type: "c", value: new THREE.Color(0xffffff) }, + sizeRatio : { type: "f", value: this._computeSizeRatio() } + }; + + // fill attributes array + var valuesSize = this._attributes.size.value; + var valuesColor = this._attributes.aColor.value; + for(var v = 0; v < particles.vertices.length; v++ ){ + valuesSize[v] = 99; + valuesColor[v] = new THREE.Color( 0x000000 ); + } + + var material = new THREE.ShaderMaterial( { + uniforms : this._uniforms, + attributes : this._attributes, + vertexShader : THREEx.Sparks.vertexShaderText, + fragmentShader : THREEx.Sparks.fragmentShaderText, + + blending : THREE.AdditiveBlending, + depthWrite : false, + transparent : true + }); + + this._group = new THREE.ParticleSystem( particles, material ); + //this._group.dynamic = true; + //this._group.sortParticles = true; // TODO is this needed ? + + //// EMITTER STUFF + + var setTargetParticle = function() { + var vertexIdx = vertexIndexPool.get(); + var target = { + vertexIdx : vertexIdx, + size : function(value){ valuesSize[vertexIdx] = value; }, + color : function(){ return valuesColor[vertexIdx]; } + }; + return target; + }; + + + var onParticleCreated = function(particle) { + var vertexIdx = particle.target.vertexIdx; + // copy particle position into three.js geometry + vertices[vertexIdx].position = particle.position; + }; + + var onParticleDead = function(particle) { + var vertexIdx = particle.target.vertexIdx; + + // Hide the particle + valuesColor[vertexIdx].setHex( 0x000000 ); + vertices[vertexIdx].position.set(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); + + // Mark particle system as available by returning to pool + vertexIndexPool.add( vertexIdx ); + }; + + var emitter = this._emitter = new SPARKS.Emitter(counter); + + emitter.addInitializer(new SPARKS.Target(null, setTargetParticle)); + emitter.addCallback("created" , onParticleCreated ); + emitter.addCallback("dead" , onParticleDead ); +} + + +THREEx.Sparks.prototype.destroy = function() +{ + window.removeEventListener('resize', this._$onWindowResize); + + if( this._emitter.isRunning() ) this._emitter.stop(); +} + +////////////////////////////////////////////////////////////////////////////////// +// // +////////////////////////////////////////////////////////////////////////////////// + +THREEx.Sparks.prototype.container = function() +{ + return this._group; +} + +THREEx.Sparks.prototype.emitter = function() +{ + return this._emitter; +} + +THREEx.Sparks.prototype.update = function() +{ + this._group.geometry.__dirtyVertices = true; + this._group.geometry.__dirtyColors = true; + this._attributes.size.needsUpdate = true; + this._attributes.aColor.needsUpdate = true; +} + +////////////////////////////////////////////////////////////////////////////////// +// handle window resize // +////////////////////////////////////////////////////////////////////////////////// + +THREEx.Sparks.prototype._onWindowResize = function() +{ + this._uniforms.sizeRatio.value = this._computeSizeRatio(); + this._uniforms.sizeRatio.needsUpdate = true; +} + + +THREEx.Sparks.prototype._computeSizeRatio = function() +{ + return window.innerHeight / 1024; +} + + +////////////////////////////////////////////////////////////////////////////////// +// Shader Text // +////////////////////////////////////////////////////////////////////////////////// + +THREEx.Sparks.vertexShaderText = [ + "attribute float size;", + "attribute vec4 aColor;", + + "uniform float sizeRatio;", + + "varying vec4 vColor;", + + "void main() {", + "vec4 mvPosition= modelViewMatrix * vec4( position, 1.0 );", + "gl_PointSize = size * sizeRatio * ( 150.0 / length( mvPosition.xyz ) );", + "gl_Position = projectionMatrix * mvPosition;", + + "vColor = aColor;", + "}" +].join('\n'); +THREEx.Sparks.fragmentShaderText = [ + "uniform vec3 color;", + "uniform sampler2D texture;", + + "varying vec4 vColor;", + + "void main() {", + "vec4 outColor = texture2D( texture, gl_PointCoord );", + "gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );", + "}" +].join('\n'); + +////////////////////////////////////////////////////////////////////////////////// +// Texture // +////////////////////////////////////////////////////////////////////////////////// + +THREEx.Sparks.prototype._buildDefaultTexture = function(size) +{ + size = size || 128; + var canvas = document.createElement( 'canvas' ); + var context = canvas.getContext( '2d' ); + canvas.width = canvas.height = size; + + var gradient = context.createRadialGradient( canvas.width/2, canvas.height /2, 0, canvas.width /2, canvas.height /2, canvas.width /2 ); + gradient.addColorStop( 0 , 'rgba(255,255,255,1)' ); + gradient.addColorStop( 0.2, 'rgba(255,255,255,1)' ); + gradient.addColorStop( 0.4, 'rgba(128,128,128,1)' ); + gradient.addColorStop( 1 , 'rgba(0,0,0,1)' ); + + context.beginPath(); + context.arc(size/2, size/2, size/2, 0, Math.PI*2, false); + context.closePath(); + + context.fillStyle = gradient; + //context.fillStyle = 'rgba(128,128,128,1)'; + context.fill(); + + var texture = new THREE.Texture( canvas ); + texture.needsUpdate = true; + + return texture; +} + +////////////////////////////////////////////////////////////////////////////////// +// Custom initializer TODO put it elsewhere // +////////////////////////////////////////////////////////////////////////////////// + +THREEx.Sparks.ColorSizeInitializer = function(color, size){ + this._color = color; + this._size = size; +} +THREEx.Sparks.ColorSizeInitializer.prototype.initialize = function(emitter, particle) +{ + if( this._color !== undefined ) particle.target.color().copy(this._color); + if( this._size !== undefined ) particle.target.size(this._size); +} diff --git a/vendor/threex/threex.texturePoolBall.js b/vendor/threex/threex.texturePoolBall.js new file mode 100644 index 0000000..bee3818 --- /dev/null +++ b/vendor/threex/threex.texturePoolBall.js @@ -0,0 +1,78 @@ +// NOTE: this match THREE namespace on purpose +if(typeof THREEx === "undefined") var THREEx = {}; +if(typeof THREEx.Texture === "undefined") THREEx.Texture = {}; + +/** +*/ +THREEx.Texture.PoolBall = { + clear : function(canvas){ + var w = canvas.width; + var ctx = canvas.getContext( '2d' ); + clearRect(0, 0, w, w); + }, + /** + * display the shaddow of the smiley in a texture + * + * @param {canvasElement} the canvas where we draw + */ + draw : function(canvas, textData, stripped, color){ + var ctx = canvas.getContext( '2d' ); + var w = canvas.width; + var h = canvas.height; + + // base color is white + ctx.save(); + ctx.fillStyle = "#FFFFFF"; + ctx.fillRect(0,0, w, h); + ctx.restore(); + + ctx.save(); + ctx.translate(w/2, h/2) + var rectH = stripped ? h/2 : h; + ctx.fillStyle = color.getContextStyle(); + ctx.fillRect(-w/2,-rectH/2, w, rectH); + ctx.restore(); + + ctx.save(); + ctx.translate(w/2, h/2) + ctx.fillStyle = "#FFFFFF"; + var radiusW = 0.7 * w/4; + var radiusH = 1.2 * h/4; + ctx.fillEllipse( -radiusW/2, -radiusH/2, radiusW, radiusH); + ctx.restore(); + + ctx.save(); + ctx.translate(w/2, h/2) + var textH = w/4; + ctx.font = "bolder "+textH+"px Arial"; + ctx.fillStyle = "#000000"; + var textW = ctx.measureText(textData).width; + ctx.fillText(textData, -textW/2, 0.8*textH/2); + ctx.restore(); + }, + +////////////////////////////////////////////////////////////////////////////////// +// texture helper // +////////////////////////////////////////////////////////////////////////////////// + + ballTexture: function( textData, stripped, color, canvasW, mapping, callback ) { + var canvasDrawer = function(canvas){ + THREEx.Texture.PoolBall.draw(canvas, textData, stripped, color); + } + return THREEx.Texture.PoolBall._buildTexture( canvasW, mapping, callback, canvasDrawer ); + }, + + _buildTexture: function( canvasW, mapping, callback, canvasDrawer ) { + canvasW = typeof canvasW !== 'undefined' ? canvasW : 64; + var canvas = document.createElement('canvas'); + canvas.width = canvas.height = canvasW; + var texture = new THREE.Texture(canvas, mapping); + + canvasDrawer(canvas); + + texture.needsUpdate = true; + if( callback ) callback( this ); + return texture; + }, + +} \ No newline at end of file