diff --git a/images/IO_interface_schem.jpg b/images/IO_interface_schem.jpg
new file mode 100644
index 00000000..2dcbf99d
Binary files /dev/null and b/images/IO_interface_schem.jpg differ
diff --git a/images/IO_interface_schem_thumb.jpeg b/images/IO_interface_schem_thumb.jpeg
new file mode 100644
index 00000000..025d0e85
Binary files /dev/null and b/images/IO_interface_schem_thumb.jpeg differ
diff --git a/various_tests/test_3D.html b/various_tests/test_3D.html
index 426e8901..b68a1cfa 100644
--- a/various_tests/test_3D.html
+++ b/various_tests/test_3D.html
@@ -256,15 +256,14 @@
if (points)
return new THREE.PointCloud(geometry, terrainMaterial);
else
- return new THREE.Line(geometry, terrainMaterial, THREE.LinePieces);
+ return new THREE.LineSegments(geometry, terrainMaterial);
}
var grid = createGrid(pipeline.toolPosBuffer.width, pipeline.toolPosBuffer.height, false, false, true);
grid.frustumCulled = false;
scene2.add(grid);
scene2.add(new THREE.Mesh(clonedGeometry, new THREE.MeshLambertMaterial({
- color: 0xFEEFFE,
- shading: THREE.SmoothShading
+ color: 0xFEEFFE
})));
document.documentElement.addEventListener('keydown', function (event) {
diff --git a/various_tests/test_3D_conservative_rendering.html b/various_tests/test_3D_conservative_rendering.html
index 83286c5c..d0e57f8f 100644
--- a/various_tests/test_3D_conservative_rendering.html
+++ b/various_tests/test_3D_conservative_rendering.html
@@ -235,13 +235,11 @@
scene2.add(grid);
scene2.add(new THREE.Mesh(clonedGeometry, new THREE.MeshLambertMaterial({
color: 0xFEEFFE,
- shading: THREE.SmoothShading,
side: THREE.DoubleSide
})));
scene2.add(new THREE.PointCloud(pipeline.modelStage.inputGeometry.clone(), new THREE.ShaderMaterial({
depthTest: true,
- sizeAttenuation: false,
uniforms: pipeline.modelStage.shaderUniforms,
attributes: pipeline.modelStage.shaderAttributes,
vertexShader: pipeline.modelStage.vertexShader,
@@ -253,7 +251,6 @@
scene2.add(new THREE.Line(pipeline.modelStage.inputGeometry.clone(), new THREE.ShaderMaterial({
depthTest: true,
- sizeAttenuation: false,
uniforms: pipeline.modelStage.shaderUniforms,
attributes: pipeline.modelStage.shaderAttributes,
vertexShader: pipeline.modelStage.vertexShader,
diff --git a/webapp/cnc/app/view.js b/webapp/cnc/app/view.js
index 8ed16323..0e729daf 100644
--- a/webapp/cnc/app/view.js
+++ b/webapp/cnc/app/view.js
@@ -221,16 +221,13 @@ define(['Ember', 'cnc/svgImporter', 'cnc/gerberImporter', 'cnc/excellonImporter'
});
this.set('nativeComponent', threeDView);
this.set('travelDisplay', threeDView.createDrawingNode(threeDView.rapidMaterial, new THREE.MeshLambertMaterial({
- color: 0xFEEFFE,
- shading: THREE.SmoothShading
+ color: 0xFEEFFE
})));
this.set('outlinesDisplay', threeDView.createDrawingNode(threeDView.outlineMaterial, new THREE.MeshLambertMaterial({
- color: 0xFEEFFE,
- shading: THREE.SmoothShading
+ color: 0xFEEFFE
})));
this.set('highlightDisplay', threeDView.createOverlayNode(threeDView.highlightMaterial, new THREE.MeshLambertMaterial({
- color: 0xdd4c2f, opacity: 0.5,
- shading: THREE.SmoothShading
+ color: 0xdd4c2f, opacity: 0.5
})));
this.synchronizeCurrentOperation();
@@ -241,8 +238,7 @@ define(['Ember', 'cnc/svgImporter', 'cnc/gerberImporter', 'cnc/excellonImporter'
return ShapeWrapper.create({
shape: shape,
outlineDisplay: threeDView.createDrawingNode(threeDView.outlineMaterial, new THREE.MeshLambertMaterial({
- color: 0xFEEFFE,
- shading: THREE.SmoothShading
+ color: 0xFEEFFE
}))
});
}
diff --git a/webapp/cnc/cam/3D/modelProjector.js b/webapp/cnc/cam/3D/modelProjector.js
index e1e7883f..8e08bba3 100644
--- a/webapp/cnc/cam/3D/modelProjector.js
+++ b/webapp/cnc/cam/3D/modelProjector.js
@@ -1,234 +1,138 @@
"use strict";
-define([], function () {
-
- function Projector() {
- var scene = new THREE.Scene();
- this.scene = scene;
- this.angle = 0;
- this.normalVertexShader = [
- 'attribute vec3 prevPoint;',
- 'attribute vec3 nextPoint;',
- 'void main() {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
- '}'].join('\n');
-
- this.normalFragmentShader = [
- 'void main() {',
- ' gl_FragData[0] = vec4(1.0 - gl_FragCoord.z, 0.0, 0.0, 1.0);',
- '}'].join('\n');
- this.vertexShader = [
- 'attribute vec3 prevPoint;',
- 'attribute vec3 nextPoint;',
- 'uniform vec2 hPixel;',
- 'uniform vec2 hPixelWorld;',
- 'varying vec3 AABB_min;',
- 'varying vec3 AABB_max;',
- 'varying vec3 positionK;',
-
- 'float cross2d(vec2 v1, vec2 v2) {',
- ' return v1.x * v2.y - v1.y * v2.x; ',
- '}',
-
- // http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter42.html
- 'void main() {',
- ' vec3 eyeDirection = vec3(0.0, 0.0, -1.0);',
- ' vec3 p1 = prevPoint, p2 = position, p3 = nextPoint;',
- ' vec2 e1 = normalize(p2.xy - p1.xy);',
- ' vec2 e2 = normalize(p2.xy - p3.xy);',
- // project the side on the bisector
- // http://stackoverflow.com/a/32515402/72637
- ' float halfsine = sqrt((1.0 - dot(e1, e2)) / 2.0);',
- ' vec2 resultPoint2D = p2.xy + length(hPixelWorld) / halfsine * normalize(e1 + e2);',
-
- // project the 2D point to the triangle plane in 3D
- // grab the triangle normal
- ' vec3 normal = normalize(cross(p2.xyz - p1.xyz, p3.xyz - p2.xyz));',
- // grab the Z for (x=0, y=0)
- ' float d = dot(normal, p2.xyz);',
- // the new Z is the distance from the 2D projected point to its projection on the triangle plane
- ' float t = (dot(normal, vec3(resultPoint2D, 0.0)) - d) / (dot(normal, eyeDirection));',
-
- //shift the whole triangle up because Z is sampled at pixel center, but the maximum Z is at a corner.
- //A mostly vertical triangle might send the Z very high or very low, we'll clamp that in the fragment shader
- ' float cornerPessimization = sqrt(1.0 - normal.z * normal.z) * length(hPixelWorld);',
- ' vec4 shiftedPosition = vec4(resultPoint2D, t + cornerPessimization, 1.0);',
- ' vec4 projectedShiftedPosition = projectionMatrix * modelViewMatrix * shiftedPosition;',
-
- //compute the Axis Aligned bounding box
- ' vec4 prevPos = projectionMatrix * modelViewMatrix * vec4(p1, 1.0);',
- ' vec4 currPos = projectionMatrix * modelViewMatrix * vec4(p2, 1.0);',
- ' vec4 nextPos = projectionMatrix * modelViewMatrix * vec4(p3, 1.0);',
- ' vec3 minBounds = prevPos.xyz;',
- ' minBounds = min(currPos.xyz, minBounds);',
- ' minBounds = min(nextPos.xyz, minBounds);',
- ' vec3 maxBounds = prevPos.xyz;',
- ' maxBounds = max(currPos.xyz, maxBounds);',
- ' maxBounds = max(nextPos.xyz, maxBounds);',
- // extend the box by one pixel
- ' minBounds = minBounds - vec3(hPixel, 0.0);',
- ' maxBounds = maxBounds + vec3(hPixel, 0.0);',
-
- ' AABB_min = minBounds;',
- ' AABB_max = maxBounds;',
- ' gl_PointSize = 10.0;',
- ' positionK = projectedShiftedPosition.xyz;',
- ' gl_Position = projectedShiftedPosition;',
- '}'].join('\n');
-
- this.fragmentShader = [
- '#extension GL_EXT_frag_depth : require',
- 'varying vec3 AABB_min;',
- 'varying vec3 AABB_max;',
- 'varying vec3 positionK;',
- // depth encoding : http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
- 'highp float factor = (exp2(24.0) - 1.0) / exp2(24.0);',
- 'vec3 EncodeFloatRGB(highp float v) {',
- ' vec3 enc = fract(vec3(1.0, 255.0, 255.0 * 255.0) * factor * v);',
- ' enc -= enc.yzz * vec3(1.0 / 255.0, 1.0 / 255.0, 0.0);',
- ' return enc;',
- '}',
- 'highp float DecodeFloatRGB(vec3 rgb) {',
- ' return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 255.0 / 255.0)) / factor;',
- '}',
- 'void main() {',
- ' vec2 pos = positionK.xy;',
- //let's destroy the fragments that are really out there between the input corner and the dilated corner
- ' if(any(bvec4(lessThan(pos, AABB_min.xy), greaterThan(pos, AABB_max.xy))))',
- ' discard;',
- // ok, we were pessimistic, but one thing still holds:
- // the true Z value can never ever be higher or lower than any Z value of the input vertices,
- // so we clip to get back to some reality
- ' float z = clamp(positionK.z, AABB_min.z, AABB_max.z);',
- // go back to fragment world
- ' z = (0.5 * z + 0.5);',
- // update the depth buffer, since what was a nice triangle is now a triangle with 2 bent corners (flattened by the Z clamp).
- ' gl_FragDepthEXT = z;',
- ' gl_FragData[0] = vec4(1.0 - z, 0.0, 0.0, 1.0);',
- '}'].join('\n');
- this.shaderAttributes = {prevPoint: {type: 'v3', value: []}, nextPoint: {type: 'v3', value: []}};
- this.shaderUniforms = {hPixel: {type: 'v2'}, hPixelWorld: {type: 'v2'}};
- this.meshMaterial = new THREE.ShaderMaterial({
- doublesided: true,
- depthTest: true,
- sizeAttenuation: false,
- linewidth: 1,
- uniforms: this.shaderUniforms,
- attributes: this.shaderAttributes,
- vertexShader: this.vertexShader,
- fragmentShader: this.fragmentShader
- });
- this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1);
- scene.add(this.camera);
- }
-
- Projector.prototype = {
- render: function (renderer, buffer) {
- var extension = renderer.getContext().getExtension('EXT_frag_depth');
- if (!extension && this.meshMaterial.vertexShader != this.normalVertexShader) {
- console.log('EXT_frag_depth webgl extension is not supported, the projection won\'t be conservative');
- this.meshMaterial.vertexShader = this.normalVertexShader;
- this.meshMaterial.fragmentShader = this.normalFragmentShader;
- }
- this.meshMaterial.uniforms.hPixel.value = new THREE.Vector2(1 / buffer.width, 1 / buffer.height);
- var w = (this.camera.right - this.camera.left) / buffer.width;
- var h = (this.camera.top - this.camera.bottom) / buffer.height;
- this.meshMaterial.uniforms.hPixelWorld.value = new THREE.Vector2(w / 2, h / 2);
- renderer.render(this.scene, this.camera, buffer, true);
- },
- setGeometry: function (meshGeometry) {
- this.inputGeometry = meshGeometry;
- if (this.model) {
- this.scene.remove(this.model);
- this.model = null;
- }
- this.model = new THREE.Object3D();
+define(['THREE', 'text!shaders/model_proj.vert', 'text!shaders/model_proj.frag', 'text!shaders/conservative_model_proj.vert',
+ 'text!shaders/conservative_model_proj.frag'],
+ function (THREE, normalVertexShader, normalFragmentShader, vertexShader, fragmentShader) {
+
+ function Projector() {
+ var scene = new THREE.Scene();
+ this.scene = scene;
+ this.angle = 0;
+ this.normalVertexShader = normalVertexShader;
+ this.normalFragmentShader = normalFragmentShader;
+ this.vertexShader = vertexShader;
+ this.fragmentShader = fragmentShader;
+ this.shaderAttributes = {prevPoint: {type: 'v3', value: []}, nextPoint: {type: 'v3', value: []}};
+ this.shaderUniforms = {hPixel: {type: 'v2'}, hPixelWorld: {type: 'v2'}};
+ this.meshMaterial = new THREE.ShaderMaterial({
+ side: THREE.DoubleSide,
+ depthTest: true,
+ linewidth: 1,
+ uniforms: this.shaderUniforms,
+ vertexShader: this.vertexShader,
+ fragmentShader: this.fragmentShader
+ });
+ this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1);
+ scene.add(this.camera);
+ }
- var originalPosition = meshGeometry.attributes.position;
- var attribute = originalPosition.clone();
- var triangleCount = attribute.length / attribute.itemSize / 3;
+ Projector.prototype = {
+ render: function (renderer, buffer) {
+ var extension = renderer.getContext().getExtension('EXT_frag_depth');
+ if (!extension && this.meshMaterial.vertexShader != this.normalVertexShader) {
+ console.log('EXT_frag_depth webgl extension is not supported, the projection won\'t be conservative');
+ this.meshMaterial.vertexShader = this.normalVertexShader;
+ this.meshMaterial.fragmentShader = this.normalFragmentShader;
+ }
+ this.meshMaterial.uniforms.hPixel.value = new THREE.Vector2(1 / buffer.width, 1 / buffer.height);
+ var w = (this.camera.right - this.camera.left) / buffer.width;
+ var h = (this.camera.top - this.camera.bottom) / buffer.height;
+ this.meshMaterial.uniforms.hPixelWorld.value = new THREE.Vector2(w / 2, h / 2);
+ renderer.render(this.scene, this.camera, buffer, true);
+ },
+ setGeometry: function (meshGeometry) {
+ this.inputGeometry = meshGeometry;
+ if (this.model) {
+ this.scene.remove(this.model);
+ this.model = null;
+ }
+ this.model = new THREE.Object3D();
- for (var triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {
- attribute.copyAt(triangleIndex * 3 + 0, originalPosition, triangleIndex * 3 + 2);
- attribute.copyAt(triangleIndex * 3 + 1, originalPosition, triangleIndex * 3 + 0);
- attribute.copyAt(triangleIndex * 3 + 2, originalPosition, triangleIndex * 3 + 1);
- }
- meshGeometry.addAttribute('prevPoint', attribute);
- attribute = originalPosition.clone();
- for (triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {
- attribute.copyAt(triangleIndex * 3 + 0, originalPosition, triangleIndex * 3 + 1);
- attribute.copyAt(triangleIndex * 3 + 1, originalPosition, triangleIndex * 3 + 2);
- attribute.copyAt(triangleIndex * 3 + 2, originalPosition, triangleIndex * 3 + 0);
- }
- meshGeometry.addAttribute('nextPoint', attribute);
- meshGeometry.needsUpdate = true;
+ var originalPosition = meshGeometry.attributes.position;
+ var attribute = originalPosition.clone();
+ var triangleCount = attribute.count / 3;
- var mesh = new THREE.Mesh(meshGeometry, this.meshMaterial);
- this.model.add(mesh);
- this.modelBbox = this.computeCameraBoundingBox();
- this.scene.add(this.model);
- this.model.updateMatrixWorld();
- this.resetCamera();
- },
- resetCamera: function () {
- var bbox = this.modelBbox;
- var bboxSize = bbox.size();
- this.aspectRatio = bboxSize.x / bboxSize.y;
- this.camera.lookAt(new THREE.Vector3(0, 0, bbox.min.z));
- this.camera.near = 1;
- this.camera.position.set(0, 0, bbox.max.z + 10 + this.camera.near);
- this.camera.far = this.camera.position.z - bbox.min.z;
- this.zRatio = 1 / (this.camera.far - this.camera.near);
- this.setCamera(bbox.min.x, bbox.max.x, bbox.min.y, bbox.max.y);
- },
- setCamera: function (left, right, bottom, top) {
- this.camera.bottom = bottom;
- this.camera.top = top;
- this.camera.left = left;
- this.camera.right = right;
- this.camera.updateProjectionMatrix();
- this.camera.updateMatrixWorld();
- },
- pushZInverseProjOn: function (matrix) {
- var pos = new THREE.Vector3().setFromMatrixPosition(matrix);
- pos.z = this.camera.position.z - this.camera.far;
- matrix.scale(new THREE.Vector3(1, 1, this.camera.far - this.camera.near));
- matrix.setPosition(pos);
- },
- setAngle: function (angleDeg) {
- this.angle = angleDeg;
- this.camera.up.set(0, 1, 0).applyAxisAngle(new THREE.Vector3(0, 0, 1), angleDeg * Math.PI / 180);
- this.camera.lookAt(this.camera.position.clone().sub(new THREE.Vector3(0, 0, 1)));
- this.camera.updateProjectionMatrix();
- this.camera.updateMatrixWorld();
- this.modelBbox = this.computeCameraBoundingBox();
- },
- computeCameraBoundingBox: function () {
- var vector = new THREE.Vector3();
- var m = new THREE.Matrix4();
- m.lookAt(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, -1), new THREE.Vector3(0, 1, 0).applyAxisAngle(new THREE.Vector3(0, 0, 1), -this.angle * Math.PI / 180));
- var boundingBox = new THREE.Box3();
- var positions = this.inputGeometry.attributes.position.array;
- if (positions) {
- var bb = boundingBox;
- bb.makeEmpty();
- for (var i = 0, il = positions.length; i < il; i += 3) {
- vector.set(positions[i], positions[i + 1], positions[i + 2]);
- vector.applyMatrix4(m);
- bb.expandByPoint(vector);
+ for (var triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {
+ attribute.copyAt(triangleIndex * 3 + 0, originalPosition, triangleIndex * 3 + 2);
+ attribute.copyAt(triangleIndex * 3 + 1, originalPosition, triangleIndex * 3 + 0);
+ attribute.copyAt(triangleIndex * 3 + 2, originalPosition, triangleIndex * 3 + 1);
+ }
+ meshGeometry.addAttribute('prevPoint', attribute);
+ attribute = originalPosition.clone();
+ for (triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {
+ attribute.copyAt(triangleIndex * 3 + 0, originalPosition, triangleIndex * 3 + 1);
+ attribute.copyAt(triangleIndex * 3 + 1, originalPosition, triangleIndex * 3 + 2);
+ attribute.copyAt(triangleIndex * 3 + 2, originalPosition, triangleIndex * 3 + 0);
+ }
+ meshGeometry.addAttribute('nextPoint', attribute);
+ meshGeometry.needsUpdate = true;
+
+ var mesh = new THREE.Mesh(meshGeometry, this.meshMaterial);
+ this.model.add(mesh);
+ this.modelBbox = this.computeCameraBoundingBox();
+ this.scene.add(this.model);
+ this.model.updateMatrixWorld();
+ this.resetCamera();
+ },
+ resetCamera: function () {
+ var bbox = this.modelBbox;
+ var bboxSize = bbox.size();
+ this.aspectRatio = bboxSize.x / bboxSize.y;
+ this.camera.lookAt(new THREE.Vector3(0, 0, bbox.min.z));
+ this.camera.near = 1;
+ this.camera.position.set(0, 0, bbox.max.z + 10 + this.camera.near);
+ this.camera.far = this.camera.position.z - bbox.min.z;
+ this.zRatio = 1 / (this.camera.far - this.camera.near);
+ this.setCamera(bbox.min.x, bbox.max.x, bbox.min.y, bbox.max.y);
+ },
+ setCamera: function (left, right, bottom, top) {
+ this.camera.bottom = bottom;
+ this.camera.top = top;
+ this.camera.left = left;
+ this.camera.right = right;
+ this.camera.updateProjectionMatrix();
+ this.camera.updateMatrixWorld();
+ },
+ pushZInverseProjOn: function (matrix) {
+ var pos = new THREE.Vector3().setFromMatrixPosition(matrix);
+ pos.z = this.camera.position.z - this.camera.far;
+ matrix.scale(new THREE.Vector3(1, 1, this.camera.far - this.camera.near));
+ matrix.setPosition(pos);
+ },
+ setAngle: function (angleDeg) {
+ this.angle = angleDeg;
+ this.camera.up.set(0, 1, 0).applyAxisAngle(new THREE.Vector3(0, 0, 1), angleDeg * Math.PI / 180);
+ this.camera.lookAt(this.camera.position.clone().sub(new THREE.Vector3(0, 0, 1)));
+ this.camera.updateProjectionMatrix();
+ this.camera.updateMatrixWorld();
+ this.modelBbox = this.computeCameraBoundingBox();
+ },
+ computeCameraBoundingBox: function () {
+ var vector = new THREE.Vector3();
+ var m = new THREE.Matrix4();
+ m.lookAt(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, -1), new THREE.Vector3(0, 1, 0).applyAxisAngle(new THREE.Vector3(0, 0, 1), -this.angle * Math.PI / 180));
+ var boundingBox = new THREE.Box3();
+ var positions = this.inputGeometry.attributes.position.array;
+ if (positions) {
+ var bb = boundingBox;
+ bb.makeEmpty();
+ for (var i = 0, il = positions.length; i < il; i += 3) {
+ vector.set(positions[i], positions[i + 1], positions[i + 2]);
+ vector.applyMatrix4(m);
+ bb.expandByPoint(vector);
+ }
}
- }
- if (positions === undefined || positions.length === 0) {
- boundingBox.min.set(0, 0, 0);
- boundingBox.max.set(0, 0, 0);
- }
+ if (positions === undefined || positions.length === 0) {
+ boundingBox.min.set(0, 0, 0);
+ boundingBox.max.set(0, 0, 0);
+ }
- if (isNaN(boundingBox.min.x) || isNaN(boundingBox.min.y) || isNaN(boundingBox.min.z)) {
- console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.');
+ if (isNaN(boundingBox.min.x) || isNaN(boundingBox.min.y) || isNaN(boundingBox.min.z)) {
+ console.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.');
+ }
+ return boundingBox;
}
- return boundingBox;
- }
- };
+ };
- return Projector;
-});
\ No newline at end of file
+ return Projector;
+ });
\ No newline at end of file
diff --git a/webapp/cnc/gcode/simulation.js b/webapp/cnc/gcode/simulation.js
index 598dafeb..470c831f 100644
--- a/webapp/cnc/gcode/simulation.js
+++ b/webapp/cnc/gcode/simulation.js
@@ -241,8 +241,6 @@ define(['cnc/util', 'cnc/gcode/geometry'], function (util, geometry) {
function discretize(segment) {
var type = COMPONENT_TYPES[segment.type];
-
- console.log(segment.type, type);
var steps = type.simulationSteps(segment);
var startTime = currentTime;
for (var j = 1; j <= steps; j++) {
diff --git a/webapp/cnc/ui/threeDView.js b/webapp/cnc/ui/threeDView.js
index 9acc9545..5c26c2f3 100644
--- a/webapp/cnc/ui/threeDView.js
+++ b/webapp/cnc/ui/threeDView.js
@@ -74,7 +74,7 @@ define(['THREE', 'TWEEN', 'cnc/util', 'libs/threejs/OrbitControls', 'cnc/ui/cube
var res = earcut(rawVertices, [], 3);
var bufferedGeometry = new THREE.BufferGeometry();
bufferedGeometry.addAttribute('position', new THREE.BufferAttribute(rawVertices, 3));
- bufferedGeometry.addAttribute('index', new THREE.BufferAttribute(new Uint16Array(res), 1));
+ bufferedGeometry.setIndex(new THREE.BufferAttribute(new Uint16Array(res), 1));
this.node.add(new THREE.Mesh(bufferedGeometry, this.meshMaterial));
}
},
@@ -113,14 +113,14 @@ define(['THREE', 'TWEEN', 'cnc/util', 'libs/threejs/OrbitControls', 'cnc/ui/cube
if (this.bufferedGeometry == null) {
this.bufferedGeometry = new THREE.BufferGeometry();
this.bufferedGeometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
- this.bufferedGeometry.addAttribute('index', new THREE.BufferAttribute(newIndices, 1));
- this.node.add(new THREE.Line(this.bufferedGeometry, this.lineMaterial, THREE.LinePieces));
+ this.bufferedGeometry.setIndex(new THREE.BufferAttribute(newIndices, 1));
+ this.node.add(new THREE.LineSegments(this.bufferedGeometry, this.lineMaterial));
} else {
var attributes = this.bufferedGeometry.attributes;
attributes.position.array = typedArrayConcat(attributes.position.array, vertices, Float32Array);
- attributes.index.array = typedArrayConcat(attributes.index.array, newIndices, Uint16Array);
+ this.bufferedGeometry.index.array = typedArrayConcat(this.bufferedGeometry.index.array, newIndices, Uint16Array);
attributes.position.needsUpdate = true;
- attributes.index.needsUpdate = true;
+ this.bufferedGeometry.index.needsUpdate = true;
}
}
};
@@ -247,7 +247,7 @@ define(['THREE', 'TWEEN', 'cnc/util', 'libs/threejs/OrbitControls', 'cnc/ui/cube
this.requestAnimationFrameCallback = this.actuallyRender.bind(this);
$container.prepend(cubeManipulator(this));
$container.prepend($('
Sorry, there is no mouse selection in this view.
'));
- this.rapidToolpathNode = this.createDrawingNode(this.rapidMaterial);
+ this.rapidToolpathNode = this.createOverlayNode(this.rapidMaterial);
this.normalToolpathNode = this.createDrawingNode(this.normalMaterial, new THREE.MeshBasicMaterial({
color: 0x6622BB,
opacity: 0.5,
diff --git a/webapp/libs/threejs/postprocessing/ShaderPass.js b/webapp/libs/threejs/postprocessing/ShaderPass.js
index fdd7fb68..d85b1324 100644
--- a/webapp/libs/threejs/postprocessing/ShaderPass.js
+++ b/webapp/libs/threejs/postprocessing/ShaderPass.js
@@ -2,57 +2,57 @@
* @author alteredq / http://alteredqualia.com/
*/
-THREE.ShaderPass = function (shader, textureID) {
+THREE.ShaderPass = function ( shader, textureID ) {
- this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
+ this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
- this.uniforms = THREE.UniformsUtils.clone(shader.uniforms);
- this.material = new THREE.ShaderMaterial({
+ this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
- defines: shader.defines || {},
- uniforms: this.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
+ this.material = new THREE.ShaderMaterial( {
- });
+ uniforms: this.uniforms,
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
- this.renderToScreen = false;
+ } );
- this.enabled = true;
- this.needsSwap = true;
- this.clear = false;
+ this.renderToScreen = false;
+ this.enabled = true;
+ this.needsSwap = true;
+ this.clear = false;
- this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
- this.scene = new THREE.Scene();
- this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), null);
- this.scene.add(this.quad);
+ this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
+ this.scene = new THREE.Scene();
+
+ this.quad = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), null );
+ this.scene.add( this.quad );
};
THREE.ShaderPass.prototype = {
- render: function (renderer, writeBuffer, readBuffer, delta) {
+ render: function ( renderer, writeBuffer, readBuffer, delta ) {
- if (this.uniforms[ this.textureID ]) {
+ if ( this.uniforms[ this.textureID ] ) {
- this.uniforms[ this.textureID ].value = readBuffer;
+ this.uniforms[ this.textureID ].value = readBuffer;
- }
+ }
- this.quad.material = this.material;
+ this.quad.material = this.material;
- if (this.renderToScreen) {
+ if ( this.renderToScreen ) {
- renderer.render(this.scene, this.camera);
+ renderer.render( this.scene, this.camera );
- } else {
+ } else {
- renderer.render(this.scene, this.camera, writeBuffer, this.clear);
+ renderer.render( this.scene, this.camera, writeBuffer, this.clear );
- }
+ }
- }
+ }
};
diff --git a/webapp/libs/threejs/three-depthtextures.js b/webapp/libs/threejs/three-depthtextures.js
index a526a607..bfb411d3 100644
--- a/webapp/libs/threejs/three-depthtextures.js
+++ b/webapp/libs/threejs/three-depthtextures.js
@@ -4,46 +4,102 @@
* @author mrdoob / http://mrdoob.com/
*/
-var THREE = {REVISION: '72dev'};
+var THREE = { REVISION: '73dev' };
-// browserify support
+//
+
+if ( typeof define === 'function' && define.amd ) {
-if (typeof module === 'object') {
+ define( 'three', THREE );
- module.exports = THREE;
+} else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) {
+
+ module.exports = THREE;
}
+
// polyfills
-if (Math.sign === undefined) {
+if ( self.requestAnimationFrame === undefined || self.cancelAnimationFrame === undefined ) {
+
+ // Missing in Android stock browser.
+
+ ( function () {
+
+ var lastTime = 0;
+ var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+ for ( var x = 0; x < vendors.length && ! self.requestAnimationFrame; ++ x ) {
+
+ self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
+ self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+ }
+
+ if ( self.requestAnimationFrame === undefined && self.setTimeout !== undefined ) {
+
+ self.requestAnimationFrame = function ( callback ) {
+
+ var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+ var id = self.setTimeout( function () {
+
+ callback( currTime + timeToCall );
+
+ }, timeToCall );
+ lastTime = currTime + timeToCall;
+ return id;
+
+ };
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
+ }
- Math.sign = function (x) {
+ if ( self.cancelAnimationFrame === undefined && self.clearTimeout !== undefined ) {
- return ( x < 0 ) ? -1 : ( x > 0 ) ? 1 : +x;
+ self.cancelAnimationFrame = function ( id ) {
- };
+ self.clearTimeout( id );
+
+ };
+
+ }
+
+ }() );
}
+if ( Math.sign === undefined ) {
-// set the default log handlers
-THREE.log = function () {
- console.log.apply(console, arguments);
-};
-THREE.warn = function () {
- console.warn.apply(console, arguments);
-};
-THREE.error = function () {
- console.error.apply(console, arguments);
-};
+ // 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 && Object.defineProperty !== 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 ];
+ }
+
+ } );
+
+}
// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
-THREE.MOUSE = {LEFT: 0, MIDDLE: 1, RIGHT: 2};
+THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
// GL STATE CONSTANTS
@@ -71,7 +127,6 @@ THREE.DoubleSide = 2;
// shading
-THREE.NoShading = 0;
THREE.FlatShading = 1;
THREE.SmoothShading = 2;
@@ -92,7 +147,7 @@ THREE.CustomBlending = 5;
// custom blending equations
// (numbers start from 100 not to clash with other
-// mappings to OpenGL constants defined in Texture.js)
+// mappings to OpenGL constants defined in Texture.js)
THREE.AddEquation = 100;
THREE.SubtractEquation = 101;
@@ -211,48 +266,49 @@ THREE.RGB_PVRTC_2BPPV1_Format = 2101;
THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+// Loop styles for AnimationAction
+
+THREE.LoopOnce = 2200;
+THREE.LoopRepeat = 2201;
+THREE.LoopPingPong = 2202;
// DEPRECATED
THREE.Projector = function () {
- THREE.error('THREE.Projector has been moved to /examples/js/renderers/Projector.js.');
+ console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
- this.projectVector = function (vector, camera) {
+ this.projectVector = function ( vector, camera ) {
- THREE.warn('THREE.Projector: .projectVector() is now vector.project().');
- vector.project(camera);
+ console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
+ vector.project( camera );
- };
+ };
- this.unprojectVector = function (vector, camera) {
+ this.unprojectVector = function ( vector, camera ) {
- THREE.warn('THREE.Projector: .unprojectVector() is now vector.unproject().');
- vector.unproject(camera);
+ console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
+ vector.unproject( camera );
- };
+ };
- this.pickingRay = function (vector, camera) {
+ this.pickingRay = function ( vector, camera ) {
- THREE.error('THREE.Projector: .pickingRay() is now raycaster.setFromCamera().');
+ console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
- };
+ };
};
THREE.CanvasRenderer = function () {
- THREE.error('THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js');
+ console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
- this.domElement = document.createElement('canvas');
- this.clear = function () {
- };
- this.render = function () {
- };
- this.setClearColor = function () {
- };
- this.setSize = function () {
- };
+ this.domElement = document.createElement( 'canvas' );
+ this.clear = function () {};
+ this.render = function () {};
+ this.setClearColor = function () {};
+ this.setSize = function () {};
};
@@ -262,1077 +318,1053 @@ THREE.CanvasRenderer = function () {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.Color = function (color) {
+THREE.Color = function ( color ) {
- if (arguments.length === 3) {
+ if ( arguments.length === 3 ) {
- return this.setRGB(arguments[0], arguments[1], arguments[2]);
+ return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
- }
+ }
- return this.set(color)
+ return this.set( color );
};
THREE.Color.prototype = {
- constructor: THREE.Color,
+ constructor: THREE.Color,
- r: 1, g: 1, b: 1,
+ r: 1, g: 1, b: 1,
- set: function (value) {
+ set: function ( value ) {
- if (value instanceof THREE.Color) {
+ if ( value instanceof THREE.Color ) {
- this.copy(value);
+ this.copy( value );
- } else if (typeof value === 'number') {
+ } else if ( typeof value === 'number' ) {
- this.setHex(value);
+ this.setHex( value );
- } else if (typeof value === 'string') {
+ } else if ( typeof value === 'string' ) {
- this.setStyle(value);
+ this.setStyle( value );
- }
+ }
- return this;
+ return this;
- },
+ },
- setHex: function (hex) {
+ setHex: function ( hex ) {
- hex = Math.floor(hex);
+ hex = Math.floor( hex );
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
- return this;
+ return this;
- },
+ },
- setRGB: function (r, g, b) {
+ setRGB: function ( r, g, b ) {
- this.r = r;
- this.g = g;
- this.b = b;
+ this.r = r;
+ this.g = g;
+ this.b = b;
- return this;
+ return this;
- },
+ },
- setHSL: function (h, s, l) {
+ setHSL: function () {
- // h,s,l ranges are in 0.0 - 1.0
+ function hue2rgb ( p, q, t ) {
- if (s === 0) {
+ 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;
- this.r = this.g = this.b = l;
+ }
- } else {
+ return function ( h, s, l ) {
- var hue2rgb = function (p, q, t) {
+ // 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 (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;
+ if ( s === 0 ) {
- };
+ this.r = this.g = this.b = l;
- var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- var q = ( 2 * l ) - p;
+ } else {
- this.r = hue2rgb(q, p, h + 1 / 3);
- this.g = hue2rgb(q, p, h);
- this.b = hue2rgb(q, p, h - 1 / 3);
+ 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;
+ }
- },
+ return this;
- setStyle: function (style) {
+ };
- // rgb(255,0,0)
+ }(),
- if (/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(style)) {
+ setStyle: function ( style ) {
- var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(style);
+ var parseAlpha = function ( strAlpha ) {
- 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;
+ var alpha = parseFloat( strAlpha );
- return this;
+ if ( alpha < 1 ) {
- }
+ console.warn( 'THREE.Color: Alpha component of color ' + style + ' will be ignored.' );
- // rgb(100%,0%,0%)
+ }
- if (/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(style)) {
+ return alpha;
- var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(style);
+ }
- this.r = Math.min(100, parseInt(color[1], 10)) / 100;
- this.g = Math.min(100, parseInt(color[2], 10)) / 100;
- this.b = Math.min(100, parseInt(color[3], 10)) / 100;
- return this;
+ var m;
- }
+ if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
- // #ff0000
+ // rgb / hsl
- if (/^\#([0-9a-f]{6})$/i.test(style)) {
+ var color;
+ var name = m[ 1 ];
+ var components = m[ 2 ];
- var color = /^\#([0-9a-f]{6})$/i.exec(style);
+ switch ( name ) {
- this.setHex(parseInt(color[1], 16));
+ case 'rgb':
- return this;
+ if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*$/.exec( components ) ) {
- }
+ // rgb(255,0,0)
+ this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
+ this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
+ this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
- // #f00
+ return this;
- if (/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(style)) {
+ }
- var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(style);
+ if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*$/.exec( components ) ) {
- this.setHex(parseInt(color[1] + color[1] + color[2] + color[2] + color[3] + color[3], 16));
+ // rgb(100%,0%,0%)
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
- return this;
+ return this;
- }
+ }
- // red
+ break;
- if (/^(\w+)$/i.test(style)) {
+ case 'rgba':
- this.setHex(THREE.ColorKeywords[style]);
+ if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*,\s*([0-9]*\.?[0-9]+)\s*$/.exec( components ) ) {
- return this;
+ // 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;
+ parseAlpha( color[ 4 ] );
- }
+ return this;
+ }
- },
+ if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*([0-9]*\.?[0-9]+)\s*$/.exec( components ) ) {
- copy: function (color) {
+ // rgba(100%,0%,0%,0.5)
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+ parseAlpha( color[ 4 ] );
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
+ return this;
- return this;
+ }
- },
+ break;
- copyGammaToLinear: function (color, gammaFactor) {
+ case 'hsl':
- if (gammaFactor === undefined) gammaFactor = 2.0;
+ if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*$/.exec( components ) ) {
- this.r = Math.pow(color.r, gammaFactor);
- this.g = Math.pow(color.g, gammaFactor);
- this.b = Math.pow(color.b, gammaFactor);
+ // hsl(120,50%,50%)
+ var h = parseFloat( color[ 1 ] );
+ var s = parseInt( color[ 2 ], 10 ) / 100;
+ var l = parseInt( color[ 3 ], 10 ) / 100;
- return this;
+ return this.setHSL( h, s, l );
- },
+ }
- copyLinearToGamma: function (color, gammaFactor) {
+ break;
- if (gammaFactor === undefined) gammaFactor = 2.0;
+ case 'hsla':
- var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
+ if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*([0-9]*\.?[0-9]+)\s*$/.exec( components ) ) {
- this.r = Math.pow(color.r, safeInverse);
- this.g = Math.pow(color.g, safeInverse);
- this.b = Math.pow(color.b, safeInverse);
+ // hsla(120,50%,50%,0.5)
+ var h = parseFloat( color[ 1 ] );
+ var s = parseInt( color[ 2 ], 10 ) / 100;
+ var l = parseInt( color[ 3 ], 10 ) / 100;
+ parseAlpha( color[ 4 ] );
- return this;
+ return this.setHSL( h, s, l );
- },
+ }
- convertGammaToLinear: function () {
+ break;
- var r = this.r, g = this.g, b = this.b;
+ }
- this.r = r * r;
- this.g = g * g;
- this.b = b * b;
+ } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
- return this;
+ // hex color
- },
+ var hex = m[ 1 ];
+ var size = hex.length;
- convertLinearToGamma: function () {
+ if ( size === 3 ) {
- this.r = Math.sqrt(this.r);
- this.g = Math.sqrt(this.g);
- this.b = Math.sqrt(this.b);
+ // #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;
+ return this;
- },
+ } else if ( size === 6 ) {
- getHex: function () {
+ // #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.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+ return this;
- },
+ }
- getHexString: function () {
+ }
- return ( '000000' + this.getHex().toString(16) ).slice(-6);
+ if ( style && style.length > 0 ) {
- },
+ // color keywords
+ var hex = THREE.ColorKeywords[ style ];
- getHSL: function (optionalTarget) {
+ if ( hex !== undefined ) {
- // h,s,l ranges are in 0.0 - 1.0
+ // red
+ this.setHex( hex );
- var hsl = optionalTarget || {h: 0, s: 0, l: 0};
+ } else {
- var r = this.r, g = this.g, b = this.b;
+ // unknown color
+ console.warn( 'THREE.Color: Unknown color ' + style );
- 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) {
+ return this;
- hue = 0;
- saturation = 0;
+ },
- } else {
+ clone: function () {
- var delta = max - min;
+ return new this.constructor( this.r, this.g, this.b );
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+ },
- switch (max) {
+ copy: function ( color ) {
- 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;
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
- }
+ return this;
- hue /= 6;
+ },
- }
+ copyGammaToLinear: function ( color, gammaFactor ) {
- hsl.h = hue;
- hsl.s = saturation;
- hsl.l = lightness;
+ if ( gammaFactor === undefined ) gammaFactor = 2.0;
- return hsl;
+ this.r = Math.pow( color.r, gammaFactor );
+ this.g = Math.pow( color.g, gammaFactor );
+ this.b = Math.pow( color.b, gammaFactor );
- },
+ return this;
- getStyle: function () {
+ },
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+ copyLinearToGamma: function ( color, gammaFactor ) {
- },
+ if ( gammaFactor === undefined ) gammaFactor = 2.0;
- offsetHSL: function (h, s, l) {
+ var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
- var hsl = this.getHSL();
+ this.r = Math.pow( color.r, safeInverse );
+ this.g = Math.pow( color.g, safeInverse );
+ this.b = Math.pow( color.b, safeInverse );
- hsl.h += h;
- hsl.s += s;
- hsl.l += l;
+ return this;
- this.setHSL(hsl.h, hsl.s, hsl.l);
+ },
- return this;
+ convertGammaToLinear: function () {
- },
+ var r = this.r, g = this.g, b = this.b;
- add: function (color) {
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
+ return this;
- return this;
+ },
- },
+ convertLinearToGamma: function () {
- addColors: function (color1, color2) {
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
+ return this;
- return this;
+ },
- },
+ getHex: function () {
- addScalar: function (s) {
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
- this.r += s;
- this.g += s;
- this.b += s;
+ },
- return this;
+ getHexString: function () {
- },
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
- multiply: function (color) {
+ },
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
+ getHSL: function ( optionalTarget ) {
- return this;
+ // h,s,l ranges are in 0.0 - 1.0
- },
+ var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
- multiplyScalar: function (s) {
+ var r = this.r, g = this.g, b = this.b;
- this.r *= s;
- this.g *= s;
- this.b *= s;
+ var max = Math.max( r, g, b );
+ var min = Math.min( r, g, b );
- return this;
+ var hue, saturation;
+ var lightness = ( min + max ) / 2.0;
- },
+ if ( min === max ) {
- lerp: function (color, alpha) {
+ hue = 0;
+ saturation = 0;
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
+ } else {
- return this;
+ var delta = max - min;
- },
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
- equals: function (c) {
+ switch ( max ) {
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+ 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;
- },
+ }
- fromArray: function (array) {
+ hue /= 6;
- this.r = array[0];
- this.g = array[1];
- this.b = array[2];
+ }
- return this;
+ hsl.h = hue;
+ hsl.s = saturation;
+ hsl.l = lightness;
- },
+ return hsl;
- toArray: function (array, offset) {
+ },
- if (array === undefined) array = [];
- if (offset === undefined) offset = 0;
+ getStyle: function () {
- array[offset] = this.r;
- array[offset + 1] = this.g;
- array[offset + 2] = this.b;
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
- return array;
- },
+ },
- clone: function () {
+ offsetHSL: function ( h, s, l ) {
- return new THREE.Color().setRGB(this.r, this.g, this.b);
+ var hsl = this.getHSL();
- }
+ hsl.h += h; hsl.s += s; hsl.l += l;
-};
+ this.setHSL( hsl.h, hsl.s, hsl.l );
+
+ return this;
+
+ },
+
+ add: function ( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ },
+
+ addColors: function ( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ },
+
+ multiply: function ( color ) {
+
+ this.r *= color.r;
+ this.g *= color.g;
+ this.b *= color.b;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.r *= s;
+ this.g *= s;
+ this.b *= s;
+
+ return this;
+
+ },
+
+ lerp: function ( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( c ) {
+
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.r = array[ 0 ];
+ this.g = array[ 1 ];
+ this.b = array[ 2 ];
+
+ return this;
+
+ },
+
+ toArray: function ( 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
};
+THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
+'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
+'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
+'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
+'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
+'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
+'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
+'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
+'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
+'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
+'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
+'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
+'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
+'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
+'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
+'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
+'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
+'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
+'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
+'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
+'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
+'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
+'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
+'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
+
// File:src/math/Quaternion.js
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
-THREE.Quaternion = function (x, y, z, w) {
+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;
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._w = ( w !== undefined ) ? w : 1;
};
THREE.Quaternion.prototype = {
- constructor: THREE.Quaternion,
+ constructor: THREE.Quaternion,
- _x: 0, _y: 0, _z: 0, _w: 0,
+ get x () {
- get x() {
+ return this._x;
- return this._x;
+ },
- },
+ set x ( value ) {
- set x(value) {
+ this._x = value;
+ this.onChangeCallback();
- this._x = value;
- this.onChangeCallback();
+ },
- },
+ get y () {
- get y() {
+ return this._y;
- return this._y;
+ },
- },
+ set y ( value ) {
- set y(value) {
+ this._y = value;
+ this.onChangeCallback();
- this._y = value;
- this.onChangeCallback();
+ },
- },
+ get z () {
- get z() {
+ return this._z;
- return this._z;
+ },
- },
+ set z ( value ) {
- set z(value) {
+ this._z = value;
+ this.onChangeCallback();
- this._z = value;
- this.onChangeCallback();
+ },
- },
+ get w () {
- get w() {
+ return this._w;
- return this._w;
+ },
- },
+ set w ( value ) {
- set w(value) {
+ this._w = value;
+ this.onChangeCallback();
- this._w = value;
- this.onChangeCallback();
+ },
- },
+ set: function ( x, y, z, w ) {
- set: function (x, y, z, w) {
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
+ this.onChangeCallback();
- this.onChangeCallback();
+ return this;
- return this;
+ },
- },
+ clone: function () {
- copy: function (quaternion) {
+ return new this.constructor( this._x, this._y, this._z, this._w );
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
+ },
- this.onChangeCallback();
+ copy: function ( quaternion ) {
- return this;
+ this._x = quaternion.x;
+ this._y = quaternion.y;
+ this._z = quaternion.z;
+ this._w = quaternion.w;
- },
+ this.onChangeCallback();
- setFromEuler: function (euler, update) {
+ return this;
- if (euler instanceof THREE.Euler === false) {
+ },
- throw new Error('THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
- }
+ setFromEuler: function ( euler, update ) {
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
+ if ( euler instanceof THREE.Euler === false ) {
- 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);
+ throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- if (euler.order === 'XYZ') {
+ }
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
- } else if (euler.order === 'YXZ') {
+ 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 );
- 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;
+ var order = euler.order;
- } else if (euler.order === 'ZXY') {
+ 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;
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if (euler.order === 'ZYX') {
+ } 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;
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
- } else if (euler.order === 'YZX') {
+ } 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;
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if (euler.order === 'XZY') {
+ } 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;
+ 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' ) {
- if (update !== false) this.onChangeCallback();
+ 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;
- return this;
+ } 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;
- setFromAxisAngle: function (axis, angle) {
+ }
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+ if ( update !== false ) this.onChangeCallback();
- // assumes axis is normalized
+ return this;
- 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);
+ setFromAxisAngle: function ( axis, angle ) {
- this.onChangeCallback();
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- return this;
+ // assumes axis is normalized
- },
+ var halfAngle = angle / 2, s = Math.sin( halfAngle );
- setFromRotationMatrix: function (m) {
+ this._x = axis.x * s;
+ this._y = axis.y * s;
+ this._z = axis.z * s;
+ this._w = Math.cos( halfAngle );
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+ this.onChangeCallback();
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+ return this;
- 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],
+ setFromRotationMatrix: function ( m ) {
- trace = m11 + m22 + m33,
- s;
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
- if (trace > 0) {
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- s = 0.5 / Math.sqrt(trace + 1.0);
+ var te = m.elements,
- this._w = 0.25 / s;
- this._x = ( m32 - m23 ) * s;
- this._y = ( m13 - m31 ) * s;
- this._z = ( m21 - m12 ) * s;
+ 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 ],
- } else if (m11 > m22 && m11 > m33) {
+ trace = m11 + m22 + m33,
+ s;
- s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
+ if ( trace > 0 ) {
- this._w = ( m32 - m23 ) / s;
- this._x = 0.25 * s;
- this._y = ( m12 + m21 ) / s;
- this._z = ( m13 + m31 ) / s;
+ s = 0.5 / Math.sqrt( trace + 1.0 );
- } else if (m22 > m33) {
+ this._w = 0.25 / s;
+ this._x = ( m32 - m23 ) * s;
+ this._y = ( m13 - m31 ) * s;
+ this._z = ( m21 - m12 ) * s;
- s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
+ } else if ( m11 > m22 && m11 > m33 ) {
- this._w = ( m13 - m31 ) / s;
- this._x = ( m12 + m21 ) / s;
- this._y = 0.25 * s;
- this._z = ( m23 + m32 ) / s;
+ s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
- } else {
+ this._w = ( m32 - m23 ) / s;
+ this._x = 0.25 * s;
+ this._y = ( m12 + m21 ) / s;
+ this._z = ( m13 + m31 ) / s;
- s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
+ } else if ( m22 > m33 ) {
- this._w = ( m21 - m12 ) / s;
- this._x = ( m13 + m31 ) / s;
- this._y = ( m23 + m32 ) / s;
- this._z = 0.25 * s;
+ 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;
- this.onChangeCallback();
+ } else {
- return this;
+ 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;
- setFromUnitVectors: function () {
+ }
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
+ this.onChangeCallback();
- // assumes direction vectors vFrom and vTo are normalized
+ return this;
- var v1, r;
+ },
- var EPS = 0.000001;
+ setFromUnitVectors: function () {
- return function (vFrom, vTo) {
+ // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
- if (v1 === undefined) v1 = new THREE.Vector3();
+ // assumes direction vectors vFrom and vTo are normalized
- r = vFrom.dot(vTo) + 1;
+ var v1, r;
- if (r < EPS) {
+ var EPS = 0.000001;
- r = 0;
+ return function ( vFrom, vTo ) {
- if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
- v1.set(-vFrom.y, vFrom.x, 0);
+ r = vFrom.dot( vTo ) + 1;
- } else {
+ if ( r < EPS ) {
- v1.set(0, -vFrom.z, vFrom.y);
+ r = 0;
- }
+ if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
- } else {
+ v1.set( - vFrom.y, vFrom.x, 0 );
- v1.crossVectors(vFrom, vTo);
+ } else {
- }
+ v1.set( 0, - vFrom.z, vFrom.y );
- this._x = v1.x;
- this._y = v1.y;
- this._z = v1.z;
- this._w = r;
+ }
- this.normalize();
+ } else {
- return this;
+ v1.crossVectors( vFrom, vTo );
- }
+ }
- }(),
+ this._x = v1.x;
+ this._y = v1.y;
+ this._z = v1.z;
+ this._w = r;
- inverse: function () {
+ this.normalize();
- this.conjugate().normalize();
+ return this;
- return this;
+ }
- },
+ }(),
- conjugate: function () {
+ inverse: function () {
- this._x *= -1;
- this._y *= -1;
- this._z *= -1;
+ this.conjugate().normalize();
- this.onChangeCallback();
+ return this;
- return this;
+ },
- },
+ conjugate: function () {
- dot: function (v) {
+ this._x *= - 1;
+ this._y *= - 1;
+ this._z *= - 1;
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+ this.onChangeCallback();
- },
+ return this;
- lengthSq: function () {
+ },
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+ dot: function ( v ) {
- },
+ return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
- length: function () {
+ },
- return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
+ lengthSq: function () {
- },
+ return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
- normalize: function () {
+ },
- var l = this.length();
+ length: function () {
- if (l === 0) {
+ return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
+ },
- } else {
+ normalize: function () {
- l = 1 / l;
+ var l = this.length();
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
+ if ( l === 0 ) {
- }
+ this._x = 0;
+ this._y = 0;
+ this._z = 0;
+ this._w = 1;
- this.onChangeCallback();
+ } else {
- return this;
+ l = 1 / l;
- },
+ this._x = this._x * l;
+ this._y = this._y * l;
+ this._z = this._z * l;
+ this._w = this._w * l;
- multiply: function (q, p) {
+ }
- if (p !== undefined) {
+ this.onChangeCallback();
- THREE.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
- return this.multiplyQuaternions(q, p);
+ return this;
- }
+ },
- return this.multiplyQuaternions(this, q);
+ multiply: function ( q, p ) {
- },
+ if ( p !== undefined ) {
- multiplyQuaternions: function (a, b) {
+ console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+ return this.multiplyQuaternions( q, p );
- // 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;
+ return this.multiplyQuaternions( this, q );
- 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();
+ multiplyQuaternions: function ( a, b ) {
- return this;
+ // 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;
- multiplyVector3: function (vector) {
+ 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;
- THREE.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');
- return vector.applyQuaternion(this);
+ this.onChangeCallback();
- },
+ return this;
- slerp: function (qb, t) {
+ },
- if (t === 0) return this;
- if (t === 1) return this.copy(qb);
+ multiplyVector3: function ( vector ) {
- var x = this._x, y = this._y, z = this._z, w = this._w;
+ console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+ return vector.applyQuaternion( this );
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+ },
- var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+ slerp: function ( qb, t ) {
- if (cosHalfTheta < 0) {
+ if ( t === 0 ) return this;
+ if ( t === 1 ) return this.copy( qb );
- this._w = -qb._w;
- this._x = -qb._x;
- this._y = -qb._y;
- this._z = -qb._z;
+ var x = this._x, y = this._y, z = this._z, w = this._w;
- cosHalfTheta = -cosHalfTheta;
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
- } else {
+ var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
- this.copy(qb);
+ if ( cosHalfTheta < 0 ) {
- }
+ this._w = - qb._w;
+ this._x = - qb._x;
+ this._y = - qb._y;
+ this._z = - qb._z;
- if (cosHalfTheta >= 1.0) {
+ cosHalfTheta = - cosHalfTheta;
- this._w = w;
- this._x = x;
- this._y = y;
- this._z = z;
+ } else {
- return this;
+ this.copy( qb );
- }
+ }
- var halfTheta = Math.acos(cosHalfTheta);
- var sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta);
+ if ( cosHalfTheta >= 1.0 ) {
- if (Math.abs(sinHalfTheta) < 0.001) {
+ this._w = w;
+ this._x = x;
+ this._y = y;
+ this._z = z;
- 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;
- return this;
+ }
- }
+ var halfTheta = Math.acos( cosHalfTheta );
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
- var ratioA = Math.sin(( 1 - t ) * halfTheta) / sinHalfTheta,
- ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
- 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._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 );
- this.onChangeCallback();
+ return this;
- return this;
+ }
- },
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- equals: function (quaternion) {
+ 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 );
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+ this.onChangeCallback();
- },
+ return this;
- fromArray: function (array, offset) {
+ },
- if (offset === undefined) offset = 0;
+ equals: function ( quaternion ) {
- this._x = array[offset];
- this._y = array[offset + 1];
- this._z = array[offset + 2];
- this._w = array[offset + 3];
+ return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
- this.onChangeCallback();
+ },
- return this;
+ fromArray: function ( array, offset ) {
- },
+ if ( offset === undefined ) offset = 0;
- toArray: function (array, offset) {
+ this._x = array[ offset ];
+ this._y = array[ offset + 1 ];
+ this._z = array[ offset + 2 ];
+ this._w = array[ offset + 3 ];
- if (array === undefined) array = [];
- if (offset === undefined) offset = 0;
+ this.onChangeCallback();
- array[offset] = this._x;
- array[offset + 1] = this._y;
- array[offset + 2] = this._z;
- array[offset + 3] = this._w;
+ return this;
- return array;
+ },
- },
+ toArray: function ( array, offset ) {
- onChange: function (callback) {
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
- this.onChangeCallback = callback;
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._w;
- return this;
+ return array;
- },
+ },
- onChangeCallback: function () {
- },
+ onChange: function ( callback ) {
- clone: function () {
+ this.onChangeCallback = callback;
- return new THREE.Quaternion(this._x, this._y, this._z, this._w);
+ return this;
- }
+ },
+
+ onChangeCallback: function () {}
};
-THREE.Quaternion.slerp = function (qa, qb, qm, t) {
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
- return qm.copy(qa).slerp(qb, t);
+ return qm.copy( qa ).slerp( qb, t );
};
@@ -1345,442 +1377,451 @@ THREE.Quaternion.slerp = function (qa, qb, qm, t) {
* @author zz85 / http://www.lab4games.net/zz85/blog
*/
-THREE.Vector2 = function (x, y) {
+THREE.Vector2 = function ( x, y ) {
- this.x = x || 0;
- this.y = y || 0;
+ this.x = x || 0;
+ this.y = y || 0;
};
THREE.Vector2.prototype = {
- constructor: THREE.Vector2,
+ constructor: THREE.Vector2,
- set: function (x, y) {
+ set: function ( x, y ) {
- this.x = x;
- this.y = y;
+ this.x = x;
+ this.y = y;
- return this;
+ return this;
- },
+ },
- setX: function (x) {
+ setX: function ( x ) {
- this.x = x;
+ this.x = x;
- return this;
+ return this;
- },
+ },
- setY: function (y) {
+ setY: function ( y ) {
- this.y = y;
+ this.y = y;
- return this;
+ return this;
- },
+ },
- setComponent: function (index, value) {
+ setComponent: function ( index, value ) {
- switch (index) {
+ switch ( index ) {
- case 0:
- this.x = value;
- break;
- case 1:
- this.y = value;
- break;
- default:
- throw new Error('index is out of range: ' + 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) {
+ getComponent: function ( index ) {
- switch (index) {
+ switch ( index ) {
- case 0:
- return this.x;
- case 1:
- return this.y;
- default:
- throw new Error('index is out of range: ' + index);
+ case 0: return this.x;
+ case 1: return this.y;
+ default: throw new Error( 'index is out of range: ' + index );
- }
+ }
- },
+ },
- copy: function (v) {
+ clone: function () {
- this.x = v.x;
- this.y = v.y;
+ return new this.constructor( this.x, this.y );
- return this;
+ },
- },
+ copy: function ( v ) {
- add: function (v, w) {
+ this.x = v.x;
+ this.y = v.y;
- if (w !== undefined) {
+ return this;
- THREE.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
- return this.addVectors(v, w);
+ },
- }
+ add: function ( v, w ) {
- this.x += v.x;
- this.y += v.y;
+ if ( w !== undefined ) {
- return this;
+ console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
- },
+ }
- addScalar: function (s) {
+ this.x += v.x;
+ this.y += v.y;
- this.x += s;
- this.y += s;
+ return this;
- return this;
+ },
- },
+ addScalar: function ( s ) {
- addVectors: function (a, b) {
+ this.x += s;
+ this.y += s;
- this.x = a.x + b.x;
- this.y = a.y + b.y;
+ return this;
- return this;
+ },
- },
+ addVectors: function ( a, b ) {
- sub: function (v, w) {
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
- if (w !== undefined) {
+ return this;
- THREE.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
- return this.subVectors(v, w);
+ },
- }
+ addScaledVector: function ( v, s ) {
- this.x -= v.x;
- this.y -= v.y;
+ this.x += v.x * s;
+ this.y += v.y * s;
- return this;
+ return this;
- },
+ },
- subScalar: function (s) {
+ sub: function ( v, w ) {
- this.x -= s;
- this.y -= s;
+ if ( w !== undefined ) {
- return this;
+ console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
- },
+ }
- subVectors: function (a, b) {
+ this.x -= v.x;
+ this.y -= v.y;
- this.x = a.x - b.x;
- this.y = a.y - b.y;
+ return this;
- return this;
+ },
- },
+ subScalar: function ( s ) {
- multiply: function (v) {
+ this.x -= s;
+ this.y -= s;
- this.x *= v.x;
- this.y *= v.y;
+ return this;
- return this;
+ },
- },
+ subVectors: function ( a, b ) {
- multiplyScalar: function (s) {
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
- this.x *= s;
- this.y *= s;
+ return this;
- return this;
+ },
- },
+ multiply: function ( v ) {
- divide: function (v) {
+ this.x *= v.x;
+ this.y *= v.y;
- this.x /= v.x;
- this.y /= v.y;
+ return this;
- return this;
+ },
- },
+ multiplyScalar: function ( s ) {
- divideScalar: function (scalar) {
+ this.x *= s;
+ this.y *= s;
- if (scalar !== 0) {
+ return this;
- var invScalar = 1 / scalar;
+ },
- this.x *= invScalar;
- this.y *= invScalar;
+ divide: function ( v ) {
- } else {
+ this.x /= v.x;
+ this.y /= v.y;
- this.x = 0;
- this.y = 0;
+ return this;
- }
+ },
- return this;
+ divideScalar: function ( scalar ) {
- },
+ if ( scalar !== 0 ) {
- min: function (v) {
+ var invScalar = 1 / scalar;
- if (this.x > v.x) {
+ this.x *= invScalar;
+ this.y *= invScalar;
- this.x = v.x;
+ } else {
- }
+ this.x = 0;
+ this.y = 0;
- if (this.y > v.y) {
+ }
- this.y = v.y;
+ return this;
- }
+ },
- return this;
+ min: function ( v ) {
- },
+ if ( this.x > v.x ) {
- max: function (v) {
+ this.x = v.x;
- if (this.x < v.x) {
+ }
- this.x = v.x;
+ if ( this.y > v.y ) {
- }
+ this.y = v.y;
- if (this.y < v.y) {
+ }
- this.y = v.y;
+ return this;
- }
+ },
- return this;
+ max: function ( v ) {
- },
+ if ( this.x < v.x ) {
- clamp: function (min, max) {
+ this.x = v.x;
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
+ }
- if (this.x < min.x) {
+ if ( this.y < v.y ) {
- this.x = min.x;
+ this.y = v.y;
- } else if (this.x > max.x) {
+ }
- this.x = max.x;
+ return this;
- }
+ },
- if (this.y < min.y) {
+ clamp: function ( min, max ) {
- this.y = min.y;
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
- } else if (this.y > max.y) {
+ if ( this.x < min.x ) {
- this.y = max.y;
+ this.x = min.x;
- }
+ } else if ( this.x > max.x ) {
- return this;
- },
+ this.x = max.x;
- clampScalar: (function () {
+ }
- var min, max;
+ if ( this.y < min.y ) {
- return function (minVal, maxVal) {
+ this.y = min.y;
- if (min === undefined) {
+ } else if ( this.y > max.y ) {
- min = new THREE.Vector2();
- max = new THREE.Vector2();
+ this.y = max.y;
- }
+ }
- min.set(minVal, minVal);
- max.set(maxVal, maxVal);
+ return this;
- return this.clamp(min, max);
+ },
- };
+ clampScalar: function () {
- })(),
+ var min, max;
- floor: function () {
+ return function clampScalar( minVal, maxVal ) {
- this.x = Math.floor(this.x);
- this.y = Math.floor(this.y);
+ if ( min === undefined ) {
- return this;
+ min = new THREE.Vector2();
+ max = new THREE.Vector2();
- },
+ }
- ceil: function () {
+ min.set( minVal, minVal );
+ max.set( maxVal, maxVal );
- this.x = Math.ceil(this.x);
- this.y = Math.ceil(this.y);
+ return this.clamp( min, max );
- return this;
+ };
- },
+ }(),
- round: function () {
+ floor: function () {
- this.x = Math.round(this.x);
- this.y = Math.round(this.y);
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
- return this;
+ return this;
- },
+ },
- roundToZero: function () {
+ ceil: 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.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
- return this;
+ return this;
- },
+ },
- negate: function () {
+ round: function () {
- this.x = -this.x;
- this.y = -this.y;
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
- return this;
+ return this;
- },
+ },
- dot: function (v) {
+ roundToZero: function () {
- return this.x * v.x + this.y * v.y;
+ 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;
- lengthSq: function () {
+ },
- return this.x * this.x + this.y * this.y;
+ negate: function () {
- },
+ this.x = - this.x;
+ this.y = - this.y;
- length: function () {
+ return this;
- return Math.sqrt(this.x * this.x + this.y * this.y);
+ },
- },
+ dot: function ( v ) {
- normalize: function () {
+ return this.x * v.x + this.y * v.y;
- return this.divideScalar(this.length());
+ },
- },
+ lengthSq: function () {
- distanceTo: function (v) {
+ return this.x * this.x + this.y * this.y;
- return Math.sqrt(this.distanceToSquared(v));
+ },
- },
+ length: function () {
- distanceToSquared: function (v) {
+ return Math.sqrt( this.x * this.x + this.y * this.y );
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
+ },
- },
+ lengthManhattan: function() {
- setLength: function (l) {
+ return Math.abs( this.x ) + Math.abs( this.y );
- var oldLength = this.length();
+ },
- if (oldLength !== 0 && l !== oldLength) {
+ normalize: function () {
- this.multiplyScalar(l / oldLength);
- }
+ return this.divideScalar( this.length() );
- return this;
+ },
- },
+ distanceTo: function ( v ) {
- lerp: function (v, alpha) {
+ return Math.sqrt( this.distanceToSquared( v ) );
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
+ },
- return this;
+ distanceToSquared: function ( v ) {
- },
+ var dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
- lerpVectors: function (v1, v2, alpha) {
+ },
- this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
+ setLength: function ( l ) {
- return this;
+ var oldLength = this.length();
- },
+ if ( oldLength !== 0 && l !== oldLength ) {
- equals: function (v) {
+ this.multiplyScalar( l / oldLength );
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
+ }
- },
+ return this;
- fromArray: function (array, offset) {
+ },
- if (offset === undefined) offset = 0;
+ lerp: function ( v, alpha ) {
- this.x = array[offset];
- this.y = array[offset + 1];
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
- return this;
+ return this;
- },
+ },
- toArray: function (array, offset) {
+ lerpVectors: function ( v1, v2, alpha ) {
- if (array === undefined) array = [];
- if (offset === undefined) offset = 0;
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- array[offset] = this.x;
- array[offset + 1] = this.y;
+ return this;
- return array;
+ },
- },
+ equals: function ( v ) {
- fromAttribute: function (attribute, index, offset) {
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
- if (offset === undefined) offset = 0;
+ },
- index = index * attribute.itemSize + offset;
+ fromArray: function ( array, offset ) {
- this.x = attribute.array[index];
- this.y = attribute.array[index + 1];
+ if ( offset === undefined ) offset = 0;
- return this;
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
- },
+ return this;
- clone: function () {
+ },
- return new THREE.Vector2(this.x, this.y);
+ 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;
+
+ }
};
@@ -1795,856 +1836,858 @@ THREE.Vector2.prototype = {
* @author WestLangley / http://github.com/WestLangley
*/
-THREE.Vector3 = function (x, y, z) {
+THREE.Vector3 = function ( x, y, z ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
};
THREE.Vector3.prototype = {
- constructor: THREE.Vector3,
+ constructor: THREE.Vector3,
- set: function (x, y, z) {
+ set: function ( x, y, z ) {
- this.x = x;
- this.y = y;
- this.z = z;
+ this.x = x;
+ this.y = y;
+ this.z = z;
- return this;
+ return this;
- },
+ },
- setX: function (x) {
+ setX: function ( x ) {
- this.x = x;
+ this.x = x;
- return this;
+ return this;
- },
+ },
- setY: function (y) {
+ setY: function ( y ) {
- this.y = y;
+ this.y = y;
- return this;
+ return this;
- },
+ },
- setZ: function (z) {
+ setZ: function ( z ) {
- this.z = z;
+ this.z = z;
- return this;
+ return this;
- },
+ },
- setComponent: function (index, value) {
+ setComponent: function ( index, value ) {
- switch (index) {
+ 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);
+ 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) {
+ getComponent: function ( index ) {
- switch (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);
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ default: throw new Error( 'index is out of range: ' + index );
- }
+ }
- },
+ },
- copy: function (v) {
+ clone: function () {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
+ return new this.constructor( this.x, this.y, this.z );
- return this;
+ },
- },
+ copy: function ( v ) {
- add: function (v, w) {
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
- if (w !== undefined) {
+ return this;
- THREE.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
- return this.addVectors(v, w);
+ },
- }
+ add: function ( v, w ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
+ if ( w !== undefined ) {
- return this;
+ console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
- },
+ }
- addScalar: function (s) {
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
- this.x += s;
- this.y += s;
- this.z += s;
+ return this;
- return this;
+ },
- },
+ addScalar: function ( s ) {
- addVectors: function (a, b) {
+ this.x += s;
+ this.y += s;
+ this.z += s;
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
+ return this;
- return this;
+ },
- },
+ addVectors: function ( a, b ) {
- sub: function (v, w) {
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
- if (w !== undefined) {
+ return this;
- THREE.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
- return this.subVectors(v, w);
+ },
- }
+ addScaledVector: function ( v, s ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
+ this.x += v.x * s;
+ this.y += v.y * s;
+ this.z += v.z * s;
- return this;
+ return this;
- },
+ },
- subScalar: function (s) {
+ sub: function ( v, w ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
+ if ( w !== undefined ) {
- return this;
+ console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
- },
+ }
- subVectors: function (a, b) {
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
+ return this;
- return this;
+ },
- },
+ subScalar: function ( s ) {
- multiply: function (v, w) {
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
- if (w !== undefined) {
+ return this;
- THREE.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
- return this.multiplyVectors(v, w);
+ },
- }
+ subVectors: function ( a, b ) {
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
- return this;
+ return this;
- },
+ },
- multiplyScalar: function (scalar) {
+ multiply: function ( v, w ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
+ if ( w !== undefined ) {
- return this;
+ console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+ return this.multiplyVectors( v, w );
- },
+ }
- multiplyVectors: function (a, b) {
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
+ return this;
- return this;
+ },
- },
+ multiplyScalar: function ( scalar ) {
- applyEuler: function () {
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
- var quaternion;
+ return this;
- return function (euler) {
+ },
- if (euler instanceof THREE.Euler === false) {
+ multiplyVectors: function ( a, b ) {
- THREE.error('THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.');
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
- }
+ return this;
- if (quaternion === undefined) quaternion = new THREE.Quaternion();
+ },
- this.applyQuaternion(quaternion.setFromEuler(euler));
+ applyEuler: function () {
- return this;
+ var quaternion;
- };
+ return function applyEuler( euler ) {
- }(),
+ if ( euler instanceof THREE.Euler === false ) {
- applyAxisAngle: function () {
+ console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- var quaternion;
+ }
- return function (axis, angle) {
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
- if (quaternion === undefined) quaternion = new THREE.Quaternion();
+ this.applyQuaternion( quaternion.setFromEuler( euler ) );
- this.applyQuaternion(quaternion.setFromAxisAngle(axis, angle));
+ return this;
- return this;
+ };
- };
+ }(),
- }(),
+ applyAxisAngle: function () {
- applyMatrix3: function (m) {
+ var quaternion;
- var x = this.x;
- var y = this.y;
- var z = this.z;
+ return function applyAxisAngle( axis, angle ) {
- var e = m.elements;
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
- 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;
+ this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
- return this;
+ return this;
- },
+ };
- applyMatrix4: function (m) {
+ }(),
- // input: THREE.Matrix4 affine matrix
+ applyMatrix3: function ( m ) {
- var x = this.x, y = this.y, z = this.z;
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
- var e = m.elements;
+ 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];
+ 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;
+ return this;
- },
+ },
- applyProjection: function (m) {
+ applyMatrix4: function ( m ) {
- // input: THREE.Matrix4 projection matrix
+ // input: THREE.Matrix4 affine matrix
- var x = this.x, y = this.y, z = this.z;
+ 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
+ var e = m.elements;
- 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;
+ 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;
+ return this;
- },
+ },
- applyQuaternion: function (q) {
+ applyProjection: function ( m ) {
- var x = this.x;
- var y = this.y;
- var z = this.z;
+ // input: THREE.Matrix4 projection matrix
- var qx = q.x;
- var qy = q.y;
- var qz = q.z;
- var qw = q.w;
+ var x = this.x, y = this.y, z = this.z;
- // calculate quat * vector
+ var e = m.elements;
+ var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
- 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;
+ 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;
- // calculate result * inverse quat
+ return this;
- 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;
+ applyQuaternion: function ( q ) {
- },
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
- project: function () {
+ var qx = q.x;
+ var qy = q.y;
+ var qz = q.z;
+ var qw = q.w;
- var matrix;
+ // calculate quat * vector
- return function (camera) {
+ 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;
- if (matrix === undefined) matrix = new THREE.Matrix4();
+ // calculate result * inverse quat
- matrix.multiplyMatrices(camera.projectionMatrix, matrix.getInverse(camera.matrixWorld));
- return this.applyProjection(matrix);
+ 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;
- }(),
+ },
- unproject: function () {
+ project: function () {
- var matrix;
+ var matrix;
- return function (camera) {
+ return function project( camera ) {
- if (matrix === undefined) matrix = new THREE.Matrix4();
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
- matrix.multiplyMatrices(camera.matrixWorld, matrix.getInverse(camera.projectionMatrix));
- return this.applyProjection(matrix);
+ matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+ return this.applyProjection( matrix );
- };
+ };
- }(),
+ }(),
- transformDirection: function (m) {
+ unproject: function () {
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
+ var matrix;
- var x = this.x, y = this.y, z = this.z;
+ return function unproject( camera ) {
- var e = m.elements;
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
- 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;
+ matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+ return this.applyProjection( matrix );
- this.normalize();
+ };
- return this;
+ }(),
- },
+ transformDirection: function ( m ) {
- divide: function (v) {
+ // input: THREE.Matrix4 affine matrix
+ // vector interpreted as a direction
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
+ var x = this.x, y = this.y, z = this.z;
- return this;
+ 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;
- divideScalar: function (scalar) {
+ this.normalize();
- if (scalar !== 0) {
+ return this;
- var invScalar = 1 / scalar;
+ },
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
+ divide: function ( v ) {
- } else {
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
- this.x = 0;
- this.y = 0;
- this.z = 0;
+ return this;
- }
+ },
- return this;
+ divideScalar: function ( scalar ) {
- },
+ if ( scalar !== 0 ) {
- min: function (v) {
+ var invScalar = 1 / scalar;
- if (this.x > v.x) {
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
- this.x = v.x;
+ } else {
- }
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
- if (this.y > v.y) {
+ }
- this.y = v.y;
+ return this;
- }
+ },
- if (this.z > v.z) {
+ min: function ( v ) {
- this.z = v.z;
+ if ( this.x > v.x ) {
- }
+ this.x = v.x;
- return this;
+ }
- },
+ if ( this.y > v.y ) {
- max: function (v) {
+ this.y = v.y;
- if (this.x < v.x) {
+ }
- this.x = v.x;
+ if ( this.z > v.z ) {
- }
+ this.z = v.z;
- if (this.y < v.y) {
+ }
- this.y = v.y;
+ return this;
- }
+ },
- if (this.z < v.z) {
+ max: function ( v ) {
- this.z = v.z;
+ if ( this.x < v.x ) {
- }
+ this.x = v.x;
- return this;
+ }
- },
+ if ( this.y < v.y ) {
- clamp: function (min, max) {
+ this.y = v.y;
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
+ }
- if (this.x < min.x) {
+ if ( this.z < v.z ) {
- this.x = min.x;
+ this.z = v.z;
- } else if (this.x > max.x) {
+ }
- this.x = max.x;
+ return this;
- }
+ },
- if (this.y < min.y) {
+ clamp: function ( min, max ) {
- this.y = min.y;
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
- } else if (this.y > max.y) {
+ if ( this.x < min.x ) {
- this.y = max.y;
+ this.x = min.x;
- }
+ } else if ( this.x > max.x ) {
- if (this.z < min.z) {
+ this.x = max.x;
- this.z = min.z;
+ }
- } else if (this.z > max.z) {
+ if ( this.y < min.y ) {
- this.z = max.z;
+ this.y = min.y;
- }
+ } else if ( this.y > max.y ) {
- return this;
+ this.y = max.y;
- },
+ }
- clampScalar: (function () {
+ if ( this.z < min.z ) {
- var min, max;
+ this.z = min.z;
- return function (minVal, maxVal) {
+ } else if ( this.z > max.z ) {
- if (min === undefined) {
+ this.z = max.z;
- min = new THREE.Vector3();
- max = new THREE.Vector3();
+ }
- }
+ return this;
- min.set(minVal, minVal, minVal);
- max.set(maxVal, maxVal, maxVal);
+ },
- return this.clamp(min, max);
+ clampScalar: function () {
- };
+ var min, max;
- })(),
+ return function clampScalar( minVal, maxVal ) {
- floor: function () {
+ if ( min === undefined ) {
- this.x = Math.floor(this.x);
- this.y = Math.floor(this.y);
- this.z = Math.floor(this.z);
+ min = new THREE.Vector3();
+ max = new THREE.Vector3();
- return this;
+ }
- },
+ min.set( minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal );
- ceil: function () {
+ return this.clamp( min, max );
- this.x = Math.ceil(this.x);
- this.y = Math.ceil(this.y);
- this.z = Math.ceil(this.z);
+ };
- return this;
+ }(),
- },
+ floor: function () {
- round: function () {
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
- this.x = Math.round(this.x);
- this.y = Math.round(this.y);
- this.z = Math.round(this.z);
+ return this;
- return this;
+ },
- },
+ ceil: function () {
- roundToZero: function () {
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
- 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;
- return this;
+ },
- },
+ round: function () {
- negate: function () {
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
- this.x = -this.x;
- this.y = -this.y;
- this.z = -this.z;
+ return this;
- return this;
+ },
- },
+ roundToZero: function () {
- dot: function (v) {
+ 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.x * v.x + this.y * v.y + this.z * v.z;
+ return this;
- },
+ },
- lengthSq: function () {
+ negate: function () {
- return this.x * this.x + this.y * this.y + this.z * this.z;
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
- },
+ return this;
- length: function () {
+ },
- return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
+ dot: function ( v ) {
- },
+ return this.x * v.x + this.y * v.y + this.z * v.z;
- lengthManhattan: function () {
+ },
- return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
+ lengthSq: function () {
- },
+ return this.x * this.x + this.y * this.y + this.z * this.z;
- normalize: function () {
+ },
- return this.divideScalar(this.length());
+ length: function () {
- },
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
- setLength: function (l) {
+ },
- var oldLength = this.length();
+ lengthManhattan: function () {
- if (oldLength !== 0 && l !== oldLength) {
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- this.multiplyScalar(l / oldLength);
- }
+ },
- return this;
+ normalize: function () {
- },
+ return this.divideScalar( 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;
+ setLength: function ( l ) {
- return this;
+ var oldLength = this.length();
- },
+ if ( oldLength !== 0 && l !== oldLength ) {
- lerpVectors: function (v1, v2, alpha) {
+ this.multiplyScalar( l / oldLength );
- this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
+ }
- return this;
+ return this;
- },
+ },
- cross: function (v, w) {
+ lerp: function ( v, alpha ) {
- if (w !== undefined) {
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
- THREE.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
- return this.crossVectors(v, w);
+ return this;
- }
+ },
- var x = this.x, y = this.y, z = this.z;
+ lerpVectors: function ( v1, v2, alpha ) {
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- return this;
+ return this;
- },
+ },
- crossVectors: function (a, b) {
+ cross: function ( v, w ) {
- var ax = a.x, ay = a.y, az = a.z;
- var bx = b.x, by = b.y, bz = b.z;
+ if ( w !== undefined ) {
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
+ console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+ return this.crossVectors( v, w );
- return this;
+ }
- },
+ var x = this.x, y = this.y, z = this.z;
- projectOnVector: function () {
+ this.x = y * v.z - z * v.y;
+ this.y = z * v.x - x * v.z;
+ this.z = x * v.y - y * v.x;
- var v1, dot;
+ return this;
- return function (vector) {
+ },
- if (v1 === undefined) v1 = new THREE.Vector3();
+ crossVectors: function ( a, b ) {
- v1.copy(vector).normalize();
+ var ax = a.x, ay = a.y, az = a.z;
+ var bx = b.x, by = b.y, bz = b.z;
- dot = this.dot(v1);
+ this.x = ay * bz - az * by;
+ this.y = az * bx - ax * bz;
+ this.z = ax * by - ay * bx;
- return this.copy(v1).multiplyScalar(dot);
+ return this;
- };
+ },
- }(),
+ projectOnVector: function () {
- projectOnPlane: function () {
+ var v1, dot;
- var v1;
+ return function projectOnVector( vector ) {
- return function (planeNormal) {
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
- if (v1 === undefined) v1 = new THREE.Vector3();
+ v1.copy( vector ).normalize();
- v1.copy(this).projectOnVector(planeNormal);
+ dot = this.dot( v1 );
- return this.sub(v1);
+ return this.copy( v1 ).multiplyScalar( dot );
- }
+ };
- }(),
+ }(),
- reflect: function () {
+ projectOnPlane: function () {
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
+ var v1;
- var v1;
+ return function projectOnPlane( planeNormal ) {
- return function (normal) {
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
- if (v1 === undefined) v1 = new THREE.Vector3();
+ v1.copy( this ).projectOnVector( planeNormal );
- return this.sub(v1.copy(normal).multiplyScalar(2 * this.dot(normal)));
+ return this.sub( v1 );
- }
+ }
- }(),
+ }(),
- angleTo: function (v) {
+ reflect: function () {
- var theta = this.dot(v) / ( this.length() * v.length() );
+ // reflect incident vector off plane orthogonal to normal
+ // normal is assumed to have unit length
- // clamp, to handle numerical problems
+ var v1;
- return Math.acos(THREE.Math.clamp(theta, -1, 1));
+ return function reflect( normal ) {
- },
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
- distanceTo: function (v) {
+ return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
- return Math.sqrt(this.distanceToSquared(v));
+ }
- },
+ }(),
- distanceToSquared: function (v) {
+ angleTo: function ( v ) {
- var dx = this.x - v.x;
- var dy = this.y - v.y;
- var dz = this.z - v.z;
+ var theta = this.dot( v ) / ( this.length() * v.length() );
- return dx * dx + dy * dy + dz * dz;
+ // clamp, to handle numerical problems
- },
+ return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
- setEulerFromRotationMatrix: function (m, order) {
+ },
- THREE.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
+ distanceTo: function ( v ) {
- },
+ return Math.sqrt( this.distanceToSquared( v ) );
- setEulerFromQuaternion: function (q, order) {
+ },
- THREE.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
+ distanceToSquared: function ( v ) {
- },
+ var dx = this.x - v.x;
+ var dy = this.y - v.y;
+ var dz = this.z - v.z;
- getPositionFromMatrix: function (m) {
+ return dx * dx + dy * dy + dz * dz;
- THREE.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
+ },
- return this.setFromMatrixPosition(m);
+ setEulerFromRotationMatrix: function ( m, order ) {
- },
+ console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
- getScaleFromMatrix: function (m) {
+ },
- THREE.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
+ setEulerFromQuaternion: function ( q, order ) {
- return this.setFromMatrixScale(m);
- },
+ console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
- getColumnFromMatrix: function (index, matrix) {
+ },
- THREE.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
+ getPositionFromMatrix: function ( m ) {
- return this.setFromMatrixColumn(index, matrix);
+ console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
- },
+ return this.setFromMatrixPosition( m );
- setFromMatrixPosition: function (m) {
+ },
- this.x = m.elements[12];
- this.y = m.elements[13];
- this.z = m.elements[14];
+ getScaleFromMatrix: function ( m ) {
- return this;
+ console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
- },
+ return this.setFromMatrixScale( m );
- setFromMatrixScale: function (m) {
+ },
- var sx = this.set(m.elements[0], m.elements[1], m.elements[2]).length();
- var sy = this.set(m.elements[4], m.elements[5], m.elements[6]).length();
- var sz = this.set(m.elements[8], m.elements[9], m.elements[10]).length();
+ getColumnFromMatrix: function ( index, matrix ) {
- this.x = sx;
- this.y = sy;
- this.z = sz;
+ console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
- return this;
- },
+ return this.setFromMatrixColumn( index, matrix );
- setFromMatrixColumn: function (index, matrix) {
+ },
- var offset = index * 4;
+ setFromMatrixPosition: function ( m ) {
- var me = matrix.elements;
+ this.x = m.elements[ 12 ];
+ this.y = m.elements[ 13 ];
+ this.z = m.elements[ 14 ];
- this.x = me[offset];
- this.y = me[offset + 1];
- this.z = me[offset + 2];
+ return this;
- return this;
+ },
- },
+ setFromMatrixScale: function ( m ) {
- equals: function (v) {
+ var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
+ var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
+ var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
- },
+ return this;
- fromArray: function (array, offset) {
+ },
- if (offset === undefined) offset = 0;
+ setFromMatrixColumn: function ( index, matrix ) {
- this.x = array[offset];
- this.y = array[offset + 1];
- this.z = array[offset + 2];
+ var offset = index * 4;
- return this;
+ var me = matrix.elements;
- },
+ this.x = me[ offset ];
+ this.y = me[ offset + 1 ];
+ this.z = me[ offset + 2 ];
- toArray: function (array, offset) {
+ return this;
- if (array === undefined) array = [];
- if (offset === undefined) offset = 0;
+ },
- array[offset] = this.x;
- array[offset + 1] = this.y;
- array[offset + 2] = this.z;
+ equals: function ( v ) {
- return array;
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- },
+ },
- fromAttribute: function (attribute, index, offset) {
+ fromArray: function ( array, offset ) {
- if (offset === undefined) offset = 0;
+ if ( offset === undefined ) offset = 0;
- index = index * attribute.itemSize + offset;
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
- this.x = attribute.array[index];
- this.y = attribute.array[index + 1];
- this.z = attribute.array[index + 2];
+ return this;
- return this;
+ },
- },
+ toArray: function ( array, offset ) {
- clone: function () {
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
- return new THREE.Vector3(this.x, this.y, this.z);
+ 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;
+
+ }
};
@@ -2658,701 +2701,704 @@ THREE.Vector3.prototype = {
* @author WestLangley / http://github.com/WestLangley
*/
-THREE.Vector4 = function (x, y, z, w) {
+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;
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
};
THREE.Vector4.prototype = {
- constructor: THREE.Vector4,
+ constructor: THREE.Vector4,
- set: function (x, y, z, w) {
+ set: function ( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
- return this;
+ return this;
- },
+ },
- setX: function (x) {
+ setX: function ( x ) {
- this.x = x;
+ this.x = x;
- return this;
+ return this;
- },
+ },
- setY: function (y) {
+ setY: function ( y ) {
- this.y = y;
+ this.y = y;
- return this;
+ return this;
- },
+ },
- setZ: function (z) {
+ setZ: function ( z ) {
- this.z = z;
+ this.z = z;
- return this;
+ return this;
- },
+ },
- setW: function (w) {
+ setW: function ( w ) {
- this.w = w;
+ this.w = w;
- return this;
+ return this;
- },
+ },
- setComponent: function (index, value) {
+ setComponent: function ( index, value ) {
- switch (index) {
+ 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);
+ 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) {
+ getComponent: function ( index ) {
- switch (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);
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ case 3: return this.w;
+ default: throw new Error( 'index is out of range: ' + index );
- }
+ }
- },
+ },
- copy: function (v) {
+ clone: function () {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
+ return new this.constructor( this.x, this.y, this.z, this.w );
- return this;
+ },
- },
+ copy: function ( v ) {
- add: function (v, w) {
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ this.w = ( v.w !== undefined ) ? v.w : 1;
- if (w !== undefined) {
+ return this;
- THREE.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
- return this.addVectors(v, w);
+ },
- }
+ add: function ( v, w ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
+ if ( w !== undefined ) {
- return this;
+ console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
- },
+ }
- addScalar: function (s) {
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ this.w += v.w;
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
+ return this;
- return this;
+ },
- },
+ addScalar: function ( s ) {
- addVectors: function (a, b) {
+ this.x += s;
+ this.y += s;
+ this.z += s;
+ this.w += s;
- 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;
- return this;
+ },
- },
+ addVectors: function ( a, b ) {
- sub: function (v, w) {
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+ this.w = a.w + b.w;
- if (w !== undefined) {
+ return this;
- THREE.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
- return this.subVectors(v, w);
+ },
- }
+ addScaledVector: function ( v, s ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
+ this.x += v.x * s;
+ this.y += v.y * s;
+ this.z += v.z * s;
+ this.w += v.w * s;
- return this;
+ return this;
- },
+ },
- subScalar: function (s) {
+ sub: function ( v, w ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
+ if ( w !== undefined ) {
- return this;
+ console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
- },
+ }
- subVectors: function (a, b) {
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ this.w -= v.w;
- 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;
- return this;
+ },
- },
+ subScalar: function ( s ) {
- multiplyScalar: function (scalar) {
+ this.x -= s;
+ this.y -= s;
+ this.z -= s;
+ this.w -= s;
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
+ return this;
- return this;
+ },
- },
+ subVectors: function ( a, b ) {
- applyMatrix4: function (m) {
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+ this.w = a.w - b.w;
- var x = this.x;
- var y = this.y;
- var z = this.z;
- var w = this.w;
+ return this;
- 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;
+ multiplyScalar: function ( scalar ) {
- return this;
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+ this.w *= scalar;
- },
+ return this;
- divideScalar: function (scalar) {
+ },
- if (scalar !== 0) {
+ applyMatrix4: function ( m ) {
- var invScalar = 1 / scalar;
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+ var w = this.w;
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
- this.w *= invScalar;
+ var e = m.elements;
- } else {
+ 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;
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
+ return this;
- }
+ },
- return this;
+ divideScalar: function ( scalar ) {
- },
+ if ( scalar !== 0 ) {
- setAxisAngleFromQuaternion: function (q) {
+ var invScalar = 1 / scalar;
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
+ this.w *= invScalar;
- // q is assumed to be normalized
+ } else {
- this.w = 2 * Math.acos(q.w);
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
- var s = Math.sqrt(1 - q.w * q.w);
+ }
- if (s < 0.0001) {
+ return this;
- this.x = 1;
- this.y = 0;
- this.z = 0;
+ },
- } else {
+ setAxisAngleFromQuaternion: function ( q ) {
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
- }
+ // q is assumed to be normalized
- return this;
+ this.w = 2 * Math.acos( q.w );
- },
+ var s = Math.sqrt( 1 - q.w * q.w );
- setAxisAngleFromRotationMatrix: function (m) {
+ if ( s < 0.0001 ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+ } else {
- 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
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
- 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];
+ return this;
- 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
+ setAxisAngleFromRotationMatrix: function ( m ) {
- if (( Math.abs(m12 + m21) < epsilon2 )
- && ( Math.abs(m13 + m31) < epsilon2 )
- && ( Math.abs(m23 + m32) < epsilon2 )
- && ( Math.abs(m11 + m22 + m33 - 3) < epsilon2 )) {
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
- // this singularity is identity matrix so angle = 0
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- this.set(1, 0, 0, 0);
+ 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
- return this; // zero angle, arbitrary axis
+ 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 ];
- // otherwise this singularity is angle = 180
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
+ && ( Math.abs( m13 - m31 ) < epsilon )
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
- angle = Math.PI;
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
- 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 ( ( Math.abs( m12 + m21 ) < epsilon2 )
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
- if (( xx > yy ) && ( xx > zz )) { // m11 is the largest diagonal term
+ // this singularity is identity matrix so angle = 0
- if (xx < epsilon) {
+ this.set( 1, 0, 0, 0 );
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
+ return this; // zero angle, arbitrary axis
- } else {
+ }
- x = Math.sqrt(xx);
- y = xy / x;
- z = xz / x;
+ // otherwise this singularity is angle = 180
- }
+ angle = Math.PI;
- } else if (yy > zz) { // m22 is the largest diagonal term
+ 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 (yy < epsilon) {
+ if ( ( xx > yy ) && ( xx > zz ) ) {
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
+ // m11 is the largest diagonal term
- } else {
+ if ( xx < epsilon ) {
- y = Math.sqrt(yy);
- x = xy / y;
- z = yz / y;
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
- }
+ } else {
- } else { // m33 is the largest diagonal term so base result on this
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
- if (zz < epsilon) {
+ }
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
+ } else if ( yy > zz ) {
- } else {
+ // m22 is the largest diagonal term
- z = Math.sqrt(zz);
- x = xz / z;
- y = yz / z;
+ if ( yy < epsilon ) {
- }
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
- }
+ } else {
- this.set(x, y, z, angle);
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
- return this; // return 180 deg rotation
+ }
- }
+ } else {
- // as we have reached here there are no singularities so we can handle normally
+ // m33 is the largest diagonal term so base result on this
- var s = Math.sqrt(( m32 - m23 ) * ( m32 - m23 )
- + ( m13 - m31 ) * ( m13 - m31 )
- + ( m21 - m12 ) * ( m21 - m12 )); // used to normalize
+ if ( zz < epsilon ) {
- if (Math.abs(s) < 0.001) s = 1;
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
- // 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
+ } else {
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos(( m11 + m22 + m33 - 1 ) / 2);
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
- return this;
+ }
- },
+ }
- min: function (v) {
+ this.set( x, y, z, angle );
- if (this.x > v.x) {
+ return this; // return 180 deg rotation
- this.x = v.x;
+ }
- }
+ // as we have reached here there are no singularities so we can handle normally
- if (this.y > v.y) {
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+ + ( m13 - m31 ) * ( m13 - m31 )
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
- this.y = v.y;
+ 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
- if (this.z > v.z) {
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
- this.z = v.z;
+ return this;
- }
+ },
- if (this.w > v.w) {
+ min: function ( v ) {
- this.w = v.w;
+ if ( this.x > v.x ) {
- }
+ this.x = v.x;
- return this;
+ }
- },
+ if ( this.y > v.y ) {
- max: function (v) {
+ this.y = v.y;
- if (this.x < v.x) {
+ }
- this.x = v.x;
+ if ( this.z > v.z ) {
- }
+ this.z = v.z;
- if (this.y < v.y) {
+ }
- this.y = v.y;
+ if ( this.w > v.w ) {
- }
+ this.w = v.w;
- if (this.z < v.z) {
+ }
- this.z = v.z;
+ return this;
- }
+ },
- if (this.w < v.w) {
+ max: function ( v ) {
- this.w = v.w;
+ if ( this.x < v.x ) {
- }
+ this.x = v.x;
- return this;
+ }
- },
+ if ( this.y < v.y ) {
- clamp: function (min, max) {
+ this.y = v.y;
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
+ }
- if (this.x < min.x) {
+ if ( this.z < v.z ) {
- this.x = min.x;
+ this.z = v.z;
- } else if (this.x > max.x) {
+ }
- this.x = max.x;
+ if ( this.w < v.w ) {
- }
+ this.w = v.w;
- if (this.y < min.y) {
+ }
- this.y = min.y;
+ return this;
- } else if (this.y > max.y) {
+ },
- this.y = max.y;
+ clamp: function ( min, max ) {
- }
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
- if (this.z < min.z) {
+ if ( this.x < min.x ) {
- this.z = min.z;
+ this.x = min.x;
- } else if (this.z > max.z) {
+ } else if ( this.x > max.x ) {
- this.z = max.z;
+ this.x = max.x;
- }
+ }
- if (this.w < min.w) {
+ if ( this.y < min.y ) {
- this.w = min.w;
+ this.y = min.y;
- } else if (this.w > max.w) {
+ } else if ( this.y > max.y ) {
- this.w = max.w;
+ this.y = max.y;
- }
+ }
- return this;
+ if ( this.z < min.z ) {
- },
+ this.z = min.z;
- clampScalar: (function () {
+ } else if ( this.z > max.z ) {
- var min, max;
+ this.z = max.z;
- return function (minVal, maxVal) {
+ }
- if (min === undefined) {
+ if ( this.w < min.w ) {
- min = new THREE.Vector4();
- max = new THREE.Vector4();
+ this.w = min.w;
- }
+ } else if ( this.w > max.w ) {
- min.set(minVal, minVal, minVal, minVal);
- max.set(maxVal, maxVal, maxVal, maxVal);
+ this.w = max.w;
- return this.clamp(min, max);
+ }
- };
+ return this;
- })(),
+ },
- floor: function () {
+ clampScalar: 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);
+ var min, max;
- return this;
+ return function clampScalar( minVal, maxVal ) {
- },
+ if ( min === undefined ) {
- ceil: function () {
+ min = new THREE.Vector4();
+ max = new THREE.Vector4();
- 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;
+ min.set( minVal, minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal, maxVal );
- },
+ return this.clamp( min, max );
- 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;
+ 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 );
- roundToZero: function () {
+ return this;
- 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;
+ 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 );
- negate: function () {
+ return this;
- this.x = -this.x;
- this.y = -this.y;
- this.z = -this.z;
- this.w = -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 );
- dot: function (v) {
+ return this;
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+ },
- },
+ roundToZero: function () {
- lengthSq: 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.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+ return this;
- },
+ },
- length: function () {
+ negate: function () {
- return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+ this.w = - this.w;
- },
+ return this;
- lengthManhattan: function () {
+ },
- return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
+ dot: function ( v ) {
- },
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
- normalize: function () {
+ },
- return this.divideScalar(this.length());
+ lengthSq: function () {
- },
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
- setLength: function (l) {
+ },
- var oldLength = this.length();
+ length: function () {
- if (oldLength !== 0 && l !== oldLength) {
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- this.multiplyScalar(l / oldLength);
+ },
- }
+ lengthManhattan: function () {
- return this;
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
- },
+ },
- lerp: function (v, alpha) {
+ normalize: function () {
- 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.divideScalar( this.length() );
- return this;
+ },
- },
+ setLength: function ( l ) {
- lerpVectors: function (v1, v2, alpha) {
+ var oldLength = this.length();
- this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
+ if ( oldLength !== 0 && l !== oldLength ) {
- return this;
+ this.multiplyScalar( l / oldLength );
- },
+ }
- equals: function (v) {
+ return this;
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+ },
- },
+ lerp: function ( v, alpha ) {
- fromArray: function (array, offset) {
+ 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;
- if (offset === undefined) offset = 0;
+ return this;
- this.x = array[offset];
- this.y = array[offset + 1];
- this.z = array[offset + 2];
- this.w = array[offset + 3];
+ },
- return this;
+ lerpVectors: function ( v1, v2, alpha ) {
- },
+ this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
- toArray: function (array, offset) {
+ return this;
- 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;
+ equals: function ( v ) {
- return array;
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
- },
+ },
- fromAttribute: function (attribute, index, offset) {
+ fromArray: function ( array, offset ) {
- if (offset === undefined) offset = 0;
+ if ( offset === undefined ) offset = 0;
- index = index * attribute.itemSize + offset;
+ this.x = array[ offset ];
+ this.y = array[ offset + 1 ];
+ this.z = array[ offset + 2 ];
+ this.w = array[ offset + 3 ];
- 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;
- return this;
+ },
- },
+ toArray: function ( array, offset ) {
- clone: function () {
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
- return new THREE.Vector4(this.x, this.y, this.z, this.w);
+ 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;
+
+ }
};
@@ -3361,1050 +3407,1051 @@ THREE.Vector4.prototype = {
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
-THREE.Euler = function (x, y, z, order) {
+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;
+ 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.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
THREE.Euler.DefaultOrder = 'XYZ';
THREE.Euler.prototype = {
- constructor: THREE.Euler,
+ constructor: THREE.Euler,
- _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
+ get x () {
- get x() {
+ return this._x;
- return this._x;
+ },
- },
+ set x ( value ) {
- set x(value) {
+ this._x = value;
+ this.onChangeCallback();
- this._x = value;
- this.onChangeCallback();
+ },
- },
+ get y () {
- get y() {
+ return this._y;
- return this._y;
+ },
- },
+ set y ( value ) {
- set y(value) {
+ this._y = value;
+ this.onChangeCallback();
- this._y = value;
- this.onChangeCallback();
+ },
- },
+ get z () {
- get z() {
+ return this._z;
- return this._z;
+ },
- },
+ set z ( value ) {
- set z(value) {
+ this._z = value;
+ this.onChangeCallback();
- this._z = value;
- this.onChangeCallback();
+ },
- },
+ get order () {
- get order() {
+ return this._order;
- return this._order;
+ },
- },
+ set order ( value ) {
- set order(value) {
+ this._order = value;
+ this.onChangeCallback();
- this._order = value;
- this.onChangeCallback();
+ },
- },
+ set: function ( x, y, z, order ) {
- set: function (x, y, z, order) {
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order || this._order;
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order || this._order;
+ this.onChangeCallback();
- this.onChangeCallback();
+ return this;
- return this;
+ },
- },
+ clone: function () {
- copy: function (euler) {
+ return new this.constructor( this._x, this._y, this._z, this._order);
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
+ },
- this.onChangeCallback();
+ copy: function ( euler ) {
- return this;
+ this._x = euler._x;
+ this._y = euler._y;
+ this._z = euler._z;
+ this._order = euler._order;
- },
+ this.onChangeCallback();
- setFromRotationMatrix: function (m, order, update) {
+ return this;
- var clamp = THREE.Math.clamp;
+ },
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+ setFromRotationMatrix: function ( m, order, update ) {
- 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];
+ var clamp = THREE.Math.clamp;
- order = order || this._order;
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- if (order === 'XYZ') {
+ 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 ];
- this._y = Math.asin(clamp(m13, -1, 1));
+ order = order || this._order;
- if (Math.abs(m13) < 0.99999) {
+ if ( order === 'XYZ' ) {
- this._x = Math.atan2(-m23, m33);
- this._z = Math.atan2(-m12, m11);
+ this._y = Math.asin( clamp( m13, - 1, 1 ) );
- } else {
+ if ( Math.abs( m13 ) < 0.99999 ) {
- this._x = Math.atan2(m32, m22);
- this._z = 0;
+ this._x = Math.atan2( - m23, m33 );
+ this._z = Math.atan2( - m12, m11 );
- }
+ } else {
- } else if (order === 'YXZ') {
+ this._x = Math.atan2( m32, m22 );
+ this._z = 0;
- this._x = Math.asin(-clamp(m23, -1, 1));
+ }
- if (Math.abs(m23) < 0.99999) {
+ } else if ( order === 'YXZ' ) {
- this._y = Math.atan2(m13, m33);
- this._z = Math.atan2(m21, m22);
+ this._x = Math.asin( - clamp( m23, - 1, 1 ) );
- } else {
+ if ( Math.abs( m23 ) < 0.99999 ) {
- this._y = Math.atan2(-m31, m11);
- this._z = 0;
+ this._y = Math.atan2( m13, m33 );
+ this._z = Math.atan2( m21, m22 );
- }
+ } else {
- } else if (order === 'ZXY') {
+ this._y = Math.atan2( - m31, m11 );
+ this._z = 0;
- this._x = Math.asin(clamp(m32, -1, 1));
+ }
- if (Math.abs(m32) < 0.99999) {
+ } else if ( order === 'ZXY' ) {
- this._y = Math.atan2(-m31, m33);
- this._z = Math.atan2(-m12, m22);
+ this._x = Math.asin( clamp( m32, - 1, 1 ) );
- } else {
+ if ( Math.abs( m32 ) < 0.99999 ) {
- this._y = 0;
- this._z = Math.atan2(m21, m11);
+ this._y = Math.atan2( - m31, m33 );
+ this._z = Math.atan2( - m12, m22 );
- }
+ } else {
- } else if (order === 'ZYX') {
+ this._y = 0;
+ this._z = Math.atan2( m21, m11 );
- this._y = Math.asin(-clamp(m31, -1, 1));
+ }
- if (Math.abs(m31) < 0.99999) {
+ } else if ( order === 'ZYX' ) {
- this._x = Math.atan2(m32, m33);
- this._z = Math.atan2(m21, m11);
+ this._y = Math.asin( - clamp( m31, - 1, 1 ) );
- } else {
+ if ( Math.abs( m31 ) < 0.99999 ) {
- this._x = 0;
- this._z = Math.atan2(-m12, m22);
+ this._x = Math.atan2( m32, m33 );
+ this._z = Math.atan2( m21, m11 );
- }
+ } else {
- } else if (order === 'YZX') {
+ this._x = 0;
+ this._z = Math.atan2( - m12, m22 );
- this._z = Math.asin(clamp(m21, -1, 1));
+ }
- if (Math.abs(m21) < 0.99999) {
+ } else if ( order === 'YZX' ) {
- this._x = Math.atan2(-m23, m22);
- this._y = Math.atan2(-m31, m11);
+ this._z = Math.asin( clamp( m21, - 1, 1 ) );
- } else {
+ if ( Math.abs( m21 ) < 0.99999 ) {
- this._x = 0;
- this._y = Math.atan2(m13, m33);
+ this._x = Math.atan2( - m23, m22 );
+ this._y = Math.atan2( - m31, m11 );
- }
+ } else {
- } else if (order === 'XZY') {
+ this._x = 0;
+ this._y = Math.atan2( m13, m33 );
- this._z = Math.asin(-clamp(m12, -1, 1));
+ }
- if (Math.abs(m12) < 0.99999) {
+ } else if ( order === 'XZY' ) {
- this._x = Math.atan2(m32, m22);
- this._y = Math.atan2(m13, m11);
+ this._z = Math.asin( - clamp( m12, - 1, 1 ) );
- } else {
+ if ( Math.abs( m12 ) < 0.99999 ) {
- this._x = Math.atan2(-m23, m33);
- this._y = 0;
+ this._x = Math.atan2( m32, m22 );
+ this._y = Math.atan2( m13, m11 );
- }
+ } else {
- } else {
+ this._x = Math.atan2( - m23, m33 );
+ this._y = 0;
- THREE.warn('THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order)
+ }
- }
+ } else {
- this._order = order;
+ console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
- if (update !== false) this.onChangeCallback();
+ }
- return this;
+ this._order = order;
- },
+ if ( update !== false ) this.onChangeCallback();
- setFromQuaternion: function () {
+ return this;
- var matrix;
+ },
- return function (q, order, update) {
+ setFromQuaternion: function () {
- if (matrix === undefined) matrix = new THREE.Matrix4();
- matrix.makeRotationFromQuaternion(q);
- this.setFromRotationMatrix(matrix, order, update);
+ var matrix;
- return this;
+ return function ( q, order, update ) {
- };
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+ matrix.makeRotationFromQuaternion( q );
+ this.setFromRotationMatrix( matrix, order, update );
- }(),
+ return this;
- setFromVector3: function (v, order) {
+ };
- return this.set(v.x, v.y, v.z, order || this._order);
+ }(),
- },
+ setFromVector3: function ( v, order ) {
- reorder: function () {
+ return this.set( v.x, v.y, v.z, order || this._order );
- // WARNING: this discards revolution information -bhouston
+ },
- var q = new THREE.Quaternion();
+ reorder: function () {
- return function (newOrder) {
+ // WARNING: this discards revolution information -bhouston
- q.setFromEuler(this);
- this.setFromQuaternion(q, newOrder);
+ var q = new THREE.Quaternion();
- };
+ return function ( newOrder ) {
- }(),
+ q.setFromEuler( this );
+ this.setFromQuaternion( q, newOrder );
- equals: function (euler) {
+ };
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+ }(),
- },
+ equals: function ( euler ) {
- fromArray: function (array) {
+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
- this._x = array[0];
- this._y = array[1];
- this._z = array[2];
- if (array[3] !== undefined) this._order = array[3];
+ },
- this.onChangeCallback();
+ fromArray: function ( array ) {
- return this;
+ this._x = array[ 0 ];
+ this._y = array[ 1 ];
+ this._z = array[ 2 ];
+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
- },
+ this.onChangeCallback();
- toArray: function (array, offset) {
+ return this;
- 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;
+ toArray: function ( array, offset ) {
- return array;
- },
+ if ( array === undefined ) array = [];
+ if ( offset === undefined ) offset = 0;
- toVector3: function (optionalResult) {
+ array[ offset ] = this._x;
+ array[ offset + 1 ] = this._y;
+ array[ offset + 2 ] = this._z;
+ array[ offset + 3 ] = this._order;
- if (optionalResult) {
+ return array;
- return optionalResult.set(this._x, this._y, this._z);
+ },
- } else {
+ toVector3: function ( optionalResult ) {
- return new THREE.Vector3(this._x, this._y, this._z);
+ if ( optionalResult ) {
- }
+ return optionalResult.set( this._x, this._y, this._z );
- },
+ } else {
- onChange: function (callback) {
+ return new THREE.Vector3( this._x, this._y, this._z );
- this.onChangeCallback = callback;
+ }
- return this;
+ },
- },
+ onChange: function ( callback ) {
- onChangeCallback: function () {
- },
+ this.onChangeCallback = callback;
- clone: function () {
+ return this;
- return new THREE.Euler(this._x, this._y, this._z, this._order);
+ },
- }
+ onChangeCallback: function () {}
};
// File:src/math/Line3.js
/**
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
-THREE.Line3 = function (start, end) {
+THREE.Line3 = function ( start, end ) {
- this.start = ( start !== undefined ) ? start : new THREE.Vector3();
- this.end = ( end !== undefined ) ? end : new THREE.Vector3();
+ this.start = ( start !== undefined ) ? start : new THREE.Vector3();
+ this.end = ( end !== undefined ) ? end : new THREE.Vector3();
};
THREE.Line3.prototype = {
- constructor: THREE.Line3,
+ constructor: THREE.Line3,
- set: function (start, end) {
+ set: function ( start, end ) {
- this.start.copy(start);
- this.end.copy(end);
+ this.start.copy( start );
+ this.end.copy( end );
- return this;
+ return this;
- },
+ },
- copy: function (line) {
+ clone: function () {
- this.start.copy(line.start);
- this.end.copy(line.end);
+ return new this.constructor().copy( this );
- return this;
+ },
- },
+ copy: function ( line ) {
- center: function (optionalTarget) {
+ this.start.copy( line.start );
+ this.end.copy( line.end );
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors(this.start, this.end).multiplyScalar(0.5);
+ return this;
- },
+ },
- delta: function (optionalTarget) {
+ center: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors(this.end, this.start);
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
- },
+ },
- distanceSq: function () {
+ delta: function ( optionalTarget ) {
- return this.start.distanceToSquared(this.end);
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.end, this.start );
- },
+ },
- distance: function () {
+ distanceSq: function () {
- return this.start.distanceTo(this.end);
+ return this.start.distanceToSquared( this.end );
- },
+ },
- at: function (t, optionalTarget) {
+ distance: function () {
- var result = optionalTarget || new THREE.Vector3();
+ return this.start.distanceTo( this.end );
- return this.delta(result).multiplyScalar(t).add(this.start);
+ },
- },
+ at: function ( t, optionalTarget ) {
- closestPointToPointParameter: function () {
+ var result = optionalTarget || new THREE.Vector3();
- var startP = new THREE.Vector3();
- var startEnd = new THREE.Vector3();
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
- return function (point, clampToLine) {
+ },
- startP.subVectors(point, this.start);
- startEnd.subVectors(this.end, this.start);
+ closestPointToPointParameter: function () {
- var startEnd2 = startEnd.dot(startEnd);
- var startEnd_startP = startEnd.dot(startP);
+ var startP = new THREE.Vector3();
+ var startEnd = new THREE.Vector3();
- var t = startEnd_startP / startEnd2;
+ return function ( point, clampToLine ) {
- if (clampToLine) {
+ startP.subVectors( point, this.start );
+ startEnd.subVectors( this.end, this.start );
- t = THREE.Math.clamp(t, 0, 1);
+ var startEnd2 = startEnd.dot( startEnd );
+ var startEnd_startP = startEnd.dot( startP );
- }
+ var t = startEnd_startP / startEnd2;
- return t;
+ if ( clampToLine ) {
- };
+ t = THREE.Math.clamp( t, 0, 1 );
- }(),
+ }
- closestPointToPoint: function (point, clampToLine, optionalTarget) {
+ return t;
- var t = this.closestPointToPointParameter(point, clampToLine);
+ };
- var result = optionalTarget || new THREE.Vector3();
+ }(),
- return this.delta(result).multiplyScalar(t).add(this.start);
+ closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
- },
+ var t = this.closestPointToPointParameter( point, clampToLine );
- applyMatrix4: function (matrix) {
+ var result = optionalTarget || new THREE.Vector3();
- this.start.applyMatrix4(matrix);
- this.end.applyMatrix4(matrix);
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
- return this;
+ },
- },
+ applyMatrix4: function ( matrix ) {
- equals: function (line) {
+ this.start.applyMatrix4( matrix );
+ this.end.applyMatrix4( matrix );
- return line.start.equals(this.start) && line.end.equals(this.end);
+ return this;
- },
+ },
- clone: function () {
+ equals: function ( line ) {
- return new THREE.Line3().copy(this);
+ return line.start.equals( this.start ) && line.end.equals( this.end );
- }
+ }
};
// File:src/math/Box2.js
/**
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
-THREE.Box2 = function (min, max) {
+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);
+ 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,
+ constructor: THREE.Box2,
- set: function (min, max) {
+ set: function ( min, max ) {
- this.min.copy(min);
- this.max.copy(max);
+ this.min.copy( min );
+ this.max.copy( max );
- return this;
+ return this;
- },
+ },
- setFromPoints: function (points) {
+ setFromPoints: function ( points ) {
- this.makeEmpty();
+ this.makeEmpty();
- for (var i = 0, il = points.length; i < il; i++) {
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint(points[i])
+ this.expandByPoint( points[ i ] )
- }
+ }
- return this;
+ return this;
- },
+ },
- setFromCenterAndSize: function () {
+ setFromCenterAndSize: function () {
- var v1 = new THREE.Vector2();
+ var v1 = new THREE.Vector2();
- return function (center, size) {
+ return function ( center, size ) {
- var halfSize = v1.copy(size).multiplyScalar(0.5);
- this.min.copy(center).sub(halfSize);
- this.max.copy(center).add(halfSize);
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
- return this;
+ return this;
- };
+ };
- }(),
+ }(),
+
+ clone: function () {
- copy: function (box) {
+ return new this.constructor().copy( this );
- this.min.copy(box.min);
- this.max.copy(box.max);
+ },
- return this;
+ copy: function ( box ) {
- },
+ this.min.copy( box.min );
+ this.max.copy( box.max );
- makeEmpty: function () {
+ return this;
- this.min.x = this.min.y = Infinity;
- this.max.x = this.max.y = -Infinity;
+ },
- return this;
+ makeEmpty: function () {
- },
+ this.min.x = this.min.y = Infinity;
+ this.max.x = this.max.y = - Infinity;
- empty: function () {
+ return this;
- // 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 );
+ empty: function () {
- },
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- center: function (optionalTarget) {
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
- var result = optionalTarget || new THREE.Vector2();
- return result.addVectors(this.min, this.max).multiplyScalar(0.5);
+ },
- },
+ center: function ( optionalTarget ) {
- size: function (optionalTarget) {
+ var result = optionalTarget || new THREE.Vector2();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- var result = optionalTarget || new THREE.Vector2();
- return result.subVectors(this.max, this.min);
+ },
- },
+ size: function ( optionalTarget ) {
- expandByPoint: function (point) {
+ var result = optionalTarget || new THREE.Vector2();
+ return result.subVectors( this.max, this.min );
- this.min.min(point);
- this.max.max(point);
+ },
- return this;
- },
+ expandByPoint: function ( point ) {
- expandByVector: function (vector) {
+ this.min.min( point );
+ this.max.max( point );
- this.min.sub(vector);
- this.max.add(vector);
+ return this;
- return this;
- },
+ },
- expandByScalar: function (scalar) {
+ expandByVector: function ( vector ) {
- this.min.addScalar(-scalar);
- this.max.addScalar(scalar);
+ this.min.sub( vector );
+ this.max.add( vector );
- return this;
- },
+ 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) {
+ expandByScalar: function ( scalar ) {
- return false;
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
- }
+ return this;
- return true;
+ },
- },
+ containsPoint: function ( point ) {
- containsBox: function (box) {
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ) {
- 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 false;
- return true;
+ }
- }
+ return true;
- return false;
+ },
- },
+ containsBox: function ( box ) {
- getParameter: function (point, optionalTarget) {
+ 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 can potentially have a divide by zero if the box
- // has a size dimension of 0.
+ return true;
- 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 )
- );
+ return false;
- },
+ },
- isIntersectionBox: function (box) {
+ getParameter: function ( point, optionalTarget ) {
- // using 6 splitting planes to rule out intersections.
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
- 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) {
+ var result = optionalTarget || new THREE.Vector2();
- return false;
+ 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 )
+ );
- }
+ },
- return true;
+ isIntersectionBox: function ( box ) {
- },
+ // using 6 splitting planes to rule out intersections.
- clampPoint: function (point, optionalTarget) {
+ 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 ) {
- var result = optionalTarget || new THREE.Vector2();
- return result.copy(point).clamp(this.min, this.max);
+ return false;
- },
+ }
- distanceToPoint: function () {
+ return true;
- var v1 = new THREE.Vector2();
+ },
- return function (point) {
+ clampPoint: function ( point, optionalTarget ) {
- var clampedPoint = v1.copy(point).clamp(this.min, this.max);
- return clampedPoint.sub(point).length();
+ var result = optionalTarget || new THREE.Vector2();
+ return result.copy( point ).clamp( this.min, this.max );
- };
+ },
- }(),
+ distanceToPoint: function () {
- intersect: function (box) {
+ var v1 = new THREE.Vector2();
- this.min.max(box.min);
- this.max.min(box.max);
+ return function ( point ) {
- return this;
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
- },
+ };
- union: function (box) {
+ }(),
- this.min.min(box.min);
- this.max.max(box.max);
+ intersect: function ( box ) {
- return this;
+ this.min.max( box.min );
+ this.max.min( box.max );
- },
+ return this;
- translate: function (offset) {
+ },
- this.min.add(offset);
- this.max.add(offset);
+ union: function ( box ) {
- return this;
+ this.min.min( box.min );
+ this.max.max( box.max );
- },
+ return this;
- equals: function (box) {
+ },
- return box.min.equals(this.min) && box.max.equals(this.max);
+ translate: function ( offset ) {
- },
+ this.min.add( offset );
+ this.max.add( offset );
- clone: function () {
+ return this;
- return new THREE.Box2().copy(this);
+ },
- }
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ }
};
// File:src/math/Box3.js
/**
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
* @author WestLangley / http://github.com/WestLangley
*/
-THREE.Box3 = function (min, max) {
+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);
+ 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,
+ constructor: THREE.Box3,
- set: function (min, max) {
+ set: function ( min, max ) {
- this.min.copy(min);
- this.max.copy(max);
+ this.min.copy( min );
+ this.max.copy( max );
- return this;
+ return this;
- },
+ },
- setFromPoints: function (points) {
+ setFromPoints: function ( points ) {
- this.makeEmpty();
+ this.makeEmpty();
- for (var i = 0, il = points.length; i < il; i++) {
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
- this.expandByPoint(points[i])
+ this.expandByPoint( points[ i ] );
- }
+ }
- return this;
+ return this;
- },
+ },
- setFromCenterAndSize: function () {
+ setFromCenterAndSize: function () {
- var v1 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
- return function (center, size) {
+ return function ( center, size ) {
- var halfSize = v1.copy(size).multiplyScalar(0.5);
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy(center).sub(halfSize);
- this.max.copy(center).add(halfSize);
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
- return this;
+ return this;
- };
+ };
- }(),
+ }(),
- setFromObject: function () {
+ setFromObject: function () {
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and childrens', world transforms
+ // 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();
+ var v1 = new THREE.Vector3();
- return function (object) {
+ return function ( object ) {
- var scope = this;
+ var scope = this;
- object.updateMatrixWorld(true);
+ object.updateMatrixWorld( true );
- this.makeEmpty();
+ this.makeEmpty();
- object.traverse(function (node) {
+ object.traverse( function ( node ) {
- var geometry = node.geometry;
+ var geometry = node.geometry;
- if (geometry !== undefined) {
+ if ( geometry !== undefined ) {
- if (geometry instanceof THREE.Geometry) {
+ if ( geometry instanceof THREE.Geometry ) {
- var vertices = geometry.vertices;
+ var vertices = geometry.vertices;
- for (var i = 0, il = vertices.length; i < il; i++) {
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- v1.copy(vertices[i]);
+ v1.copy( vertices[ i ] );
- v1.applyMatrix4(node.matrixWorld);
+ v1.applyMatrix4( node.matrixWorld );
- scope.expandByPoint(v1);
+ scope.expandByPoint( v1 );
- }
+ }
- } else if (geometry instanceof THREE.BufferGeometry && geometry.attributes['position'] !== undefined) {
+ } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
- var positions = geometry.attributes['position'].array;
+ var positions = geometry.attributes[ 'position' ].array;
- for (var i = 0, il = positions.length; i < il; i += 3) {
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- v1.set(positions[i], positions[i + 1], positions[i + 2]);
+ v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- v1.applyMatrix4(node.matrixWorld);
+ v1.applyMatrix4( node.matrixWorld );
- scope.expandByPoint(v1);
+ scope.expandByPoint( v1 );
- }
+ }
- }
+ }
- }
+ }
- });
+ } );
- return this;
+ return this;
- };
+ };
- }(),
+ }(),
- copy: function (box) {
+ clone: function () {
- this.min.copy(box.min);
- this.max.copy(box.max);
+ return new this.constructor().copy( this );
- return this;
+ },
- },
+ copy: function ( box ) {
- makeEmpty: function () {
+ this.min.copy( box.min );
+ this.max.copy( box.max );
- this.min.x = this.min.y = this.min.z = Infinity;
- this.max.x = this.max.y = this.max.z = -Infinity;
+ return this;
- return this;
+ },
- },
+ makeEmpty: function () {
- empty: function () {
+ this.min.x = this.min.y = this.min.z = Infinity;
+ this.max.x = this.max.y = this.max.z = - Infinity;
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+ return this;
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+ },
- },
+ empty: function () {
- center: function (optionalTarget) {
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors(this.min, this.max).multiplyScalar(0.5);
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
- },
+ },
- size: function (optionalTarget) {
+ center: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors(this.max, this.min);
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
- },
+ },
- expandByPoint: function (point) {
+ size: function ( optionalTarget ) {
- this.min.min(point);
- this.max.max(point);
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.max, this.min );
- return this;
+ },
- },
+ expandByPoint: function ( point ) {
- expandByVector: function (vector) {
+ this.min.min( point );
+ this.max.max( point );
- this.min.sub(vector);
- this.max.add(vector);
+ return this;
- return this;
+ },
- },
+ expandByVector: function ( vector ) {
- expandByScalar: function (scalar) {
+ this.min.sub( vector );
+ this.max.add( vector );
- this.min.addScalar(-scalar);
- this.max.addScalar(scalar);
+ return this;
- return this;
+ },
- },
+ expandByScalar: function ( scalar ) {
- containsPoint: function (point) {
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
- 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 this;
- return false;
+ },
- }
+ containsPoint: function ( point ) {
- return true;
+ 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;
- 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 true;
+ },
- }
+ containsBox: function ( box ) {
- return false;
+ 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;
- getParameter: function (point, optionalTarget) {
+ }
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
+ return false;
- 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 )
- );
+ getParameter: function ( point, optionalTarget ) {
- },
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
- isIntersectionBox: function (box) {
+ var result = optionalTarget || new THREE.Vector3();
- // using 6 splitting planes to rule out intersections.
+ 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 )
+ );
- 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;
+ isIntersectionBox: function ( box ) {
- }
+ // using 6 splitting planes to rule out intersections.
- return true;
+ 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;
- clampPoint: function (point, optionalTarget) {
+ }
- var result = optionalTarget || new THREE.Vector3();
- return result.copy(point).clamp(this.min, this.max);
+ return true;
- },
+ },
- distanceToPoint: function () {
+ clampPoint: function ( point, optionalTarget ) {
- var v1 = new THREE.Vector3();
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( point ).clamp( this.min, this.max );
- return function (point) {
+ },
- var clampedPoint = v1.copy(point).clamp(this.min, this.max);
- return clampedPoint.sub(point).length();
+ distanceToPoint: function () {
- };
+ var v1 = new THREE.Vector3();
- }(),
+ return function ( point ) {
- getBoundingSphere: function () {
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
- var v1 = new THREE.Vector3();
+ };
- return function (optionalTarget) {
+ }(),
- var result = optionalTarget || new THREE.Sphere();
+ getBoundingSphere: function () {
- result.center = this.center();
- result.radius = this.size(v1).length() * 0.5;
+ var v1 = new THREE.Vector3();
- return result;
+ return function ( optionalTarget ) {
- };
+ var result = optionalTarget || new THREE.Sphere();
- }(),
+ result.center = this.center();
+ result.radius = this.size( v1 ).length() * 0.5;
- intersect: function (box) {
+ return result;
- this.min.max(box.min);
- this.max.min(box.max);
+ };
- return this;
+ }(),
- },
+ intersect: function ( box ) {
- union: function (box) {
+ this.min.max( box.min );
+ this.max.min( box.max );
- this.min.min(box.min);
- this.max.max(box.max);
+ return this;
- return this;
+ },
- },
+ union: function ( box ) {
- applyMatrix4: function () {
+ this.min.min( box.min );
+ this.max.max( box.max );
- 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 this;
- return function (matrix) {
+ },
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
- points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
- points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
- points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
- points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
- points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
- points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
- points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
+ applyMatrix4: function () {
- this.makeEmpty();
- this.setFromPoints(points);
+ 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 this;
+ return function ( matrix ) {
- };
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
- }(),
+ this.makeEmpty();
+ this.setFromPoints( points );
- translate: function (offset) {
+ return this;
- this.min.add(offset);
- this.max.add(offset);
+ };
- return this;
+ }(),
- },
+ translate: function ( offset ) {
- equals: function (box) {
+ this.min.add( offset );
+ this.max.add( offset );
- return box.min.equals(this.min) && box.max.equals(this.max);
+ return this;
- },
+ },
- clone: function () {
+ equals: function ( box ) {
- return new THREE.Box3().copy(this);
+ return box.min.equals( this.min ) && box.max.equals( this.max );
- }
+ }
};
@@ -4413,316 +4460,296 @@ THREE.Box3.prototype = {
/**
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
THREE.Matrix3 = function () {
- this.elements = new Float32Array([
+ this.elements = new Float32Array( [
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
- ]);
+ ] );
- if (arguments.length > 0) {
+ if ( arguments.length > 0 ) {
- THREE.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
+ console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
- }
+ }
};
THREE.Matrix3.prototype = {
- constructor: THREE.Matrix3,
+ constructor: THREE.Matrix3,
- set: function (n11, n12, n13, n21, n22, n23, n31, n32, n33) {
+ set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
- var te = this.elements;
+ var te = this.elements;
- te[0] = n11;
- te[3] = n12;
- te[6] = n13;
- te[1] = n21;
- te[4] = n22;
- te[7] = n23;
- te[2] = n31;
- te[5] = n32;
- te[8] = n33;
+ te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
+ te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
+ te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
- return this;
+ return this;
- },
+ },
- identity: function () {
+ identity: function () {
- this.set(
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
- );
+ this.set(
- return this;
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
- },
+ );
- copy: function (m) {
+ return this;
- var me = m.elements;
+ },
- this.set(
- me[0], me[3], me[6],
- me[1], me[4], me[7],
- me[2], me[5], me[8]
- );
+ clone: function () {
- return this;
+ return new this.constructor().fromArray( this.elements );
- },
+ },
- multiplyVector3: function (vector) {
+ copy: function ( m ) {
- THREE.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
- return vector.applyMatrix3(this);
+ var me = m.elements;
- },
+ this.set(
- multiplyVector3Array: function (a) {
+ me[ 0 ], me[ 3 ], me[ 6 ],
+ me[ 1 ], me[ 4 ], me[ 7 ],
+ me[ 2 ], me[ 5 ], me[ 8 ]
- THREE.warn('THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.');
- return this.applyToVector3Array(a);
+ );
- },
+ return this;
- applyToVector3Array: function () {
+ },
- var v1;
+ multiplyVector3: function ( vector ) {
- return function applyToVector3Array(array, offset, length) {
+ console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+ return vector.applyMatrix3( this );
- 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) {
+ multiplyVector3Array: function ( a ) {
- v1.x = array[j];
- v1.y = array[j + 1];
- v1.z = array[j + 2];
+ console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
- v1.applyMatrix3(this);
+ },
- array[j] = v1.x;
- array[j + 1] = v1.y;
- array[j + 2] = v1.z;
+ applyToVector3Array: function () {
- }
+ var v1;
- return array;
+ return function ( 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 ) {
- applyToBuffer: function () {
+ v1.fromArray( array, j );
+ v1.applyMatrix3( this );
+ v1.toArray( array, j );
- var v1;
+ }
- return function applyToBuffer(buffer, offset, length) {
+ return array;
- 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);
+ applyToBuffer: function () {
- v1.applyMatrix3(this);
+ var v1;
- buffer.setXYZ(v1.x, v1.y, v1.z);
+ 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;
- return buffer;
+ 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 );
- multiplyScalar: function (s) {
+ buffer.setXYZ( v1.x, v1.y, v1.z );
- 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 buffer;
- return this;
+ };
- },
+ }(),
- determinant: function () {
+ multiplyScalar: function ( s ) {
- var te = this.elements;
+ 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];
+ 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 a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+ return this;
- },
+ },
- getInverse: function (matrix, throwOnInvertible) {
+ determinant: function () {
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
+ var te = this.elements;
- var me = matrix.elements;
- 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 ];
- te[0] = me[10] * me[5] - me[6] * me[9];
- te[1] = -me[10] * me[1] + me[2] * me[9];
- te[2] = me[6] * me[1] - me[2] * me[5];
- te[3] = -me[10] * me[4] + me[6] * me[8];
- te[4] = me[10] * me[0] - me[2] * me[8];
- te[5] = -me[6] * me[0] + me[2] * me[4];
- te[6] = me[9] * me[4] - me[5] * me[8];
- te[7] = -me[9] * me[0] + me[1] * me[8];
- te[8] = me[5] * me[0] - me[1] * me[4];
+ return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
- var det = me[0] * te[0] + me[1] * te[3] + me[2] * te[6];
+ },
- // no inverse
+ getInverse: function ( matrix, throwOnInvertible ) {
- if (det === 0) {
+ // input: THREE.Matrix4
+ // ( based on http://code.google.com/p/webgl-mjs/ )
- var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
+ var me = matrix.elements;
+ var te = this.elements;
- if (throwOnInvertible || false) {
+ te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
+ te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
+ te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
+ te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
+ te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
+ te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
+ te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
+ te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
+ te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
- throw new Error(msg);
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
- } else {
+ // no inverse
- THREE.warn(msg);
+ if ( det === 0 ) {
- }
+ var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
- this.identity();
+ if ( throwOnInvertible || false ) {
- return this;
+ throw new Error( msg );
- }
+ } else {
- this.multiplyScalar(1.0 / det);
+ console.warn( msg );
- return this;
+ }
- },
+ this.identity();
- transpose: function () {
+ return this;
- 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;
+ this.multiplyScalar( 1.0 / det );
- return this;
+ return this;
- },
+ },
- flattenToArrayOffset: function (array, offset) {
+ transpose: function () {
- var te = this.elements;
+ var tmp, m = this.elements;
- array[offset] = te[0];
- array[offset + 1] = te[1];
- array[offset + 2] = te[2];
+ 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;
- array[offset + 3] = te[3];
- array[offset + 4] = te[4];
- array[offset + 5] = te[5];
+ return this;
- array[offset + 6] = te[6];
- array[offset + 7] = te[7];
- array[offset + 8] = te[8];
+ },
- return array;
+ flattenToArrayOffset: function ( array, offset ) {
- },
+ var te = this.elements;
- getNormalMatrix: function (m) {
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
- // input: THREE.Matrix4
+ array[ offset + 3 ] = te[ 3 ];
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
- this.getInverse(m).transpose();
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+ array[ offset + 8 ] = te[ 8 ];
- return this;
+ return array;
- },
+ },
- transposeIntoArray: function (r) {
+ getNormalMatrix: function ( m ) {
- var m = this.elements;
+ // input: THREE.Matrix4
- 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];
+ this.getInverse( m ).transpose();
- return this;
+ return this;
- },
+ },
- fromArray: function (array) {
+ transposeIntoArray: function ( r ) {
- this.elements.set(array);
+ var m = this.elements;
- return this;
+ 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;
- toArray: function () {
+ },
- var te = this.elements;
+ fromArray: function ( array ) {
- return [
- te[0], te[1], te[2],
- te[3], te[4], te[5],
- te[6], te[7], te[8]
- ];
+ this.elements.set( array );
- },
+ return this;
- clone: function () {
+ },
- return new THREE.Matrix3().fromArray(this.elements);
+ toArray: function () {
- }
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ],
+ te[ 3 ], te[ 4 ], te[ 5 ],
+ te[ 6 ], te[ 7 ], te[ 8 ]
+ ];
+
+ }
};
@@ -4737,1773 +4764,1722 @@ THREE.Matrix3.prototype = {
* @author alteredq / http://alteredqualia.com/
* @author mikael emtinger / http://gomo.se/
* @author timknip / http://www.floorplanner.com/
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
* @author WestLangley / http://github.com/WestLangley
*/
THREE.Matrix4 = function () {
- this.elements = new Float32Array([
+ this.elements = new Float32Array( [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
- ]);
+ ] );
- if (arguments.length > 0) {
+ if ( arguments.length > 0 ) {
- THREE.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
+ console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
- }
+ }
};
THREE.Matrix4.prototype = {
- constructor: THREE.Matrix4,
+ constructor: THREE.Matrix4,
- set: function (n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
+ set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- var te = this.elements;
+ 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;
+ 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;
+ return this;
- },
+ },
- identity: function () {
+ identity: function () {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
+ this.set(
- return this;
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
- },
+ );
- copy: function (m) {
+ return this;
- this.elements.set(m.elements);
+ },
- return this;
+ clone: function () {
- },
+ return new THREE.Matrix4().fromArray( this.elements );
- extractPosition: function (m) {
+ },
- THREE.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
- return this.copyPosition(m);
+ copy: function ( m ) {
- },
+ this.elements.set( m.elements );
- copyPosition: function (m) {
+ return this;
- var te = this.elements;
- var me = m.elements;
+ },
- te[12] = me[12];
- te[13] = me[13];
- te[14] = me[14];
+ extractPosition: function ( m ) {
- return this;
+ console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
+ return this.copyPosition( m );
- },
+ },
- extractBasis: function (xAxis, yAxis, zAxis) {
+ copyPosition: function ( m ) {
- var te = this.elements;
+ var te = this.elements;
+ var me = m.elements;
- xAxis.set(te[0], te[1], te[2]);
- yAxis.set(te[4], te[5], te[6]);
- zAxis.set(te[8], te[9], te[10]);
+ te[ 12 ] = me[ 12 ];
+ te[ 13 ] = me[ 13 ];
+ te[ 14 ] = me[ 14 ];
- return this;
+ return this;
- },
+ },
- makeBasis: function (xAxis, yAxis, zAxis) {
+ extractBasis: 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
- );
+ var te = this.elements;
- return this;
+ xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
+ yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
+ zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
- },
+ return this;
- extractRotation: function () {
+ },
- var v1;
+ makeBasis: function ( xAxis, yAxis, zAxis ) {
- return function (m) {
+ 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
+ );
- if (v1 === undefined) v1 = new THREE.Vector3();
+ return this;
- var te = this.elements;
- var me = m.elements;
+ },
- var scaleX = 1 / v1.set(me[0], me[1], me[2]).length();
- var scaleY = 1 / v1.set(me[4], me[5], me[6]).length();
- var scaleZ = 1 / v1.set(me[8], me[9], me[10]).length();
+ extractRotation: function () {
- te[0] = me[0] * scaleX;
- te[1] = me[1] * scaleX;
- te[2] = me[2] * scaleX;
+ var v1;
- te[4] = me[4] * scaleY;
- te[5] = me[5] * scaleY;
- te[6] = me[6] * scaleY;
+ return function ( m ) {
- te[8] = me[8] * scaleZ;
- te[9] = me[9] * scaleZ;
- te[10] = me[10] * scaleZ;
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
- return this;
+ var te = this.elements;
+ var me = m.elements;
- };
+ var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
+ var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
+ var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
- }(),
+ te[ 0 ] = me[ 0 ] * scaleX;
+ te[ 1 ] = me[ 1 ] * scaleX;
+ te[ 2 ] = me[ 2 ] * scaleX;
- makeRotationFromEuler: function (euler) {
+ te[ 4 ] = me[ 4 ] * scaleY;
+ te[ 5 ] = me[ 5 ] * scaleY;
+ te[ 6 ] = me[ 6 ] * scaleY;
- if (euler instanceof THREE.Euler === false) {
+ te[ 8 ] = me[ 8 ] * scaleZ;
+ te[ 9 ] = me[ 9 ] * scaleZ;
+ te[ 10 ] = me[ 10 ] * scaleZ;
- THREE.error('THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
+ return this;
- }
+ };
- 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);
+ makeRotationFromEuler: function ( euler ) {
- if (euler.order === 'XYZ') {
+ if ( euler instanceof THREE.Euler === false ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
+ console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- 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;
+ var te = this.elements;
- te[2] = bf - ae * d;
- te[6] = be + af * d;
- te[10] = a * c;
+ 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 );
- } else if (euler.order === 'YXZ') {
+ if ( euler.order === 'XYZ' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = ce + df * b;
- te[4] = de * b - cf;
- te[8] = a * d;
+ te[ 0 ] = c * e;
+ te[ 4 ] = - c * f;
+ te[ 8 ] = d;
- te[1] = a * f;
- te[5] = a * e;
- te[9] = -b;
+ te[ 1 ] = af + be * d;
+ te[ 5 ] = ae - bf * d;
+ te[ 9 ] = - b * c;
- te[2] = cf * b - de;
- te[6] = df + ce * b;
- te[10] = a * c;
+ te[ 2 ] = bf - ae * d;
+ te[ 6 ] = be + af * d;
+ te[ 10 ] = a * c;
- } else if (euler.order === 'ZXY') {
+ } else if ( euler.order === 'YXZ' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
+ 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[ 0 ] = ce + df * b;
+ te[ 4 ] = de * b - cf;
+ te[ 8 ] = a * d;
- te[1] = cf + de * b;
- te[5] = a * e;
- te[9] = df - ce * b;
+ te[ 1 ] = a * f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b;
- te[2] = -a * d;
- te[6] = b;
- te[10] = a * c;
+ te[ 2 ] = cf * b - de;
+ te[ 6 ] = df + ce * b;
+ te[ 10 ] = a * c;
- } else if (euler.order === 'ZYX') {
+ } else if ( euler.order === 'ZXY' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[0] = c * e;
- te[4] = be * d - af;
- te[8] = ae * d + bf;
+ te[ 0 ] = ce - df * b;
+ te[ 4 ] = - a * f;
+ te[ 8 ] = de + cf * b;
- te[1] = c * f;
- te[5] = bf * d + ae;
- te[9] = af * d - be;
+ te[ 1 ] = cf + de * b;
+ te[ 5 ] = a * e;
+ te[ 9 ] = df - ce * b;
- te[2] = -d;
- te[6] = b * c;
- te[10] = a * c;
+ te[ 2 ] = - a * d;
+ te[ 6 ] = b;
+ te[ 10 ] = a * c;
- } else if (euler.order === 'YZX') {
+ } else if ( euler.order === 'ZYX' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = c * e;
- te[4] = bd - ac * f;
- te[8] = bc * f + ad;
+ te[ 0 ] = c * e;
+ te[ 4 ] = be * d - af;
+ te[ 8 ] = ae * d + bf;
- te[1] = f;
- te[5] = a * e;
- te[9] = -b * e;
+ te[ 1 ] = c * f;
+ te[ 5 ] = bf * d + ae;
+ te[ 9 ] = af * d - be;
- te[2] = -d * e;
- te[6] = ad * f + bc;
- te[10] = ac - bd * f;
+ te[ 2 ] = - d;
+ te[ 6 ] = b * c;
+ te[ 10 ] = a * c;
- } else if (euler.order === 'XZY') {
+ } else if ( euler.order === 'YZX' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+ 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[ 0 ] = c * e;
+ te[ 4 ] = bd - ac * f;
+ te[ 8 ] = bc * f + ad;
- te[1] = ac * f + bd;
- te[5] = a * e;
- te[9] = ad * f - bc;
+ te[ 1 ] = f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b * e;
- te[2] = bc * f - ad;
- te[6] = b * e;
- te[10] = bd * f + ac;
+ te[ 2 ] = - d * e;
+ te[ 6 ] = ad * f + bc;
+ te[ 10 ] = ac - bd * f;
- }
+ } else if ( euler.order === 'XZY' ) {
- // last column
- te[3] = 0;
- te[7] = 0;
- te[11] = 0;
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- // bottom row
- te[12] = 0;
- te[13] = 0;
- te[14] = 0;
- te[15] = 1;
+ te[ 0 ] = c * e;
+ te[ 4 ] = - f;
+ te[ 8 ] = d * e;
- return this;
+ 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;
- setRotationFromQuaternion: function (q) {
+ }
- THREE.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
- return this.makeRotationFromQuaternion(q);
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
- },
+ return this;
- makeRotationFromQuaternion: function (q) {
+ },
- var te = this.elements;
+ setRotationFromQuaternion: function ( q ) {
- 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;
+ console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
- te[0] = 1 - ( yy + zz );
- te[4] = xy - wz;
- te[8] = xz + wy;
+ return this.makeRotationFromQuaternion( q );
- 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 );
+ makeRotationFromQuaternion: function ( q ) {
- // last column
- te[3] = 0;
- te[7] = 0;
- te[11] = 0;
+ var te = this.elements;
- // bottom row
- te[12] = 0;
- te[13] = 0;
- te[14] = 0;
- te[15] = 1;
+ 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;
- return this;
+ 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;
- lookAt: function () {
+ te[ 2 ] = xz - wy;
+ te[ 6 ] = yz + wx;
+ te[ 10 ] = 1 - ( xx + yy );
- var x, y, z;
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
- return function (eye, target, up) {
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
- if (x === undefined) x = new THREE.Vector3();
- if (y === undefined) y = new THREE.Vector3();
- if (z === undefined) z = new THREE.Vector3();
+ return this;
- var te = this.elements;
+ },
- z.subVectors(eye, target).normalize();
+ lookAt: function () {
- if (z.length() === 0) {
+ var x, y, z;
- z.z = 1;
+ return function ( eye, target, up ) {
- }
+ if ( x === undefined ) x = new THREE.Vector3();
+ if ( y === undefined ) y = new THREE.Vector3();
+ if ( z === undefined ) z = new THREE.Vector3();
- x.crossVectors(up, z).normalize();
+ var te = this.elements;
- if (x.length() === 0) {
+ z.subVectors( eye, target ).normalize();
- z.x += 0.0001;
- x.crossVectors(up, z).normalize();
+ if ( z.length() === 0 ) {
- }
+ z.z = 1;
- y.crossVectors(z, x);
+ }
+ x.crossVectors( up, z ).normalize();
- 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;
+ if ( x.length() === 0 ) {
- return this;
+ z.x += 0.0001;
+ x.crossVectors( up, z ).normalize();
- };
+ }
- }(),
+ y.crossVectors( z, x );
- multiply: function (m, n) {
- if (n !== undefined) {
+ 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;
- THREE.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
- return this.multiplyMatrices(m, n);
+ return this;
- }
+ };
- return this.multiplyMatrices(this, m);
+ }(),
- },
+ multiply: function ( m, n ) {
- multiplyMatrices: function (a, b) {
+ if ( n !== undefined ) {
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
+ console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+ return this.multiplyMatrices( m, n );
- 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];
+ return this.multiplyMatrices( this, m );
- 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;
+ multiplyMatrices: function ( a, b ) {
- 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;
+ var ae = a.elements;
+ var be = b.elements;
+ var te = this.elements;
- 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;
+ 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 ];
- return this;
+ 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;
- multiplyToArray: function (a, b, r) {
+ 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;
- var te = this.elements;
+ 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;
- this.multiplyMatrices(a, b);
+ 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;
- 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;
- return this;
+ },
- },
+ multiplyToArray: function ( a, b, r ) {
- multiplyScalar: function (s) {
+ var te = this.elements;
- var te = this.elements;
+ this.multiplyMatrices( a, b );
- 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;
+ 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;
+ return this;
- },
+ },
- multiplyVector3: function (vector) {
+ multiplyScalar: function ( s ) {
- THREE.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.');
- return vector.applyProjection(this);
+ 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;
- multiplyVector4: function (vector) {
+ return this;
- THREE.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
- return vector.applyMatrix4(this);
+ },
- },
+ multiplyVector3: function ( vector ) {
- multiplyVector3Array: function (a) {
+ console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+ return vector.applyProjection( this );
- THREE.warn('THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.');
- return this.applyToVector3Array(a);
+ },
- },
+ multiplyVector4: function ( vector ) {
- applyToVector3Array: function () {
+ console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
- var v1;
+ },
- return function applyToVector3Array(array, offset, length) {
+ multiplyVector3Array: function ( a ) {
- if (v1 === undefined) v1 = new THREE.Vector3();
- if (offset === undefined) offset = 0;
- if (length === undefined) length = array.length;
+ console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
- for (var i = 0, j = offset; i < length; i += 3, j += 3) {
+ },
- v1.x = array[j];
- v1.y = array[j + 1];
- v1.z = array[j + 2];
+ applyToVector3Array: function () {
- v1.applyMatrix4(this);
+ var v1;
- array[j] = v1.x;
- array[j + 1] = v1.y;
- array[j + 2] = v1.z;
+ return function ( array, offset, length ) {
- }
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = array.length;
- return array;
+ for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
- };
+ v1.fromArray( array, j );
+ v1.applyMatrix4( this );
+ v1.toArray( array, j );
- }(),
+ }
- applyToBuffer: function () {
+ return array;
- 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;
+ applyToBuffer: function () {
- for (var i = 0, j = offset; i < length; i++, j++) {
+ var v1;
- v1.x = buffer.getX(j);
- v1.y = buffer.getY(j);
- v1.z = buffer.getZ(j);
+ return function applyToBuffer( buffer, offset, length ) {
- v1.applyMatrix4(this);
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = buffer.length / buffer.itemSize;
- buffer.setXYZ(v1.x, v1.y, v1.z);
+ 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 );
- return buffer;
+ v1.applyMatrix4( this );
- };
+ buffer.setXYZ( v1.x, v1.y, v1.z );
- }(),
+ }
- rotateAxis: function (v) {
+ return buffer;
- THREE.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
+ };
- v.transformDirection(this);
+ }(),
- },
+ rotateAxis: function ( v ) {
- crossVector: function (vector) {
+ console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
- THREE.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
- return vector.applyMatrix4(this);
+ v.transformDirection( this );
- },
+ },
- determinant: function () {
+ crossVector: function ( vector ) {
- var te = this.elements;
+ console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
- 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 )
+ determinant: function () {
- 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
- )
+ 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 )
- transpose: function () {
+ 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
+ )
- 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;
+ transpose: function () {
- return this;
+ 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;
- flattenToArrayOffset: function (array, offset) {
+ 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;
- var te = this.elements;
+ return this;
- 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];
+ flattenToArrayOffset: function ( array, offset ) {
- array[offset + 8] = te[8];
- array[offset + 9] = te[9];
- array[offset + 10] = te[10];
- array[offset + 11] = te[11];
+ var te = this.elements;
- array[offset + 12] = te[12];
- array[offset + 13] = te[13];
- array[offset + 14] = te[14];
- array[offset + 15] = te[15];
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+ array[ offset + 3 ] = te[ 3 ];
- return array;
+ 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 ];
- getPosition: function () {
+ array[ offset + 12 ] = te[ 12 ];
+ array[ offset + 13 ] = te[ 13 ];
+ array[ offset + 14 ] = te[ 14 ];
+ array[ offset + 15 ] = te[ 15 ];
- var v1;
+ return array;
- return function () {
+ },
- if (v1 === undefined) v1 = new THREE.Vector3();
- THREE.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
+ getPosition: function () {
- var te = this.elements;
- return v1.set(te[12], te[13], te[14]);
+ var v1;
- };
+ return function () {
- }(),
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+ console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
- setPosition: function (v) {
+ var te = this.elements;
+ return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
- var te = this.elements;
+ };
- te[12] = v.x;
- te[13] = v.y;
- te[14] = v.z;
+ }(),
- return this;
+ setPosition: function ( v ) {
- },
+ var te = this.elements;
- getInverse: function (m, throwOnInvertible) {
+ te[ 12 ] = v.x;
+ te[ 13 ] = v.y;
+ te[ 14 ] = v.z;
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements;
- var me = m.elements;
+ return this;
- var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
- var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
- var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
- var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
+ },
- te[0] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
- te[4] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
- te[8] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
- te[12] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
- te[1] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
- te[5] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
- te[9] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
- te[13] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
- te[2] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
- te[6] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
- te[10] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
- te[14] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
- te[3] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
- te[7] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
- te[11] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
- te[15] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
+ getInverse: function ( m, throwOnInvertible ) {
- var det = n11 * te[0] + n21 * te[4] + n31 * te[8] + n41 * te[12];
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+ var te = this.elements;
+ var me = m.elements;
- if (det == 0) {
+ var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
+ var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
+ var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
+ var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
- var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
+ te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
+ te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
+ te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
+ te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
+ te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
+ te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
+ te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
+ te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
+ te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
+ te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
+ te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
+ te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
+ te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
+ te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
+ te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
+ te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
- if (throwOnInvertible || false) {
+ var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
- throw new Error(msg);
+ if ( det === 0 ) {
- } else {
+ var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
- THREE.warn(msg);
+ if ( throwOnInvertible || false ) {
- }
+ throw new Error( msg );
- this.identity();
+ } else {
- return this;
+ console.warn( msg );
- }
+ }
- this.multiplyScalar(1 / det);
+ this.identity();
- return this;
+ return this;
- },
+ }
- translate: function (v) {
+ this.multiplyScalar( 1 / det );
- THREE.error('THREE.Matrix4: .translate() has been removed.');
+ return this;
- },
+ },
- rotateX: function (angle) {
+ translate: function ( v ) {
- THREE.error('THREE.Matrix4: .rotateX() has been removed.');
+ console.error( 'THREE.Matrix4: .translate() has been removed.' );
- },
+ },
- rotateY: function (angle) {
+ rotateX: function ( angle ) {
- THREE.error('THREE.Matrix4: .rotateY() has been removed.');
+ console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
- },
+ },
- rotateZ: function (angle) {
+ rotateY: function ( angle ) {
- THREE.error('THREE.Matrix4: .rotateZ() has been removed.');
+ console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
- },
+ },
- rotateByAxis: function (axis, angle) {
+ rotateZ: function ( angle ) {
- THREE.error('THREE.Matrix4: .rotateByAxis() has been removed.');
+ console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
- },
+ },
- scale: function (v) {
+ rotateByAxis: function ( axis, angle ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
+ console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
- 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;
+ scale: function ( v ) {
- },
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
- getMaxScaleOnAxis: function () {
+ 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;
- var te = this.elements;
+ return this;
- var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
- var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
- var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+ },
- return Math.sqrt(Math.max(scaleXSq, Math.max(scaleYSq, scaleZSq)));
+ getMaxScaleOnAxis: function () {
- },
+ var te = this.elements;
- makeTranslation: function (x, y, z) {
+ 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 ];
- this.set(
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
- );
+ return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
- return this;
+ },
- },
+ makeTranslation: function ( x, y, z ) {
- makeRotationX: function (theta) {
+ this.set(
- var c = Math.cos(theta), s = Math.sin(theta);
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
- this.set(
- 1, 0, 0, 0,
- 0, c, -s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
- );
+ );
- return this;
+ return this;
- },
+ },
- makeRotationY: function (theta) {
+ makeRotationX: function ( theta ) {
- var c = Math.cos(theta), s = Math.sin(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
- );
+ this.set(
- return this;
+ 1, 0, 0, 0,
+ 0, c, - s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
- },
+ );
- makeRotationZ: function (theta) {
+ return this;
- 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
- );
+ makeRotationY: function ( theta ) {
- return this;
+ var c = Math.cos( theta ), s = Math.sin( theta );
- },
+ this.set(
- makeRotationAxis: function (axis, angle) {
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ - s, 0, c, 0,
+ 0, 0, 0, 1
- // 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;
+ return this;
- 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;
+ makeRotationZ: function ( theta ) {
- },
+ var c = Math.cos( theta ), s = Math.sin( theta );
- makeScale: function (x, y, z) {
+ this.set(
- this.set(
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
- );
+ c, - s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
- return this;
+ );
- },
+ return this;
- compose: function (position, quaternion, scale) {
+ },
- this.makeRotationFromQuaternion(quaternion);
- this.scale(scale);
- this.setPosition(position);
+ makeRotationAxis: function ( axis, angle ) {
- return this;
+ // 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;
- decompose: function () {
+ this.set(
- var vector, matrix;
+ 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 function (position, quaternion, scale) {
+ );
- if (vector === undefined) vector = new THREE.Vector3();
- if (matrix === undefined) matrix = new THREE.Matrix4();
+ return this;
- 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();
+ makeScale: function ( x, y, z ) {
- // if determine is negative, we need to invert one scale
- var det = this.determinant();
- if (det < 0) {
+ this.set(
- sx = -sx;
+ x, 0, 0, 0,
+ 0, y, 0, 0,
+ 0, 0, z, 0,
+ 0, 0, 0, 1
- }
+ );
- position.x = te[12];
- position.y = te[13];
- position.z = te[14];
+ return this;
- // scale the rotation part
+ },
- matrix.elements.set(this.elements); // at this point matrix is incomplete so we can't use .copy()
+ compose: function ( position, quaternion, scale ) {
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
+ this.makeRotationFromQuaternion( quaternion );
+ this.scale( scale );
+ this.setPosition( position );
- matrix.elements[0] *= invSX;
- matrix.elements[1] *= invSX;
- matrix.elements[2] *= invSX;
+ return this;
- matrix.elements[4] *= invSY;
- matrix.elements[5] *= invSY;
- matrix.elements[6] *= invSY;
+ },
- matrix.elements[8] *= invSZ;
- matrix.elements[9] *= invSZ;
- matrix.elements[10] *= invSZ;
+ decompose: function () {
- quaternion.setFromRotationMatrix(matrix);
+ var vector, matrix;
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
+ return function ( position, quaternion, scale ) {
- return this;
+ if ( vector === undefined ) vector = new THREE.Vector3();
+ if ( matrix === undefined ) 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();
- makeFrustum: function (left, right, bottom, top, near, far) {
+ // if determine is negative, we need to invert one scale
+ var det = this.determinant();
+ if ( det < 0 ) {
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
+ sx = - sx;
- 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;
+ position.x = te[ 12 ];
+ position.y = te[ 13 ];
+ position.z = te[ 14 ];
- return this;
+ // scale the rotation part
- },
+ matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
- makePerspective: function (fov, aspect, near, far) {
+ var invSX = 1 / sx;
+ var invSY = 1 / sy;
+ var invSZ = 1 / sz;
- var ymax = near * Math.tan(THREE.Math.degToRad(fov * 0.5));
- var ymin = -ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
+ matrix.elements[ 0 ] *= invSX;
+ matrix.elements[ 1 ] *= invSX;
+ matrix.elements[ 2 ] *= invSX;
- return this.makeFrustum(xmin, xmax, ymin, ymax, near, far);
+ matrix.elements[ 4 ] *= invSY;
+ matrix.elements[ 5 ] *= invSY;
+ matrix.elements[ 6 ] *= invSY;
- },
+ matrix.elements[ 8 ] *= invSZ;
+ matrix.elements[ 9 ] *= invSZ;
+ matrix.elements[ 10 ] *= invSZ;
- makeOrthographic: function (left, right, top, bottom, near, far) {
+ quaternion.setFromRotationMatrix( matrix );
- var te = this.elements;
- var w = right - left;
- var h = top - bottom;
- var p = far - near;
+ scale.x = sx;
+ scale.y = sy;
+ scale.z = sz;
- var x = ( right + left ) / w;
- var y = ( top + bottom ) / h;
- var z = ( far + near ) / p;
+ return this;
- 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;
+ }(),
- },
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
- fromArray: function (array) {
+ var te = this.elements;
+ var x = 2 * near / ( right - left );
+ var y = 2 * near / ( top - bottom );
- this.elements.set(array);
+ 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 );
- return this;
+ 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;
- toArray: function () {
+ },
- var te = this.elements;
+ makePerspective: function ( fov, aspect, near, far ) {
- return [
- te[0], te[1], te[2], te[3],
- te[4], te[5], te[6], te[7],
- te[8], te[9], te[10], te[11],
- te[12], te[13], te[14], te[15]
- ];
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+ var ymin = - ymax;
+ var xmin = ymin * aspect;
+ var xmax = ymax * aspect;
- },
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
- clone: function () {
+ },
- return new THREE.Matrix4().fromArray(this.elements);
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
- }
+ var te = this.elements;
+ var w = right - left;
+ var h = top - bottom;
+ var p = far - near;
+
+ var x = ( right + left ) / w;
+ var y = ( top + bottom ) / h;
+ var z = ( far + near ) / p;
+
+ te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
+ te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ 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 () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
+ te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
+ te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
+ te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
+ ];
+
+ }
};
// File:src/math/Ray.js
/**
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
-THREE.Ray = function (origin, direction) {
+THREE.Ray = function ( origin, direction ) {
- this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
- this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+ this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+ this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
};
THREE.Ray.prototype = {
- constructor: THREE.Ray,
+ constructor: THREE.Ray,
- set: function (origin, direction) {
+ set: function ( origin, direction ) {
- this.origin.copy(origin);
- this.direction.copy(direction);
+ this.origin.copy( origin );
+ this.direction.copy( direction );
- return this;
+ return this;
- },
+ },
- copy: function (ray) {
+ clone: function () {
- this.origin.copy(ray.origin);
- this.direction.copy(ray.direction);
+ return new this.constructor().copy( this );
- return this;
+ },
- },
+ copy: function ( ray ) {
- at: function (t, optionalTarget) {
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
- var result = optionalTarget || new THREE.Vector3();
+ return this;
- return result.copy(this.direction).multiplyScalar(t).add(this.origin);
+ },
- },
+ at: function ( t, optionalTarget ) {
- recast: function () {
+ var result = optionalTarget || new THREE.Vector3();
- var v1 = new THREE.Vector3();
+ return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
- return function (t) {
+ },
- this.origin.copy(this.at(t, v1));
+ recast: function () {
- return this;
+ var v1 = new THREE.Vector3();
- };
+ return function ( t ) {
- }(),
+ this.origin.copy( this.at( t, v1 ) );
- closestPointToPoint: function (point, optionalTarget) {
+ return this;
- 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);
+ closestPointToPoint: function ( point, optionalTarget ) {
- }
+ var result = optionalTarget || new THREE.Vector3();
+ result.subVectors( point, this.origin );
+ var directionDistance = result.dot( this.direction );
- return result.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
+ if ( directionDistance < 0 ) {
- },
+ return result.copy( this.origin );
- distanceToPoint: function () {
+ }
- var v1 = new THREE.Vector3();
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- return function (point) {
+ },
- var directionDistance = v1.subVectors(point, this.origin).dot(this.direction);
+ distanceToPoint: function ( point ) {
- // point behind the ray
+ return Math.sqrt( this.distanceSqToPoint( point ) );
- if (directionDistance < 0) {
+ },
- return this.origin.distanceTo(point);
+ distanceSqToPoint: function () {
- }
+ var v1 = new THREE.Vector3();
- v1.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
+ return function ( point ) {
- return v1.distanceTo(point);
+ var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
- };
+ // point behind the ray
- }(),
+ if ( directionDistance < 0 ) {
- distanceSqToSegment: function () {
+ return this.origin.distanceToSquared( point );
- var segCenter = new THREE.Vector3();
- var segDir = new THREE.Vector3();
- var diff = new THREE.Vector3();
+ }
- return function (v0, v1, optionalPointOnRay, optionalPointOnSegment) {
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
+ return v1.distanceToSquared( point );
- 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) {
+ distanceSqToSegment: function () {
- // The ray and segment are not parallel.
+ var segCenter = new THREE.Vector3();
+ var segDir = new THREE.Vector3();
+ var diff = new THREE.Vector3();
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
+ return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
- if (s0 >= 0) {
+ // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
+ // It returns the min distance between the ray and the segment
+ // defined by v0 and v1
+ // It can also set two optional targets :
+ // - The closest point on the ray
+ // - The closest point on the segment
- if (s1 >= -extDet) {
+ segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
+ segDir.copy( v1 ).sub( v0 ).normalize();
+ diff.copy( this.origin ).sub( segCenter );
- if (s1 <= extDet) {
+ 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;
- // region 0
- // Minimum at interior points of ray and segment.
+ if ( det > 0 ) {
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
+ // The ray and segment are not parallel.
- } else {
+ s0 = a01 * b1 - b0;
+ s1 = a01 * b0 - b1;
+ extDet = segExtent * det;
- // region 1
+ if ( s0 >= 0 ) {
- s1 = segExtent;
- s0 = Math.max(0, -( a01 * s1 + b0 ));
- sqrDist = -s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+ if ( s1 >= - extDet ) {
- }
+ if ( s1 <= extDet ) {
- } else {
+ // region 0
+ // Minimum at interior points of ray and segment.
- // region 5
+ var invDet = 1 / det;
+ s0 *= invDet;
+ s1 *= invDet;
+ sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
- s1 = -segExtent;
- s0 = Math.max(0, -( a01 * s1 + b0 ));
- sqrDist = -s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+ } else {
- }
+ // region 1
- } else {
+ s1 = segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- if (s1 <= -extDet) {
+ }
- // region 4
+ } else {
- 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;
+ // region 5
- } else if (s1 <= extDet) {
+ s1 = - segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- // region 3
+ }
- s0 = 0;
- s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
+ } else {
- } else {
+ if ( s1 <= - extDet ) {
- // region 2
+ // 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;
+ 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
- } else {
+ s0 = 0;
+ s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = s1 * ( s1 + 2 * b1 ) + c;
- // Ray and segment are parallel.
+ } else {
- s1 = ( a01 > 0 ) ? -segExtent : segExtent;
- s0 = Math.max(0, -( a01 * s1 + b0 ));
- sqrDist = -s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+ // 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;
- if (optionalPointOnRay) {
+ }
- optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
+ }
- }
+ } else {
- if (optionalPointOnSegment) {
+ // Ray and segment are parallel.
- optionalPointOnSegment.copy(segDir).multiplyScalar(s1).add(segCenter);
+ s1 = ( a01 > 0 ) ? - segExtent : segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
+ }
- return sqrDist;
+ if ( optionalPointOnRay ) {
- };
+ optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
- }(),
+ }
+ if ( optionalPointOnSegment ) {
- isIntersectionSphere: function (sphere) {
+ optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
- return this.distanceToPoint(sphere.center) <= sphere.radius;
+ }
- },
+ return sqrDist;
- intersectSphere: function () {
+ };
- // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
+ }(),
- var v1 = new THREE.Vector3();
- return function (sphere, optionalTarget) {
+ isIntersectionSphere: function ( sphere ) {
- v1.subVectors(sphere.center, this.origin);
+ return this.distanceToPoint( sphere.center ) <= sphere.radius;
- var tca = v1.dot(this.direction);
+ },
- var d2 = v1.dot(v1) - tca * tca;
+ intersectSphere: function () {
- var radius2 = sphere.radius * sphere.radius;
+ // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
- if (d2 > radius2) return null;
+ var v1 = new THREE.Vector3();
- var thc = Math.sqrt(radius2 - d2);
+ return function ( sphere, optionalTarget ) {
- // t0 = first intersect point - entrance on front of sphere
- var t0 = tca - thc;
+ v1.subVectors( sphere.center, this.origin );
- // t1 = second intersect point - exit point on back of sphere
- var t1 = tca + thc;
+ var tca = v1.dot( this.direction );
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if (t0 < 0 && t1 < 0) return null;
+ var d2 = v1.dot( v1 ) - tca * tca;
- // 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);
+ var radius2 = sphere.radius * sphere.radius;
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at(t0, optionalTarget);
+ if ( d2 > radius2 ) return null;
- }
+ var thc = Math.sqrt( radius2 - d2 );
- }(),
+ // t0 = first intersect point - entrance on front of sphere
+ var t0 = tca - thc;
- isIntersectionPlane: function (plane) {
+ // t1 = second intersect point - exit point on back of sphere
+ var t1 = tca + thc;
- // check if the ray lies on the plane first
+ // test to see if both t0 and t1 are behind the ray - if so, return null
+ if ( t0 < 0 && t1 < 0 ) return null;
- var distToPoint = plane.distanceToPoint(this.origin);
+ // 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 );
- if (distToPoint === 0) {
+ // else t0 is in front of the ray, so return the first collision point scaled by t0
+ return this.at( t0, optionalTarget );
- return true;
+ }
- }
+ }(),
- var denominator = plane.normal.dot(this.direction);
+ isIntersectionPlane: function ( plane ) {
- if (denominator * distToPoint < 0) {
+ // check if the ray lies on the plane first
- return true;
+ var distToPoint = plane.distanceToPoint( this.origin );
- }
+ if ( distToPoint === 0 ) {
- // ray origin is behind the plane (and is pointing behind it)
+ return true;
- return false;
+ }
- },
+ var denominator = plane.normal.dot( this.direction );
- distanceToPlane: function (plane) {
+ if ( denominator * distToPoint < 0 ) {
- var denominator = plane.normal.dot(this.direction);
- if (denominator == 0) {
+ return true;
- // line is coplanar, return origin
- if (plane.distanceToPoint(this.origin) == 0) {
+ }
- return 0;
+ // ray origin is behind the plane (and is pointing behind it)
- }
+ return false;
- // Null is preferable to undefined since undefined means.... it is undefined
+ },
- return null;
+ distanceToPlane: function ( plane ) {
- }
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator === 0 ) {
- var t = -( this.origin.dot(plane.normal) + plane.constant ) / denominator;
+ // line is coplanar, return origin
+ if ( plane.distanceToPoint( this.origin ) === 0 ) {
- // Return if the ray never intersects the plane
+ return 0;
- return t >= 0 ? t : null;
+ }
- },
+ // Null is preferable to undefined since undefined means.... it is undefined
- intersectPlane: function (plane, optionalTarget) {
+ return null;
- var t = this.distanceToPlane(plane);
+ }
- if (t === null) {
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- return null;
- }
+ // Return if the ray never intersects the plane
- return this.at(t, optionalTarget);
+ return t >= 0 ? t : null;
- },
+ },
- isIntersectionBox: function () {
+ intersectPlane: function ( plane, optionalTarget ) {
- var v = new THREE.Vector3();
+ var t = this.distanceToPlane( plane );
- return function (box) {
+ if ( t === null ) {
- return this.intersectBox(box, v) !== null;
+ return null;
- };
+ }
- }(),
+ return this.at( t, optionalTarget );
- intersectBox: function (box, optionalTarget) {
+ },
- // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
+ isIntersectionBox: function () {
- var tmin, tmax, tymin, tymax, tzmin, tzmax;
+ var v = new THREE.Vector3();
- var invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
+ return function ( box ) {
- var origin = this.origin;
+ return this.intersectBox( box, v ) !== null;
- if (invdirx >= 0) {
+ };
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
+ }(),
- } else {
+ intersectBox: function ( box, optionalTarget ) {
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
+ // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
- if (invdiry >= 0) {
+ var tmin, tmax, tymin, tymax, tzmin, tzmax;
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
+ var invdirx = 1 / this.direction.x,
+ invdiry = 1 / this.direction.y,
+ invdirz = 1 / this.direction.z;
- } else {
+ var origin = this.origin;
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
+ if ( invdirx >= 0 ) {
- if (( tmin > tymax ) || ( tymin > tmax )) return null;
+ tmin = ( box.min.x - origin.x ) * invdirx;
+ tmax = ( box.max.x - origin.x ) * invdirx;
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
+ } else {
- if (tymin > tmin || tmin !== tmin) tmin = tymin;
+ tmin = ( box.max.x - origin.x ) * invdirx;
+ tmax = ( box.min.x - origin.x ) * invdirx;
- if (tymax < tmax || tmax !== tmax) tmax = tymax;
+ }
- if (invdirz >= 0) {
+ if ( invdiry >= 0 ) {
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
+ tymin = ( box.min.y - origin.y ) * invdiry;
+ tymax = ( box.max.y - origin.y ) * invdiry;
- } else {
+ } else {
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
+ tymin = ( box.max.y - origin.y ) * invdiry;
+ tymax = ( box.min.y - origin.y ) * invdiry;
- if (( tmin > tzmax ) || ( tzmin > tmax )) return null;
+ }
- if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
+ if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
- if (tzmax < tmax || tmax !== tmax) tmax = tzmax;
+ // These lines also handle the case where tmin or tmax is NaN
+ // (result of 0 * Infinity). x !== x returns true if x is NaN
- //return point closest to the ray (positive side)
+ if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
- if (tmax < 0) return null;
+ if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
- return this.at(tmin >= 0 ? tmin : tmax, optionalTarget);
+ if ( invdirz >= 0 ) {
- },
+ tzmin = ( box.min.z - origin.z ) * invdirz;
+ tzmax = ( box.max.z - origin.z ) * invdirz;
- intersectTriangle: function () {
+ } else {
- // 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();
+ tzmin = ( box.max.z - origin.z ) * invdirz;
+ tzmax = ( box.min.z - origin.z ) * invdirz;
- return function (a, b, c, backfaceCulling, optionalTarget) {
+ }
- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
+ if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
- edge1.subVectors(b, a);
- edge2.subVectors(c, a);
- normal.crossVectors(edge1, edge2);
+ if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
- // 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 ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
- if (DdN > 0) {
+ //return point closest to the ray (positive side)
- if (backfaceCulling) return null;
- sign = 1;
+ if ( tmax < 0 ) return null;
- } else if (DdN < 0) {
+ return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
- sign = -1;
- DdN = -DdN;
+ },
- } else {
+ intersectTriangle: function () {
- return null;
+ // Compute the offset origin, edges, and normal.
+ var diff = new THREE.Vector3();
+ var edge1 = new THREE.Vector3();
+ var edge2 = new THREE.Vector3();
+ var normal = new THREE.Vector3();
- }
+ return function ( a, b, c, backfaceCulling, optionalTarget ) {
- diff.subVectors(this.origin, a);
- var DdQxE2 = sign * this.direction.dot(edge2.crossVectors(diff, edge2));
+ // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
- // b1 < 0, no intersection
- if (DdQxE2 < 0) {
+ edge1.subVectors( b, a );
+ edge2.subVectors( c, a );
+ normal.crossVectors( edge1, edge2 );
- return null;
+ // 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 ) {
- var DdE1xQ = sign * this.direction.dot(edge1.cross(diff));
+ if ( backfaceCulling ) return null;
+ sign = 1;
- // b2 < 0, no intersection
- if (DdE1xQ < 0) {
+ } else if ( DdN < 0 ) {
- return null;
+ sign = - 1;
+ DdN = - DdN;
- }
+ } else {
- // b1+b2 > 1, no intersection
- if (DdQxE2 + DdE1xQ > DdN) {
+ return null;
- return null;
+ }
- }
+ diff.subVectors( this.origin, a );
+ var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
- // Line intersects triangle, check if ray does.
- var QdN = -sign * diff.dot(normal);
+ // b1 < 0, no intersection
+ if ( DdQxE2 < 0 ) {
- // t < 0, no intersection
- if (QdN < 0) {
+ return null;
- return null;
+ }
- }
+ var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
- // Ray intersects triangle.
- return this.at(QdN / DdN, optionalTarget);
+ // b2 < 0, no intersection
+ if ( DdE1xQ < 0 ) {
- };
+ return null;
- }(),
+ }
- applyMatrix4: function (matrix4) {
+ // b1+b2 > 1, no intersection
+ if ( DdQxE2 + DdE1xQ > DdN ) {
- this.direction.add(this.origin).applyMatrix4(matrix4);
- this.origin.applyMatrix4(matrix4);
- this.direction.sub(this.origin);
- this.direction.normalize();
+ return null;
- return this;
- },
+ }
- equals: function (ray) {
+ // Line intersects triangle, check if ray does.
+ var QdN = - sign * diff.dot( normal );
- return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
+ // t < 0, no intersection
+ if ( QdN < 0 ) {
- },
+ return null;
- clone: function () {
+ }
- return new THREE.Ray().copy(this);
+ // 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://exocortex.com
+ * @author bhouston / http://clara.io
* @author mrdoob / http://mrdoob.com/
*/
-THREE.Sphere = function (center, radius) {
+THREE.Sphere = function ( center, radius ) {
- this.center = ( center !== undefined ) ? center : new THREE.Vector3();
- this.radius = ( radius !== undefined ) ? radius : 0;
+ this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+ this.radius = ( radius !== undefined ) ? radius : 0;
};
THREE.Sphere.prototype = {
- constructor: THREE.Sphere,
+ constructor: THREE.Sphere,
- set: function (center, radius) {
+ set: function ( center, radius ) {
- this.center.copy(center);
- this.radius = radius;
+ this.center.copy( center );
+ this.radius = radius;
- return this;
- },
+ return this;
- setFromPoints: function () {
+ },
- var box = new THREE.Box3();
+ setFromPoints: function () {
- return function (points, optionalCenter) {
+ var box = new THREE.Box3();
- var center = this.center;
+ return function ( points, optionalCenter ) {
- if (optionalCenter !== undefined) {
+ var center = this.center;
- center.copy(optionalCenter);
+ if ( optionalCenter !== undefined ) {
- } else {
+ center.copy( optionalCenter );
- box.setFromPoints(points).center(center);
+ } else {
- }
+ box.setFromPoints( points ).center( center );
- var maxRadiusSq = 0;
+ }
- for (var i = 0, il = points.length; i < il; i++) {
+ var maxRadiusSq = 0;
- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
+ 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;
+ this.radius = Math.sqrt( maxRadiusSq );
- };
+ return this;
- }(),
+ };
- copy: function (sphere) {
+ }(),
- this.center.copy(sphere.center);
- this.radius = sphere.radius;
+ clone: function () {
- return this;
+ return new this.constructor().copy( this );
- },
+ },
- empty: function () {
+ copy: function ( sphere ) {
- return ( this.radius <= 0 );
+ this.center.copy( sphere.center );
+ this.radius = sphere.radius;
- },
+ return this;
- containsPoint: function (point) {
+ },
- return ( point.distanceToSquared(this.center) <= ( this.radius * this.radius ) );
+ empty: function () {
- },
+ return ( this.radius <= 0 );
- distanceToPoint: function (point) {
+ },
- return ( point.distanceTo(this.center) - this.radius );
+ containsPoint: function ( point ) {
- },
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
- intersectsSphere: function (sphere) {
+ },
- var radiusSum = this.radius + sphere.radius;
+ distanceToPoint: function ( point ) {
- return sphere.center.distanceToSquared(this.center) <= ( radiusSum * radiusSum );
+ return ( point.distanceTo( this.center ) - this.radius );
- },
+ },
- clampPoint: function (point, optionalTarget) {
+ intersectsSphere: function ( sphere ) {
- var deltaLengthSq = this.center.distanceToSquared(point);
+ var radiusSum = this.radius + sphere.radius;
- var result = optionalTarget || new THREE.Vector3();
- result.copy(point);
+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
- if (deltaLengthSq > ( this.radius * this.radius )) {
+ },
- result.sub(this.center).normalize();
- result.multiplyScalar(this.radius).add(this.center);
+ clampPoint: function ( point, optionalTarget ) {
- }
+ var deltaLengthSq = this.center.distanceToSquared( point );
- return result;
+ var result = optionalTarget || new THREE.Vector3();
+ result.copy( point );
- },
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
- getBoundingBox: function (optionalTarget) {
+ result.sub( this.center ).normalize();
+ result.multiplyScalar( this.radius ).add( this.center );
- var box = optionalTarget || new THREE.Box3();
+ }
- box.set(this.center, this.center);
- box.expandByScalar(this.radius);
+ return result;
- return box;
+ },
- },
+ getBoundingBox: function ( optionalTarget ) {
- applyMatrix4: function (matrix) {
+ var box = optionalTarget || new THREE.Box3();
- this.center.applyMatrix4(matrix);
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
+ box.set( this.center, this.center );
+ box.expandByScalar( this.radius );
- return this;
+ return box;
- },
+ },
- translate: function (offset) {
+ applyMatrix4: function ( matrix ) {
- this.center.add(offset);
+ this.center.applyMatrix4( matrix );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
- return this;
+ return this;
- },
+ },
- equals: function (sphere) {
+ translate: function ( offset ) {
- return sphere.center.equals(this.center) && ( sphere.radius === this.radius );
+ this.center.add( offset );
- },
+ return this;
- clone: function () {
+ },
- return new THREE.Sphere().copy(this);
+ equals: function ( sphere ) {
- }
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ }
};
@@ -6512,405 +6488,406 @@ THREE.Sphere.prototype = {
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
-THREE.Frustum = function (p0, p1, p2, p3, p4, p5) {
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
- this.planes = [
+ 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()
+ ( 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,
+ constructor: THREE.Frustum,
- set: function (p0, p1, p2, p3, p4, p5) {
+ set: function ( p0, p1, p2, p3, p4, p5 ) {
- var planes = this.planes;
+ 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);
+ 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;
+ return this;
- },
+ },
- copy: function (frustum) {
+ clone: function () {
- var planes = this.planes;
+ return new this.constructor().copy( this );
- for (var i = 0; i < 6; i++) {
+ },
- planes[i].copy(frustum.planes[i]);
+ copy: function ( frustum ) {
- }
+ var planes = this.planes;
- return this;
+ for ( var i = 0; i < 6; i ++ ) {
- },
+ planes[ i ].copy( frustum.planes[ i ] );
- 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];
+ return this;
- 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;
+ 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 ];
- intersectsObject: function () {
+ 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();
- var sphere = new THREE.Sphere();
+ return this;
- return function (object) {
+ },
- var geometry = object.geometry;
+ intersectsObject: function () {
- if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
+ var sphere = new THREE.Sphere();
- sphere.copy(geometry.boundingSphere);
- sphere.applyMatrix4(object.matrixWorld);
+ return function ( object ) {
- return this.intersectsSphere(sphere);
+ var geometry = object.geometry;
- };
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- }(),
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( object.matrixWorld );
- intersectsSphere: function (sphere) {
+ return this.intersectsSphere( 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);
+ intersectsSphere: function ( sphere ) {
- if (distance < negRadius) {
+ var planes = this.planes;
+ var center = sphere.center;
+ var negRadius = - sphere.radius;
- return false;
+ for ( var i = 0; i < 6; i ++ ) {
- }
+ var distance = planes[ i ].distanceToPoint( center );
- }
+ if ( distance < negRadius ) {
- return true;
+ return false;
- },
+ }
- intersectsBox: function () {
+ }
- var p1 = new THREE.Vector3(),
- p2 = new THREE.Vector3();
+ return true;
- return function (box) {
+ },
- var planes = this.planes;
+ intersectsBox: function () {
- for (var i = 0; i < 6; i++) {
+ var p1 = new THREE.Vector3(),
+ p2 = new THREE.Vector3();
- var plane = planes[i];
+ return function ( box ) {
- 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 planes = this.planes;
- var d1 = plane.distanceToPoint(p1);
- var d2 = plane.distanceToPoint(p2);
+ for ( var i = 0; i < 6 ; i ++ ) {
- // if both outside plane, no intersection
+ var plane = planes[ i ];
- if (d1 < 0 && d2 < 0) {
+ 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;
- return false;
+ var d1 = plane.distanceToPoint( p1 );
+ var d2 = plane.distanceToPoint( p2 );
- }
- }
+ // if both outside plane, no intersection
- return true;
- };
+ if ( d1 < 0 && d2 < 0 ) {
- }(),
+ return false;
+ }
- containsPoint: function (point) {
+ }
- var planes = this.planes;
+ return true;
- for (var i = 0; i < 6; i++) {
+ };
- if (planes[i].distanceToPoint(point) < 0) {
+ }(),
- return false;
- }
+ containsPoint: function ( point ) {
- }
+ var planes = this.planes;
- return true;
+ for ( var i = 0; i < 6; i ++ ) {
- },
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
- clone: function () {
+ return false;
- return new THREE.Frustum().copy(this);
+ }
- }
+ }
+
+ return true;
+
+ }
};
// File:src/math/Plane.js
/**
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
-THREE.Plane = function (normal, constant) {
+THREE.Plane = function ( normal, constant ) {
- this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3(1, 0, 0);
- this.constant = ( constant !== undefined ) ? constant : 0;
+ 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) {
+ constructor: THREE.Plane,
- this.normal.copy(normal);
- this.constant = constant;
+ set: function ( normal, constant ) {
- return this;
+ this.normal.copy( normal );
+ this.constant = constant;
- },
+ return this;
- setComponents: function (x, y, z, w) {
+ },
- this.normal.set(x, y, z);
- this.constant = w;
+ setComponents: function ( x, y, z, w ) {
- return this;
+ 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
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
- return this;
+ 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();
+ setFromCoplanarPoints: function () {
- return function (a, b, c) {
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
- var normal = v1.subVectors(c, b).cross(v2.subVectors(a, b)).normalize();
+ return function ( a, b, c ) {
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+ var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
- this.setFromNormalAndCoplanarPoint(normal, a);
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
- return this;
+ this.setFromNormalAndCoplanarPoint( normal, a );
- };
+ return this;
- }(),
+ };
+ }(),
- copy: function (plane) {
+ clone: function () {
- this.normal.copy(plane.normal);
- this.constant = plane.constant;
+ return new this.constructor().copy( this );
- return this;
+ },
- },
+ copy: function ( plane ) {
- normalize: function () {
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
- // Note: will lead to a divide by zero if the plane is invalid.
+ return this;
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar(inverseNormalLength);
- this.constant *= inverseNormalLength;
+ },
- return this;
+ normalize: function () {
- },
+ // Note: will lead to a divide by zero if the plane is invalid.
- negate: function () {
+ var inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
- this.constant *= -1;
- this.normal.negate();
+ return this;
- return this;
+ },
- },
+ negate: function () {
- distanceToPoint: function (point) {
+ this.constant *= - 1;
+ this.normal.negate();
- return this.normal.dot(point) + this.constant;
+ return this;
- },
+ },
- distanceToSphere: function (sphere) {
+ distanceToPoint: function ( point ) {
- return this.distanceToPoint(sphere.center) - sphere.radius;
+ return this.normal.dot( point ) + this.constant;
- },
+ },
- projectPoint: function (point, optionalTarget) {
+ distanceToSphere: function ( sphere ) {
- return this.orthoPoint(point, optionalTarget).sub(point).negate();
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
- },
+ },
- orthoPoint: function (point, optionalTarget) {
+ projectPoint: function ( point, optionalTarget ) {
- var perpendicularMagnitude = this.distanceToPoint(point);
+ return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
- var result = optionalTarget || new THREE.Vector3();
- return result.copy(this.normal).multiplyScalar(perpendicularMagnitude);
+ },
- },
+ orthoPoint: function ( point, optionalTarget ) {
- isIntersectionLine: function (line) {
+ var perpendicularMagnitude = this.distanceToPoint( point );
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
- var startSign = this.distanceToPoint(line.start);
- var endSign = this.distanceToPoint(line.end);
+ },
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+ isIntersectionLine: function ( line ) {
- },
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
- intersectLine: function () {
+ var startSign = this.distanceToPoint( line.start );
+ var endSign = this.distanceToPoint( line.end );
- var v1 = new THREE.Vector3();
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
- return function (line, optionalTarget) {
+ },
- var result = optionalTarget || new THREE.Vector3();
+ intersectLine: function () {
- var direction = line.delta(v1);
+ var v1 = new THREE.Vector3();
- var denominator = this.normal.dot(direction);
+ return function ( line, optionalTarget ) {
- if (denominator == 0) {
+ var result = optionalTarget || new THREE.Vector3();
- // line is coplanar, return origin
- if (this.distanceToPoint(line.start) == 0) {
+ var direction = line.delta( v1 );
- return result.copy(line.start);
+ var denominator = this.normal.dot( direction );
- }
+ if ( denominator === 0 ) {
- // Unsure if this is the correct method to handle this case.
- return undefined;
+ // line is coplanar, return origin
+ if ( this.distanceToPoint( line.start ) === 0 ) {
- }
+ return result.copy( line.start );
- var t = -( line.start.dot(this.normal) + this.constant ) / denominator;
+ }
- if (t < 0 || t > 1) {
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
- return undefined;
+ }
- }
+ var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
- return result.copy(direction).multiplyScalar(t).add(line.start);
+ if ( t < 0 || t > 1 ) {
- };
+ return undefined;
- }(),
+ }
+ return result.copy( direction ).multiplyScalar( t ).add( line.start );
- coplanarPoint: function (optionalTarget) {
+ };
- var result = optionalTarget || new THREE.Vector3();
- return result.copy(this.normal).multiplyScalar(-this.constant);
+ }(),
- },
- applyMatrix4: function () {
+ coplanarPoint: function ( optionalTarget ) {
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
- var m1 = new THREE.Matrix3();
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
- return function (matrix, optionalNormalMatrix) {
+ },
- // compute new normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix(matrix);
- var newNormal = v1.copy(this.normal).applyMatrix3(normalMatrix);
+ applyMatrix4: function () {
- var newCoplanarPoint = this.coplanarPoint(v2);
- newCoplanarPoint.applyMatrix4(matrix);
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var m1 = new THREE.Matrix3();
- this.setFromNormalAndCoplanarPoint(newNormal, newCoplanarPoint);
+ return function ( matrix, optionalNormalMatrix ) {
- return this;
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+ var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
- };
+ var newCoplanarPoint = this.coplanarPoint( v2 );
+ newCoplanarPoint.applyMatrix4( matrix );
- }(),
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
- translate: function (offset) {
+ return this;
- this.constant = this.constant - offset.dot(this.normal);
+ };
- return this;
+ }(),
- },
+ translate: function ( offset ) {
- equals: function (plane) {
+ this.constant = this.constant - offset.dot( this.normal );
- return plane.normal.equals(this.normal) && ( plane.constant == this.constant );
+ return this;
- },
+ },
- clone: function () {
+ equals: function ( plane ) {
- return new THREE.Plane().copy(this);
+ return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
- }
+ }
};
@@ -6923,166 +6900,176 @@ THREE.Plane.prototype = {
THREE.Math = {
- generateUUID: function () {
+ generateUUID: function () {
- // http://www.broofa.com/Tools/Math.uuid.htm
+ // http://www.broofa.com/Tools/Math.uuid.htm
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
- var uuid = new Array(36);
- var rnd = 0, r;
+ var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
+ var uuid = new Array( 36 );
+ var rnd = 0, r;
- return function () {
+ return function () {
- for (var i = 0; i < 36; i++) {
+ for ( var i = 0; i < 36; i ++ ) {
- if (i == 8 || i == 13 || i == 18 || i == 23) {
+ if ( i === 8 || i === 13 || i === 18 || i === 23 ) {
- uuid[i] = '-';
+ uuid[ i ] = '-';
- } else if (i == 14) {
+ } else if ( i === 14 ) {
- uuid[i] = '4';
+ uuid[ i ] = '4';
- } else {
+ } 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];
+ 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('');
+ }
- };
+ return uuid.join( '' );
- }(),
+ };
- // Clamp value to range
+ }(),
- clamp: function (x, a, b) {
+ // Clamp value to range
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
+ clamp: function ( x, a, b ) {
- },
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
- // Clamp value to range to range
+ },
- mapLinear: function (x, a1, a2, b1, b2) {
+ // compute euclidian modulo of m % n
+ // https://en.wikipedia.org/wiki/Modulo_operation
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+ euclideanModulo: function ( n, m ) {
- },
+ return ( ( n % m ) + m ) % m;
- // http://en.wikipedia.org/wiki/Smoothstep
+ },
- smoothstep: function (x, min, max) {
+ // Linear mapping from range to range
- if (x <= min) return 0;
- if (x >= max) return 1;
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
- x = ( x - min ) / ( max - min );
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- return x * x * ( 3 - 2 * x );
+ },
- },
+ // http://en.wikipedia.org/wiki/Smoothstep
- smootherstep: function (x, min, max) {
+ smoothstep: function ( x, min, max ) {
- if (x <= min) return 0;
- if (x >= max) return 1;
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
- x = ( x - min ) / ( max - min );
+ x = ( x - min ) / ( max - min );
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+ return x * x * ( 3 - 2 * x );
- },
+ },
- // Random float from <0, 1> with 16 bits of randomness
- // (standard Math.random() creates repetitive patterns when applied over larger space)
+ smootherstep: function ( x, min, max ) {
- random16: function () {
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+ x = ( x - min ) / ( max - min );
- },
+ return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
- // Random integer from interval
+ },
- randInt: function (low, high) {
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
- return Math.floor(this.randFloat(low, high));
+ random16: function () {
- },
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
- // Random float from interval
+ },
- randFloat: function (low, high) {
+ // Random integer from interval
- return low + Math.random() * ( high - low );
+ randInt: function ( low, high ) {
- },
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
- // Random float from <-range/2, range/2> interval
+ },
- randFloatSpread: function (range) {
+ // Random float from interval
- return range * ( 0.5 - Math.random() );
+ randFloat: function ( low, high ) {
- },
+ return low + Math.random() * ( high - low );
- degToRad: function () {
+ },
- var degreeToRadiansFactor = Math.PI / 180;
+ // Random float from <-range/2, range/2> interval
- return function (degrees) {
+ randFloatSpread: function ( range ) {
- return degrees * degreeToRadiansFactor;
+ return range * ( 0.5 - Math.random() );
- };
+ },
- }(),
+ degToRad: function () {
- radToDeg: function () {
+ var degreeToRadiansFactor = Math.PI / 180;
- var radianToDegreesFactor = 180 / Math.PI;
+ return function ( degrees ) {
- return function (radians) {
+ return degrees * degreeToRadiansFactor;
- return radians * radianToDegreesFactor;
+ };
- };
+ }(),
- }(),
+ radToDeg: function () {
- isPowerOfTwo: function (value) {
+ var radianToDegreesFactor = 180 / Math.PI;
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
+ return function ( radians ) {
- },
+ return radians * radianToDegreesFactor;
- nextPowerOfTwo: function (value) {
+ };
- value--;
- value |= value >> 1;
- value |= value >> 2;
- value |= value >> 4;
- value |= value >> 8;
- value |= value >> 16;
- value++;
+ }(),
- return value;
+ isPowerOfTwo: function ( value ) {
- }
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+ },
+
+ nextPowerOfTwo: function ( value ) {
+
+ value --;
+ value |= value >> 1;
+ value |= value >> 2;
+ value |= value >> 4;
+ value |= value >> 8;
+ value |= value >> 16;
+ value ++;
+
+ return value;
+
+ }
};
@@ -7096,365 +7083,367 @@ THREE.Math = {
* @author alteredq / http://alteredqualia.com/
*/
-THREE.Spline = function (points) {
+THREE.Spline = function ( points ) {
- this.points = points;
+ this.points = points;
- var c = [], v3 = {x: 0, y: 0, z: 0},
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
- this.initFromArray = function (a) {
+ this.initFromArray = function ( a ) {
- this.points = [];
+ this.points = [];
- for (var i = 0; i < a.length; i++) {
+ for ( var i = 0; i < a.length; i ++ ) {
- this.points[i] = {x: a[i][0], y: a[i][1], z: a[i][2]};
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
- }
+ }
- };
+ };
- this.getPoint = function (k) {
+ this.getPoint = function ( k ) {
- point = ( this.points.length - 1 ) * k;
- intPoint = Math.floor(point);
- weight = point - intPoint;
+ 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;
+ 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]];
+ 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;
+ 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);
+ 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;
+ return v3;
- };
+ };
- this.getControlPointsArray = function () {
+ this.getControlPointsArray = function () {
- var i, p, l = this.points.length,
- coords = [];
+ var i, p, l = this.points.length,
+ coords = [];
- for (i = 0; i < l; i++) {
+ for ( i = 0; i < l; i ++ ) {
- p = this.points[i];
- coords[i] = [p.x, p.y, p.z];
+ p = this.points[ i ];
+ coords[ i ] = [ p.x, p.y, p.z ];
- }
+ }
- return coords;
+ return coords;
- };
+ };
- // approximate length by summing linear segments
+ // approximate length by summing linear segments
- this.getLength = function (nSubDivisions) {
+ 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;
+ 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
+ // first point has 0 length
- chunkLengths[0] = 0;
+ chunkLengths[ 0 ] = 0;
- if (!nSubDivisions) nSubDivisions = 100;
+ if ( ! nSubDivisions ) nSubDivisions = 100;
- nSamples = this.points.length * nSubDivisions;
+ nSamples = this.points.length * nSubDivisions;
- oldPosition.copy(this.points[0]);
+ oldPosition.copy( this.points[ 0 ] );
- for (i = 1; i < nSamples; i++) {
+ for ( i = 1; i < nSamples; i ++ ) {
- index = i / nSamples;
+ index = i / nSamples;
- position = this.getPoint(index);
- tmpVec.copy(position);
+ position = this.getPoint( index );
+ tmpVec.copy( position );
- totalLength += tmpVec.distanceTo(oldPosition);
+ totalLength += tmpVec.distanceTo( oldPosition );
- oldPosition.copy(position);
+ oldPosition.copy( position );
- point = ( this.points.length - 1 ) * index;
- intPoint = Math.floor(point);
+ point = ( this.points.length - 1 ) * index;
+ intPoint = Math.floor( point );
- if (intPoint != oldIntPoint) {
+ if ( intPoint !== oldIntPoint ) {
- chunkLengths[intPoint] = totalLength;
- oldIntPoint = intPoint;
+ chunkLengths[ intPoint ] = totalLength;
+ oldIntPoint = intPoint;
- }
+ }
- }
+ }
- // last point ends with total length
+ // last point ends with total length
- chunkLengths[chunkLengths.length] = totalLength;
+ chunkLengths[ chunkLengths.length ] = totalLength;
- return {chunks: chunkLengths, total: totalLength};
+ return { chunks: chunkLengths, total: totalLength };
- };
+ };
- this.reparametrizeByArcLength = function (samplingCoef) {
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
- var i, j,
- index, indexCurrent, indexNext,
- realDistance,
- sampling, position,
- newpoints = [],
- tmpVec = new THREE.Vector3(),
- sl = this.getLength();
+ 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());
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
- for (i = 1; i < this.points.length; i++) {
+ for ( i = 1; i < this.points.length; i ++ ) {
- //tmpVec.copy( this.points[ i - 1 ] );
- //linearDistance = tmpVec.distanceTo( this.points[ i ] );
+ //tmpVec.copy( this.points[ i - 1 ] );
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
- realDistance = sl.chunks[i] - sl.chunks[i - 1];
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
- sampling = Math.ceil(samplingCoef * realDistance / sl.total);
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
- indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
- indexNext = i / ( this.points.length - 1 );
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+ indexNext = i / ( this.points.length - 1 );
- for (j = 1; j < sampling - 1; j++) {
+ for ( j = 1; j < sampling - 1; j ++ ) {
- index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
- position = this.getPoint(index);
- newpoints.push(tmpVec.copy(position).clone());
+ position = this.getPoint( index );
+ newpoints.push( tmpVec.copy( position ).clone() );
- }
+ }
- newpoints.push(tmpVec.copy(this.points[i]).clone());
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
- }
+ }
- this.points = newpoints;
+ this.points = newpoints;
- };
+ };
- // Catmull-Rom
+ // Catmull-Rom
- function interpolate(p0, p1, p2, p3, t, t2, t3) {
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
- var v0 = ( p2 - p0 ) * 0.5,
- v1 = ( p3 - p1 ) * 0.5;
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( -3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- }
+ }
};
// File:src/math/Triangle.js
/**
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
* @author mrdoob / http://mrdoob.com/
*/
-THREE.Triangle = function (a, b, c) {
+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();
+ 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();
+ var v0 = new THREE.Vector3();
- return function (a, b, c, optionalTarget) {
+ return function ( a, b, c, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
+ var result = optionalTarget || new THREE.Vector3();
- result.subVectors(c, b);
- v0.subVectors(a, b);
- result.cross(v0);
+ result.subVectors( c, b );
+ v0.subVectors( a, b );
+ result.cross( v0 );
- var resultLengthSq = result.lengthSq();
- if (resultLengthSq > 0) {
+ var resultLengthSq = result.lengthSq();
+ if ( resultLengthSq > 0 ) {
- return result.multiplyScalar(1 / Math.sqrt(resultLengthSq));
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
- }
+ }
- return result.set(0, 0, 0);
+ return result.set( 0, 0, 0 );
- };
+ };
}();
-// static/instance method to calculate barycoordinates
+// 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();
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
- return function (point, a, b, c, optionalTarget) {
+ return function ( point, a, b, c, optionalTarget ) {
- v0.subVectors(c, a);
- v1.subVectors(b, a);
- v2.subVectors(point, a);
+ 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 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 denom = ( dot00 * dot11 - dot01 * dot01 );
- var result = optionalTarget || new THREE.Vector3();
+ var result = optionalTarget || new THREE.Vector3();
- // colinear or singular triangle
- if (denom == 0) {
- // arbitrary location outside of triangle?
- // not sure if this is the best idea, maybe should be returning undefined
- return result.set(-2, -1, -1);
- }
+ // collinear or singular triangle
+ if ( denom === 0 ) {
- var invDenom = 1 / denom;
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+ // arbitrary location outside of triangle?
+ // not sure if this is the best idea, maybe should be returning undefined
+ return result.set( - 2, - 1, - 1 );
- // barycoordinates must always sum to 1
- return result.set(1 - u - v, v, u);
+ }
- };
+ 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();
+ var v1 = new THREE.Vector3();
- return function (point, a, b, c) {
+ return function ( point, a, b, c ) {
- var result = THREE.Triangle.barycoordFromPoint(point, a, b, c, v1);
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
- };
+ };
}();
THREE.Triangle.prototype = {
- constructor: THREE.Triangle,
+ constructor: THREE.Triangle,
- set: function (a, b, c) {
+ set: function ( a, b, c ) {
- this.a.copy(a);
- this.b.copy(b);
- this.c.copy(c);
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
- return this;
+ return this;
- },
+ },
- setFromPointsAndIndices: function (points, i0, i1, i2) {
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
- this.a.copy(points[i0]);
- this.b.copy(points[i1]);
- this.c.copy(points[i2]);
+ this.a.copy( points[ i0 ] );
+ this.b.copy( points[ i1 ] );
+ this.c.copy( points[ i2 ] );
- return this;
+ return this;
- },
+ },
- copy: function (triangle) {
+ clone: function () {
- this.a.copy(triangle.a);
- this.b.copy(triangle.b);
- this.c.copy(triangle.c);
+ return new this.constructor().copy( this );
- return this;
+ },
- },
+ copy: function ( triangle ) {
- area: function () {
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
- var v0 = new THREE.Vector3();
- var v1 = new THREE.Vector3();
+ return this;
- return function () {
+ },
- v0.subVectors(this.c, this.b);
- v1.subVectors(this.a, this.b);
+ area: function () {
- return v0.cross(v1).length() * 0.5;
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
- };
+ return function () {
- }(),
+ v0.subVectors( this.c, this.b );
+ v1.subVectors( this.a, this.b );
- midpoint: function (optionalTarget) {
+ return v0.cross( v1 ).length() * 0.5;
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
+ };
- },
+ }(),
- normal: function (optionalTarget) {
+ midpoint: function ( optionalTarget ) {
- return THREE.Triangle.normal(this.a, this.b, this.c, optionalTarget);
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
- },
+ },
- plane: function (optionalTarget) {
+ normal: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Plane();
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
- return result.setFromCoplanarPoints(this.a, this.b, this.c);
+ },
- },
+ plane: function ( optionalTarget ) {
- barycoordFromPoint: function (point, optionalTarget) {
+ var result = optionalTarget || new THREE.Plane();
- return THREE.Triangle.barycoordFromPoint(point, this.a, this.b, this.c, optionalTarget);
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
- },
+ },
- containsPoint: function (point) {
+ barycoordFromPoint: function ( point, optionalTarget ) {
- return THREE.Triangle.containsPoint(point, this.a, this.b, this.c);
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
- },
+ },
- equals: function (triangle) {
+ containsPoint: function ( point ) {
- return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
- },
+ },
- clone: function () {
+ equals: function ( triangle ) {
- return new THREE.Triangle().copy(this);
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
- }
+ }
};
@@ -7464,72 +7453,77 @@ THREE.Triangle.prototype = {
* @author alteredq / http://alteredqualia.com/
*/
-THREE.Clock = function (autoStart) {
+THREE.Clock = function ( autoStart ) {
- this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
- this.startTime = 0;
- this.oldTime = 0;
- this.elapsedTime = 0;
+ this.startTime = 0;
+ this.oldTime = 0;
+ this.elapsedTime = 0;
- this.running = false;
+ this.running = false;
};
THREE.Clock.prototype = {
- constructor: THREE.Clock,
+ constructor: THREE.Clock,
- start: function () {
+ _now: function () {
- this.startTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
+ return self.performance !== undefined && self.performance.now !== undefined
+ ? self.performance.now()
+ : Date.now();
- this.oldTime = this.startTime;
- this.running = true;
- },
+ },
- stop: function () {
+ start: function () {
- this.getElapsedTime();
- this.running = false;
+ this.startTime = this._now();
- },
+ this.oldTime = this.startTime;
+ this.running = true;
- getElapsedTime: function () {
+ },
- this.getDelta();
- return this.elapsedTime;
+ stop: function () {
- },
+ this.getElapsedTime();
+ this.running = false;
- getDelta: function () {
+ },
- var diff = 0;
+ getElapsedTime: function () {
- if (this.autoStart && !this.running) {
+ this.getDelta();
+ return this.elapsedTime;
- this.start();
+ },
- }
+ getDelta: function () {
- if (this.running) {
+ var diff = 0;
- var newTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
+ if ( this.autoStart && ! this.running ) {
- diff = 0.001 * ( newTime - this.oldTime );
- this.oldTime = newTime;
+ this.start();
- this.elapsedTime += diff;
+ }
- }
+ if ( this.running ) {
- return diff;
+ var newTime = this._now();
- }
+ diff = 0.001 * ( newTime - this.oldTime );
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+ }
};
@@ -7539,108 +7533,107 @@ THREE.Clock.prototype = {
* https://github.com/mrdoob/eventdispatcher.js/
*/
-THREE.EventDispatcher = function () {
-};
+THREE.EventDispatcher = function () {};
THREE.EventDispatcher.prototype = {
- constructor: THREE.EventDispatcher,
+ constructor: THREE.EventDispatcher,
- apply: function (object) {
+ apply: function ( object ) {
- object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
- object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
- object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
- object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
+ object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
+ object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
+ object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
+ object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
- },
+ },
- addEventListener: function (type, listener) {
+ addEventListener: function ( type, listener ) {
- if (this._listeners === undefined) this._listeners = {};
+ if ( this._listeners === undefined ) this._listeners = {};
- var listeners = this._listeners;
+ var listeners = this._listeners;
- if (listeners[type] === undefined) {
+ if ( listeners[ type ] === undefined ) {
- listeners[type] = [];
+ listeners[ type ] = [];
- }
+ }
- if (listeners[type].indexOf(listener) === -1) {
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
- listeners[type].push(listener);
+ listeners[ type ].push( listener );
- }
+ }
- },
+ },
- hasEventListener: function (type, listener) {
+ hasEventListener: function ( type, listener ) {
- if (this._listeners === undefined) return false;
+ if ( this._listeners === undefined ) return false;
- var listeners = this._listeners;
+ var listeners = this._listeners;
- if (listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1) {
+ if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
- return true;
+ return true;
- }
+ }
- return false;
+ return false;
- },
+ },
- removeEventListener: function (type, listener) {
+ removeEventListener: function ( type, listener ) {
- if (this._listeners === undefined) return;
+ if ( this._listeners === undefined ) return;
- var listeners = this._listeners;
- var listenerArray = listeners[type];
+ var listeners = this._listeners;
+ var listenerArray = listeners[ type ];
- if (listenerArray !== undefined) {
+ if ( listenerArray !== undefined ) {
- var index = listenerArray.indexOf(listener);
+ var index = listenerArray.indexOf( listener );
- if (index !== -1) {
+ if ( index !== - 1 ) {
- listenerArray.splice(index, 1);
+ listenerArray.splice( index, 1 );
- }
+ }
- }
+ }
- },
+ },
- dispatchEvent: function (event) {
+ dispatchEvent: function ( event ) {
- if (this._listeners === undefined) return;
+ if ( this._listeners === undefined ) return;
- var listeners = this._listeners;
- var listenerArray = listeners[event.type];
+ var listeners = this._listeners;
+ var listenerArray = listeners[ event.type ];
- if (listenerArray !== undefined) {
+ if ( listenerArray !== undefined ) {
- event.target = this;
+ event.target = this;
- var array = [];
- var length = listenerArray.length;
+ var array = [];
+ var length = listenerArray.length;
- for (var i = 0; i < length; i++) {
+ for ( var i = 0; i < length; i ++ ) {
- array[i] = listenerArray[i];
+ array[ i ] = listenerArray[ i ];
- }
+ }
- for (var i = 0; i < length; i++) {
+ for ( var i = 0; i < length; i ++ ) {
- array[i].call(this, event);
+ array[ i ].call( this, event );
- }
+ }
- }
+ }
- }
+ }
};
@@ -7648,129 +7641,139 @@ THREE.EventDispatcher.prototype = {
/**
* @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
+ * @author bhouston / http://clara.io/
* @author stephomi / http://stephaneginier.com/
*/
-( function (THREE) {
+( 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)
- THREE.Raycaster = function (origin, direction, near, far) {
+ this.near = near || 0;
+ this.far = far || Infinity;
- this.ray = new THREE.Ray(origin, direction);
- // direction is assumed to be normalized (for accurate distance calculations)
+ this.params = {
+ Mesh: {},
+ Line: {},
+ LOD: {},
+ Points: { threshold: 1 },
+ Sprite: {}
+ };
- this.near = near || 0;
- this.far = far || Infinity;
+ Object.defineProperties( this.params, {
+ PointCloud: {
+ get: function () {
+ console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
+ return this.Points;
+ }
+ }
+ } );
- this.params = {
- Sprite: {},
- Mesh: {},
- PointCloud: {threshold: 1},
- LOD: {},
- Line: {}
- };
+ };
- };
+ function descSort( a, b ) {
- var descSort = function (a, b) {
+ return a.distance - b.distance;
- return a.distance - b.distance;
+ }
- };
+ var intersectObject = function ( object, raycaster, intersects, recursive ) {
- var intersectObject = function (object, raycaster, intersects, recursive) {
+ if ( object.visible === false ) return;
- object.raycast(raycaster, intersects);
+ object.raycast( raycaster, intersects );
- if (recursive === true) {
+ if ( recursive === true ) {
- var children = object.children;
+ var children = object.children;
- for (var i = 0, l = children.length; i < l; i++) {
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
- intersectObject(children[i], raycaster, intersects, true);
+ intersectObject( children[ i ], raycaster, intersects, true );
- }
+ }
- }
+ }
- };
+ };
- //
+ //
- THREE.Raycaster.prototype = {
+ THREE.Raycaster.prototype = {
- constructor: THREE.Raycaster,
+ constructor: THREE.Raycaster,
- precision: 0.0001,
- linePrecision: 1,
+ linePrecision: 1,
- set: function (origin, direction) {
+ set: function ( origin, direction ) {
- // direction is assumed to be normalized (for accurate distance calculations)
+ // direction is assumed to be normalized (for accurate distance calculations)
- this.ray.set(origin, direction);
+ this.ray.set( origin, direction );
- },
+ },
- setFromCamera: function (coords, camera) {
+ setFromCamera: function ( coords, camera ) {
- if (camera instanceof THREE.PerspectiveCamera) {
+ 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();
+ 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) {
+ } else if ( camera instanceof THREE.OrthographicCamera ) {
- this.ray.origin.set(coords.x, coords.y, -1).unproject(camera);
- this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
+ this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
+ this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
- } else {
+ } else {
- THREE.error('THREE.Raycaster: Unsupported camera type.');
+ console.error( 'THREE.Raycaster: Unsupported camera type.' );
- }
+ }
- },
+ },
- intersectObject: function (object, recursive) {
+ intersectObject: function ( object, recursive ) {
- var intersects = [];
+ var intersects = [];
- intersectObject(object, this, intersects, recursive);
+ intersectObject( object, this, intersects, recursive );
- intersects.sort(descSort);
+ intersects.sort( descSort );
- return intersects;
+ return intersects;
- },
+ },
- intersectObjects: function (objects, recursive) {
+ intersectObjects: function ( objects, recursive ) {
- var intersects = [];
+ var intersects = [];
- if (objects instanceof Array === false) {
+ if ( Array.isArray( objects ) === false ) {
- THREE.warn('THREE.Raycaster.intersectObjects: objects is not an Array.');
- return intersects;
+ console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
+ return intersects;
- }
+ }
- for (var i = 0, l = objects.length; i < l; i++) {
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
- intersectObject(objects[i], this, intersects, recursive);
+ intersectObject( objects[ i ], this, intersects, recursive );
- }
+ }
- intersects.sort(descSort);
+ intersects.sort( descSort );
- return intersects;
+ return intersects;
- }
+ }
- };
+ };
-}(THREE) );
+}( THREE ) );
// File:src/core/Object3D.js
@@ -7779,705 +7782,734 @@ THREE.EventDispatcher.prototype = {
* @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++});
+ 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();
- this.uuid = THREE.Math.generateUUID();
+ var position = new THREE.Vector3();
+ var rotation = new THREE.Euler();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3( 1, 1, 1 );
- this.name = '';
- this.type = 'Object3D';
+ var onRotationChange = function () {
- this.parent = undefined;
- this.children = [];
+ quaternion.setFromEuler( rotation, false );
- 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);
+ var onQuaternionChange = function () {
- var onRotationChange = function () {
- quaternion.setFromEuler(rotation, false);
- };
+ rotation.setFromQuaternion( quaternion, undefined, false );
- var onQuaternionChange = function () {
- rotation.setFromQuaternion(quaternion, undefined, false);
- };
+ };
- rotation.onChange(onRotationChange);
- quaternion.onChange(onQuaternionChange);
+ 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
- }
- });
+ 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.rotationAutoUpdate = true;
+ this.rotationAutoUpdate = true;
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = false;
+ this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate;
+ this.matrixWorldNeedsUpdate = false;
- this.visible = true;
+ this.visible = true;
- this.castShadow = false;
- this.receiveShadow = false;
+ this.castShadow = false;
+ this.receiveShadow = false;
- this.frustumCulled = true;
- this.renderOrder = 0;
+ this.frustumCulled = true;
+ this.renderOrder = 0;
- this.userData = {};
+ this.userData = {};
};
-THREE.Object3D.DefaultUp = new THREE.Vector3(0, 1, 0);
+THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
+THREE.Object3D.DefaultMatrixAutoUpdate = true;
THREE.Object3D.prototype = {
- constructor: THREE.Object3D,
+ constructor: THREE.Object3D,
- get eulerOrder() {
+ get eulerOrder () {
- THREE.warn('THREE.Object3D: .eulerOrder has been moved to .rotation.order.');
+ console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
- return this.rotation.order;
+ return this.rotation.order;
- },
+ },
- set eulerOrder(value) {
+ set eulerOrder ( value ) {
- THREE.warn('THREE.Object3D: .eulerOrder has been moved to .rotation.order.');
+ console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
- this.rotation.order = value;
+ this.rotation.order = value;
- },
+ },
- get useQuaternion() {
+ get useQuaternion () {
- THREE.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
+ console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
- },
+ },
- set useQuaternion(value) {
+ set useQuaternion ( value ) {
- THREE.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
+ console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
- },
+ },
- applyMatrix: function (matrix) {
+ set renderDepth ( value ) {
- this.matrix.multiplyMatrices(matrix, this.matrix);
+ console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
- this.matrix.decompose(this.position, this.quaternion, this.scale);
+ },
- },
+ applyMatrix: function ( matrix ) {
- setRotationFromAxisAngle: function (axis, angle) {
+ this.matrix.multiplyMatrices( matrix, this.matrix );
- // assumes axis is normalized
+ this.matrix.decompose( this.position, this.quaternion, this.scale );
- this.quaternion.setFromAxisAngle(axis, angle);
+ },
- },
+ setRotationFromAxisAngle: function ( axis, angle ) {
- setRotationFromEuler: function (euler) {
+ // assumes axis is normalized
- this.quaternion.setFromEuler(euler, true);
+ this.quaternion.setFromAxisAngle( axis, angle );
- },
+ },
- setRotationFromMatrix: function (m) {
+ setRotationFromEuler: function ( euler ) {
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+ this.quaternion.setFromEuler( euler, true );
- this.quaternion.setFromRotationMatrix(m);
+ },
- },
+ setRotationFromMatrix: function ( m ) {
- setRotationFromQuaternion: function (q) {
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- // assumes q is normalized
+ this.quaternion.setFromRotationMatrix( m );
- this.quaternion.copy(q);
+ },
- },
+ setRotationFromQuaternion: function ( q ) {
- rotateOnAxis: function () {
+ // assumes q is normalized
- // rotate object on axis in object space
- // axis is assumed to be normalized
+ this.quaternion.copy( q );
- var q1 = new THREE.Quaternion();
+ },
- return function (axis, angle) {
+ rotateOnAxis: function () {
- q1.setFromAxisAngle(axis, angle);
+ // rotate object on axis in object space
+ // axis is assumed to be normalized
- this.quaternion.multiply(q1);
+ var q1 = new THREE.Quaternion();
- return this;
+ return function ( axis, angle ) {
- }
+ q1.setFromAxisAngle( axis, angle );
- }(),
+ this.quaternion.multiply( q1 );
- rotateX: function () {
+ return this;
- var v1 = new THREE.Vector3(1, 0, 0);
+ };
- return function (angle) {
+ }(),
- return this.rotateOnAxis(v1, angle);
+ rotateX: function () {
- };
+ var v1 = new THREE.Vector3( 1, 0, 0 );
- }(),
+ return function ( angle ) {
- rotateY: function () {
+ return this.rotateOnAxis( v1, angle );
- var v1 = new THREE.Vector3(0, 1, 0);
+ };
- return function (angle) {
+ }(),
- return this.rotateOnAxis(v1, angle);
+ rotateY: function () {
- };
+ var v1 = new THREE.Vector3( 0, 1, 0 );
- }(),
+ return function ( angle ) {
- rotateZ: function () {
+ return this.rotateOnAxis( v1, angle );
- var v1 = new THREE.Vector3(0, 0, 1);
+ };
- return function (angle) {
+ }(),
- return this.rotateOnAxis(v1, angle);
+ rotateZ: function () {
- };
+ var v1 = new THREE.Vector3( 0, 0, 1 );
- }(),
+ return function ( angle ) {
- translateOnAxis: function () {
+ return this.rotateOnAxis( v1, angle );
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
+ };
- var v1 = new THREE.Vector3();
+ }(),
- return function (axis, distance) {
+ translateOnAxis: function () {
- v1.copy(axis).applyQuaternion(this.quaternion);
+ // translate object by distance along axis in object space
+ // axis is assumed to be normalized
- this.position.add(v1.multiplyScalar(distance));
+ var v1 = new THREE.Vector3();
- return this;
+ return function ( axis, distance ) {
- }
+ v1.copy( axis ).applyQuaternion( this.quaternion );
- }(),
+ this.position.add( v1.multiplyScalar( distance ) );
- translate: function (distance, axis) {
+ return this;
- THREE.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
- return this.translateOnAxis(axis, distance);
+ };
- },
+ }(),
- translateX: function () {
+ translate: function ( distance, axis ) {
- var v1 = new THREE.Vector3(1, 0, 0);
+ console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
+ return this.translateOnAxis( axis, distance );
- return function (distance) {
+ },
- return this.translateOnAxis(v1, distance);
+ translateX: function () {
- };
+ var v1 = new THREE.Vector3( 1, 0, 0 );
- }(),
+ return function ( distance ) {
- translateY: function () {
+ return this.translateOnAxis( v1, distance );
- var v1 = new THREE.Vector3(0, 1, 0);
+ };
- return function (distance) {
+ }(),
- return this.translateOnAxis(v1, distance);
+ translateY: function () {
- };
+ var v1 = new THREE.Vector3( 0, 1, 0 );
- }(),
+ return function ( distance ) {
- translateZ: function () {
+ return this.translateOnAxis( v1, distance );
- var v1 = new THREE.Vector3(0, 0, 1);
+ };
- return function (distance) {
+ }(),
- return this.translateOnAxis(v1, distance);
+ translateZ: function () {
- };
+ var v1 = new THREE.Vector3( 0, 0, 1 );
- }(),
+ return function ( distance ) {
- localToWorld: function (vector) {
+ return this.translateOnAxis( v1, distance );
- return vector.applyMatrix4(this.matrixWorld);
+ };
- },
+ }(),
- worldToLocal: function () {
+ localToWorld: function ( vector ) {
- var m1 = new THREE.Matrix4();
+ return vector.applyMatrix4( this.matrixWorld );
- return function (vector) {
+ },
- return vector.applyMatrix4(m1.getInverse(this.matrixWorld));
+ worldToLocal: function () {
- };
+ var m1 = new THREE.Matrix4();
- }(),
+ return function ( vector ) {
- lookAt: function () {
+ return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
- // This routine does not support objects with rotated and/or translated parent(s)
+ };
- var m1 = new THREE.Matrix4();
+ }(),
- return function (vector) {
+ lookAt: function () {
- m1.lookAt(vector, this.position, this.up);
+ // This routine does not support objects with rotated and/or translated parent(s)
- this.quaternion.setFromRotationMatrix(m1);
+ var m1 = new THREE.Matrix4();
- };
+ return function ( vector ) {
- }(),
+ m1.lookAt( vector, this.position, this.up );
- add: function (object) {
+ this.quaternion.setFromRotationMatrix( m1 );
- if (arguments.length > 1) {
+ };
- for (var i = 0; i < arguments.length; i++) {
+ }(),
- this.add(arguments[i]);
+ add: function ( object ) {
- }
+ if ( arguments.length > 1 ) {
- return this;
+ for ( var i = 0; i < arguments.length; i ++ ) {
- }
+ this.add( arguments[ i ] );
- if (object === this) {
+ }
- THREE.error("THREE.Object3D.add: object can't be added as a child of itself.", object);
- return this;
+ return this;
- }
+ }
- if (object instanceof THREE.Object3D) {
+ if ( object === this ) {
- if (object.parent !== undefined) {
+ console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
+ return this;
- object.parent.remove(object);
+ }
- }
+ if ( object instanceof THREE.Object3D ) {
- object.parent = this;
- object.dispatchEvent({type: 'added'});
+ if ( object.parent !== null ) {
- this.children.push(object);
+ object.parent.remove( object );
- } else {
+ }
- THREE.error("THREE.Object3D.add: object not an instance of THREE.Object3D.", object);
+ object.parent = this;
+ object.dispatchEvent( { type: 'added' } );
- }
+ this.children.push( object );
- return this;
+ } else {
- },
+ console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
- remove: function (object) {
+ }
- if (arguments.length > 1) {
+ return this;
- for (var i = 0; i < arguments.length; i++) {
+ },
- this.remove(arguments[i]);
+ remove: function ( object ) {
- }
+ if ( arguments.length > 1 ) {
- }
+ for ( var i = 0; i < arguments.length; i ++ ) {
- var index = this.children.indexOf(object);
+ this.remove( arguments[ i ] );
- if (index !== -1) {
+ }
- object.parent = undefined;
+ }
- object.dispatchEvent({type: 'removed'});
+ var index = this.children.indexOf( object );
- this.children.splice(index, 1);
+ if ( index !== - 1 ) {
- }
+ object.parent = null;
- },
+ object.dispatchEvent( { type: 'removed' } );
- getChildByName: function (name) {
+ this.children.splice( index, 1 );
- THREE.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
- return this.getObjectByName(name);
+ }
- },
+ },
- getObjectById: function (id) {
+ getChildByName: function ( name ) {
- return this.getObjectByProperty('id', id);
+ console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
+ return this.getObjectByName( name );
- },
+ },
- getObjectByName: function (name) {
+ getObjectById: function ( id ) {
- return this.getObjectByProperty('name', name);
+ return this.getObjectByProperty( 'id', id );
- },
+ },
- getObjectByProperty: function (name, value) {
+ getObjectByName: function ( name ) {
- if (this[name] === value) return this;
+ return this.getObjectByProperty( 'name', name );
- for (var i = 0, l = this.children.length; i < l; i++) {
+ },
- var child = this.children[i];
- var object = child.getObjectByProperty(name, value);
+ getObjectByProperty: function ( name, value ) {
- if (object !== undefined) {
+ if ( this[ name ] === value ) return this;
- return object;
+ 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 undefined;
+ return object;
- },
+ }
- getWorldPosition: function (optionalTarget) {
+ }
- var result = optionalTarget || new THREE.Vector3();
+ return undefined;
- this.updateMatrixWorld(true);
+ },
- return result.setFromMatrixPosition(this.matrixWorld);
+ getWorldPosition: function ( optionalTarget ) {
- },
+ var result = optionalTarget || new THREE.Vector3();
- getWorldQuaternion: function () {
+ this.updateMatrixWorld( true );
- var position = new THREE.Vector3();
- var scale = new THREE.Vector3();
+ return result.setFromMatrixPosition( this.matrixWorld );
- return function (optionalTarget) {
+ },
- var result = optionalTarget || new THREE.Quaternion();
+ getWorldQuaternion: function () {
- this.updateMatrixWorld(true);
+ var position = new THREE.Vector3();
+ var scale = new THREE.Vector3();
- this.matrixWorld.decompose(position, result, scale);
+ return function ( optionalTarget ) {
- return result;
+ var result = optionalTarget || new THREE.Quaternion();
- }
+ this.updateMatrixWorld( true );
- }(),
+ this.matrixWorld.decompose( position, result, scale );
- getWorldRotation: function () {
+ return result;
- var quaternion = new THREE.Quaternion();
+ };
- return function (optionalTarget) {
+ }(),
- var result = optionalTarget || new THREE.Euler();
+ getWorldRotation: function () {
- this.getWorldQuaternion(quaternion);
+ var quaternion = new THREE.Quaternion();
- return result.setFromQuaternion(quaternion, this.rotation.order, false);
+ return function ( optionalTarget ) {
- }
+ var result = optionalTarget || new THREE.Euler();
- }(),
+ this.getWorldQuaternion( quaternion );
- getWorldScale: function () {
+ return result.setFromQuaternion( quaternion, this.rotation.order, false );
- var position = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
+ };
- return function (optionalTarget) {
+ }(),
- var result = optionalTarget || new THREE.Vector3();
+ getWorldScale: function () {
- this.updateMatrixWorld(true);
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
- this.matrixWorld.decompose(position, quaternion, result);
+ return function ( optionalTarget ) {
- return result;
+ var result = optionalTarget || new THREE.Vector3();
- }
+ this.updateMatrixWorld( true );
- }(),
+ this.matrixWorld.decompose( position, quaternion, result );
- getWorldDirection: function () {
+ return result;
- var quaternion = new THREE.Quaternion();
+ };
- return function (optionalTarget) {
+ }(),
- var result = optionalTarget || new THREE.Vector3();
+ getWorldDirection: function () {
- this.getWorldQuaternion(quaternion);
+ var quaternion = new THREE.Quaternion();
- return result.set(0, 0, 1).applyQuaternion(quaternion);
+ return function ( optionalTarget ) {
- }
+ var result = optionalTarget || new THREE.Vector3();
- }(),
+ this.getWorldQuaternion( quaternion );
- raycast: function () {
- },
+ return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
- traverse: function (callback) {
+ };
- callback(this);
+ }(),
- for (var i = 0, l = this.children.length; i < l; i++) {
+ raycast: function () {},
- this.children[i].traverse(callback);
+ traverse: function ( callback ) {
- }
+ callback( this );
- },
+ var children = this.children;
- traverseVisible: function (callback) {
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
- if (this.visible === false) return;
+ children[ i ].traverse( callback );
- callback(this);
+ }
- for (var i = 0, l = this.children.length; i < l; i++) {
+ },
- this.children[i].traverseVisible(callback);
+ traverseVisible: function ( callback ) {
- }
+ if ( this.visible === false ) return;
- },
+ callback( this );
- traverseAncestors: function (callback) {
+ var children = this.children;
- if (this.parent) {
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
- callback(this.parent);
+ children[ i ].traverseVisible( callback );
- this.parent.traverseAncestors(callback);
+ }
- }
+ },
- },
+ traverseAncestors: function ( callback ) {
- updateMatrix: function () {
+ var parent = this.parent;
- this.matrix.compose(this.position, this.quaternion, this.scale);
+ if ( parent !== null ) {
- this.matrixWorldNeedsUpdate = true;
+ callback( parent );
- },
+ parent.traverseAncestors( callback );
- updateMatrixWorld: function (force) {
+ }
- if (this.matrixAutoUpdate === true) this.updateMatrix();
+ },
- if (this.matrixWorldNeedsUpdate === true || force === true) {
+ updateMatrix: function () {
- if (this.parent === undefined) {
+ this.matrix.compose( this.position, this.quaternion, this.scale );
- this.matrixWorld.copy(this.matrix);
+ this.matrixWorldNeedsUpdate = true;
- } else {
+ },
- this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
+ updateMatrixWorld: function ( force ) {
- }
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
- this.matrixWorldNeedsUpdate = false;
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
- force = true;
+ if ( this.parent === null ) {
- }
+ this.matrixWorld.copy( this.matrix );
- // update children
+ } else {
- for (var i = 0, l = this.children.length; i < l; i++) {
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
- this.children[i].updateMatrixWorld(force);
+ }
- }
+ this.matrixWorldNeedsUpdate = false;
- },
+ force = true;
- toJSON: function (meta) {
+ }
- var isRootObject = ( meta === undefined );
+ // update children
- // we will store all serialization data on 'data'
- var data = {};
- var metadata;
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- // meta is a hash used to collect geometries, materials.
- // not providing it implies that this is the root object
- // being serialized.
- if (isRootObject) {
+ this.children[ i ].updateMatrixWorld( force );
- // initialize meta obj
- meta = {
- geometries: {},
- materials: {}
- };
+ }
- // add metadata
- metadata = {
- version: 4.4,
- type: 'Object',
- generator: 'Object3D.toJSON'
- }
+ },
- }
+ toJSON: function ( meta ) {
- // standard Object3D serialization
+ var isRootObject = ( meta === undefined );
- data.type = this.type;
- data.uuid = this.uuid;
- if (this.name !== '') data.name = this.name;
- if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData;
- if (this.visible !== true) data.visible = this.visible;
+ var data = {};
+ var output = { object: data };
- data.matrix = this.matrix.toArray();
+ // meta is a hash used to collect geometries, materials.
+ // not providing it implies that this is the root object
+ // being serialized.
+ if ( isRootObject ) {
- if (this.children.length > 0) {
+ // initialize meta obj
+ meta = {
+ geometries: {},
+ materials: {},
+ textures: {},
+ images: {}
+ };
- data.children = [];
+ output.metadata = {
+ version: 4.4,
+ type: 'Object',
+ generator: 'Object3D.toJSON'
+ };
- for (var i = 0; i < this.children.length; i++) {
+ }
- data.children.push(this.children[i].toJSON(meta).object);
+ // standard Object3D serialization
- }
+ data.uuid = this.uuid;
+ data.type = this.type;
- }
+ if ( this.name !== '' ) data.name = this.name;
+ if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
+ if ( this.visible !== true ) data.visible = this.visible;
- // wrap serialized object with additional data
+ data.matrix = this.matrix.toArray();
- var output;
+ if ( this.children.length > 0 ) {
- if (isRootObject) {
+ data.children = [];
- output = {
- metadata: metadata,
- geometries: extractFromCache(meta.geometries),
- materials: extractFromCache(meta.materials),
- object: data
- };
+ for ( var i = 0; i < this.children.length; i ++ ) {
- } else {
+ data.children.push( this.children[ i ].toJSON( meta ).object );
- output = {object: data};
+ }
- }
+ }
- return output;
+ if ( isRootObject ) {
- // 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;
- }
+ 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;
- clone: function (object, recursive) {
+ }
- if (object === undefined) object = new THREE.Object3D();
- if (recursive === undefined) recursive = true;
+ return output;
- object.name = this.name;
+ // extract data from the cache hash
+ // remove metadata on each item
+ // and return as array
+ function extractFromCache ( cache ) {
- object.up.copy(this.up);
+ var values = [];
+ for ( var key in cache ) {
- object.position.copy(this.position);
- object.quaternion.copy(this.quaternion);
- object.scale.copy(this.scale);
+ var data = cache[ key ];
+ delete data.metadata;
+ values.push( data );
- object.rotationAutoUpdate = this.rotationAutoUpdate;
+ }
+ return values;
- object.matrix.copy(this.matrix);
- object.matrixWorld.copy(this.matrixWorld);
+ }
- object.matrixAutoUpdate = this.matrixAutoUpdate;
- object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+ },
- object.visible = this.visible;
+ clone: function ( recursive ) {
- object.castShadow = this.castShadow;
- object.receiveShadow = this.receiveShadow;
+ return new this.constructor().copy( this, recursive );
- object.frustumCulled = this.frustumCulled;
+ },
- object.userData = JSON.parse(JSON.stringify(this.userData));
+ copy: function ( source, recursive ) {
- if (recursive === true) {
+ if ( recursive === undefined ) recursive = true;
- for (var i = 0; i < this.children.length; i++) {
+ this.name = source.name;
- var child = this.children[i];
- object.add(child.clone());
+ this.up.copy( source.up );
- }
+ this.position.copy( source.position );
+ this.quaternion.copy( source.quaternion );
+ this.scale.copy( source.scale );
- }
+ this.rotationAutoUpdate = source.rotationAutoUpdate;
- return object;
+ 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.EventDispatcher.prototype.apply(THREE.Object3D.prototype);
+THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
THREE.Object3DIdCount = 0;
@@ -8488,54 +8520,58 @@ THREE.Object3DIdCount = 0;
* @author alteredq / http://alteredqualia.com/
*/
-THREE.Face3 = function (a, b, c, normal, color) {
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
- this.a = a;
- this.b = b;
- this.c = c;
+ this.a = a;
+ this.b = b;
+ this.c = c;
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [];
+ this.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 = color instanceof Array ? color : [];
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = Array.isArray( color ) ? color : [];
- this.vertexTangents = [];
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
};
THREE.Face3.prototype = {
- constructor: THREE.Face3,
+ constructor: THREE.Face3,
- clone: function () {
+ clone: function () {
- var face = new THREE.Face3(this.a, this.b, this.c);
+ return new this.constructor().copy( this );
- face.normal.copy(this.normal);
- face.color.copy(this.color);
+ },
- for (var i = 0, il = this.vertexNormals.length; i < il; i++) {
+ copy: function ( source ) {
- face.vertexNormals[i] = this.vertexNormals[i].clone();
+ this.a = source.a;
+ this.b = source.b;
+ this.c = source.c;
- }
+ this.normal.copy( source.normal );
+ this.color.copy( source.color );
- for (var i = 0, il = this.vertexColors.length; i < il; i++) {
+ this.materialIndex = source.materialIndex;
- face.vertexColors[i] = this.vertexColors[i].clone();
+ for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
- }
+ this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
- for (var i = 0, il = this.vertexTangents.length; i < il; i++) {
+ }
- face.vertexTangents[i] = this.vertexTangents[i].clone();
+ for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
- }
+ this.vertexColors[ i ] = source.vertexColors[ i ].clone();
- return face;
+ }
- }
+ return this;
+
+ }
};
@@ -8545,10 +8581,10 @@ THREE.Face3.prototype = {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.Face4 = function (a, b, c, d, normal, color, materialIndex) {
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
- THREE.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');
- return new THREE.Face3(a, b, c, 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 );
};
@@ -8558,337 +8594,376 @@ THREE.Face4 = function (a, b, c, d, normal, color, materialIndex) {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.BufferAttribute = function (array, itemSize) {
+THREE.BufferAttribute = function ( array, itemSize ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.array = array;
+ this.itemSize = itemSize;
- this.array = array;
- this.itemSize = itemSize;
+ this.dynamic = false;
+ this.updateRange = { offset: 0, count: - 1 };
- this.needsUpdate = false;
+ this.version = 0;
};
THREE.BufferAttribute.prototype = {
- constructor: THREE.BufferAttribute,
+ constructor: THREE.BufferAttribute,
- get length() {
+ get length() {
- return this.array.length;
+ console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
+ return this.array.length;
- },
+ },
- copyAt: function (index1, attribute, index2) {
+ get count() {
- index1 *= this.itemSize;
- index2 *= attribute.itemSize;
+ return this.array.length / this.itemSize;
- for (var i = 0, l = this.itemSize; i < l; i++) {
+ },
- this.array[index1 + i] = attribute.array[index2 + i];
+ set needsUpdate( value ) {
- }
+ if ( value === true ) this.version ++;
- return this;
+ },
- },
+ setDynamic: function ( value ) {
- copyArray: function (array) {
+ this.dynamic = value;
- this.array.set(array);
+ return this;
- return this;
+ },
- },
+ copy: function ( source ) {
- copyColorsArray: function (colors) {
+ this.array = new source.array.constructor( source.array );
+ this.itemSize = source.itemSize;
- var array = this.array, offset = 0;
+ this.dynamic = source.dynamic;
- for (var i = 0, l = colors.length; i < l; i++) {
+ return this;
- var color = colors[i];
+ },
- if (color === undefined) {
+ copyAt: function ( index1, attribute, index2 ) {
- console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
- color = new THREE.Color();
+ index1 *= this.itemSize;
+ index2 *= attribute.itemSize;
- }
+ for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
- array[offset++] = color.r;
- array[offset++] = color.g;
- array[offset++] = color.b;
+ this.array[ index1 + i ] = attribute.array[ index2 + i ];
- }
+ }
- return this;
+ return this;
- },
+ },
- copyFacesArray: function (faces) {
+ copyArray: function ( array ) {
- var array = this.array, offset = 0;
+ this.array.set( array );
- for (var i = 0, l = faces.length; i < l; i++) {
+ return this;
- var face = faces[i];
+ },
- array[offset++] = face.a;
- array[offset++] = face.b;
- array[offset++] = face.c;
+ copyColorsArray: function ( colors ) {
- }
+ var array = this.array, offset = 0;
- return this;
+ for ( var i = 0, l = colors.length; i < l; i ++ ) {
- },
+ var color = colors[ i ];
- copyVector2sArray: function (vectors) {
+ if ( color === undefined ) {
- var array = this.array, offset = 0;
+ console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
+ color = new THREE.Color();
- for (var i = 0, l = vectors.length; i < l; i++) {
+ }
- var vector = vectors[i];
+ array[ offset ++ ] = color.r;
+ array[ offset ++ ] = color.g;
+ array[ offset ++ ] = color.b;
- if (vector === undefined) {
+ }
- console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
- vector = new THREE.Vector2();
+ return this;
- }
+ },
- array[offset++] = vector.x;
- array[offset++] = vector.y;
+ copyIndicesArray: function ( indices ) {
- }
+ var array = this.array, offset = 0;
- return this;
+ for ( var i = 0, l = indices.length; i < l; i ++ ) {
- },
+ var index = indices[ i ];
- copyVector3sArray: function (vectors) {
+ array[ offset ++ ] = index.a;
+ array[ offset ++ ] = index.b;
+ array[ offset ++ ] = index.c;
- var array = this.array, offset = 0;
+ }
- for (var i = 0, l = vectors.length; i < l; i++) {
+ return this;
- var vector = vectors[i];
+ },
- if (vector === undefined) {
+ copyVector2sArray: function ( vectors ) {
- console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
- vector = new THREE.Vector3();
+ var array = this.array, offset = 0;
- }
+ for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- array[offset++] = vector.x;
- array[offset++] = vector.y;
- array[offset++] = vector.z;
+ var vector = vectors[ i ];
- }
+ if ( vector === undefined ) {
- return this;
+ console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
+ vector = new THREE.Vector2();
- },
+ }
- set: function (value, offset) {
+ array[ offset ++ ] = vector.x;
+ array[ offset ++ ] = vector.y;
- if (offset === undefined) offset = 0;
+ }
- this.array.set(value, offset);
+ return this;
- return this;
+ },
- },
+ copyVector3sArray: function ( vectors ) {
- setX: function (index, x) {
+ var array = this.array, offset = 0;
- this.array[index * this.itemSize] = x;
+ for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- return this;
+ var vector = vectors[ i ];
- },
+ if ( vector === undefined ) {
- setY: function (index, y) {
+ console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
+ vector = new THREE.Vector3();
- this.array[index * this.itemSize + 1] = y;
+ }
- return this;
+ array[ offset ++ ] = vector.x;
+ array[ offset ++ ] = vector.y;
+ array[ offset ++ ] = vector.z;
- },
+ }
- setZ: function (index, z) {
+ return this;
- this.array[index * this.itemSize + 2] = z;
+ },
- return this;
+ copyVector4sArray: function ( vectors ) {
- },
+ var array = this.array, offset = 0;
- setW: function (index, w) {
+ for ( var i = 0, l = vectors.length; i < l; i ++ ) {
- this.array[index * this.itemSize + 3] = w;
+ var vector = vectors[ i ];
- return this;
+ if ( vector === undefined ) {
- },
+ console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
+ vector = new THREE.Vector4();
- getX: function (index) {
+ }
- return this.array[index * this.itemSize];
+ array[ offset ++ ] = vector.x;
+ array[ offset ++ ] = vector.y;
+ array[ offset ++ ] = vector.z;
+ array[ offset ++ ] = vector.w;
- },
+ }
- getY: function (index) {
+ return this;
- return this.array[index * this.itemSize + 1];
+ },
- },
+ set: function ( value, offset ) {
- getZ: function (index) {
+ if ( offset === undefined ) offset = 0;
- return this.array[index * this.itemSize + 2];
+ this.array.set( value, offset );
- },
+ return this;
- getW: function (index) {
+ },
- return this.array[index * this.itemSize + 3];
+ getX: function ( index ) {
- },
+ return this.array[ index * this.itemSize ];
- setXY: function (index, x, y) {
+ },
- index *= this.itemSize;
+ setX: function ( index, x ) {
- this.array[index + 0] = x;
- this.array[index + 1] = y;
+ this.array[ index * this.itemSize ] = x;
- return this;
+ return this;
- },
+ },
- setXYZ: function (index, x, y, z) {
+ getY: function ( index ) {
- index *= this.itemSize;
+ return this.array[ index * this.itemSize + 1 ];
- this.array[index + 0] = x;
- this.array[index + 1] = y;
- this.array[index + 2] = z;
+ },
- return this;
+ setY: function ( index, y ) {
- },
+ this.array[ index * this.itemSize + 1 ] = y;
- setXYZW: function (index, x, y, z, w) {
+ return this;
- index *= this.itemSize;
+ },
- this.array[index + 0] = x;
- this.array[index + 1] = y;
- this.array[index + 2] = z;
- this.array[index + 3] = w;
+ getZ: function ( index ) {
- return this;
+ return this.array[ index * this.itemSize + 2 ];
- },
+ },
- clone: function () {
+ setZ: function ( index, z ) {
- return new THREE.BufferAttribute(new this.array.constructor(this.array), this.itemSize);
+ this.array[ index * this.itemSize + 2 ] = z;
- }
+ return this;
-};
+ },
-//
+ getW: function ( index ) {
-THREE.Int8Attribute = function (data, itemSize) {
+ return this.array[ index * this.itemSize + 3 ];
- THREE.warn('THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ },
-};
+ 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;
-THREE.Uint8Attribute = function (data, itemSize) {
+ },
- THREE.warn('THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ 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.Uint8ClampedAttribute = function (data, itemSize) {
+//
- THREE.warn('THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+THREE.Int8Attribute = function ( array, itemSize ) {
+ return new THREE.BufferAttribute( new Int8Array( array ), itemSize );
};
-THREE.Int16Attribute = function (data, itemSize) {
+THREE.Uint8Attribute = function ( array, itemSize ) {
- THREE.warn('THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ return new THREE.BufferAttribute( new Uint8Array( array ), itemSize );
};
-THREE.Uint16Attribute = function (data, itemSize) {
+THREE.Uint8ClampedAttribute = function ( array, itemSize ) {
- THREE.warn('THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize );
};
-THREE.Int32Attribute = function (data, itemSize) {
+THREE.Int16Attribute = function ( array, itemSize ) {
- THREE.warn('THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ return new THREE.BufferAttribute( new Int16Array( array ), itemSize );
};
-THREE.Uint32Attribute = function (data, itemSize) {
+THREE.Uint16Attribute = function ( array, itemSize ) {
- THREE.warn('THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ return new THREE.BufferAttribute( new Uint16Array( array ), itemSize );
};
-THREE.Float32Attribute = function (data, itemSize) {
+THREE.Int32Attribute = function ( array, itemSize ) {
- THREE.warn('THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ return new THREE.BufferAttribute( new Int32Array( array ), itemSize );
};
-THREE.Float64Attribute = function (data, itemSize) {
+THREE.Uint32Attribute = function ( array, itemSize ) {
- THREE.warn('THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.');
- return new THREE.BufferAttribute(data, itemSize);
+ return new THREE.BufferAttribute( new Uint32Array( array ), itemSize );
};
-// File:src/core/DynamicBufferAttribute.js
+THREE.Float32Attribute = function ( array, itemSize ) {
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- * @author mrdoob / http://mrdoob.com/
- */
+ return new THREE.BufferAttribute( new Float32Array( array ), itemSize );
-THREE.DynamicBufferAttribute = function (array, itemSize) {
+};
- THREE.BufferAttribute.call(this, array, itemSize);
+THREE.Float64Attribute = function ( array, itemSize ) {
- this.updateRange = {offset: 0, count: -1};
+ return new THREE.BufferAttribute( new Float64Array( array ), itemSize );
};
-THREE.DynamicBufferAttribute.prototype = Object.create(THREE.BufferAttribute.prototype);
-THREE.DynamicBufferAttribute.prototype.constructor = THREE.DynamicBufferAttribute;
-THREE.DynamicBufferAttribute.prototype.clone = function () {
+// Deprecated
+
+THREE.DynamicBufferAttribute = function ( array, itemSize ) {
- return new THREE.DynamicBufferAttribute(new this.array.constructor(this.array), this.itemSize);
+ console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
+ return new THREE.BufferAttribute( array, itemSize ).setDynamic( true );
};
@@ -8898,21 +8973,24 @@ THREE.DynamicBufferAttribute.prototype.clone = function () {
* @author benaadams / https://twitter.com/ben_a_adams
*/
-THREE.InstancedBufferAttribute = function (array, itemSize, meshPerAttribute, dynamic) {
+THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) {
- THREE.DynamicBufferAttribute.call(this, array, itemSize);
+ THREE.BufferAttribute.call( this, array, itemSize );
- this.dynamic = dynamic || false;
- this.meshPerAttribute = meshPerAttribute || 1;
+ this.meshPerAttribute = meshPerAttribute || 1;
};
-THREE.InstancedBufferAttribute.prototype = Object.create(THREE.DynamicBufferAttribute.prototype);
+THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute;
-THREE.InstancedBufferAttribute.prototype.clone = function () {
+THREE.InstancedBufferAttribute.prototype.copy = function ( source ) {
+
+ THREE.BufferAttribute.prototype.copy.call( this, source );
+
+ this.meshPerAttribute = source.meshPerAttribute;
- return new THREE.InstancedBufferAttribute(new this.array.constructor(this.array), this.itemSize, this.meshPerAttribute, this.dynamic);
+ return this;
};
@@ -8922,58 +9000,88 @@ THREE.InstancedBufferAttribute.prototype.clone = function () {
* @author benaadams / https://twitter.com/ben_a_adams
*/
-THREE.InterleavedBuffer = function (array, stride, dynamic) {
+THREE.InterleavedBuffer = function ( array, stride ) {
- this.array = array;
- this.stride = stride;
+ this.uuid = THREE.Math.generateUUID();
- this.needsUpdate = false;
+ this.array = array;
+ this.stride = stride;
- this.dynamic = dynamic || false;
- this.updateRange = {offset: 0, count: -1};
+ this.dynamic = false;
+ this.updateRange = { offset: 0, count: - 1 };
+
+ this.version = 0;
};
THREE.InterleavedBuffer.prototype = {
- constructor: THREE.InterleavedBuffer,
+ constructor: THREE.InterleavedBuffer,
- get length() {
+ get length () {
- return this.array.length;
+ return this.array.length;
- },
+ },
- copyAt: function (index1, attribute, index2) {
+ get count () {
- index1 *= this.stride;
- index2 *= attribute.stride;
+ return this.array.length / this.stride;
- for (var i = 0, l = this.stride; i < l; i++) {
+ },
- this.array[index1 + i] = attribute.array[index2 + i];
+ set needsUpdate( value ) {
- }
+ if ( value === true ) this.version ++;
- return this;
+ },
- },
+ setDynamic: function ( value ) {
- set: function (value, offset) {
+ this.dynamic = value;
- if (offset === undefined) offset = 0;
+ return this;
- this.array.set(value, offset);
+ },
- return this;
+ copy: function ( source ) {
- },
+ this.array = new source.array.constructor( source.array );
+ this.stride = source.stride;
+ this.dynamic = source.dynamic;
- clone: function () {
+ },
- return new THREE.InterleavedBuffer(new this.array.constructor(this.array), this.stride, this.dynamic);
+ 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 );
+
+ }
};
@@ -8983,20 +9091,24 @@ THREE.InterleavedBuffer.prototype = {
* @author benaadams / https://twitter.com/ben_a_adams
*/
-THREE.InstancedInterleavedBuffer = function (array, stride, dynamic, meshPerAttribute) {
+THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) {
- THREE.InterleavedBuffer.call(this, array, stride, dynamic);
+ THREE.InterleavedBuffer.call( this, array, stride );
- this.meshPerAttribute = meshPerAttribute || 1;
+ this.meshPerAttribute = meshPerAttribute || 1;
};
-THREE.InstancedInterleavedBuffer.prototype = Object.create(THREE.InterleavedBuffer.prototype);
+THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype );
THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer;
-THREE.InstancedInterleavedBuffer.prototype.clone = function () {
+THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) {
+
+ THREE.InterleavedBuffer.prototype.copy.call( this, source );
- return new THREE.InstancedInterleavedBuffer(new this.array.constructor(this.array), this.stride, this.dynamic, this.meshPerAttribute);
+ this.meshPerAttribute = source.meshPerAttribute;
+
+ return this;
};
@@ -9006,116 +9118,125 @@ THREE.InstancedInterleavedBuffer.prototype.clone = function () {
* @author benaadams / https://twitter.com/ben_a_adams
*/
-THREE.InterleavedBufferAttribute = function (interleavedBuffer, itemSize, offset) {
+THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) {
+
+ this.uuid = THREE.Math.generateUUID();
- this.data = interleavedBuffer;
- this.itemSize = itemSize;
- this.offset = offset;
+ this.data = interleavedBuffer;
+ this.itemSize = itemSize;
+ this.offset = offset;
};
THREE.InterleavedBufferAttribute.prototype = {
- constructor: THREE.InterleavedBufferAttribute,
+ constructor: THREE.InterleavedBufferAttribute,
- get length() {
+ get length() {
- return this.itemSize * this.data.array.length / this.data.stride;
+ console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' );
+ return this.array.length;
- },
+ },
- setX: function (index, x) {
+ get count() {
- this.data.array[index * this.data.stride + this.offset] = x;
+ return this.data.array.length / this.data.stride;
- return this;
+ },
- },
+ setX: function ( index, x ) {
- setY: function (index, y) {
+ this.data.array[ index * this.data.stride + this.offset ] = x;
- this.data.array[index * this.data.stride + this.offset + 1] = y;
+ return this;
- return this;
+ },
- },
+ setY: function ( index, y ) {
- setZ: function (index, z) {
+ this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
- this.data.array[index * this.data.stride + this.offset + 2] = z;
+ return this;
- return this;
+ },
- },
+ setZ: function ( index, z ) {
- setW: function (index, w) {
+ this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
- this.data.array[index * this.data.stride + this.offset + 3] = w;
+ return this;
- return this;
+ },
- },
+ setW: function ( index, w ) {
- getX: function (index) {
+ this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
- return this.data.array[index * this.data.stride + this.offset];
+ return this;
- },
+ },
- getY: function (index) {
+ getX: function ( index ) {
- return this.data.array[index * this.data.stride + this.offset + 1];
+ return this.data.array[ index * this.data.stride + this.offset ];
- },
+ },
- getZ: function (index) {
+ getY: function ( index ) {
- return this.data.array[index * this.data.stride + this.offset + 2];
+ return this.data.array[ index * this.data.stride + this.offset + 1 ];
- },
+ },
- getW: function (index) {
+ getZ: function ( index ) {
- return this.data.array[index * this.data.stride + this.offset + 3];
+ return this.data.array[ index * this.data.stride + this.offset + 2 ];
- },
+ },
- setXY: function (index, x, y) {
+ getW: function ( index ) {
- index = index * this.data.stride + this.offset;
+ return this.data.array[ index * this.data.stride + this.offset + 3 ];
- this.data.array[index + 0] = x;
- this.data.array[index + 1] = y;
+ },
- return this;
+ setXY: function ( index, x, y ) {
- },
+ index = index * this.data.stride + this.offset;
- setXYZ: function (index, x, y, z) {
+ this.data.array[ index + 0 ] = x;
+ this.data.array[ index + 1 ] = y;
- index = index * this.data.stride + this.offset;
+ return this;
- this.data.array[index + 0] = x;
- this.data.array[index + 1] = y;
- this.data.array[index + 2] = z;
+ },
- return this;
+ setXYZ: function ( index, x, y, z ) {
- },
+ index = index * this.data.stride + this.offset;
- setXYZW: function (index, x, y, z, w) {
+ this.data.array[ index + 0 ] = x;
+ this.data.array[ index + 1 ] = y;
+ this.data.array[ index + 2 ] = z;
- index = index * this.data.stride + this.offset;
+ return this;
- 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;
+ 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;
+
+ }
};
@@ -9127,5650 +9248,7820 @@ THREE.InterleavedBufferAttribute.prototype = {
* @author alteredq / http://alteredqualia.com/
* @author mikael emtinger / http://gomo.se/
* @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://exocortex.com
+ * @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';
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
- this.vertices = [];
- this.colors = [];
- this.faces = [];
- this.faceVertexUvs = [[]];
+ this.uuid = THREE.Math.generateUUID();
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
+ this.name = '';
+ this.type = 'Geometry';
- this.skinWeights = [];
- this.skinIndices = [];
+ this.vertices = [];
+ this.colors = [];
+ this.faces = [];
+ this.faceVertexUvs = [ [] ];
- this.lineDistances = [];
+ this.morphTargets = [];
+ this.morphColors = [];
+ this.morphNormals = [];
- this.boundingBox = null;
- this.boundingSphere = null;
+ this.skinWeights = [];
+ this.skinIndices = [];
- this.hasTangents = false;
+ this.lineDistances = [];
- // update flags
+ this.boundingBox = null;
+ this.boundingSphere = null;
- this.verticesNeedUpdate = false;
- this.elementsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.tangentsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
+ // update flags
- this.groupsNeedUpdate = false;
+ this.verticesNeedUpdate = false;
+ this.elementsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.lineDistancesNeedUpdate = false;
+ this.groupsNeedUpdate = false;
};
THREE.Geometry.prototype = {
- constructor: THREE.Geometry,
+ constructor: THREE.Geometry,
- applyMatrix: function (matrix) {
+ applyMatrix: function ( matrix ) {
- var normalMatrix = new THREE.Matrix3().getNormalMatrix(matrix);
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
- for (var i = 0, il = this.vertices.length; i < il; i++) {
+ for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
- var vertex = this.vertices[i];
- vertex.applyMatrix4(matrix);
+ var vertex = this.vertices[ i ];
+ vertex.applyMatrix4( matrix );
- }
+ }
- for (var i = 0, il = this.faces.length; i < il; i++) {
+ for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
- var face = this.faces[i];
- face.normal.applyMatrix3(normalMatrix).normalize();
+ var face = this.faces[ i ];
+ face.normal.applyMatrix3( normalMatrix ).normalize();
- for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- face.vertexNormals[j].applyMatrix3(normalMatrix).normalize();
+ face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
- }
+ }
- }
+ }
- if (this.boundingBox !== null) {
+ if ( this.boundingBox !== null ) {
- this.computeBoundingBox();
+ this.computeBoundingBox();
- }
+ }
- if (this.boundingSphere !== null) {
+ if ( this.boundingSphere !== null ) {
- this.computeBoundingSphere();
+ this.computeBoundingSphere();
- }
+ }
- this.verticesNeedUpdate = true;
- this.normalsNeedUpdate = true;
+ this.verticesNeedUpdate = true;
+ this.normalsNeedUpdate = true;
- },
+ },
- fromBufferGeometry: function (geometry) {
+ rotateX: function () {
- var scope = this;
+ // rotate geometry around world x-axis
- var attributes = geometry.attributes;
+ var m1;
- var vertices = attributes.position.array;
- var indices = attributes.index !== undefined ? attributes.index.array : undefined;
- var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
- var colors = attributes.color !== undefined ? attributes.color.array : undefined;
- var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
+ return function rotateX( angle ) {
- var tempNormals = [];
- var tempUVs = [];
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- for (var i = 0, j = 0; i < vertices.length; i += 3, j += 2) {
+ m1.makeRotationX( angle );
- scope.vertices.push(new THREE.Vector3(vertices[i], vertices[i + 1], vertices[i + 2]));
+ this.applyMatrix( m1 );
- if (normals !== undefined) {
+ return this;
- tempNormals.push(new THREE.Vector3(normals[i], normals[i + 1], normals[i + 2]));
+ };
- }
+ }(),
- if (colors !== undefined) {
+ rotateY: function () {
- scope.colors.push(new THREE.Color(colors[i], colors[i + 1], colors[i + 2]));
+ // rotate geometry around world y-axis
- }
+ var m1;
- if (uvs !== undefined) {
+ return function rotateY( angle ) {
- tempUVs.push(new THREE.Vector2(uvs[j], uvs[j + 1]));
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- }
+ m1.makeRotationY( angle );
- }
+ this.applyMatrix( m1 );
- var addFace = function (a, b, c) {
+ return this;
- var vertexNormals = normals !== undefined ? [tempNormals[a].clone(), tempNormals[b].clone(), tempNormals[c].clone()] : [];
- var vertexColors = colors !== undefined ? [scope.colors[a].clone(), scope.colors[b].clone(), scope.colors[c].clone()] : [];
+ };
- scope.faces.push(new THREE.Face3(a, b, c, vertexNormals, vertexColors));
+ }(),
- if (uvs !== undefined) {
+ rotateZ: function () {
- scope.faceVertexUvs[0].push([tempUVs[a].clone(), tempUVs[b].clone(), tempUVs[c].clone()]);
+ // rotate geometry around world z-axis
- }
+ var m1;
- };
+ return function rotateZ( angle ) {
- if (indices !== undefined) {
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- var drawcalls = geometry.drawcalls;
+ m1.makeRotationZ( angle );
- if (drawcalls.length > 0) {
+ this.applyMatrix( m1 );
- for (var i = 0; i < drawcalls.length; i++) {
+ return this;
- var drawcall = drawcalls[i];
+ };
- var start = drawcall.start;
- var count = drawcall.count;
- var index = drawcall.index;
+ }(),
- for (var j = start, jl = start + count; j < jl; j += 3) {
+ translate: function () {
- addFace(index + indices[j], index + indices[j + 1], index + indices[j + 2]);
+ // translate geometry
- }
+ var m1;
- }
+ return function translate( x, y, z ) {
- } else {
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- for (var i = 0; i < indices.length; i += 3) {
+ m1.makeTranslation( x, y, z );
- addFace(indices[i], indices[i + 1], indices[i + 2]);
+ this.applyMatrix( m1 );
- }
+ return this;
- }
+ };
- } else {
+ }(),
- for (var i = 0; i < vertices.length / 3; i += 3) {
+ scale: function () {
- addFace(i, i + 1, i + 2);
+ // scale geometry
- }
+ var m1;
- }
+ return function scale( x, y, z ) {
- this.computeFaceNormals();
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- if (geometry.boundingBox !== null) {
+ m1.makeScale( x, y, z );
- this.boundingBox = geometry.boundingBox.clone();
+ this.applyMatrix( m1 );
- }
+ return this;
- if (geometry.boundingSphere !== null) {
+ };
- this.boundingSphere = geometry.boundingSphere.clone();
+ }(),
- }
+ lookAt: function () {
- return this;
+ var obj;
- },
+ return function lookAt( vector ) {
- center: function () {
+ if ( obj === undefined ) obj = new THREE.Object3D();
- this.computeBoundingBox();
+ obj.lookAt( vector );
- var offset = this.boundingBox.center().negate();
+ obj.updateMatrix();
- this.applyMatrix(new THREE.Matrix4().setPosition(offset));
+ this.applyMatrix( obj.matrix );
- return offset;
+ };
- },
+ }(),
- computeFaceNormals: function () {
+ fromBufferGeometry: function ( geometry ) {
- var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+ var scope = this;
- for (var f = 0, fl = this.faces.length; f < fl; f++) {
+ var indices = geometry.index !== null ? geometry.index.array : undefined;
+ var attributes = geometry.attributes;
- var face = this.faces[f];
+ var vertices = 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;
- var vA = this.vertices[face.a];
- var vB = this.vertices[face.b];
- var vC = this.vertices[face.c];
+ if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
- cb.subVectors(vC, vB);
- ab.subVectors(vA, vB);
- cb.cross(ab);
+ var tempNormals = [];
+ var tempUVs = [];
+ var tempUVs2 = [];
- cb.normalize();
+ for ( var i = 0, j = 0, k = 0; i < vertices.length; i += 3, j += 2, k += 4 ) {
- face.normal.copy(cb);
+ scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
- }
+ if ( normals !== undefined ) {
- },
+ tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
- computeVertexNormals: function (areaWeighted) {
+ }
- var v, vl, f, fl, face, vertices;
+ if ( colors !== undefined ) {
- vertices = new Array(this.vertices.length);
+ scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
- for (v = 0, vl = this.vertices.length; v < vl; v++) {
+ }
- vertices[v] = new THREE.Vector3();
+ if ( uvs !== undefined ) {
- }
+ tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
- if (areaWeighted) {
+ }
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
+ if ( uvs2 !== undefined ) {
- var vA, vB, vC;
- var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+ tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
- 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];
+ function addFace( a, b, c ) {
- cb.subVectors(vC, vB);
- ab.subVectors(vA, vB);
- cb.cross(ab);
+ 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() ] : [];
- vertices[face.a].add(cb);
- vertices[face.b].add(cb);
- vertices[face.c].add(cb);
+ var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors );
- }
+ scope.faces.push( face );
- } else {
+ if ( uvs !== undefined ) {
- for (f = 0, fl = this.faces.length; f < fl; f++) {
+ scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
- face = this.faces[f];
+ }
- vertices[face.a].add(face.normal);
- vertices[face.b].add(face.normal);
- vertices[face.c].add(face.normal);
+ if ( uvs2 !== undefined ) {
- }
+ scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
- }
+ }
- for (v = 0, vl = this.vertices.length; v < vl; v++) {
+ };
- vertices[v].normalize();
+ if ( indices !== undefined ) {
- }
+ var groups = geometry.groups;
- for (f = 0, fl = this.faces.length; f < fl; f++) {
+ if ( groups.length > 0 ) {
- face = this.faces[f];
+ for ( var i = 0; i < groups.length; i ++ ) {
- face.vertexNormals[0] = vertices[face.a].clone();
- face.vertexNormals[1] = vertices[face.b].clone();
- face.vertexNormals[2] = vertices[face.c].clone();
+ var group = groups[ i ];
- }
+ var start = group.start;
+ var count = group.count;
- },
+ for ( var j = start, jl = start + count; j < jl; j += 3 ) {
- computeMorphNormals: function () {
+ addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ] );
- 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++) {
+ } else {
- face = this.faces[f];
+ for ( var i = 0; i < indices.length; i += 3 ) {
- if (!face.__originalFaceNormal) {
+ addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
- face.__originalFaceNormal = face.normal.clone();
+ }
- } else {
+ }
- face.__originalFaceNormal.copy(face.normal);
+ } else {
- }
+ for ( var i = 0; i < vertices.length / 3; i += 3 ) {
- if (!face.__originalVertexNormals) face.__originalVertexNormals = [];
+ addFace( i, i + 1, i + 2 );
- for (i = 0, il = face.vertexNormals.length; i < il; i++) {
+ }
- if (!face.__originalVertexNormals[i]) {
+ }
- face.__originalVertexNormals[i] = face.vertexNormals[i].clone();
+ this.computeFaceNormals();
- } else {
+ if ( geometry.boundingBox !== null ) {
- face.__originalVertexNormals[i].copy(face.vertexNormals[i]);
+ this.boundingBox = geometry.boundingBox.clone();
- }
+ }
- }
+ if ( geometry.boundingSphere !== null ) {
- }
+ this.boundingSphere = geometry.boundingSphere.clone();
- // use temp geometry to compute face and vertex normals for each morph
+ }
- var tmpGeo = new THREE.Geometry();
- tmpGeo.faces = this.faces;
+ return this;
- for (i = 0, il = this.morphTargets.length; i < il; i++) {
+ },
- // create on first access
+ center: function () {
- if (!this.morphNormals[i]) {
+ this.computeBoundingBox();
- this.morphNormals[i] = {};
- this.morphNormals[i].faceNormals = [];
- this.morphNormals[i].vertexNormals = [];
+ var offset = this.boundingBox.center().negate();
- var dstNormalsFace = this.morphNormals[i].faceNormals;
- var dstNormalsVertex = this.morphNormals[i].vertexNormals;
+ this.translate( offset.x, offset.y, offset.z );
- var faceNormal, vertexNormals;
+ return offset;
- 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()};
+ normalize: function () {
- dstNormalsFace.push(faceNormal);
- dstNormalsVertex.push(vertexNormals);
+ this.computeBoundingSphere();
- }
+ var center = this.boundingSphere.center;
+ var radius = this.boundingSphere.radius;
- }
+ var s = radius === 0 ? 1 : 1.0 / radius;
- var morphNormals = this.morphNormals[i];
+ 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
+ );
- // set vertices to morph target
+ this.applyMatrix( matrix );
- tmpGeo.vertices = this.morphTargets[i].vertices;
+ return this;
- // compute morph normals
+ },
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
+ computeFaceNormals: function () {
- // store morph normals
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
- var faceNormal, vertexNormals;
+ for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
- for (f = 0, fl = this.faces.length; f < fl; f++) {
+ var face = this.faces[ f ];
- face = this.faces[f];
+ var vA = this.vertices[ face.a ];
+ var vB = this.vertices[ face.b ];
+ var vC = this.vertices[ face.c ];
- faceNormal = morphNormals.faceNormals[f];
- vertexNormals = morphNormals.vertexNormals[f];
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
- faceNormal.copy(face.normal);
+ cb.normalize();
- vertexNormals.a.copy(face.vertexNormals[0]);
- vertexNormals.b.copy(face.vertexNormals[1]);
- vertexNormals.c.copy(face.vertexNormals[2]);
+ face.normal.copy( cb );
- }
+ }
- }
+ },
- // restore original normals
+ computeVertexNormals: function ( areaWeighted ) {
- for (f = 0, fl = this.faces.length; f < fl; f++) {
+ var v, vl, f, fl, face, vertices;
- face = this.faces[f];
+ vertices = new Array( this.vertices.length );
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- }
+ vertices[ v ] = new THREE.Vector3();
- },
+ }
- computeTangents: function () {
+ if ( areaWeighted ) {
- // based on http://www.terathon.com/code/tangent.html
- // tangents go to vertices
+ // vertex normals weighted by triangle areas
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
- var f, fl, v, vl, i, vertexIndex,
- face, uv, vA, vB, vC, uvA, uvB, uvC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r, t, test,
- tan1 = [], tan2 = [],
- sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
- tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
- n = new THREE.Vector3(), w;
+ var vA, vB, vC;
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
- for (v = 0, vl = this.vertices.length; v < vl; v++) {
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- tan1[v] = new THREE.Vector3();
- tan2[v] = new THREE.Vector3();
+ face = this.faces[ f ];
- }
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
- function handleTriangle(context, a, b, c, ua, ub, uc) {
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
- vA = context.vertices[a];
- vB = context.vertices[b];
- vC = context.vertices[c];
+ vertices[ face.a ].add( cb );
+ vertices[ face.b ].add( cb );
+ vertices[ face.c ].add( cb );
- uvA = uv[ua];
- uvB = uv[ub];
- uvC = uv[uc];
+ }
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
+ } else {
- s1 = uvB.x - uvA.x;
- s2 = uvC.x - uvA.x;
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- r = 1.0 / ( s1 * t2 - s2 * t1 );
- sdir.set(( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r);
- tdir.set(( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r);
+ face = this.faces[ f ];
- tan1[a].add(sdir);
- tan1[b].add(sdir);
- tan1[c].add(sdir);
+ vertices[ face.a ].add( face.normal );
+ vertices[ face.b ].add( face.normal );
+ vertices[ face.c ].add( face.normal );
- tan2[a].add(tdir);
- tan2[b].add(tdir);
- tan2[c].add(tdir);
+ }
- }
+ }
- for (f = 0, fl = this.faces.length; f < fl; f++) {
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- face = this.faces[f];
- uv = this.faceVertexUvs[0][f]; // use UV layer 0 for tangents
+ vertices[ v ].normalize();
- handleTriangle(this, face.a, face.b, face.c, 0, 1, 2);
+ }
- }
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- var faceIndex = ['a', 'b', 'c', 'd'];
+ face = this.faces[ f ];
- for (f = 0, fl = this.faces.length; f < fl; f++) {
+ var vertexNormals = face.vertexNormals;
- face = this.faces[f];
+ if ( vertexNormals.length === 3 ) {
- for (i = 0; i < Math.min(face.vertexNormals.length, 3); i++) {
+ vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ vertexNormals[ 2 ].copy( vertices[ face.c ] );
- n.copy(face.vertexNormals[i]);
+ } else {
- vertexIndex = face[faceIndex[i]];
+ vertexNormals[ 0 ] = vertices[ face.a ].clone();
+ vertexNormals[ 1 ] = vertices[ face.b ].clone();
+ vertexNormals[ 2 ] = vertices[ face.c ].clone();
- t = tan1[vertexIndex];
+ }
- // Gram-Schmidt orthogonalize
+ }
- tmp.copy(t);
- tmp.sub(n.multiplyScalar(n.dot(t))).normalize();
+ },
- // Calculate handedness
+ computeMorphNormals: function () {
- tmp2.crossVectors(face.vertexNormals[i], t);
- test = tmp2.dot(tan2[vertexIndex]);
- w = ( test < 0.0 ) ? -1.0 : 1.0;
+ var i, il, f, fl, face;
- face.vertexTangents[i] = new THREE.Vector4(tmp.x, tmp.y, tmp.z, w);
+ // 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 ];
- this.hasTangents = true;
+ if ( ! face.__originalFaceNormal ) {
- },
+ face.__originalFaceNormal = face.normal.clone();
- computeLineDistances: function () {
+ } else {
- var d = 0;
- var vertices = this.vertices;
+ face.__originalFaceNormal.copy( face.normal );
- for (var i = 0, il = vertices.length; i < il; i++) {
+ }
- if (i > 0) {
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
- d += vertices[i].distanceTo(vertices[i - 1]);
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
- }
+ if ( ! face.__originalVertexNormals[ i ] ) {
- this.lineDistances[i] = d;
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
- }
+ } else {
- },
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
- computeBoundingBox: function () {
+ }
- if (this.boundingBox === null) {
+ }
- this.boundingBox = new THREE.Box3();
+ }
- }
+ // use temp geometry to compute face and vertex normals for each morph
- this.boundingBox.setFromPoints(this.vertices);
+ var tmpGeo = new THREE.Geometry();
+ tmpGeo.faces = this.faces;
- },
+ for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
- computeBoundingSphere: function () {
+ // create on first access
- if (this.boundingSphere === null) {
+ if ( ! this.morphNormals[ i ] ) {
- this.boundingSphere = new THREE.Sphere();
+ this.morphNormals[ i ] = {};
+ this.morphNormals[ i ].faceNormals = [];
+ this.morphNormals[ i ].vertexNormals = [];
- }
+ var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+ var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
- this.boundingSphere.setFromPoints(this.vertices);
+ var faceNormal, vertexNormals;
- },
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- merge: function (geometry, matrix) {
+ faceNormal = new THREE.Vector3();
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
- if (geometry instanceof THREE.Geometry === false) {
+ dstNormalsFace.push( faceNormal );
+ dstNormalsVertex.push( vertexNormals );
- THREE.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];
+ var morphNormals = this.morphNormals[ i ];
- if (matrix !== undefined) {
+ // set vertices to morph target
- normalMatrix = new THREE.Matrix3().getNormalMatrix(matrix);
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
- }
+ // compute morph normals
- // vertices
+ tmpGeo.computeFaceNormals();
+ tmpGeo.computeVertexNormals();
- for (var i = 0, il = vertices2.length; i < il; i++) {
+ // store morph normals
- var vertex = vertices2[i];
+ var faceNormal, vertexNormals;
- var vertexCopy = vertex.clone();
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- if (matrix !== undefined) vertexCopy.applyMatrix4(matrix);
+ face = this.faces[ f ];
- vertices1.push(vertexCopy);
+ faceNormal = morphNormals.faceNormals[ f ];
+ vertexNormals = morphNormals.vertexNormals[ f ];
- }
+ faceNormal.copy( face.normal );
- // faces
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- 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);
+ // restore original normals
- if (normalMatrix !== undefined) {
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- faceCopy.normal.applyMatrix3(normalMatrix).normalize();
+ face = this.faces[ f ];
- }
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
- for (var j = 0, jl = faceVertexNormals.length; j < jl; j++) {
+ }
- normal = faceVertexNormals[j].clone();
+ },
- if (normalMatrix !== undefined) {
+ computeTangents: function () {
- normal.applyMatrix3(normalMatrix).normalize();
+ console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );
- }
+ },
- faceCopy.vertexNormals.push(normal);
+ computeLineDistances: function () {
- }
+ var d = 0;
+ var vertices = this.vertices;
- faceCopy.color.copy(face.color);
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- for (var j = 0, jl = faceVertexColors.length; j < jl; j++) {
+ if ( i > 0 ) {
- color = faceVertexColors[j];
- faceCopy.vertexColors.push(color.clone());
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
- }
+ }
- faces1.push(faceCopy);
+ this.lineDistances[ i ] = d;
- }
+ }
- // uvs
+ },
- for (i = 0, il = uvs2.length; i < il; i++) {
+ computeBoundingBox: function () {
- var uv = uvs2[i], uvCopy = [];
+ if ( this.boundingBox === null ) {
- if (uv === undefined) {
+ this.boundingBox = new THREE.Box3();
- continue;
+ }
- }
+ this.boundingBox.setFromPoints( this.vertices );
- for (var j = 0, jl = uv.length; j < jl; j++) {
+ },
- uvCopy.push(uv[j].clone());
+ computeBoundingSphere: function () {
- }
+ if ( this.boundingSphere === null ) {
- uvs1.push(uvCopy);
+ this.boundingSphere = new THREE.Sphere();
- }
+ }
- },
+ this.boundingSphere.setFromPoints( this.vertices );
- mergeMesh: function (mesh) {
+ },
- if (mesh instanceof THREE.Mesh === false) {
+ merge: function ( geometry, matrix, materialIndexOffset ) {
- THREE.error('THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh);
- return;
+ if ( geometry instanceof THREE.Geometry === false ) {
- }
+ console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
+ return;
- mesh.matrixAutoUpdate && mesh.updateMatrix();
+ }
- this.merge(mesh.geometry, mesh.matrix);
+ 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;
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
+ if ( matrix !== undefined ) {
- mergeVertices: function () {
+ normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
- var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
+ }
- var v, key;
- var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
- var precision = Math.pow(10, precisionPoints);
- var i, il, face;
- var indices, j, jl;
+ // vertices
- for (i = 0, il = this.vertices.length; i < il; i++) {
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
- v = this.vertices[i];
- key = Math.round(v.x * precision) + '_' + Math.round(v.y * precision) + '_' + Math.round(v.z * precision);
+ var vertex = vertices2[ i ];
- if (verticesMap[key] === undefined) {
+ var vertexCopy = vertex.clone();
- verticesMap[key] = i;
- unique.push(this.vertices[i]);
- changes[i] = unique.length - 1;
+ if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
- } else {
+ vertices1.push( vertexCopy );
- //THREE.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[i] = changes[verticesMap[key]];
+ }
- }
+ // faces
- }
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
+ var face = faces2[ i ], faceCopy, normal, color,
+ faceVertexNormals = face.vertexNormals,
+ faceVertexColors = face.vertexColors;
- // if faces are completely degenerate after merging vertices, we
- // have to remove them from the geometry.
- var faceIndicesToRemove = [];
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+ faceCopy.normal.copy( face.normal );
- for (i = 0, il = this.faces.length; i < il; i++) {
+ if ( normalMatrix !== undefined ) {
- face = this.faces[i];
+ faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
- face.a = changes[face.a];
- face.b = changes[face.b];
- face.c = changes[face.c];
+ }
- indices = [face.a, face.b, face.c];
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
- var dupIndex = -1;
+ normal = faceVertexNormals[ j ].clone();
- // 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]) {
+ if ( normalMatrix !== undefined ) {
- dupIndex = n;
- faceIndicesToRemove.push(i);
- break;
+ normal.applyMatrix3( normalMatrix ).normalize();
- }
- }
+ }
- }
+ faceCopy.vertexNormals.push( normal );
- for (i = faceIndicesToRemove.length - 1; i >= 0; i--) {
- var idx = faceIndicesToRemove[i];
+ }
- this.faces.splice(idx, 1);
+ faceCopy.color.copy( face.color );
- for (j = 0, jl = this.faceVertexUvs.length; j < jl; j++) {
+ for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
- this.faceVertexUvs[j].splice(idx, 1);
+ color = faceVertexColors[ j ];
+ faceCopy.vertexColors.push( color.clone() );
- }
+ }
- }
+ faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
- // Use unique set of vertices
+ faces1.push( faceCopy );
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
+ }
- },
+ // uvs
- toJSON: function () {
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
- // we will store all serialization data on 'data'
- var data = {};
+ var uv = uvs2[ i ], uvCopy = [];
- // add metadata
- data.metadata = {
- version: 4.4,
- type: 'Geometry',
- generator: 'Geometry.toJSON'
- };
+ if ( uv === undefined ) {
- // standard Geometry serialization
+ continue;
- data.type = this.type;
- data.uuid = this.uuid;
- if (this.name !== '') data.name = this.name;
+ }
- if (this.parameters !== undefined) {
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- var parameters = this.parameters;
+ uvCopy.push( uv[ j ].clone() );
- for (var key in parameters) {
+ }
- if (parameters[key] !== undefined) data[key] = parameters[key];
+ uvs1.push( uvCopy );
- }
+ }
- return data;
+ },
- }
+ mergeMesh: function ( mesh ) {
- var vertices = [];
+ if ( mesh instanceof THREE.Mesh === false ) {
- for (var i = 0; i < this.vertices.length; i++) {
+ console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
+ return;
- var vertex = this.vertices[i];
- vertices.push(vertex.x, vertex.y, vertex.z);
+ }
- }
+ mesh.matrixAutoUpdate && mesh.updateMatrix();
- var faces = [];
- var normals = [];
- var normalsHash = {};
- var colors = [];
- var colorsHash = {};
- var uvs = [];
- var uvsHash = {};
+ this.merge( mesh.geometry, mesh.matrix );
- for (var i = 0; i < this.faces.length; i++) {
+ },
- var face = this.faces[i];
+ /*
+ * Checks for duplicate vertices with hashmap.
+ * Duplicated vertices are removed
+ * and faces' vertices are updated.
+ */
- var hasMaterial = false; // face.materialIndex !== undefined;
- var hasFaceUv = false; // deprecated
- var hasFaceVertexUv = this.faceVertexUvs[0][i] !== undefined;
- var hasFaceNormal = face.normal.length() > 0;
- var hasFaceVertexNormal = face.vertexNormals.length > 0;
- var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
- var hasFaceVertexColor = face.vertexColors.length > 0;
+ mergeVertices: function () {
- var faceType = 0;
+ var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
+ var unique = [], changes = [];
- faceType = setBit(faceType, 0, 0);
- faceType = setBit(faceType, 1, hasMaterial);
- faceType = setBit(faceType, 2, hasFaceUv);
- faceType = setBit(faceType, 3, hasFaceVertexUv);
- faceType = setBit(faceType, 4, hasFaceNormal);
- faceType = setBit(faceType, 5, hasFaceVertexNormal);
- faceType = setBit(faceType, 6, hasFaceColor);
- faceType = setBit(faceType, 7, hasFaceVertexColor);
+ 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;
- faces.push(faceType);
- faces.push(face.a, face.b, face.c);
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
- if (hasFaceVertexUv) {
+ v = this.vertices[ i ];
+ key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
- var faceVertexUvs = this.faceVertexUvs[0][i];
+ if ( verticesMap[ key ] === undefined ) {
- faces.push(
- getUvIndex(faceVertexUvs[0]),
- getUvIndex(faceVertexUvs[1]),
- getUvIndex(faceVertexUvs[2])
- );
+ verticesMap[ key ] = i;
+ unique.push( this.vertices[ i ] );
+ changes[ i ] = unique.length - 1;
- }
+ } else {
- if (hasFaceNormal) {
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+ changes[ i ] = changes[ verticesMap[ key ] ];
- faces.push(getNormalIndex(face.normal));
+ }
- }
+ }
- if (hasFaceVertexNormal) {
- var vertexNormals = face.vertexNormals;
+ // if faces are completely degenerate after merging vertices, we
+ // have to remove them from the geometry.
+ var faceIndicesToRemove = [];
- faces.push(
- getNormalIndex(vertexNormals[0]),
- getNormalIndex(vertexNormals[1]),
- getNormalIndex(vertexNormals[2])
- );
+ for ( i = 0, il = this.faces.length; i < il; i ++ ) {
- }
+ face = this.faces[ i ];
- if (hasFaceColor) {
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
- faces.push(getColorIndex(face.color));
+ indices = [ face.a, face.b, face.c ];
- }
+ var dupIndex = - 1;
- if (hasFaceVertexColor) {
+ // 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 ++ ) {
- var vertexColors = face.vertexColors;
+ if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
- faces.push(
- getColorIndex(vertexColors[0]),
- getColorIndex(vertexColors[1]),
- getColorIndex(vertexColors[2])
- );
+ dupIndex = n;
+ faceIndicesToRemove.push( i );
+ break;
- }
+ }
- }
+ }
- function setBit(value, position, enabled) {
+ }
- return enabled ? value | ( 1 << position ) : value & ( ~( 1 << position) );
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
- }
+ var idx = faceIndicesToRemove[ i ];
- function getNormalIndex(normal) {
+ this.faces.splice( idx, 1 );
- var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
- if (normalsHash[hash] !== undefined) {
+ this.faceVertexUvs[ j ].splice( idx, 1 );
- return normalsHash[hash];
+ }
- }
+ }
- normalsHash[hash] = normals.length / 3;
- normals.push(normal.x, normal.y, normal.z);
+ // Use unique set of vertices
- return normalsHash[hash];
+ var diff = this.vertices.length - unique.length;
+ this.vertices = unique;
+ return diff;
- }
+ },
- function getColorIndex(color) {
+ sortFacesByMaterialIndex: function () {
- var hash = color.r.toString() + color.g.toString() + color.b.toString();
+ function materialIndexSort( a, b ) {
- if (colorsHash[hash] !== undefined) {
+ return a.materialIndex - b.materialIndex;
- return colorsHash[hash];
+ }
- }
+ this.faces.sort( materialIndexSort );
- colorsHash[hash] = colors.length;
- colors.push(color.getHex());
+ },
- return colorsHash[hash];
+ toJSON: function () {
- }
+ var data = {
+ metadata: {
+ version: 4.4,
+ type: 'Geometry',
+ generator: 'Geometry.toJSON'
+ }
+ };
- function getUvIndex(uv) {
+ // standard Geometry serialization
- var hash = uv.x.toString() + uv.y.toString();
+ data.uuid = this.uuid;
+ data.type = this.type;
+ if ( this.name !== '' ) data.name = this.name;
- if (uvsHash[hash] !== undefined) {
+ if ( this.parameters !== undefined ) {
- return uvsHash[hash];
+ var parameters = this.parameters;
- }
+ for ( var key in parameters ) {
- uvsHash[hash] = uvs.length / 2;
- uvs.push(uv.x, uv.y);
+ if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- return uvsHash[hash];
+ }
- }
+ return data;
- 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;
+ var vertices = [];
- return data;
+ for ( var i = 0; i < this.vertices.length; i ++ ) {
- },
+ var vertex = this.vertices[ i ];
+ vertices.push( vertex.x, vertex.y, vertex.z );
- clone: function () {
+ }
- var geometry = new THREE.Geometry();
+ var faces = [];
+ var normals = [];
+ var normalsHash = {};
+ var colors = [];
+ var colorsHash = {};
+ var uvs = [];
+ var uvsHash = {};
- var vertices = this.vertices;
+ for ( var i = 0; i < this.faces.length; i ++ ) {
- for (var i = 0, il = vertices.length; i < il; i++) {
+ var face = this.faces[ i ];
- geometry.vertices.push(vertices[i].clone());
+ var hasMaterial = false; // face.materialIndex !== undefined;
+ var hasFaceUv = false; // deprecated
+ var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
+ var hasFaceNormal = face.normal.length() > 0;
+ var hasFaceVertexNormal = face.vertexNormals.length > 0;
+ var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
+ var hasFaceVertexColor = face.vertexColors.length > 0;
- }
+ var faceType = 0;
- var faces = this.faces;
+ faceType = setBit( faceType, 0, 0 );
+ faceType = setBit( faceType, 1, hasMaterial );
+ faceType = setBit( faceType, 2, hasFaceUv );
+ faceType = setBit( faceType, 3, hasFaceVertexUv );
+ faceType = setBit( faceType, 4, hasFaceNormal );
+ faceType = setBit( faceType, 5, hasFaceVertexNormal );
+ faceType = setBit( faceType, 6, hasFaceColor );
+ faceType = setBit( faceType, 7, hasFaceVertexColor );
- for (var i = 0, il = faces.length; i < il; i++) {
+ faces.push( faceType );
+ faces.push( face.a, face.b, face.c );
- geometry.faces.push(faces[i].clone());
+ if ( hasFaceVertexUv ) {
- }
+ var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
- for (var i = 0, il = this.faceVertexUvs.length; i < il; i++) {
+ faces.push(
+ getUvIndex( faceVertexUvs[ 0 ] ),
+ getUvIndex( faceVertexUvs[ 1 ] ),
+ getUvIndex( faceVertexUvs[ 2 ] )
+ );
- var faceVertexUvs = this.faceVertexUvs[i];
+ }
- if (geometry.faceVertexUvs[i] === undefined) {
+ if ( hasFaceNormal ) {
- geometry.faceVertexUvs[i] = [];
+ faces.push( getNormalIndex( face.normal ) );
- }
+ }
- for (var j = 0, jl = faceVertexUvs.length; j < jl; j++) {
+ if ( hasFaceVertexNormal ) {
- var uvs = faceVertexUvs[j], uvsCopy = [];
+ var vertexNormals = face.vertexNormals;
- for (var k = 0, kl = uvs.length; k < kl; k++) {
+ faces.push(
+ getNormalIndex( vertexNormals[ 0 ] ),
+ getNormalIndex( vertexNormals[ 1 ] ),
+ getNormalIndex( vertexNormals[ 2 ] )
+ );
- var uv = uvs[k];
+ }
- uvsCopy.push(uv.clone());
+ if ( hasFaceColor ) {
- }
+ faces.push( getColorIndex( face.color ) );
- geometry.faceVertexUvs[i].push(uvsCopy);
+ }
- }
+ if ( hasFaceVertexColor ) {
- }
+ var vertexColors = face.vertexColors;
- return geometry;
+ faces.push(
+ getColorIndex( vertexColors[ 0 ] ),
+ getColorIndex( vertexColors[ 1 ] ),
+ getColorIndex( vertexColors[ 2 ] )
+ );
- },
+ }
- dispose: function () {
+ }
- this.dispatchEvent({type: 'dispose'});
+ function setBit( value, position, enabled ) {
- }
+ return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
-};
+ }
-THREE.EventDispatcher.prototype.apply(THREE.Geometry.prototype);
+ function getNormalIndex( normal ) {
-THREE.GeometryIdCount = 0;
+ var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
-// File:src/core/DynamicGeometry.js
+ if ( normalsHash[ hash ] !== undefined ) {
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ return normalsHash[ hash ];
-THREE.DynamicGeometry = function () {
+ }
- Object.defineProperty(this, 'id', {value: THREE.GeometryIdCount++});
+ normalsHash[ hash ] = normals.length / 3;
+ normals.push( normal.x, normal.y, normal.z );
- this.uuid = THREE.Math.generateUUID();
+ return normalsHash[ hash ];
- this.name = '';
- this.type = 'DynamicGeometry';
+ }
- this.vertices = [];
- this.colors = [];
- this.normals = [];
- this.colors = [];
- this.uvs = [];
- this.faces = [];
+ function getColorIndex( color ) {
- /*
+ var hash = color.r.toString() + color.g.toString() + color.b.toString();
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
+ if ( colorsHash[ hash ] !== undefined ) {
- this.skinWeights = [];
- this.skinIndices = [];
+ return colorsHash[ hash ];
- this.lineDistances = [];
+ }
- */
+ colorsHash[ hash ] = colors.length;
+ colors.push( color.getHex() );
- this.boundingBox = null;
- this.boundingSphere = null;
+ return colorsHash[ hash ];
- // update flags
+ }
- this.verticesNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.uvsNeedUpdate = false;
+ function getUvIndex( uv ) {
-};
+ var hash = uv.x.toString() + uv.y.toString();
-THREE.DynamicGeometry.prototype = {
+ if ( uvsHash[ hash ] !== undefined ) {
- constructor: THREE.DynamicGeometry,
+ return uvsHash[ hash ];
- computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox,
- computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere,
+ }
- computeFaceNormals: function () {
+ uvsHash[ hash ] = uvs.length / 2;
+ uvs.push( uv.x, uv.y );
- THREE.warn('THREE.DynamicGeometry: computeFaceNormals() is not a method of this type of geometry.');
- return this;
+ return uvsHash[ hash ];
- },
+ }
- computeVertexNormals: function () {
+ data.data = {};
- THREE.warn('THREE.DynamicGeometry: computeVertexNormals () is not a method of this type of geometry.');
- return this;
+ 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;
- fromGeometry: function (geometry) {
+ },
- this.vertices = geometry.vertices;
- this.faces = geometry.faces;
+ clone: function () {
- var faces = geometry.faces;
- var faceVertexUvs = geometry.faceVertexUvs[0];
+ return new this.constructor().copy( this );
- for (var i = 0, il = faces.length; i < il; i++) {
+ },
- var face = faces[i];
- var indices = [face.a, face.b, face.c];
+ copy: function ( source ) {
- var vertexNormals = face.vertexNormals;
- var vertexColors = face.vertexColors;
- var vertexUvs = faceVertexUvs[i];
+ this.vertices = [];
+ this.faces = [];
+ this.faceVertexUvs = [ [] ];
- for (var j = 0, jl = vertexNormals.length; j < jl; j++) {
+ var vertices = source.vertices;
- this.normals[indices[j]] = vertexNormals[j];
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- }
+ this.vertices.push( vertices[ i ].clone() );
- for (var j = 0, jl = vertexColors.length; j < jl; j++) {
+ }
- this.colors[indices[j]] = vertexColors[j];
+ var faces = source.faces;
- }
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
- for (var j = 0, jl = vertexUvs.length; j < jl; j++) {
+ this.faces.push( faces[ i ].clone() );
- this.uvs[indices[j]] = vertexUvs[j];
+ }
- }
+ for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
- }
+ var faceVertexUvs = source.faceVertexUvs[ i ];
- return this;
+ if ( this.faceVertexUvs[ i ] === undefined ) {
- },
+ this.faceVertexUvs[ i ] = [];
- dispose: function () {
+ }
- this.dispatchEvent({type: 'dispose'});
+ for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
- }
+ var uvs = faceVertexUvs[ j ], uvsCopy = [];
-};
-
-THREE.EventDispatcher.prototype.apply(THREE.DynamicGeometry.prototype);
+ for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
-// File:src/core/BufferGeometry.js
+ var uv = uvs[ k ];
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
+ uvsCopy.push( uv.clone() );
-THREE.BufferGeometry = function () {
+ }
- Object.defineProperty(this, 'id', {value: THREE.GeometryIdCount++});
+ this.faceVertexUvs[ i ].push( uvsCopy );
- this.uuid = THREE.Math.generateUUID();
+ }
- this.name = '';
- this.type = 'BufferGeometry';
+ }
- this.attributes = {};
- this.attributesKeys = [];
+ return this;
- this.drawcalls = [];
- this.offsets = this.drawcalls; // backwards compatibility
+ },
- this.boundingBox = null;
- this.boundingSphere = null;
+ dispose: function () {
-};
+ this.dispatchEvent( { type: 'dispose' } );
-THREE.BufferGeometry.prototype = {
+ }
- constructor: THREE.BufferGeometry,
+};
- addAttribute: function (name, attribute) {
+THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
- if (attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false) {
+THREE.GeometryIdCount = 0;
- THREE.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
+// File:src/core/DirectGeometry.js
- this.attributes[name] = {array: arguments[1], itemSize: arguments[2]};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- return;
+THREE.DirectGeometry = function () {
- }
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
- this.attributes[name] = attribute;
- this.attributesKeys = Object.keys(this.attributes);
+ this.uuid = THREE.Math.generateUUID();
- },
+ this.name = '';
+ this.type = 'DirectGeometry';
- getAttribute: function (name) {
+ this.indices = [];
+ this.vertices = [];
+ this.normals = [];
+ this.colors = [];
+ this.uvs = [];
+ this.uvs2 = [];
- return this.attributes[name];
+ this.groups = [];
- },
+ this.morphTargets = {};
- addDrawCall: function (start, count, indexOffset) {
+ this.skinWeights = [];
+ this.skinIndices = [];
- this.drawcalls.push({
+ // this.lineDistances = [];
- start: start,
- count: count,
- index: indexOffset !== undefined ? indexOffset : 0
+ this.boundingBox = null;
+ this.boundingSphere = null;
- });
+ // update flags
- },
+ this.verticesNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.groupsNeedUpdate = false;
- applyMatrix: function (matrix) {
+};
- var position = this.attributes.position;
+THREE.DirectGeometry.prototype = {
- if (position !== undefined) {
+ constructor: THREE.DirectGeometry,
- matrix.applyToBuffer(position);
- position.needsUpdate = true;
+ computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox,
+ computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere,
- }
+ computeFaceNormals: function () {
- var normal = this.attributes.normal;
+ console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' );
- if (normal !== undefined) {
+ },
- var normalMatrix = new THREE.Matrix3().getNormalMatrix(matrix);
+ computeVertexNormals: function () {
- normalMatrix.applyToBuffer(normal);
- normal.needsUpdate = true;
+ console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' );
- }
+ },
- if (this.boundingBox !== null) {
+ computeGroups: function ( geometry ) {
- this.computeBoundingBox();
+ var group;
+ var groups = [];
+ var materialIndex;
- }
+ var faces = geometry.faces;
- if (this.boundingSphere !== null) {
+ for ( var i = 0; i < faces.length; i ++ ) {
- this.computeBoundingSphere();
+ var face = faces[ i ];
- }
+ // materials
- },
+ if ( face.materialIndex !== materialIndex ) {
- center: function () {
+ materialIndex = face.materialIndex;
- this.computeBoundingBox();
+ if ( group !== undefined ) {
- var offset = this.boundingBox.center().negate();
+ group.count = ( i * 3 ) - group.start;
+ groups.push( group );
- this.applyMatrix(new THREE.Matrix4().setPosition(offset));
+ }
- return offset;
+ group = {
+ start: i * 3,
+ materialIndex: materialIndex
+ };
- },
+ }
- setFromObject: function (object) {
+ }
- console.log('THREE.BufferGeometry.setFromObject(). Converting ', object, this);
+ if ( group !== undefined ) {
- var geometry = object.geometry;
- var material = object.material;
+ group.count = ( i * 3 ) - group.start;
+ groups.push( group );
- if (object instanceof THREE.PointCloud || object instanceof THREE.Line) {
+ }
- var positions = new Float32Array(geometry.vertices.length * 3);
- var colors = new Float32Array(geometry.colors.length * 3);
+ this.groups = groups;
- this.addAttribute('position', new THREE.BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices));
- this.addAttribute('color', new THREE.BufferAttribute(colors, 3).copyColorsArray(geometry.colors));
- this.computeBoundingSphere();
+ },
- } else if (object instanceof THREE.Mesh) {
+ fromGeometry: function ( geometry ) {
- if (geometry instanceof THREE.DynamicGeometry) {
+ var faces = geometry.faces;
+ var vertices = geometry.vertices;
+ var faceVertexUvs = geometry.faceVertexUvs;
- this.fromDynamicGeometry(geometry);
+ var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
+ var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
- } else if (geometry instanceof THREE.Geometry) {
+ // morphs
- this.fromGeometry(geometry, material);
+ var morphTargets = geometry.morphTargets;
+ var morphTargetsLength = morphTargets.length;
- }
+ if ( morphTargetsLength > 0 ) {
- }
+ var morphTargetsPosition = [];
- if (material.attributes !== undefined) {
+ for ( var i = 0; i < morphTargetsLength; i ++ ) {
- var attributes = material.attributes;
+ morphTargetsPosition[ i ] = [];
- for (var name in attributes) {
+ }
- var attribute = attributes[name];
+ this.morphTargets.position = morphTargetsPosition;
- var type = attribute.type;
- var array = attribute.value;
+ }
- switch (type) {
+ var morphNormals = geometry.morphNormals;
+ var morphNormalsLength = morphNormals.length;
- case "f":
- var floats = new Float32Array(array.length);
- this.addAttribute(name, new THREE.BufferAttribute(floats, 1).copyArray(array));
- break;
+ if ( morphNormalsLength > 0 ) {
- case "c":
- var colors = new Float32Array(array.length * 3);
- this.addAttribute(name, new THREE.BufferAttribute(colors, 3).copyColorsArray(array));
- break;
+ var morphTargetsNormal = [];
- case "v3":
- var colors = new Float32Array(array.length * 3);
- this.addAttribute(name, new THREE.BufferAttribute(colors, 3).copyVector3sArray(array));
- break;
+ for ( var i = 0; i < morphNormalsLength; i ++ ) {
- default:
- console.warn('THREE.BufferGeometry.setFromObject(). TODO: attribute unsupported', type);
- break;
+ morphTargetsNormal[ i ] = [];
- }
+ }
- }
+ this.morphTargets.normal = morphTargetsNormal;
- }
+ }
- return this;
+ // skins
- },
+ var skinIndices = geometry.skinIndices;
+ var skinWeights = geometry.skinWeights;
- updateFromObject: function (object) {
+ var hasSkinIndices = skinIndices.length === vertices.length;
+ var hasSkinWeights = skinWeights.length === vertices.length;
- var geometry = object.geometry;
+ //
- if (geometry.verticesNeedUpdate === true) {
+ for ( var i = 0; i < faces.length; i ++ ) {
- var attribute = this.attributes.position;
+ var face = faces[ i ];
- if (attribute !== undefined) {
+ this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
- attribute.copyVector3sArray(geometry.vertices);
- attribute.needsUpdate = true;
+ var vertexNormals = face.vertexNormals;
- }
+ if ( vertexNormals.length === 3 ) {
- geometry.verticesNeedUpdate = false;
+ this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
- }
+ } else {
- if (geometry.colorsNeedUpdate === true) {
+ var normal = face.normal;
- var attribute = this.attributes.color;
+ this.normals.push( normal, normal, normal );
- if (attribute !== undefined) {
+ }
- attribute.copyColorsArray(geometry.colors);
- attribute.needsUpdate = true;
+ var vertexColors = face.vertexColors;
- }
+ if ( vertexColors.length === 3 ) {
- geometry.colorsNeedUpdate = false;
+ this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
- }
+ } else {
- },
+ var color = face.color;
- updateFromMaterial: function (material) {
+ this.colors.push( color, color, color );
- if (material.attributes !== undefined) {
+ }
- var attributes = material.attributes;
+ if ( hasFaceVertexUv === true ) {
- for (var name in attributes) {
+ var vertexUvs = faceVertexUvs[ 0 ][ i ];
- var attribute = attributes[name];
+ if ( vertexUvs !== undefined ) {
- var type = attribute.type;
- var array = attribute.value;
+ this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
- switch (type) {
+ } else {
- case "f":
- this.attributes[name].copyArray(array);
- this.attributes[name].needsUpdate = true;
- break;
+ console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
- case "c":
- this.attributes[name].copyColorsArray(array);
- this.attributes[name].needsUpdate = true;
- break;
+ this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
- case "v3":
- this.attributes[name].copyVector3sArray(array);
- this.attributes[name].needsUpdate = true;
- break;
+ }
- }
+ }
- }
+ if ( hasFaceVertexUv2 === true ) {
- }
+ var vertexUvs = faceVertexUvs[ 1 ][ i ];
- },
+ if ( vertexUvs !== undefined ) {
- fromGeometry: function (geometry, material) {
+ this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
- material = material || {'vertexColors': THREE.NoColors};
+ } else {
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var faceVertexUvs = geometry.faceVertexUvs;
- var vertexColors = material.vertexColors;
+ console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
- var hasFaceVertexUv = faceVertexUvs[0].length > 0;
- var hasFaceVertexUv2 = faceVertexUvs[1] && faceVertexUvs[1].length > 0;
+ this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() );
- var hasFaceVertexNormals = faces[0] && faces[0].vertexNormals.length == 3;
+ }
- var positions = new Float32Array(faces.length * 3 * 3);
- this.addAttribute('position', new THREE.BufferAttribute(positions, 3));
+ }
- var normals = new Float32Array(faces.length * 3 * 3);
- this.addAttribute('normal', new THREE.BufferAttribute(normals, 3));
+ // morphs
- if (vertexColors !== THREE.NoColors) {
+ for ( var j = 0; j < morphTargetsLength; j ++ ) {
- var colors = new Float32Array(faces.length * 3 * 3);
- this.addAttribute('color', new THREE.BufferAttribute(colors, 3));
+ var morphTarget = morphTargets[ j ].vertices;
- }
+ morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
- if (hasFaceVertexUv === true) {
+ }
- var uvs = new Float32Array(faces.length * 3 * 2);
- this.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
+ for ( var j = 0; j < morphNormalsLength; j ++ ) {
- }
+ var morphNormal = morphNormals[ j ].vertexNormals[ i ];
- if (hasFaceVertexUv2 === true) {
+ morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );
- var uvs2 = new Float32Array(faces.length * 3 * 2);
- this.addAttribute('uv2', new THREE.BufferAttribute(uvs2, 2));
+ }
- }
+ // skins
- for (var i = 0, i2 = 0, i3 = 0; i < faces.length; i++, i2 += 6, i3 += 9) {
+ if ( hasSkinIndices ) {
- var face = faces[i];
+ this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
- var a = vertices[face.a];
- var b = vertices[face.b];
- var c = vertices[face.c];
+ }
- positions[i3] = a.x;
- positions[i3 + 1] = a.y;
- positions[i3 + 2] = a.z;
+ if ( hasSkinWeights ) {
- positions[i3 + 3] = b.x;
- positions[i3 + 4] = b.y;
- positions[i3 + 5] = b.z;
+ this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
- positions[i3 + 6] = c.x;
- positions[i3 + 7] = c.y;
- positions[i3 + 8] = c.z;
+ }
- if (hasFaceVertexNormals === true) {
+ }
- var na = face.vertexNormals[0];
- var nb = face.vertexNormals[1];
- var nc = face.vertexNormals[2];
+ this.computeGroups( geometry );
- normals[i3] = na.x;
- normals[i3 + 1] = na.y;
- normals[i3 + 2] = na.z;
+ this.verticesNeedUpdate = geometry.verticesNeedUpdate;
+ this.normalsNeedUpdate = geometry.normalsNeedUpdate;
+ this.colorsNeedUpdate = geometry.colorsNeedUpdate;
+ this.uvsNeedUpdate = geometry.uvsNeedUpdate;
+ this.groupsNeedUpdate = geometry.groupsNeedUpdate;
- normals[i3 + 3] = nb.x;
- normals[i3 + 4] = nb.y;
- normals[i3 + 5] = nb.z;
+ return this;
- normals[i3 + 6] = nc.x;
- normals[i3 + 7] = nc.y;
- normals[i3 + 8] = nc.z;
+ },
- } else {
+ dispose: function () {
- var n = face.normal;
+ this.dispatchEvent( { type: 'dispose' } );
- normals[i3] = n.x;
- normals[i3 + 1] = n.y;
- normals[i3 + 2] = n.z;
+ }
- normals[i3 + 3] = n.x;
- normals[i3 + 4] = n.y;
- normals[i3 + 5] = n.z;
+};
- normals[i3 + 6] = n.x;
- normals[i3 + 7] = n.y;
- normals[i3 + 8] = n.z;
+THREE.EventDispatcher.prototype.apply( THREE.DirectGeometry.prototype );
- }
+// File:src/core/BufferGeometry.js
- if (vertexColors === THREE.FaceColors) {
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
- var fc = face.color;
+THREE.BufferGeometry = function () {
- colors[i3] = fc.r;
- colors[i3 + 1] = fc.g;
- colors[i3 + 2] = fc.b;
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
- colors[i3 + 3] = fc.r;
- colors[i3 + 4] = fc.g;
- colors[i3 + 5] = fc.b;
+ this.uuid = THREE.Math.generateUUID();
- colors[i3 + 6] = fc.r;
- colors[i3 + 7] = fc.g;
- colors[i3 + 8] = fc.b;
+ this.name = '';
+ this.type = 'BufferGeometry';
- } else if (vertexColors === THREE.VertexColors) {
+ this.index = null;
+ this.attributes = {};
- var vca = face.vertexColors[0];
- var vcb = face.vertexColors[1];
- var vcc = face.vertexColors[2];
+ this.morphAttributes = {};
- colors[i3] = vca.r;
- colors[i3 + 1] = vca.g;
- colors[i3 + 2] = vca.b;
+ this.groups = [];
- colors[i3 + 3] = vcb.r;
- colors[i3 + 4] = vcb.g;
- colors[i3 + 5] = vcb.b;
+ this.boundingBox = null;
+ this.boundingSphere = null;
- colors[i3 + 6] = vcc.r;
- colors[i3 + 7] = vcc.g;
- colors[i3 + 8] = vcc.b;
+ this.drawRange = { start: 0, count: Infinity };
- }
+};
- if (hasFaceVertexUv === true) {
+THREE.BufferGeometry.prototype = {
- var uva = faceVertexUvs[0][i][0];
- var uvb = faceVertexUvs[0][i][1];
- var uvc = faceVertexUvs[0][i][2];
+ constructor: THREE.BufferGeometry,
- uvs[i2] = uva.x;
- uvs[i2 + 1] = uva.y;
+ addIndex: function ( index ) {
- uvs[i2 + 2] = uvb.x;
- uvs[i2 + 3] = uvb.y;
+ console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
+ this.setIndex( index );
- uvs[i2 + 4] = uvc.x;
- uvs[i2 + 5] = uvc.y;
+ },
- }
+ getIndex: function () {
- if (hasFaceVertexUv2 === true) {
+ return this.index;
- var uva = faceVertexUvs[1][i][0];
- var uvb = faceVertexUvs[1][i][1];
- var uvc = faceVertexUvs[1][i][2];
+ },
- uvs2[i2] = uva.x;
- uvs2[i2 + 1] = uva.y;
+ setIndex: function ( index ) {
- uvs2[i2 + 2] = uvb.x;
- uvs2[i2 + 3] = uvb.y;
+ this.index = index;
- uvs2[i2 + 4] = uvc.x;
- uvs2[i2 + 5] = uvc.y;
+ },
- }
+ addAttribute: function ( name, attribute ) {
- }
+ if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) {
- this.computeBoundingSphere();
+ console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
- return this;
+ this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
- },
+ return;
- fromDynamicGeometry: function (geometry) {
+ }
- var indices = new Uint16Array(geometry.faces.length * 3);
- this.addAttribute('index', new THREE.BufferAttribute(indices, 1).copyFacesArray(geometry.faces));
+ if ( name === 'index' ) {
- var positions = new Float32Array(geometry.vertices.length * 3);
- this.addAttribute('position', new THREE.BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices));
+ console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
+ this.setIndex( attribute );
- var normals = new Float32Array(geometry.normals.length * 3);
- this.addAttribute('normal', new THREE.BufferAttribute(normals, 3).copyVector3sArray(geometry.normals));
+ return;
- var colors = new Float32Array(geometry.colors.length * 3);
- this.addAttribute('color', new THREE.BufferAttribute(colors, 3).copyVector3sArray(geometry.colors));
+ }
- var uvs = new Float32Array(geometry.uvs.length * 2);
- this.addAttribute('uv', new THREE.BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs));
+ this.attributes[ name ] = attribute;
- this.computeBoundingSphere();
+ },
- return this;
+ getAttribute: function ( name ) {
- },
+ return this.attributes[ name ];
- computeBoundingBox: function () {
+ },
- var vector = new THREE.Vector3();
+ removeAttribute: function ( name ) {
- return function () {
+ delete this.attributes[ name ];
- if (this.boundingBox === null) {
+ },
- this.boundingBox = new THREE.Box3();
+ get drawcalls() {
- }
+ console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
+ return this.groups;
- var positions = this.attributes.position;
+ },
- if (positions) {
+ get offsets() {
- var bb = this.boundingBox;
- bb.makeEmpty();
+ console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
+ return this.groups;
- for (var i = 0, il = positions.length / positions.itemSize; i < il; i++) {
+ },
- vector.set(positions.getX(i), positions.getY(i), positions.getZ(i));
- bb.expandByPoint(vector);
+ addDrawCall: function ( start, count, indexOffset ) {
- }
+ if ( indexOffset !== undefined ) {
- }
+ console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
- if (positions === undefined || positions.length === 0) {
+ }
- this.boundingBox.min.set(0, 0, 0);
- this.boundingBox.max.set(0, 0, 0);
+ console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
+ this.addGroup( start, count );
- }
+ },
- if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
+ clearDrawCalls: function () {
- THREE.error('THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.');
+ console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
+ this.clearGroups();
- }
+ },
- }
+ addGroup: function ( start, count, materialIndex ) {
- }(),
+ this.groups.push( {
- computeBoundingSphere: function () {
+ start: start,
+ count: count,
+ materialIndex: materialIndex !== undefined ? materialIndex : 0
- var box = new THREE.Box3();
- var vector = new THREE.Vector3();
+ } );
- return function () {
+ },
- if (this.boundingSphere === null) {
+ clearGroups: function () {
- this.boundingSphere = new THREE.Sphere();
+ this.groups = [];
- }
+ },
- var positions = this.attributes.position;
+ setDrawRange: function ( start, count ) {
- if (positions) {
+ this.drawRange.start = start;
+ this.drawRange.count = count;
- box.makeEmpty();
+ },
- var center = this.boundingSphere.center;
+ applyMatrix: function ( matrix ) {
- for (var i = 0, il = positions.length / positions.itemSize; i < il; i++) {
+ var position = this.attributes.position;
- vector.set(positions.getX(i), positions.getY(i), positions.getZ(i));
- box.expandByPoint(vector);
+ if ( position !== undefined ) {
- }
+ matrix.applyToVector3Array( position.array );
+ position.needsUpdate = true;
- 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 normal = this.attributes.normal;
- var maxRadiusSq = 0;
+ if ( normal !== undefined ) {
- for (var i = 0, il = positions.length / positions.itemSize; i < il; i++) {
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
- vector.set(positions.getX(i), positions.getY(i), positions.getZ(i));
- maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector));
+ normalMatrix.applyToVector3Array( normal.array );
+ normal.needsUpdate = true;
- }
+ }
- this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
+ if ( this.boundingBox !== null ) {
- if (isNaN(this.boundingSphere.radius)) {
+ this.computeBoundingBox();
- THREE.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.');
+ }
- }
+ if ( this.boundingSphere !== null ) {
- }
+ this.computeBoundingSphere();
- }
+ }
- }(),
+ },
- computeFaceNormals: function () {
+ rotateX: function () {
- // backwards compatibility
+ // rotate geometry around world x-axis
- },
+ var m1;
- computeVertexNormals: function () {
+ return function rotateX( angle ) {
- var attributes = this.attributes;
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- if (attributes.position) {
+ m1.makeRotationX( angle );
- var positions = attributes.position.array;
+ this.applyMatrix( m1 );
- if (attributes.normal === undefined) {
+ return this;
- this.addAttribute('normal', new THREE.BufferAttribute(new Float32Array(positions.length), 3));
+ };
- } else {
+ }(),
- // reset existing normals to zero
+ rotateY: function () {
- var normals = attributes.normal.array;
+ // rotate geometry around world y-axis
- for (var i = 0, il = normals.length; i < il; i++) {
+ var m1;
- normals[i] = 0;
+ return function rotateY( angle ) {
- }
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- }
+ m1.makeRotationY( angle );
- var normals = attributes.normal.array;
+ this.applyMatrix( m1 );
- var vA, vB, vC,
+ return this;
- pA = new THREE.Vector3(),
- pB = new THREE.Vector3(),
- pC = new THREE.Vector3(),
+ };
- cb = new THREE.Vector3(),
- ab = new THREE.Vector3();
+ }(),
- // indexed elements
+ rotateZ: function () {
- if (attributes.index) {
+ // rotate geometry around world z-axis
- var indices = attributes.index.array;
+ var m1;
- var offsets = ( this.offsets.length > 0 ? this.offsets : [{
- start: 0,
- count: indices.length,
- index: 0
- }] );
+ return function rotateZ( angle ) {
- for (var j = 0, jl = offsets.length; j < jl; ++j) {
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- var start = offsets[j].start;
- var count = offsets[j].count;
- var index = offsets[j].index;
+ m1.makeRotationZ( angle );
- for (var i = start, il = start + count; i < il; i += 3) {
+ this.applyMatrix( m1 );
- vA = ( index + indices[i] ) * 3;
- vB = ( index + indices[i + 1] ) * 3;
- vC = ( index + indices[i + 2] ) * 3;
+ return this;
- 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;
+ translate: function () {
- normals[vB] += cb.x;
- normals[vB + 1] += cb.y;
- normals[vB + 2] += cb.z;
+ // translate geometry
- normals[vC] += cb.x;
- normals[vC + 1] += cb.y;
- normals[vC + 2] += cb.z;
+ var m1;
- }
+ return function translate( x, y, z ) {
- }
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- } else {
+ m1.makeTranslation( x, y, z );
- // non-indexed elements (unconnected triangle soup)
+ this.applyMatrix( m1 );
- for (var i = 0, il = positions.length; i < il; i += 9) {
+ return this;
- 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;
+ scale: function () {
- normals[i + 3] = cb.x;
- normals[i + 4] = cb.y;
- normals[i + 5] = cb.z;
+ // scale geometry
- normals[i + 6] = cb.x;
- normals[i + 7] = cb.y;
- normals[i + 8] = cb.z;
+ var m1;
- }
+ return function scale( x, y, z ) {
- }
+ if ( m1 === undefined ) m1 = new THREE.Matrix4();
- this.normalizeNormals();
+ m1.makeScale( x, y, z );
- attributes.normal.needsUpdate = true;
+ this.applyMatrix( m1 );
- }
+ return this;
- },
+ };
- computeTangents: function () {
+ }(),
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
+ lookAt: function () {
- if (this.attributes.index === undefined ||
- this.attributes.position === undefined ||
- this.attributes.normal === undefined ||
- this.attributes.uv === undefined) {
+ var obj;
- THREE.warn('THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()');
- return;
+ return function lookAt( vector ) {
- }
+ if ( obj === undefined ) obj = new THREE.Object3D();
- var indices = this.attributes.index.array;
- var positions = this.attributes.position.array;
- var normals = this.attributes.normal.array;
- var uvs = this.attributes.uv.array;
+ obj.lookAt( vector );
- var nVertices = positions.length / 3;
+ obj.updateMatrix();
- if (this.attributes.tangent === undefined) {
+ this.applyMatrix( obj.matrix );
- this.addAttribute('tangent', new THREE.BufferAttribute(new Float32Array(4 * nVertices), 4));
+ };
- }
+ }(),
- var tangents = this.attributes.tangent.array;
+ center: function () {
- var tan1 = [], tan2 = [];
+ this.computeBoundingBox();
- for (var k = 0; k < nVertices; k++) {
+ var offset = this.boundingBox.center().negate();
- tan1[k] = new THREE.Vector3();
- tan2[k] = new THREE.Vector3();
+ this.translate( offset.x, offset.y, offset.z );
- }
+ return offset;
- var vA = new THREE.Vector3(),
- vB = new THREE.Vector3(),
- vC = new THREE.Vector3(),
+ },
- uvA = new THREE.Vector2(),
- uvB = new THREE.Vector2(),
- uvC = new THREE.Vector2(),
+ setFromObject: function ( object ) {
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r;
+ // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
- var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+ var geometry = object.geometry;
- function handleTriangle(a, b, c) {
+ if ( object instanceof THREE.Points || object instanceof THREE.Line ) {
- vA.fromArray(positions, a * 3);
- vB.fromArray(positions, b * 3);
- vC.fromArray(positions, c * 3);
+ var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 );
+ var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 );
- uvA.fromArray(uvs, a * 2);
- uvB.fromArray(uvs, b * 2);
- uvC.fromArray(uvs, c * 2);
+ this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
+ this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
+ if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
+ var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 );
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
+ this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
- s1 = uvB.x - uvA.x;
- s2 = uvC.x - uvA.x;
+ }
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
+ if ( geometry.boundingSphere !== null ) {
- r = 1.0 / ( s1 * t2 - s2 * t1 );
+ this.boundingSphere = geometry.boundingSphere.clone();
- sdir.set(
- ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r
- );
+ }
- tdir.set(
- ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r
- );
+ if ( geometry.boundingBox !== null ) {
- tan1[a].add(sdir);
- tan1[b].add(sdir);
- tan1[c].add(sdir);
+ this.boundingBox = geometry.boundingBox.clone();
- tan2[a].add(tdir);
- tan2[b].add(tdir);
- tan2[c].add(tdir);
+ }
- }
+ } else if ( object instanceof THREE.Mesh ) {
- var i, il;
- var j, jl;
- var iA, iB, iC;
+ if ( geometry instanceof THREE.Geometry ) {
- if (this.drawcalls.length === 0) {
+ this.fromGeometry( geometry );
- this.addDrawCall(0, indices.length, 0);
+ }
- }
+ }
- var drawcalls = this.drawcalls;
+ return this;
- for (j = 0, jl = drawcalls.length; j < jl; ++j) {
+ },
- var start = drawcalls[j].start;
- var count = drawcalls[j].count;
- var index = drawcalls[j].index;
+ updateFromObject: function ( object ) {
- for (i = start, il = start + count; i < il; i += 3) {
+ var geometry = object.geometry;
- iA = index + indices[i];
- iB = index + indices[i + 1];
- iC = index + indices[i + 2];
+ if ( object instanceof THREE.Mesh ) {
- handleTriangle(iA, iB, iC);
+ var direct = geometry.__directGeometry;
- }
+ if ( direct === undefined ) {
- }
+ return this.fromGeometry( geometry );
- var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
- var n = new THREE.Vector3(), n2 = new THREE.Vector3();
- var w, t, test;
+ }
- function handleVertex(v) {
+ direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
+ direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
+ direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
+ direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
+ direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
- n.fromArray(normals, v * 3);
- n2.copy(n);
+ geometry.verticesNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.groupsNeedUpdate = false;
- t = tan1[v];
+ geometry = direct;
- // Gram-Schmidt orthogonalize
+ }
- tmp.copy(t);
- tmp.sub(n.multiplyScalar(n.dot(t))).normalize();
+ if ( geometry.verticesNeedUpdate === true ) {
- // Calculate handedness
+ var attribute = this.attributes.position;
- tmp2.crossVectors(n2, t);
- test = tmp2.dot(tan2[v]);
- w = ( test < 0.0 ) ? -1.0 : 1.0;
+ if ( attribute !== undefined ) {
- tangents[v * 4] = tmp.x;
- tangents[v * 4 + 1] = tmp.y;
- tangents[v * 4 + 2] = tmp.z;
- tangents[v * 4 + 3] = w;
+ attribute.copyVector3sArray( geometry.vertices );
+ attribute.needsUpdate = true;
- }
+ }
- for (j = 0, jl = drawcalls.length; j < jl; ++j) {
+ geometry.verticesNeedUpdate = false;
- var start = drawcalls[j].start;
- var count = drawcalls[j].count;
- var index = drawcalls[j].index;
+ }
- for (i = start, il = start + count; i < il; i += 3) {
+ if ( geometry.normalsNeedUpdate === true ) {
- iA = index + indices[i];
- iB = index + indices[i + 1];
- iC = index + indices[i + 2];
+ var attribute = this.attributes.normal;
- handleVertex(iA);
- handleVertex(iB);
- handleVertex(iC);
+ if ( attribute !== undefined ) {
- }
+ attribute.copyVector3sArray( geometry.normals );
+ attribute.needsUpdate = true;
- }
+ }
- },
+ geometry.normalsNeedUpdate = false;
- /*
- Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
- This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
- WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
- size - Defaults to 65535 or 4294967296 if extension OES_element_index_uint supported, but allows for larger or smaller chunks.
- */
- computeOffsets: function (size) {
+ }
- if (size === undefined) size = THREE.BufferGeometry.MaxIndex;
+ if ( geometry.colorsNeedUpdate === true ) {
- var indices = this.attributes.index.array;
- var vertices = this.attributes.position.array;
+ var attribute = this.attributes.color;
- var facesCount = ( indices.length / 3 );
+ if ( attribute !== undefined ) {
- var UintArray = ( ( vertices.length / 3 ) > 65535 && THREE.BufferGeometry.MaxIndex > 65535 ) ? Uint32Array : Uint16Array;
+ attribute.copyColorsArray( geometry.colors );
+ attribute.needsUpdate = true;
- /*
- THREE.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
- THREE.log("Faces to process: "+(indices.length/3));
- THREE.log("Reordering "+verticesCount+" vertices.");
- */
+ }
- var sortedIndices = new UintArray(indices.length);
+ geometry.colorsNeedUpdate = false;
- var indexPtr = 0;
- var vertexPtr = 0;
+ }
- var offsets = [{start: 0, count: 0, index: 0}];
- var offset = offsets[0];
+ if ( geometry.lineDistancesNeedUpdate ) {
- var duplicatedVertices = 0;
- var newVerticeMaps = 0;
- var faceVertices = new Int32Array(6);
- var vertexMap = new Int32Array(vertices.length);
- var revVertexMap = new Int32Array(vertices.length);
- for (var j = 0; j < vertices.length; j++) {
- vertexMap[j] = -1;
- revVertexMap[j] = -1;
- }
+ var attribute = this.attributes.lineDistance;
- /*
- Traverse every face and reorder vertices in the proper offsets of 65k.
- We can have more than 'size' entries in the index buffer per offset, but only reference 'size' values.
- */
- for (var findex = 0; findex < facesCount; findex++) {
- newVerticeMaps = 0;
+ if ( attribute !== undefined ) {
- for (var vo = 0; vo < 3; vo++) {
- var vid = indices[findex * 3 + vo];
- if (vertexMap[vid] == -1) {
- //Unmapped vertice
- faceVertices[vo * 2] = vid;
- faceVertices[vo * 2 + 1] = -1;
- newVerticeMaps++;
- } else if (vertexMap[vid] < offset.index) {
- //Reused vertices from previous block (duplicate)
- faceVertices[vo * 2] = vid;
- faceVertices[vo * 2 + 1] = -1;
- duplicatedVertices++;
- } else {
- //Reused vertice in the current block
- faceVertices[vo * 2] = vid;
- faceVertices[vo * 2 + 1] = vertexMap[vid];
- }
- }
+ attribute.copyArray( geometry.lineDistances );
+ attribute.needsUpdate = true;
- var faceMax = vertexPtr + newVerticeMaps;
- if (faceMax > ( offset.index + size )) {
- var new_offset = {start: indexPtr, count: 0, index: vertexPtr};
- offsets.push(new_offset);
- offset = new_offset;
+ }
- //Re-evaluate reused vertices in light of new offset.
- for (var v = 0; v < 6; v += 2) {
- var new_vid = faceVertices[v + 1];
- if (new_vid > -1 && new_vid < offset.index)
- faceVertices[v + 1] = -1;
- }
- }
+ geometry.lineDistancesNeedUpdate = false;
- //Reindex the face.
- for (var v = 0; v < 6; v += 2) {
- var vid = faceVertices[v];
- var new_vid = faceVertices[v + 1];
+ }
- if (new_vid === -1)
- new_vid = vertexPtr++;
+ if ( geometry.groupsNeedUpdate ) {
- vertexMap[vid] = new_vid;
- revVertexMap[new_vid] = vid;
- sortedIndices[indexPtr++] = new_vid - offset.index; //XXX overflows at 16bit
- offset.count++;
- }
- }
+ geometry.computeGroups( object.geometry );
+ this.groups = geometry.groups;
- /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
- this.reorderBuffers(sortedIndices, revVertexMap, vertexPtr);
- this.offsets = offsets; // TODO: Deprecate
- this.drawcalls = offsets;
-
- /*
- var orderTime = Date.now();
- THREE.log("Reorder time: "+(orderTime-s)+"ms");
- THREE.log("Duplicated "+duplicatedVertices+" vertices.");
- THREE.log("Compute Buffers time: "+(Date.now()-s)+"ms");
- THREE.log("Draw offsets: "+offsets.length);
- */
-
- return offsets;
-
- },
-
- merge: function (geometry, offset) {
-
- if (geometry instanceof THREE.BufferGeometry === false) {
-
- THREE.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];
-
- }
+ geometry.groupsNeedUpdate = false;
- }
+ }
- return this;
+ return this;
- },
+ },
- normalizeNormals: function () {
+ fromGeometry: function ( geometry ) {
- var normals = this.attributes.normal.array;
+ geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry );
- var x, y, z, n;
+ return this.fromDirectGeometry( geometry.__directGeometry );
- for (var i = 0, il = normals.length; i < il; i += 3) {
+ },
- x = normals[i];
- y = normals[i + 1];
- z = normals[i + 2];
+ fromDirectGeometry: function ( geometry ) {
- n = 1.0 / Math.sqrt(x * x + y * y + z * z);
+ var positions = new Float32Array( geometry.vertices.length * 3 );
+ this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
- normals[i] *= n;
- normals[i + 1] *= n;
- normals[i + 2] *= n;
+ if ( geometry.normals.length > 0 ) {
- }
+ var normals = new Float32Array( geometry.normals.length * 3 );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
- },
+ }
- /*
- reoderBuffers:
- Reorder attributes based on a new indexBuffer and indexMap.
- indexBuffer - Uint16Array of the new ordered indices.
- indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
- vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
- */
- reorderBuffers: function (indexBuffer, indexMap, vertexCount) {
+ if ( geometry.colors.length > 0 ) {
- /* Create a copy of all attributes for reordering. */
- var sortedAttributes = {};
- for (var attr in this.attributes) {
- if (attr == 'index')
- continue;
- var sourceArray = this.attributes[attr].array;
- sortedAttributes[attr] = new sourceArray.constructor(this.attributes[attr].itemSize * vertexCount);
- }
+ var colors = new Float32Array( geometry.colors.length * 3 );
+ this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
- /* Move attribute positions based on the new index map */
- for (var new_vid = 0; new_vid < vertexCount; new_vid++) {
- var vid = indexMap[new_vid];
- for (var attr in this.attributes) {
- if (attr == 'index')
- continue;
- var attrArray = this.attributes[attr].array;
- var attrSize = this.attributes[attr].itemSize;
- var sortedAttr = sortedAttributes[attr];
- for (var k = 0; k < attrSize; k++)
- sortedAttr[new_vid * attrSize + k] = attrArray[vid * attrSize + k];
- }
- }
+ }
- /* Carry the new sorted buffers locally */
- this.attributes['index'].array = indexBuffer;
- for (var attr in this.attributes) {
- if (attr == 'index')
- continue;
- this.attributes[attr].array = sortedAttributes[attr];
- this.attributes[attr].numItems = this.attributes[attr].itemSize * vertexCount;
- }
- },
+ if ( geometry.uvs.length > 0 ) {
- toJSON: function () {
+ var uvs = new Float32Array( geometry.uvs.length * 2 );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
- // we will store all serialization data on 'data'
- var data = {};
+ }
- // add metadata
- data.metadata = {
- version: 4.4,
- type: 'BufferGeometry',
- generator: 'BufferGeometry.toJSON'
- };
+ if ( geometry.uvs2.length > 0 ) {
- // standard BufferGeometry serialization
+ var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
+ this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
- data.type = this.type;
- data.uuid = this.uuid;
- if (this.name !== '') data.name = this.name;
- data.data = {};
- data.data.attributes = {};
+ }
- var attributes = this.attributes;
- var offsets = this.offsets;
- var boundingSphere = this.boundingSphere;
+ if ( geometry.indices.length > 0 ) {
- for (var key in attributes) {
+ 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 ) );
- var attribute = attributes[key];
+ }
- var array = Array.prototype.slice.call(attribute.array);
+ // groups
- data.data.attributes[key] = {
- itemSize: attribute.itemSize,
- type: attribute.array.constructor.name,
- array: array
- }
+ this.groups = geometry.groups;
- }
+ // morphs
- if (offsets.length > 0) {
+ for ( var name in geometry.morphTargets ) {
- data.data.offsets = JSON.parse(JSON.stringify(offsets));
+ var array = [];
+ var morphTargets = geometry.morphTargets[ name ];
- }
+ for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
- if (boundingSphere !== null) {
+ var morphTarget = morphTargets[ i ];
- data.data.boundingSphere = {
- center: boundingSphere.center.toArray(),
- radius: boundingSphere.radius
- }
+ var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 );
- }
+ array.push( attribute.copyVector3sArray( morphTarget ) );
- return data;
+ }
- },
+ this.morphAttributes[ name ] = array;
- clone: function () {
+ }
- var geometry = new THREE.BufferGeometry();
+ // skinning
- for (var attr in this.attributes) {
+ if ( geometry.skinIndices.length > 0 ) {
- var sourceAttr = this.attributes[attr];
- geometry.addAttribute(attr, sourceAttr.clone());
+ var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 );
+ this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
- }
+ }
- for (var i = 0, il = this.offsets.length; i < il; i++) {
+ if ( geometry.skinWeights.length > 0 ) {
- var offset = this.offsets[i];
+ var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 );
+ this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
- geometry.offsets.push({
+ }
- start: offset.start,
- index: offset.index,
- count: offset.count
+ //
- });
+ if ( geometry.boundingSphere !== null ) {
- }
+ this.boundingSphere = geometry.boundingSphere.clone();
- return geometry;
+ }
- },
+ if ( geometry.boundingBox !== null ) {
- dispose: function () {
+ this.boundingBox = geometry.boundingBox.clone();
- this.dispatchEvent({type: 'dispose'});
+ }
- }
+ return this;
-};
+ },
-THREE.EventDispatcher.prototype.apply(THREE.BufferGeometry.prototype);
+ computeBoundingBox: function () {
-THREE.BufferGeometry.MaxIndex = 65535;
+ var vector = new THREE.Vector3();
-// File:src/core/InstancedBufferGeometry.js
+ return function () {
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- */
+ if ( this.boundingBox === null ) {
-THREE.InstancedBufferGeometry = function () {
+ this.boundingBox = new THREE.Box3();
- THREE.BufferGeometry.call(this);
+ }
- this.type = 'InstancedBufferGeometry';
- this.maxInstancedCount = undefined;
+ var positions = this.attributes.position.array;
-};
+ if ( positions ) {
-THREE.InstancedBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
-THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry;
+ var bb = this.boundingBox;
+ bb.makeEmpty();
-THREE.InstancedBufferGeometry.prototype.addDrawCall = function (start, count, indexOffset, instances) {
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- this.drawcalls.push({
+ vector.fromArray( positions, i );
+ bb.expandByPoint( vector );
- start: start,
- count: count,
- index: indexOffset !== undefined ? indexOffset : 0,
- instances: instances
+ }
- });
+ }
-},
+ if ( positions === undefined || positions.length === 0 ) {
- THREE.InstancedBufferGeometry.prototype.clone = function () {
+ this.boundingBox.min.set( 0, 0, 0 );
+ this.boundingBox.max.set( 0, 0, 0 );
- var geometry = new THREE.InstancedBufferGeometry();
+ }
- for (var attr in this.attributes) {
+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
- var sourceAttr = this.attributes[attr];
- geometry.addAttribute(attr, sourceAttr.clone());
+ console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
- }
+ }
- for (var i = 0, il = this.offsets.length; i < il; i++) {
+ };
- var offset = this.offsets[i];
+ }(),
- geometry.offsets.push({
+ computeBoundingSphere: function () {
- start: offset.start,
- index: offset.index,
- count: offset.count,
- instances: offset.instances
+ var box = new THREE.Box3();
+ var vector = new THREE.Vector3();
- });
+ return function () {
- }
+ if ( this.boundingSphere === null ) {
- return geometry;
+ this.boundingSphere = new THREE.Sphere();
- };
+ }
-THREE.EventDispatcher.prototype.apply(THREE.InstancedBufferGeometry.prototype);
+ var positions = this.attributes.position.array;
-// File:src/cameras/Camera.js
+ if ( positions ) {
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author WestLangley / http://github.com/WestLangley
- */
+ box.makeEmpty();
-THREE.Camera = function () {
+ var center = this.boundingSphere.center;
- THREE.Object3D.call(this);
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- this.type = 'Camera';
+ vector.fromArray( positions, i );
+ box.expandByPoint( vector );
- this.matrixWorldInverse = new THREE.Matrix4();
- this.projectionMatrix = new THREE.Matrix4();
+ }
-};
+ box.center( center );
-THREE.Camera.prototype = Object.create(THREE.Object3D.prototype);
-THREE.Camera.prototype.constructor = THREE.Camera;
+ // hoping to find a boundingSphere with a radius smaller than the
+ // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
-THREE.Camera.prototype.getWorldDirection = function () {
+ var maxRadiusSq = 0;
- var quaternion = new THREE.Quaternion();
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- return function (optionalTarget) {
+ vector.fromArray( positions, i );
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
- var result = optionalTarget || new THREE.Vector3();
+ }
- this.getWorldQuaternion(quaternion);
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- return result.set(0, 0, -1).applyQuaternion(quaternion);
+ if ( isNaN( this.boundingSphere.radius ) ) {
- }
+ console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
-}();
+ }
-THREE.Camera.prototype.lookAt = function () {
+ }
- // This routine does not support cameras with rotated and/or translated parent(s)
+ };
- var m1 = new THREE.Matrix4();
+ }(),
- return function (vector) {
+ computeFaceNormals: function () {
- m1.lookAt(this.position, vector, this.up);
+ // backwards compatibility
- this.quaternion.setFromRotationMatrix(m1);
+ },
- };
+ computeVertexNormals: function () {
-}();
+ var index = this.index;
+ var attributes = this.attributes;
+ var groups = this.groups;
-THREE.Camera.prototype.clone = function (camera) {
+ if ( attributes.position ) {
- if (camera === undefined) camera = new THREE.Camera();
+ var positions = attributes.position.array;
- THREE.Object3D.prototype.clone.call(this, camera);
+ if ( attributes.normal === undefined ) {
- camera.matrixWorldInverse.copy(this.matrixWorldInverse);
- camera.projectionMatrix.copy(this.projectionMatrix);
+ this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
- return camera;
-};
+ } else {
-// File:src/cameras/CubeCamera.js
+ // reset existing normals to zero
-/**
- * Camera for rendering cube maps
- * - renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
+ var normals = attributes.normal.array;
-THREE.CubeCamera = function (near, far, cubeResolution) {
+ for ( var i = 0, il = normals.length; i < il; i ++ ) {
- THREE.Object3D.call(this);
+ normals[ i ] = 0;
- 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 normals = attributes.normal.array;
- 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 vA, vB, vC,
- 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);
+ pA = new THREE.Vector3(),
+ pB = new THREE.Vector3(),
+ pC = new THREE.Vector3(),
- 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);
+ cb = new THREE.Vector3(),
+ ab = new THREE.Vector3();
- 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);
+ // indexed elements
- 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);
+ if ( index ) {
- this.renderTarget = new THREE.WebGLRenderTargetCube(cubeResolution, cubeResolution, {
- format: THREE.RGBFormat,
- magFilter: THREE.LinearFilter,
- minFilter: THREE.LinearFilter
- });
+ var indices = index.array;
- this.updateCubeMap = function (renderer, scene) {
+ if ( groups.length === 0 ) {
- var renderTarget = this.renderTarget;
- var generateMipmaps = renderTarget.generateMipmaps;
+ this.addGroup( 0, indices.length );
- renderTarget.generateMipmaps = false;
+ }
- renderTarget.activeCubeFace = 0;
- renderer.render(scene, cameraPX, renderTarget);
+ for ( var j = 0, jl = groups.length; j < jl; ++ j ) {
- renderTarget.activeCubeFace = 1;
- renderer.render(scene, cameraNX, renderTarget);
+ var group = groups[ j ];
- renderTarget.activeCubeFace = 2;
- renderer.render(scene, cameraPY, renderTarget);
+ var start = group.start;
+ var count = group.count;
- renderTarget.activeCubeFace = 3;
- renderer.render(scene, cameraNY, renderTarget);
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
- renderTarget.activeCubeFace = 4;
- renderer.render(scene, cameraPZ, renderTarget);
+ vA = indices[ i + 0 ] * 3;
+ vB = indices[ i + 1 ] * 3;
+ vC = indices[ i + 2 ] * 3;
- renderTarget.generateMipmaps = generateMipmaps;
+ pA.fromArray( positions, vA );
+ pB.fromArray( positions, vB );
+ pC.fromArray( positions, vC );
- renderTarget.activeCubeFace = 5;
- renderer.render(scene, cameraNZ, renderTarget);
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
- renderer.setRenderTarget(null);
+ 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;
-THREE.CubeCamera.prototype = Object.create(THREE.Object3D.prototype);
-THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
+ }
-// File:src/cameras/OrthographicCamera.js
+ }
-/**
- * @author alteredq / http://alteredqualia.com/
- */
+ } else {
-THREE.OrthographicCamera = function (left, right, top, bottom, near, far) {
+ // non-indexed elements (unconnected triangle soup)
- THREE.Camera.call(this);
+ for ( var i = 0, il = positions.length; i < il; i += 9 ) {
- this.type = 'OrthographicCamera';
+ pA.fromArray( positions, i );
+ pB.fromArray( positions, i + 3 );
+ pC.fromArray( positions, i + 6 );
- this.zoom = 1;
+ cb.subVectors( pC, pB );
+ ab.subVectors( pA, pB );
+ cb.cross( ab );
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
+ normals[ i ] = cb.x;
+ normals[ i + 1 ] = cb.y;
+ normals[ i + 2 ] = cb.z;
- this.near = ( near !== undefined ) ? near : 0.1;
- this.far = ( far !== undefined ) ? far : 2000;
+ normals[ i + 3 ] = cb.x;
+ normals[ i + 4 ] = cb.y;
+ normals[ i + 5 ] = cb.z;
- this.updateProjectionMatrix();
+ normals[ i + 6 ] = cb.x;
+ normals[ i + 7 ] = cb.y;
+ normals[ i + 8 ] = cb.z;
-};
+ }
-THREE.OrthographicCamera.prototype = Object.create(THREE.Camera.prototype);
-THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
+ }
-THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+ this.normalizeNormals();
- 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;
+ attributes.normal.needsUpdate = true;
- this.projectionMatrix.makeOrthographic(cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far);
+ }
-};
+ },
-THREE.OrthographicCamera.prototype.clone = function () {
+ computeTangents: function () {
- var camera = new THREE.OrthographicCamera();
+ console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
- THREE.Camera.prototype.clone.call(this, camera);
+ },
- camera.zoom = this.zoom;
+ computeOffsets: function ( size ) {
- camera.left = this.left;
- camera.right = this.right;
- camera.top = this.top;
- camera.bottom = this.bottom;
+ console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.')
- camera.near = this.near;
- camera.far = this.far;
+ },
- camera.projectionMatrix.copy(this.projectionMatrix);
+ merge: function ( geometry, offset ) {
- return camera;
-};
+ if ( geometry instanceof THREE.BufferGeometry === false ) {
-THREE.OrthographicCamera.prototype.toJSON = function (meta) {
+ console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
+ return;
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ }
- 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 ( offset === undefined ) offset = 0;
- return data;
+ var attributes = this.attributes;
-};
+ for ( var key in attributes ) {
-// File:src/cameras/PerspectiveCamera.js
+ if ( geometry.attributes[ key ] === undefined ) continue;
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
+ var attribute1 = attributes[ key ];
+ var attributeArray1 = attribute1.array;
-THREE.PerspectiveCamera = function (fov, aspect, near, far) {
+ var attribute2 = geometry.attributes[ key ];
+ var attributeArray2 = attribute2.array;
- THREE.Camera.call(this);
+ var attributeSize = attribute2.itemSize;
- this.type = 'PerspectiveCamera';
+ for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
- this.zoom = 1;
+ attributeArray1[ j ] = attributeArray2[ i ];
- this.fov = fov !== undefined ? fov : 50;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
+ }
- this.updateProjectionMatrix();
+ }
-};
+ return this;
-THREE.PerspectiveCamera.prototype = Object.create(THREE.Camera.prototype);
-THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
+ },
+ normalizeNormals: function () {
-/**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
+ var normals = this.attributes.normal.array;
-THREE.PerspectiveCamera.prototype.setLens = function (focalLength, frameHeight) {
+ var x, y, z, n;
- if (frameHeight === undefined) frameHeight = 24;
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
- this.fov = 2 * THREE.Math.radToDeg(Math.atan(frameHeight / ( focalLength * 2 )));
- this.updateProjectionMatrix();
+ 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;
-/**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
+ }
-THREE.PerspectiveCamera.prototype.setViewOffset = function (fullWidth, fullHeight, x, y, width, height) {
+ },
- this.fullWidth = fullWidth;
- this.fullHeight = fullHeight;
- this.x = x;
- this.y = y;
- this.width = width;
- this.height = height;
+ toJSON: function () {
- this.updateProjectionMatrix();
+ 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;
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+ if ( this.parameters !== undefined ) {
- var fov = THREE.Math.radToDeg(2 * Math.atan(Math.tan(THREE.Math.degToRad(this.fov) * 0.5) / this.zoom));
+ var parameters = this.parameters;
- if (this.fullWidth) {
+ for ( var key in parameters ) {
- var aspect = this.fullWidth / this.fullHeight;
- var top = Math.tan(THREE.Math.degToRad(fov * 0.5)) * this.near;
- var bottom = -top;
- var left = aspect * bottom;
- var right = aspect * top;
- var width = Math.abs(right - left);
- var height = Math.abs(top - bottom);
+ if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
- this.projectionMatrix.makeFrustum(
- left + this.x * width / this.fullWidth,
- left + ( this.x + this.width ) * width / this.fullWidth,
- top - ( this.y + this.height ) * height / this.fullHeight,
- top - this.y * height / this.fullHeight,
- this.near,
- this.far
- );
+ }
- } else {
+ return data;
- this.projectionMatrix.makePerspective(fov, this.aspect, this.near, this.far);
+ }
- }
+ data.data = { attributes: {} };
-};
+ var index = this.index;
-THREE.PerspectiveCamera.prototype.clone = function () {
+ if ( index !== null ) {
- var camera = new THREE.PerspectiveCamera();
+ var array = Array.prototype.slice.call( index.array );
- THREE.Camera.prototype.clone.call(this, camera);
+ data.data.index = {
+ type: index.array.constructor.name,
+ array: array
+ };
- camera.zoom = this.zoom;
+ }
- camera.fov = this.fov;
- camera.aspect = this.aspect;
- camera.near = this.near;
- camera.far = this.far;
+ var attributes = this.attributes;
- camera.projectionMatrix.copy(this.projectionMatrix);
+ for ( var key in attributes ) {
- return camera;
+ var attribute = attributes[ key ];
-};
+ var array = Array.prototype.slice.call( attribute.array );
-THREE.PerspectiveCamera.prototype.toJSON = function (meta) {
+ data.data.attributes[ key ] = {
+ itemSize: attribute.itemSize,
+ type: attribute.array.constructor.name,
+ array: array
+ };
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ }
- data.object.fov = this.fov;
- data.object.aspect = this.aspect;
- data.object.near = this.near;
- data.object.far = this.far;
+ var groups = this.groups;
- return data;
+ if ( groups.length > 0 ) {
-};
+ data.data.groups = JSON.parse( JSON.stringify( groups ) );
-// File:src/lights/Light.js
+ }
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
+ var boundingSphere = this.boundingSphere;
-THREE.Light = function (color) {
+ if ( boundingSphere !== null ) {
- THREE.Object3D.call(this);
+ data.data.boundingSphere = {
+ center: boundingSphere.center.toArray(),
+ radius: boundingSphere.radius
+ };
- this.type = 'Light';
+ }
- this.color = new THREE.Color(color);
+ return data;
-};
+ },
-THREE.Light.prototype = Object.create(THREE.Object3D.prototype);
-THREE.Light.prototype.constructor = THREE.Light;
+ clone: function () {
-THREE.Light.prototype.clone = function (light) {
+ return new this.constructor().copy( this );
- if (light === undefined) light = new THREE.Light();
+ },
- THREE.Object3D.prototype.clone.call(this, light);
+ copy: function ( source ) {
- light.color.copy(this.color);
+ var index = source.index;
- return light;
+ if ( index !== null ) {
-};
+ this.setIndex( index.clone() );
-// File:src/lights/AmbientLight.js
+ }
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ var attributes = source.attributes;
-THREE.AmbientLight = function (color) {
+ for ( var name in attributes ) {
- THREE.Light.call(this, color);
+ var attribute = attributes[ name ];
+ this.addAttribute( name, attribute.clone() );
- this.type = 'AmbientLight';
+ }
-};
+ var groups = source.groups;
-THREE.AmbientLight.prototype = Object.create(THREE.Light.prototype);
-THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
+ for ( var i = 0, l = groups.length; i < l; i ++ ) {
-THREE.AmbientLight.prototype.clone = function () {
+ var group = groups[ i ];
+ this.addGroup( group.start, group.count );
- var light = new THREE.AmbientLight();
+ }
- THREE.Light.prototype.clone.call(this, light);
+ return this;
- return light;
+ },
-};
+ dispose: function () {
-THREE.AmbientLight.prototype.toJSON = function (meta) {
+ this.dispatchEvent( { type: 'dispose' } );
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ }
- data.object.color = this.color.getHex();
+};
- return data;
+THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
-};
+THREE.BufferGeometry.MaxIndex = 65535;
-// File:src/lights/AreaLight.js
+// File:src/core/InstancedBufferGeometry.js
/**
- * @author MPanknin / http://www.redplant.de/
- * @author alteredq / http://alteredqualia.com/
+ * @author benaadams / https://twitter.com/ben_a_adams
*/
-THREE.AreaLight = function (color, intensity) {
-
- THREE.Light.call(this, color);
+THREE.InstancedBufferGeometry = function () {
- this.type = 'AreaLight';
+ THREE.BufferGeometry.call( this );
- this.normal = new THREE.Vector3(0, -1, 0);
- this.right = new THREE.Vector3(1, 0, 0);
+ this.type = 'InstancedBufferGeometry';
+ this.maxInstancedCount = undefined;
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
+};
- this.width = 1.0;
- this.height = 1.0;
+THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry;
- this.constantAttenuation = 1.5;
- this.linearAttenuation = 0.5;
- this.quadraticAttenuation = 0.1;
+THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) {
-};
+ this.groups.push( {
-THREE.AreaLight.prototype = Object.create(THREE.Light.prototype);
-THREE.AreaLight.prototype.constructor = THREE.AreaLight;
+ start: start,
+ count: count,
+ instances: instances
+ } );
-// File:src/lights/DirectionalLight.js
+};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
+THREE.InstancedBufferGeometry.prototype.copy = function ( source ) {
-THREE.DirectionalLight = function (color, intensity) {
+ var index = source.index;
- THREE.Light.call(this, color);
+ if ( index !== null ) {
- this.type = 'DirectionalLight';
+ this.setIndex( index.clone() );
- this.position.set(0, 1, 0);
- this.target = new THREE.Object3D();
+ }
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ var attributes = source.attributes;
- this.castShadow = false;
- this.onlyShadow = false;
+ for ( var name in attributes ) {
- //
+ var attribute = attributes[ name ];
+ this.addAttribute( name, attribute.clone() );
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
+ }
- this.shadowCameraLeft = -500;
- this.shadowCameraRight = 500;
- this.shadowCameraTop = 500;
- this.shadowCameraBottom = -500;
+ var groups = source.groups;
- this.shadowCameraVisible = false;
+ for ( var i = 0, l = groups.length; i < l; i ++ ) {
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
+ var group = groups[ i ];
+ this.addGroup( group.start, group.count, group.instances );
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
+ }
- //
+ return this;
- this.shadowCascade = false;
+};
- this.shadowCascadeOffset = new THREE.Vector3(0, 0, -1000);
- this.shadowCascadeCount = 2;
+THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype );
- this.shadowCascadeBias = [0, 0, 0];
- this.shadowCascadeWidth = [512, 512, 512];
- this.shadowCascadeHeight = [512, 512, 512];
+// File:src/animation/AnimationAction.js
- this.shadowCascadeNearZ = [-1.000, 0.990, 0.998];
- this.shadowCascadeFarZ = [0.990, 0.998, 1.000];
+/**
+ *
+ * A clip that has been explicitly scheduled.
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- this.shadowCascadeArray = [];
+THREE.AnimationAction = function ( clip, startTime, timeScale, weight, loop ) {
- //
+ if( clip === undefined ) throw new Error( 'clip is null' );
+ this.clip = clip;
+ this.localRoot = null;
+ this.startTime = startTime || 0;
+ this.timeScale = timeScale || 1;
+ this.weight = weight || 1;
+ this.loop = loop || THREE.LoopRepeat;
+ this.loopCount = 0;
+ this.enabled = true; // allow for easy disabling of the action.
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
+ this.actionTime = - this.startTime;
+ this.clipTime = 0;
+ this.propertyBindings = [];
};
-THREE.DirectionalLight.prototype = Object.create(THREE.Light.prototype);
-THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
+/*
+THREE.LoopOnce = 2200;
+THREE.LoopRepeat = 2201;
+THREE.LoopPingPing = 2202;
+*/
-THREE.DirectionalLight.prototype.clone = function () {
+THREE.AnimationAction.prototype = {
- var light = new THREE.DirectionalLight();
+ constructor: THREE.AnimationAction,
- THREE.Light.prototype.clone.call(this, light);
+ setLocalRoot: function( localRoot ) {
- light.target = this.target.clone();
+ this.localRoot = localRoot;
- light.intensity = this.intensity;
+ return this;
+
+ },
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
+ updateTime: function( clipDeltaTime ) {
- //
+ var previousClipTime = this.clipTime;
+ var previousLoopCount = this.loopCount;
+ var previousActionTime = this.actionTime;
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
+ var duration = this.clip.duration;
+
+ this.actionTime = this.actionTime + clipDeltaTime;
+
+ if( this.loop === THREE.LoopOnce ) {
- light.shadowCameraLeft = this.shadowCameraLeft;
- light.shadowCameraRight = this.shadowCameraRight;
- light.shadowCameraTop = this.shadowCameraTop;
- light.shadowCameraBottom = this.shadowCameraBottom;
+ this.loopCount = 0;
+ this.clipTime = Math.min( Math.max( this.actionTime, 0 ), duration );
+
+ // if time is changed since last time, see if we have hit a start/end limit
+ if( this.clipTime !== previousClipTime ) {
- light.shadowCameraVisible = this.shadowCameraVisible;
+ if( this.clipTime === duration ) {
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
+ this.mixer.dispatchEvent( { type: 'finished', action: this, direction: 1 } );
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
+ }
+ else if( this.clipTime === 0 ) {
- //
+ this.mixer.dispatchEvent( { type: 'finished', action: this, direction: -1 } );
- light.shadowCascade = this.shadowCascade;
+ }
- light.shadowCascadeOffset.copy(this.shadowCascadeOffset);
- light.shadowCascadeCount = this.shadowCascadeCount;
+ }
- light.shadowCascadeBias = this.shadowCascadeBias.slice(0);
- light.shadowCascadeWidth = this.shadowCascadeWidth.slice(0);
- light.shadowCascadeHeight = this.shadowCascadeHeight.slice(0);
+
+ return this.clipTime;
- light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice(0);
- light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice(0);
+ }
+
+ this.loopCount = Math.floor( this.actionTime / duration );
+
+ var newClipTime = this.actionTime - this.loopCount * duration;
+ newClipTime = newClipTime % duration;
+
+ // if we are ping pong looping, ensure that we go backwards when appropriate
+ if( this.loop == THREE.LoopPingPong ) {
- return light;
+ if( Math.abs( this.loopCount % 2 ) === 1 ) {
-};
+ newClipTime = duration - newClipTime;
-THREE.DirectionalLight.prototype.toJSON = function (meta) {
+ }
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ }
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
+ this.clipTime = newClipTime;
- return data;
+ if( this.loopCount !== previousLoopCount ) {
-};
+ this.mixer.dispatchEvent( { type: 'loop', action: this, loopDelta: ( this.loopCount - this.loopCount ) } );
-// File:src/lights/HemisphereLight.js
+ }
+
+ return this.clipTime;
-/**
- * @author alteredq / http://alteredqualia.com/
- */
+ },
-THREE.HemisphereLight = function (skyColor, groundColor, intensity) {
+ syncWith: function( action ) {
- THREE.Light.call(this, skyColor);
+ this.actionTime = action.actionTime;
+ this.timeScale = action.timeScale;
- this.type = 'HemisphereLight';
+ return this;
+ },
- this.position.set(0, 100, 0);
+ warpToDuration: function( duration ) {
- this.groundColor = new THREE.Color(groundColor);
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.timeScale = this.clip.duration / duration;
-};
+ return this;
+ },
-THREE.HemisphereLight.prototype = Object.create(THREE.Light.prototype);
-THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
+ init: function( time ) {
-THREE.HemisphereLight.prototype.clone = function () {
+ this.clipTime = time - this.startTime;
- var light = new THREE.HemisphereLight();
+ return this;
- THREE.Light.prototype.clone.call(this, light);
+ },
- light.groundColor.copy(this.groundColor);
- light.intensity = this.intensity;
+ update: function( clipDeltaTime ) {
- return light;
+ this.updateTime( clipDeltaTime );
-};
+ var clipResults = this.clip.getAt( this.clipTime );
-THREE.HemisphereLight.prototype.toJSON = function (meta) {
+ return clipResults;
+
+ },
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ getTimeScaleAt: function( time ) {
- data.object.color = this.color.getHex();
- data.object.groundColor = this.groundColor.getHex();
+ if( this.timeScale.getAt ) {
+ // pass in time, not clip time, allows for fadein/fadeout across multiple loops of the clip
+ return this.timeScale.getAt( time );
- return data;
+ }
-};
+ return this.timeScale;
-// File:src/lights/PointLight.js
+ },
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ getWeightAt: function( time ) {
-THREE.PointLight = function (color, intensity, distance, decay) {
+ if( this.weight.getAt ) {
+ // pass in time, not clip time, allows for fadein/fadeout across multiple loops of the clip
+ return this.weight.getAt( time );
- THREE.Light.call(this, color);
+ }
- this.type = 'PointLight';
+ return this.weight;
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
+ }
};
-THREE.PointLight.prototype = Object.create(THREE.Light.prototype);
-THREE.PointLight.prototype.constructor = THREE.PointLight;
+// File:src/animation/AnimationClip.js
-THREE.PointLight.prototype.clone = function () {
+/**
+ *
+ * Reusable set of Tracks that represent an animation.
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- var light = new THREE.PointLight();
+THREE.AnimationClip = function ( name, duration, tracks ) {
- THREE.Light.prototype.clone.call(this, light);
+ this.name = name;
+ this.tracks = tracks;
+ this.duration = ( duration !== undefined ) ? duration : -1;
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.decay = this.decay;
+ // this means it should figure out its duration by scanning the tracks
+ if( this.duration < 0 ) {
+ for( var i = 0; i < this.tracks.length; i ++ ) {
+ var track = this.tracks[i];
+ this.duration = Math.max( track.keys[ track.keys.length - 1 ].time );
+ }
+ }
- return light;
+ // 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();
+ this.results = [];
+
};
-THREE.PointLight.prototype.toJSON = function (meta) {
+THREE.AnimationClip.prototype = {
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ constructor: THREE.AnimationClip,
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
- data.object.distance = this.distance;
- data.object.decay = this.decay;
+ getAt: function( clipTime ) {
- return data;
-
-};
+ clipTime = Math.max( 0, Math.min( clipTime, this.duration ) );
-// File:src/lights/SpotLight.js
+ for( var i = 0; i < this.tracks.length; i ++ ) {
-/**
- * @author alteredq / http://alteredqualia.com/
- */
+ var track = this.tracks[ i ];
-THREE.SpotLight = function (color, intensity, distance, angle, exponent, decay) {
+ this.results[ i ] = track.getAt( clipTime );
- THREE.Light.call(this, color);
+ }
- this.type = 'SpotLight';
+ return this.results;
+ },
- this.position.set(0, 1, 0);
- this.target = new THREE.Object3D();
+ trim: function() {
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
- this.exponent = ( exponent !== undefined ) ? exponent : 10;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
+ for( var i = 0; i < this.tracks.length; i ++ ) {
- this.castShadow = false;
- this.onlyShadow = false;
+ this.tracks[ i ].trim( 0, this.duration );
- //
+ }
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
- this.shadowCameraFov = 50;
+ return this;
- this.shadowCameraVisible = false;
+ },
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
+ optimize: function() {
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
+ for( var i = 0; i < this.tracks.length; i ++ ) {
- //
+ this.tracks[ i ].optimize();
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
+ }
-};
+ return this;
-THREE.SpotLight.prototype = Object.create(THREE.Light.prototype);
-THREE.SpotLight.prototype.constructor = THREE.SpotLight;
+ }
-THREE.SpotLight.prototype.clone = function () {
+};
- var light = new THREE.SpotLight();
- THREE.Light.prototype.clone.call(this, light);
+THREE.AnimationClip.CreateFromMorphTargetSequence = function( name, morphTargetSequence, fps ) {
- light.target = this.target.clone();
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.angle = this.angle;
- light.exponent = this.exponent;
- light.decay = this.decay;
+ var numMorphTargets = morphTargetSequence.length;
+ var tracks = [];
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
+ for( var i = 0; i < numMorphTargets; i ++ ) {
- //
+ var keys = [];
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
- light.shadowCameraFov = this.shadowCameraFov;
+ keys.push( { time: ( i + numMorphTargets - 1 ) % numMorphTargets, value: 0 } );
+ keys.push( { time: i, value: 1 } );
+ keys.push( { time: ( i + 1 ) % numMorphTargets, value: 0 } );
- light.shadowCameraVisible = this.shadowCameraVisible;
+ keys.sort( THREE.KeyframeTrack.keyComparer );
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
+ // if there is a key at the first frame, duplicate it as the last frame as well for perfect loop.
+ if( keys[0].time === 0 ) {
+ keys.push( {
+ time: numMorphTargets,
+ value: keys[0].value
+ });
+ }
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
+ tracks.push( new THREE.NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetSequence[i].name + ']', keys ).scale( 1.0 / fps ) );
+ }
- return light;
+ return new THREE.AnimationClip( name, -1, tracks );
};
-THREE.SpotLight.prototype.toJSON = function (meta) {
-
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+THREE.AnimationClip.findByName = function( clipArray, name ) {
- data.object.color = this.color.getHex();
- data.object.intensity = this.intensity;
- data.object.distance = this.distance;
- data.object.angle = this.angle;
- data.object.exponent = this.exponent;
- data.object.decay = this.decay;
+ for( var i = 0; i < clipArray.length; i ++ ) {
- return data;
-
-};
-
-// File:src/loaders/Cache.js
+ if( clipArray[i].name === name ) {
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ return clipArray[i];
-THREE.Cache = {
+ }
+ }
- files: {},
+ return null;
- add: function (key, file) {
+};
- // THREE.log( 'THREE.Cache', 'Adding key:', key );
+THREE.AnimationClip.CreateClipsFromMorphTargetSequences = function( morphTargets, fps ) {
+
+ var animationToMorphTargets = {};
- this.files[key] = file;
+ // 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 ++ ) {
- get: function (key) {
+ var morphTarget = morphTargets[ i ];
+ var parts = morphTarget.name.match( pattern );
+
+ if ( parts && parts.length > 1 ) {
- // THREE.log( 'THREE.Cache', 'Checking key:', key );
+ var name = parts[ 1 ];
- return this.files[key];
+ var animationMorphTargets = animationToMorphTargets[ name ];
+ if( ! animationMorphTargets ) {
+ animationToMorphTargets[ name ] = animationMorphTargets = [];
+ }
- },
+ animationMorphTargets.push( morphTarget );
- remove: function (key) {
+ }
- delete this.files[key];
+ }
- },
+ var clips = [];
- clear: function () {
+ for( var name in animationToMorphTargets ) {
- this.files = {}
+ clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps ) );
+ }
- }
+ return clips;
};
-// File:src/loaders/Loader.js
+// parse the standard JSON format for clips
+THREE.AnimationClip.parse = function( json ) {
-/**
- * @author alteredq / http://alteredqualia.com/
- */
+ var tracks = [];
-THREE.Loader = function (showStatus) {
+ for( var i = 0; i < json.tracks.length; i ++ ) {
- this.showStatus = showStatus;
- this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+ tracks.push( THREE.KeyframeTrack.parse( json.tracks[i] ).scale( 1.0 / json.fps ) );
- this.imageLoader = new THREE.ImageLoader();
+ }
- this.onLoadStart = function () {
- };
- this.onLoadProgress = function () {
- };
- this.onLoadComplete = function () {
- };
+ return new THREE.AnimationClip( json.name, json.duration, tracks );
};
-THREE.Loader.prototype = {
- constructor: THREE.Loader,
+// parse the animation.hierarchy format
+THREE.AnimationClip.parseAnimation = function( animation, bones, nodeName ) {
- crossOrigin: undefined,
+ if( ! animation ) {
+ console.error( " no animation in JSONLoader data" );
+ return null;
+ }
- addStatusElement: function () {
+ var convertTrack = function( trackName, animationKeys, propertyName, trackType, animationKeyToValueFunc ) {
- var e = document.createElement('div');
+ var keys = [];
- e.style.position = 'absolute';
- e.style.right = '0px';
- e.style.top = '0px';
- e.style.fontSize = '0.8em';
- e.style.textAlign = 'left';
- e.style.background = 'rgba(0,0,0,0.25)';
- e.style.color = '#fff';
- e.style.width = '120px';
- e.style.padding = '0.5em 0.5em 0.5em 0.5em';
- e.style.zIndex = 1000;
+ for( var k = 0; k < animationKeys.length; k ++ ) {
- e.innerHTML = 'Loading ...';
+ var animationKey = animationKeys[k];
- return e;
+ if( animationKey[propertyName] !== undefined ) {
- },
+ keys.push( { time: animationKey.time, value: animationKeyToValueFunc( animationKey ) } );
+ }
+
+ }
- updateProgress: function (progress) {
+ // only return track if there are actually keys.
+ if( keys.length > 0 ) {
+
+ return new trackType( trackName, keys );
- var message = 'Loaded ';
+ }
- if (progress.total) {
+ return null;
- message += ( 100 * progress.loaded / progress.total ).toFixed(0) + '%';
+ };
+ var tracks = [];
- } else {
+ var clipName = animation.name || 'default';
+ var duration = animation.length || -1; // automatic length determination in AnimationClip.
+ var fps = animation.fps || 30;
- message += ( progress.loaded / 1024 ).toFixed(2) + ' KB';
+ var hierarchyTracks = animation.hierarchy || [];
- }
+ for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
- this.statusDomElement.innerHTML = message;
+ var animationKeys = hierarchyTracks[ h ].keys;
- },
+ // skip empty tracks
+ if( ! animationKeys || animationKeys.length == 0 ) {
+ continue;
+ }
- extractUrlBase: function (url) {
+ // process morph targets in a way exactly compatible with AnimationHandler.init( animation )
+ if( animationKeys[0].morphTargets ) {
- var parts = url.split('/');
+ // figure out all morph targets used in this track
+ var morphTargetNames = {};
+ for( var k = 0; k < animationKeys.length; k ++ ) {
- if (parts.length === 1) return './';
+ if( animationKeys[k].morphTargets ) {
+ for( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
- parts.pop();
+ morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
+ }
+ }
- return parts.join('/') + '/';
+ }
- },
+ // 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 ) {
- initMaterials: function (materials, texturePath) {
+ var keys = [];
- var array = [];
+ for( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {
- for (var i = 0; i < materials.length; ++i) {
+ var animationKey = animationKeys[k];
- array[i] = this.createMaterial(materials[i], texturePath);
+ keys.push( {
+ time: animationKey.time,
+ value: (( animationKey.morphTarget === morphTargetName ) ? 1 : 0 )
+ });
+
+ }
- }
+ tracks.push( new THREE.NumberKeyframeTrack( nodeName + '.morphTargetInfluence[' + morphTargetName + ']', keys ) );
- return array;
+ }
- },
+ duration = morphTargetNames.length * ( fps || 1.0 );
- needsTangents: function (materials) {
+ }
+ else {
- for (var i = 0, il = materials.length; i < il; i++) {
+ var boneName = nodeName + '.bones[' + bones[ h ].name + ']';
+
+ // track contains positions...
+ var positionTrack = convertTrack( boneName + '.position', animationKeys, 'pos', THREE.VectorKeyframeTrack, function( animationKey ) {
+ return new THREE.Vector3().fromArray( animationKey.pos )
+ } );
- var m = materials[i];
+ if( positionTrack ) tracks.push( positionTrack );
+
+ // track contains quaternions...
+ var quaternionTrack = convertTrack( boneName + '.quaternion', animationKeys, 'rot', THREE.QuaternionKeyframeTrack, function( animationKey ) {
+ if( animationKey.rot.slerp ) {
+ return animationKey.rot.clone();
+ }
+ else {
+ return new THREE.Quaternion().fromArray( animationKey.rot );
+ }
+ } );
- if (m instanceof THREE.ShaderMaterial) return true;
+ if( quaternionTrack ) tracks.push( quaternionTrack );
- }
+ // track contains quaternions...
+ var scaleTrack = convertTrack( boneName + '.scale', animationKeys, 'scl', THREE.VectorKeyframeTrack, function( animationKey ) {
+ return new THREE.Vector3().fromArray( animationKey.scl )
+ } );
- return false;
+ if( scaleTrack ) tracks.push( scaleTrack );
- },
+ }
+ }
- createMaterial: function (m, texturePath) {
+ if( tracks.length === 0 ) {
- var scope = this;
+ return null;
- function nearest_pow2(n) {
+ }
- var l = Math.log(n) / Math.LN2;
- return Math.pow(2, Math.round(l));
+ var clip = new THREE.AnimationClip( clipName, duration, tracks );
- }
+ return clip;
- function create_texture(where, name, sourceFile, repeat, offset, wrap, anisotropy) {
+};
- var fullPath = texturePath + sourceFile;
+// File:src/animation/AnimationMixer.js
- var texture;
+/**
+ *
+ * Mixes together the AnimationClips scheduled by AnimationActions and applies them to the root and subtree
+ *
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- var loader = THREE.Loader.Handlers.get(fullPath);
+THREE.AnimationMixer = function( root ) {
- if (loader !== null) {
+ this.root = root;
+ this.time = 0;
+ this.timeScale = 1.0;
+ this.actions = [];
+ this.propertyBindingMap = {};
- texture = loader.load(fullPath);
+};
- } else {
+THREE.AnimationMixer.prototype = {
- texture = new THREE.Texture();
+ constructor: THREE.AnimationMixer,
- loader = scope.imageLoader;
- loader.crossOrigin = scope.crossOrigin;
- loader.load(fullPath, function (image) {
+ addAction: function( action ) {
- if (THREE.Math.isPowerOfTwo(image.width) === false ||
- THREE.Math.isPowerOfTwo(image.height) === false) {
+ // TODO: check for duplicate action names? Or provide each action with a UUID?
- var width = nearest_pow2(image.width);
- var height = nearest_pow2(image.height);
+ this.actions.push( action );
+ action.init( this.time );
+ action.mixer = this;
- var canvas = document.createElement('canvas');
- canvas.width = width;
- canvas.height = height;
+ var tracks = action.clip.tracks;
- var context = canvas.getContext('2d');
- context.drawImage(image, 0, 0, width, height);
+ var root = action.localRoot || this.root;
- texture.image = canvas;
+ for( var i = 0; i < tracks.length; i ++ ) {
- } else {
+ var track = tracks[ i ];
- texture.image = image;
+ var propertyBindingKey = root.uuid + '-' + track.name;
+ var propertyBinding = this.propertyBindingMap[ propertyBindingKey ];
- }
+ if( propertyBinding === undefined ) {
+
+ propertyBinding = new THREE.PropertyBinding( root, track.name );
+ this.propertyBindingMap[ propertyBindingKey ] = propertyBinding;
+
+ }
- texture.needsUpdate = true;
+ // push in the same order as the tracks.
+ action.propertyBindings.push( propertyBinding );
+
+ // track usages of shared property bindings, because if we leave too many around, the mixer can get slow
+ propertyBinding.referenceCount += 1;
- });
+ }
- }
+ },
- texture.sourceFile = sourceFile;
+ removeAllActions: function() {
- if (repeat) {
+ for( var i = 0; i < this.actions.length; i ++ ) {
- texture.repeat.set(repeat[0], repeat[1]);
+ this.actions[i].mixer = null;
+
+ }
- if (repeat[0] !== 1) texture.wrapS = THREE.RepeatWrapping;
- if (repeat[1] !== 1) texture.wrapT = THREE.RepeatWrapping;
+ // unbind all property bindings
+ for( var properyBindingKey in this.propertyBindingMap ) {
- }
+ this.propertyBindingMap[ properyBindingKey ].unbind();
- if (offset) {
+ }
- texture.offset.set(offset[0], offset[1]);
+ this.actions = [];
+ this.propertyBindingMap = {};
- }
+ return this;
- if (wrap) {
+ },
- var wrapMap = {
- 'repeat': THREE.RepeatWrapping,
- 'mirror': THREE.MirroredRepeatWrapping
- };
+ removeAction: function( action ) {
- if (wrapMap[wrap[0]] !== undefined) texture.wrapS = wrapMap[wrap[0]];
- if (wrapMap[wrap[1]] !== undefined) texture.wrapT = wrapMap[wrap[1]];
+ var index = this.actions.indexOf( action );
- }
+ if ( index !== - 1 ) {
- if (anisotropy) {
+ this.actions.splice( index, 1 );
+ action.mixer = null;
- texture.anisotropy = anisotropy;
+ }
- }
- where[name] = texture;
+ // remove unused property bindings because if we leave them around the mixer can get slow
+ var root = action.localRoot || this.root;
+ var tracks = action.clip.tracks;
- }
+ for( var i = 0; i < tracks.length; i ++ ) {
+
+ var track = tracks[ i ];
- function rgb2hex(rgb) {
+ var propertyBindingKey = root.uuid + '-' + track.name;
+ var propertyBinding = this.propertyBindingMap[ propertyBindingKey ];
+
+ propertyBinding.referenceCount -= 1;
- return ( rgb[0] * 255 << 16 ) + ( rgb[1] * 255 << 8 ) + rgb[2] * 255;
+ if( propertyBinding.referenceCount <= 0 ) {
- }
+ propertyBinding.unbind();
- // defaults
+ delete this.propertyBindingMap[ propertyBindingKey ];
- var mtype = 'MeshLambertMaterial';
- var mpars = {
- color: 0xeeeeee,
- opacity: 1.0,
- map: null,
- lightMap: null,
- normalMap: null,
- bumpMap: null,
- wireframe: false
- };
+ }
+ }
- // parameters from model file
+ return this;
- if (m.shading) {
+ },
- var shading = m.shading.toLowerCase();
+ // can be optimized if needed
+ findActionByName: function( name ) {
- if (shading === 'phong') mtype = 'MeshPhongMaterial';
- else if (shading === 'basic') mtype = 'MeshBasicMaterial';
+ for( var i = 0; i < this.actions.length; i ++ ) {
- }
+ if( this.actions[i].name === name ) return this.actions[i];
- if (m.blending !== undefined && THREE[m.blending] !== undefined) {
+ }
- mpars.blending = THREE[m.blending];
+ return null;
- }
+ },
- if (m.transparent !== undefined) {
+ play: function( action, optionalFadeInDuration ) {
- mpars.transparent = m.transparent;
+ action.startTime = this.time;
+ this.addAction( action );
- }
+ return this;
- if (m.opacity !== undefined && m.opacity < 1.0) {
+ },
- mpars.transparent = true;
+ fadeOut: function( action, duration ) {
- }
+ var keys = [];
- if (m.depthTest !== undefined) {
+ keys.push( { time: this.time, value: 1 } );
+ keys.push( { time: this.time + duration, value: 0 } );
+
+ action.weight = new THREE.NumberKeyframeTrack( "weight", keys );
- mpars.depthTest = m.depthTest;
+ return this;
- }
+ },
- if (m.depthWrite !== undefined) {
+ fadeIn: function( action, duration ) {
+
+ var keys = [];
+
+ keys.push( { time: this.time, value: 0 } );
+ keys.push( { time: this.time + duration, value: 1 } );
+
+ action.weight = new THREE.NumberKeyframeTrack( "weight", keys );
- mpars.depthWrite = m.depthWrite;
+ return this;
- }
+ },
- if (m.visible !== undefined) {
+ warp: function( action, startTimeScale, endTimeScale, duration ) {
- mpars.visible = m.visible;
+ var keys = [];
+
+ keys.push( { time: this.time, value: startTimeScale } );
+ keys.push( { time: this.time + duration, value: endTimeScale } );
+
+ action.timeScale = new THREE.NumberKeyframeTrack( "timeScale", keys );
- }
+ return this;
- if (m.flipSided !== undefined) {
+ },
- mpars.side = THREE.BackSide;
+ crossFade: function( fadeOutAction, fadeInAction, duration, warp ) {
- }
+ this.fadeOut( fadeOutAction, duration );
+ this.fadeIn( fadeInAction, duration );
- if (m.doubleSided !== undefined) {
+ if( warp ) {
+
+ var startEndRatio = fadeOutAction.clip.duration / fadeInAction.clip.duration;
+ var endStartRatio = 1.0 / startEndRatio;
- mpars.side = THREE.DoubleSide;
+ this.warp( fadeOutAction, 1.0, startEndRatio, duration );
+ this.warp( fadeInAction, endStartRatio, 1.0, duration );
- }
+ }
- if (m.wireframe !== undefined) {
+ return this;
+
+ },
- mpars.wireframe = m.wireframe;
+ update: function( deltaTime ) {
- }
+ var mixerDeltaTime = deltaTime * this.timeScale;
+ this.time += mixerDeltaTime;
- if (m.vertexColors !== undefined) {
+ for( var i = 0; i < this.actions.length; i ++ ) {
- if (m.vertexColors === 'face') {
+ var action = this.actions[i];
- mpars.vertexColors = THREE.FaceColors;
+ var weight = action.getWeightAt( this.time );
- } else if (m.vertexColors) {
+ var actionTimeScale = action.getTimeScaleAt( this.time );
+ var actionDeltaTime = mixerDeltaTime * actionTimeScale;
+
+ var actionResults = action.update( actionDeltaTime );
- mpars.vertexColors = THREE.VertexColors;
+ if( action.weight <= 0 || ! action.enabled ) continue;
- }
+ for( var j = 0; j < actionResults.length; j ++ ) {
- }
+ var name = action.clip.tracks[j].name;
- // colors
+ action.propertyBindings[ j ].accumulate( actionResults[j], weight );
- if (m.colorDiffuse) {
+ }
- mpars.color = rgb2hex(m.colorDiffuse);
+ }
+
+ // apply to nodes
+ for( var propertyBindingKey in this.propertyBindingMap ) {
- } else if (m.DbgColor) {
+ this.propertyBindingMap[ propertyBindingKey ].apply();
- mpars.color = m.DbgColor;
+ }
- }
+ return this;
+
+ }
- if (m.colorSpecular) {
+};
- mpars.specular = rgb2hex(m.colorSpecular);
+THREE.EventDispatcher.prototype.apply( THREE.AnimationMixer.prototype );
- }
+// File:src/animation/AnimationUtils.js
- if (m.colorEmissive) {
+/**
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- mpars.emissive = rgb2hex(m.colorEmissive);
+ THREE.AnimationUtils = {
- }
+ getEqualsFunc: function( exemplarValue ) {
+
+ if( exemplarValue.equals ) {
+ return function equals_object( a, b ) {
+ return a.equals( b );
+ }
+ }
+
+ return function equals_primitive( a, b ) {
+ return ( a === b );
+ };
- // modifiers
+ },
- if (m.transparency !== undefined) {
+ clone: function( exemplarValue ) {
- THREE.warn('THREE.Loader: transparency has been renamed to opacity');
- m.opacity = m.transparency;
+ var typeName = typeof exemplarValue;
+ if( typeName === "object" ) {
+ if( exemplarValue.clone ) {
+ return exemplarValue.clone();
+ }
+ console.error( "can not figure out how to copy exemplarValue", exemplarValue );
+ }
- }
+ return exemplarValue;
- if (m.opacity !== undefined) {
+ },
- mpars.opacity = m.opacity;
+ lerp: function( a, b, alpha, interTrack ) {
- }
+ var lerpFunc = THREE.AnimationUtils.getLerpFunc( a, interTrack );
- if (m.specularCoef) {
+ return lerpFunc( a, b, alpha );
- mpars.shininess = m.specularCoef;
+ },
- }
+ lerp_object: function( a, b, alpha ) {
+ return a.lerp( b, alpha );
+ },
+
+ slerp_object: function( a, b, alpha ) {
+ return a.slerp( b, alpha );
+ },
- // textures
+ lerp_number: function( a, b, alpha ) {
+ return a * ( 1 - alpha ) + b * alpha;
+ },
- if (m.mapDiffuse && texturePath) {
+ lerp_boolean: function( a, b, alpha ) {
+ return ( alpha < 0.5 ) ? a : b;
+ },
- create_texture(mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy);
+ lerp_boolean_immediate: function( a, b, alpha ) {
+ return a;
+ },
+
+ lerp_string: function( a, b, alpha ) {
+ return ( alpha < 0.5 ) ? a : b;
+ },
+
+ lerp_string_immediate: function( a, b, alpha ) {
+ return a;
+ },
- }
+ // NOTE: this is an accumulator function that modifies the first argument (e.g. a). This is to minimize memory alocations.
+ getLerpFunc: function( exemplarValue, interTrack ) {
- if (m.mapLight && texturePath) {
+ if( exemplarValue === undefined || exemplarValue === null ) throw new Error( "examplarValue is null" );
- create_texture(mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy);
+ var typeName = typeof exemplarValue;
+ switch( typeName ) {
+ case "object": {
- }
+ if( exemplarValue.lerp ) {
- if (m.mapAO && texturePath) {
+ return THREE.AnimationUtils.lerp_object;
- create_texture(mpars, 'aoMap', m.mapAO, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy);
+ }
+ if( exemplarValue.slerp ) {
- }
+ return THREE.AnimationUtils.slerp_object;
- if (m.mapBump && texturePath) {
+ }
+ break;
+ }
+ case "number": {
+ return THREE.AnimationUtils.lerp_number;
+ }
+ case "boolean": {
+ if( interTrack ) {
+ return THREE.AnimationUtils.lerp_boolean;
+ }
+ else {
+ return THREE.AnimationUtils.lerp_boolean_immediate;
+ }
+ }
+ case "string": {
+ if( interTrack ) {
+ return THREE.AnimationUtils.lerp_string;
+ }
+ else {
+ return THREE.AnimationUtils.lerp_string_immediate;
+ }
+ }
+ };
+
+ }
+
+};
+// File:src/animation/KeyframeTrack.js
- create_texture(mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy);
+/**
+ *
+ * A Track that returns a keyframe interpolated value, currently linearly interpolated
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- }
+THREE.KeyframeTrack = function ( name, keys ) {
- if (m.mapNormal && texturePath) {
+ if( name === undefined ) throw new Error( "track name is undefined" );
+ if( keys === undefined || keys.length === 0 ) throw new Error( "no keys in track named " + name );
- create_texture(mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy);
+ this.name = name;
+ this.keys = keys; // time in seconds, value as value
- }
+ // the index of the last result, used as a starting point for local search.
+ this.lastIndex = 0;
- if (m.mapSpecular && texturePath) {
+ this.validate();
+ this.optimize();
+};
- create_texture(mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy);
+THREE.KeyframeTrack.prototype = {
- }
+ constructor: THREE.KeyframeTrack,
- if (m.mapAlpha && texturePath) {
+ getAt: function( time ) {
- create_texture(mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy);
- }
+ // this can not go higher than this.keys.length.
+ while( ( this.lastIndex < this.keys.length ) && ( time >= this.keys[this.lastIndex].time ) ) {
+ this.lastIndex ++;
+ };
- //
+ // this can not go lower than 0.
+ while( ( this.lastIndex > 0 ) && ( time < this.keys[this.lastIndex - 1].time ) ) {
+ this.lastIndex --;
+ }
- if (m.mapBumpScale) {
+ if( this.lastIndex >= this.keys.length ) {
- mpars.bumpScale = m.mapBumpScale;
+ this.setResult( this.keys[ this.keys.length - 1 ].value );
- }
+ return this.result;
- if (m.mapNormalFactor) {
+ }
- mpars.normalScale = new THREE.Vector2(m.mapNormalFactor, m.mapNormalFactor);
+ if( this.lastIndex === 0 ) {
- }
+ this.setResult( this.keys[ 0 ].value );
- var material = new THREE[mtype](mpars);
+ return this.result;
- if (m.DbgName !== undefined) material.name = m.DbgName;
+ }
- return material;
+ var prevKey = this.keys[ this.lastIndex - 1 ];
+ this.setResult( prevKey.value );
- }
+ // if true, means that prev/current keys are identical, thus no interpolation required.
+ if( prevKey.constantToNext ) {
-};
+ return this.result;
-THREE.Loader.Handlers = {
+ }
- handlers: [],
+ // linear interpolation to start with
+ var currentKey = this.keys[ this.lastIndex ];
+ var alpha = ( time - prevKey.time ) / ( currentKey.time - prevKey.time );
+ this.result = this.lerpValues( this.result, currentKey.value, alpha );
- add: function (regex, loader) {
+ return this.result;
- this.handlers.push(regex, loader);
+ },
- },
+ // move all keyframes either forwards or backwards in time
+ shift: function( timeOffset ) {
- get: function (file) {
+ if( timeOffset !== 0.0 ) {
- for (var i = 0, l = this.handlers.length; i < l; i += 2) {
+ for( var i = 0; i < this.keys.length; i ++ ) {
+ this.keys[i].time += timeOffset;
+ }
- var regex = this.handlers[i];
- var loader = this.handlers[i + 1];
+ }
- if (regex.test(file)) {
+ return this;
- return loader;
+ },
- }
+ // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
+ scale: function( timeScale ) {
- }
+ if( timeScale !== 1.0 ) {
- return null;
+ for( var i = 0; i < this.keys.length; i ++ ) {
+ this.keys[i].time *= timeScale;
+ }
- }
+ }
-};
+ return this;
-// File:src/loaders/XHRLoader.js
+ },
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ // 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 ) {
-THREE.XHRLoader = function (manager) {
+ var firstKeysToRemove = 0;
+ for( var i = 1; i < this.keys.length; i ++ ) {
+ if( this.keys[i] <= startTime ) {
+ firstKeysToRemove ++;
+ }
+ }
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ var lastKeysToRemove = 0;
+ for( var i = this.keys.length - 2; i > 0; i ++ ) {
+ if( this.keys[i] >= endTime ) {
+ lastKeysToRemove ++;
+ }
+ else {
+ break;
+ }
+ }
-};
+ // remove last keys first because it doesn't affect the position of the first keys (the otherway around doesn't work as easily)
+ if( ( firstKeysToRemove + lastKeysToRemove ) > 0 ) {
+ this.keys = this.keys.splice( firstKeysToRemove, this.keys.length - lastKeysToRemove - firstKeysToRemove );;
+ }
-THREE.XHRLoader.prototype = {
+ return this;
- constructor: THREE.XHRLoader,
+ },
- load: function (url, onLoad, onProgress, onError) {
+ /* NOTE: This is commented out because we really shouldn't have to handle unsorted key lists
+ Tracks with out of order keys should be considered to be invalid. - bhouston
+ sort: function() {
- var scope = this;
+ this.keys.sort( THREE.KeyframeTrack.keyComparer );
- var cached = THREE.Cache.get(url);
+ return this;
- if (cached !== undefined) {
+ },*/
- if (onLoad) onLoad(cached);
- return;
+ // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
+ // One could eventually ensure that all key.values in a track are all of the same type (otherwise interpolation makes no sense.)
+ validate: function() {
- }
+ var prevKey = null;
- var request = new XMLHttpRequest();
- request.open('GET', url, true);
+ if( this.keys.length === 0 ) {
+ console.error( " track is empty, no keys", this );
+ return;
+ }
- request.addEventListener('load', function (event) {
+ for( var i = 0; i < this.keys.length; i ++ ) {
- THREE.Cache.add(url, this.response);
+ var currKey = this.keys[i];
- if (onLoad) onLoad(this.response);
+ if( ! currKey ) {
+ console.error( " key is null in track", this, i );
+ return;
+ }
- scope.manager.itemEnd(url);
+ if( ( typeof currKey.time ) !== 'number' || Number.isNaN( currKey.time ) ) {
+ console.error( " key.time is not a valid number", this, i, currKey );
+ return;
+ }
- }, false);
+ if( currKey.value === undefined || currKey.value === null) {
+ console.error( " key.value is null in track", this, i, currKey );
+ return;
+ }
- if (onProgress !== undefined) {
+ if( prevKey && prevKey.time > currKey.time ) {
+ console.error( " key.time is less than previous key time, out of order keys", this, i, currKey, prevKey );
+ return;
+ }
- request.addEventListener('progress', function (event) {
+ prevKey = currKey;
- onProgress(event);
+ }
- }, false);
+ return this;
- }
+ },
- if (onError !== undefined) {
+ // currently only removes equivalent sequential keys (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0), which are common in morph target animations
+ optimize: function() {
- request.addEventListener('error', function (event) {
+ var newKeys = [];
+ var prevKey = this.keys[0];
+ newKeys.push( prevKey );
- onError(event);
+ var equalsFunc = THREE.AnimationUtils.getEqualsFunc( prevKey.value );
- }, false);
+ for( var i = 1; i < this.keys.length - 1; i ++ ) {
+ var currKey = this.keys[i];
+ var nextKey = this.keys[i+1];
- }
+ // if prevKey & currKey are the same time, remove currKey. If you want immediate adjacent keys, use an epsilon offset
+ // it is not possible to have two keys at the same time as we sort them. The sort is not stable on keys with the same time.
+ if( ( prevKey.time === currKey.time ) ) {
- if (this.crossOrigin !== undefined) request.crossOrigin = this.crossOrigin;
- if (this.responseType !== undefined) request.responseType = this.responseType;
+ continue;
- request.send(null);
+ }
- scope.manager.itemStart(url);
+ // remove completely unnecessary keyframes that are the same as their prev and next keys
+ if( this.compareValues( prevKey.value, currKey.value ) && this.compareValues( currKey.value, nextKey.value ) ) {
- },
+ continue;
- setResponseType: function (value) {
+ }
- this.responseType = value;
+ // determine if interpolation is required
+ prevKey.constantToNext = this.compareValues( prevKey.value, currKey.value );
- },
+ newKeys.push( currKey );
+ prevKey = currKey;
+ }
+ newKeys.push( this.keys[ this.keys.length - 1 ] );
- setCrossOrigin: function (value) {
+ this.keys = newKeys;
- this.crossOrigin = value;
+ return this;
- }
+ }
};
-// File:src/loaders/ImageLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+THREE.KeyframeTrack.keyComparer = function keyComparator(key0, key1) {
+ return key0.time - key1.time;
+};
-THREE.ImageLoader = function (manager) {
+THREE.KeyframeTrack.parse = function( json ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ if( json.type === undefined ) throw new Error( "track type undefined, can not parse" );
-};
+ var trackType = THREE.KeyframeTrack.GetTrackTypeForTypeName( json.type );
-THREE.ImageLoader.prototype = {
+ return trackType.parse( json );
- constructor: THREE.ImageLoader,
+};
- load: function (url, onLoad, onProgress, onError) {
+THREE.KeyframeTrack.GetTrackTypeForTypeName = function( typeName ) {
+ switch( typeName.toLowerCase() ) {
+ case "vector":
+ case "vector2":
+ case "vector3":
+ case "vector4":
+ return THREE.VectorKeyframeTrack;
- var scope = this;
+ case "quaternion":
+ return THREE.QuaternionKeyframeTrack;
- var cached = THREE.Cache.get(url);
+ case "integer":
+ case "scalar":
+ case "double":
+ case "float":
+ case "number":
+ return THREE.NumberKeyframeTrack;
- if (cached !== undefined) {
+ case "bool":
+ case "boolean":
+ return THREE.BooleanKeyframeTrack;
- onLoad(cached);
- return;
+ case "string":
+ return THREE.StringKeyframeTrack;
+ };
- }
+ throw new Error( "Unsupported typeName: " + typeName );
+};
+// File:src/animation/PropertyBinding.js
- var image = document.createElement('img');
+/**
+ *
+ * A track bound to a real value in the scene graph.
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- image.addEventListener('load', function (event) {
+THREE.PropertyBinding = function ( rootNode, trackName ) {
- THREE.Cache.add(url, this);
+ this.rootNode = rootNode;
+ this.trackName = trackName;
+ this.referenceCount = 0;
+ this.originalValue = null; // the value of the property before it was controlled by this binding
- if (onLoad) onLoad(this);
+ var parseResults = THREE.PropertyBinding.parseTrackName( trackName );
- scope.manager.itemEnd(url);
+ this.directoryName = parseResults.directoryName;
+ this.nodeName = parseResults.nodeName;
+ this.objectName = parseResults.objectName;
+ this.objectIndex = parseResults.objectIndex;
+ this.propertyName = parseResults.propertyName;
+ this.propertyIndex = parseResults.propertyIndex;
- }, false);
+ this.node = THREE.PropertyBinding.findNode( rootNode, this.nodeName ) || rootNode;
+
+ this.cumulativeValue = null;
+ this.cumulativeWeight = 0;
+};
- if (onProgress !== undefined) {
+THREE.PropertyBinding.prototype = {
- image.addEventListener('progress', function (event) {
+ constructor: THREE.PropertyBinding,
- onProgress(event);
+ reset: function() {
- }, false);
+ this.cumulativeValue = null;
+ this.cumulativeWeight = 0;
+
+ },
- }
+ accumulate: function( value, weight ) {
+
+ if( ! this.isBound ) this.bind();
- if (onError !== undefined) {
+ if( this.cumulativeWeight === 0 ) {
- image.addEventListener('error', function (event) {
+ if( weight > 0 ) {
- onError(event);
+ if( this.cumulativeValue === null ) {
+ this.cumulativeValue = THREE.AnimationUtils.clone( value );
+ }
+ this.cumulativeWeight = weight;
- }, false);
+ }
- }
+ }
+ else {
+
+ var lerpAlpha = weight / ( this.cumulativeWeight + weight );
+ this.cumulativeValue = this.lerpValue( this.cumulativeValue, value, lerpAlpha );
+ this.cumulativeWeight += weight;
+
+ }
+
+ },
+
+ unbind: function() {
+
+ if( ! this.isBound ) return;
+
+ this.setValue( this.originalValue );
+
+ this.setValue = null;
+ this.getValue = null;
+ this.lerpValue = null;
+ this.equalsValue = null;
+ this.triggerDirty = null;
+ this.isBound = false;
+
+ },
+
+ // bind to the real property in the scene graph, remember original value, memorize various accessors for speed/inefficiency
+ bind: function() {
+
+ if( this.isBound ) return;
+
+ var targetObject = this.node;
+
+ // ensure there is a value node
+ if( ! targetObject ) {
+ console.error( " trying to update node for track: " + this.trackName + " but it wasn't found." );
+ return;
+ }
+
+ if( this.objectName ) {
+ // special case were we need to reach deeper into the hierarchy to get the face materials....
+ if( this.objectName === "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;
+ }
+ else if( this.objectName === "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 === this.objectIndex ) {
+ this.objectIndex = i;
+ break;
+ }
+ }
+ }
+ else {
+
+ if( targetObject[ this.objectName ] === undefined ) {
+ console.error( ' can not bind to objectName of node, undefined', this );
+ return;
+ }
+ targetObject = targetObject[ this.objectName ];
+ }
+
+ if( this.objectIndex !== undefined ) {
+ if( targetObject[ this.objectIndex ] === undefined ) {
+ console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
+ return;
+ }
+
+ targetObject = targetObject[ this.objectIndex ];
+ }
+
+ }
+
+ // special case mappings
+ var nodeProperty = targetObject[ this.propertyName ];
+ if( ! nodeProperty ) {
+ console.error( " trying to update property for track: " + this.nodeName + '.' + this.propertyName + " but it wasn't found.", targetObject );
+ return;
+ }
+
+ // access a sub element of the property array (only primitives are supported right now)
+ if( this.propertyIndex !== undefined ) {
+
+ if( this.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 );
+ }
+ if( ! targetObject.geometry.morphTargets ) {
+ console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
+ }
+
+ for( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
+ if( targetObject.geometry.morphTargets[i].name === this.propertyIndex ) {
+ this.propertyIndex = i;
+ break;
+ }
+ }
+ }
+
+ this.setValue = function setValue_propertyIndexed( value ) {
+ if( ! this.equalsValue( nodeProperty[ this.propertyIndex ], value ) ) {
+ nodeProperty[ this.propertyIndex ] = value;
+ return true;
+ }
+ return false;
+ };
+
+ this.getValue = function getValue_propertyIndexed() {
+ return nodeProperty[ this.propertyIndex ];
+ };
+
+ }
+ // must use copy for Object3D.Euler/Quaternion
+ else if( nodeProperty.copy ) {
+
+ this.setValue = function setValue_propertyObject( value ) {
+ if( ! this.equalsValue( nodeProperty, value ) ) {
+ nodeProperty.copy( value );
+ return true;
+ }
+ return false;
+ }
+
+ this.getValue = function getValue_propertyObject() {
+ return nodeProperty;
+ };
+
+ }
+ // otherwise just set the property directly on the node (do not use nodeProperty as it may not be a reference object)
+ else {
+
+ this.setValue = function setValue_property( value ) {
+ if( ! this.equalsValue( targetObject[ this.propertyName ], value ) ) {
+ targetObject[ this.propertyName ] = value;
+ return true;
+ }
+ return false;
+ }
+
+ this.getValue = function getValue_property() {
+ return targetObject[ this.propertyName ];
+ };
+
+ }
+
+ // trigger node dirty
+ if( targetObject.needsUpdate !== undefined ) { // material
+
+ this.triggerDirty = function triggerDirty_needsUpdate() {
+ this.node.needsUpdate = true;
+ }
+
+ }
+ else if( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
+
+ this.triggerDirty = function triggerDirty_matrixWorldNeedsUpdate() {
+ targetObject.matrixWorldNeedsUpdate = true;
+ }
- if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
+ }
- image.src = url;
+ this.originalValue = this.getValue();
- scope.manager.itemStart(url);
+ this.equalsValue = THREE.AnimationUtils.getEqualsFunc( this.originalValue );
+ this.lerpValue = THREE.AnimationUtils.getLerpFunc( this.originalValue, true );
- return image;
+ this.isBound = true;
- },
+ },
- setCrossOrigin: function (value) {
+ apply: function() {
- this.crossOrigin = value;
+ // for speed capture the setter pattern as a closure (sort of a memoization pattern: https://en.wikipedia.org/wiki/Memoization)
+ if( ! this.isBound ) this.bind();
- }
+ // early exit if there is nothing to apply.
+ if( this.cumulativeWeight > 0 ) {
+
+ // blend with original value
+ if( this.cumulativeWeight < 1 ) {
-};
+ var remainingWeight = 1 - this.cumulativeWeight;
+ var lerpAlpha = remainingWeight / ( this.cumulativeWeight + remainingWeight );
+ this.cumulativeValue = this.lerpValue( this.cumulativeValue, this.originalValue, lerpAlpha );
-// File:src/loaders/JSONLoader.js
+ }
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
+ var valueChanged = this.setValue( this.cumulativeValue );
-THREE.JSONLoader = function (showStatus) {
+ if( valueChanged && this.triggerDirty ) {
+ this.triggerDirty();
+ }
- THREE.Loader.call(this, showStatus);
+ // reset accumulator
+ this.cumulativeValue = null;
+ this.cumulativeWeight = 0;
- this.withCredentials = false;
+ }
+ }
};
-THREE.JSONLoader.prototype = Object.create(THREE.Loader.prototype);
-THREE.JSONLoader.prototype.constructor = THREE.JSONLoader;
-THREE.JSONLoader.prototype.load = function (url, callback, texturePath) {
+THREE.PropertyBinding.parseTrackName = function( trackName ) {
- // todo: unify load API to for easier SceneLoader use
+ // 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
- texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase(url);
+ var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_. ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/;
+ var matches = re.exec(trackName);
- this.onLoadStart();
- this.loadAjaxJSON(this, url, callback, texturePath);
+ if( ! matches ) {
+ throw new Error( "cannot parse trackName at all: " + trackName );
+ }
-};
+ if (matches.index === re.lastIndex) {
+ re.lastIndex++;
+ }
-THREE.JSONLoader.prototype.loadAjaxJSON = function (context, url, callback, texturePath, callbackProgress) {
+ var results = {
+ directoryName: matches[1],
+ 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.
+ };
- var xhr = new XMLHttpRequest();
+ if( results.propertyName === null || results.propertyName.length === 0 ) {
+ throw new Error( "can not parse propertyName from trackName: " + trackName );
+ }
- var length = 0;
+ return results;
- xhr.onreadystatechange = function () {
+};
- if (xhr.readyState === xhr.DONE) {
+THREE.PropertyBinding.findNode = function( root, nodeName ) {
- if (xhr.status === 200 || xhr.status === 0) {
+ if( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
- if (xhr.responseText) {
+ return root;
- var json = JSON.parse(xhr.responseText);
- var metadata = json.metadata;
+ }
- if (metadata !== undefined) {
+ // search into skeleton bones.
+ if( root.skeleton ) {
- if (metadata.type === 'object') {
+ var searchSkeleton = function( skeleton ) {
- THREE.error('THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.');
- return;
+ for( var i = 0; i < skeleton.bones.length; i ++ ) {
- }
+ var bone = skeleton.bones[i];
- if (metadata.type === 'scene') {
+ if( bone.name === nodeName ) {
- THREE.error('THREE.JSONLoader: ' + url + ' seems to be a Scene. Use THREE.SceneLoader instead.');
- return;
+ return bone;
- }
+ }
+ }
- }
+ return null;
- var result = context.parse(json, texturePath);
- callback(result.geometry, result.materials);
+ };
- } else {
+ var bone = searchSkeleton( root.skeleton );
- THREE.error('THREE.JSONLoader: ' + url + ' seems to be unreachable or the file is empty.');
+ if( bone ) {
- }
+ return bone;
- // in context of more complex asset initialization
- // do not block on single failed file
- // maybe should go even one more level up
+ }
+ }
- context.onLoadComplete();
+ // search into node subtree.
+ if( root.children ) {
- } else {
+ var searchNodeSubtree = function( children ) {
- THREE.error('THREE.JSONLoader: Couldn\'t load ' + url + ' (' + xhr.status + ')');
+ for( var i = 0; i < children.length; i ++ ) {
- }
+ var childNode = children[i];
- } else if (xhr.readyState === xhr.LOADING) {
+ if( childNode.name === nodeName || childNode.uuid === nodeName ) {
- if (callbackProgress) {
+ return childNode;
- if (length === 0) {
+ }
- length = xhr.getResponseHeader('Content-Length');
+ var result = searchNodeSubtree( childNode.children );
- }
+ if( result ) return result;
- callbackProgress({total: length, loaded: xhr.responseText.length});
+ }
- }
+ return null;
- } else if (xhr.readyState === xhr.HEADERS_RECEIVED) {
+ };
- if (callbackProgress !== undefined) {
+ var subTreeNode = searchNodeSubtree( root.children );
- length = xhr.getResponseHeader('Content-Length');
+ if( subTreeNode ) {
- }
+ return subTreeNode;
- }
+ }
- };
+ }
- xhr.open('GET', url, true);
- xhr.withCredentials = this.withCredentials;
- xhr.send(null);
+ return null;
+}
-};
+// File:src/animation/tracks/VectorKeyframeTrack.js
-THREE.JSONLoader.prototype.parse = function (json, texturePath) {
+/**
+ *
+ * A Track that interpolates Vectors
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
+
+THREE.VectorKeyframeTrack = function ( name, keys ) {
+
+ THREE.KeyframeTrack.call( this, name, keys );
+
+ // local cache of value type to avoid allocations during runtime.
+ this.result = this.keys[0].value.clone();
+
+};
- var geometry = new THREE.Geometry(),
- scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+THREE.VectorKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
- parseModel(scale);
+THREE.VectorKeyframeTrack.prototype.constructor = THREE.VectorKeyframeTrack;
- parseSkin();
- parseMorphing(scale);
+THREE.VectorKeyframeTrack.prototype.setResult = function( value ) {
- geometry.computeFaceNormals();
- geometry.computeBoundingSphere();
+ this.result.copy( value );
- function parseModel(scale) {
+};
- function isBitSet(value, position) {
+// memoization of the lerp function for speed.
+// NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
+THREE.VectorKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
- return value & ( 1 << position );
+ return value0.lerp( value1, alpha );
- }
+};
- var i, j, fi,
+THREE.VectorKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
- offset, zLength,
+ return value0.equals( value1 );
- colorIndex, normalIndex, uvIndex,
+};
- type,
- isQuad,
- hasMaterial,
- hasFaceVertexUv,
- hasFaceNormal, hasFaceVertexNormal,
- hasFaceColor, hasFaceVertexColor,
+THREE.VectorKeyframeTrack.prototype.clone = function() {
- vertex, face, faceA, faceB, hex, normal,
+ var clonedKeys = [];
- uvLayer, uv, u, v,
+ for( var i = 0; i < this.keys.length; i ++ ) {
+
+ var key = this.keys[i];
+ clonedKeys.push( {
+ time: key.time,
+ value: key.value.clone()
+ } );
+ }
- faces = json.faces,
- vertices = json.vertices,
- normals = json.normals,
- colors = json.colors,
+ return new THREE.VectorKeyframeTrack( this.name, clonedKeys );
- nUvLayers = 0;
+};
- if (json.uvs !== undefined) {
+THREE.VectorKeyframeTrack.parse = function( json ) {
- // disregard empty arrays
+ var elementCount = json.keys[0].value.length;
+ var valueType = THREE[ 'Vector' + elementCount ];
- for (i = 0; i < json.uvs.length; i++) {
+ var keys = [];
- if (json.uvs[i].length) nUvLayers++;
+ for( var i = 0; i < json.keys.length; i ++ ) {
+ var jsonKey = json.keys[i];
+ keys.push( {
+ value: new valueType().fromArray( jsonKey.value ),
+ time: jsonKey.time
+ } );
+ }
- }
+ return new THREE.VectorKeyframeTrack( json.name, keys );
- for (i = 0; i < nUvLayers; i++) {
+};
+
+// File:src/animation/tracks/QuaternionKeyframeTrack.js
- geometry.faceVertexUvs[i] = [];
+/**
+ *
+ * A Track that interpolates Quaternion
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- }
+THREE.QuaternionKeyframeTrack = function ( name, keys ) {
- }
+ THREE.KeyframeTrack.call( this, name, keys );
- offset = 0;
- zLength = vertices.length;
+ // local cache of value type to avoid allocations during runtime.
+ this.result = this.keys[0].value.clone();
- while (offset < zLength) {
+};
+
+THREE.QuaternionKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
- vertex = new THREE.Vector3();
+THREE.QuaternionKeyframeTrack.prototype.constructor = THREE.QuaternionKeyframeTrack;
- vertex.x = vertices[offset++] * scale;
- vertex.y = vertices[offset++] * scale;
- vertex.z = vertices[offset++] * scale;
+THREE.QuaternionKeyframeTrack.prototype.setResult = function( value ) {
- geometry.vertices.push(vertex);
+ this.result.copy( value );
- }
+};
- offset = 0;
- zLength = faces.length;
+// memoization of the lerp function for speed.
+// NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
+THREE.QuaternionKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
- while (offset < zLength) {
+ return value0.slerp( value1, alpha );
- type = faces[offset++];
+};
+THREE.QuaternionKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
- 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);
+ return value0.equals( value1 );
- // THREE.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+};
- if (isQuad) {
+THREE.QuaternionKeyframeTrack.prototype.multiply = function( quat ) {
- faceA = new THREE.Face3();
- faceA.a = faces[offset];
- faceA.b = faces[offset + 1];
- faceA.c = faces[offset + 3];
+ for( var i = 0; i < this.keys.length; i ++ ) {
- faceB = new THREE.Face3();
- faceB.a = faces[offset + 1];
- faceB.b = faces[offset + 2];
- faceB.c = faces[offset + 3];
+ this.keys[i].value.multiply( quat );
+
+ }
- offset += 4;
+ return this;
- if (hasMaterial) {
+};
- offset++;
+THREE.QuaternionKeyframeTrack.prototype.clone = function() {
- }
+ var clonedKeys = [];
- // to get face <=> uv index correspondence
+ for( var i = 0; i < this.keys.length; i ++ ) {
+
+ var key = this.keys[i];
+ clonedKeys.push( {
+ time: key.time,
+ value: key.value.clone()
+ } );
+ }
- fi = geometry.faces.length;
+ return new THREE.QuaternionKeyframeTrack( this.name, clonedKeys );
- if (hasFaceVertexUv) {
+};
- for (i = 0; i < nUvLayers; i++) {
+THREE.QuaternionKeyframeTrack.parse = function( json ) {
- uvLayer = json.uvs[i];
+ var keys = [];
- geometry.faceVertexUvs[i][fi] = [];
- geometry.faceVertexUvs[i][fi + 1] = [];
+ for( var i = 0; i < json.keys.length; i ++ ) {
+ var jsonKey = json.keys[i];
+ keys.push( {
+ value: new THREE.Quaternion().fromArray( jsonKey.value ),
+ time: jsonKey.time
+ } );
+ }
- for (j = 0; j < 4; j++) {
+ return new THREE.QuaternionKeyframeTrack( json.name, keys );
- uvIndex = faces[offset++];
+};
+
+// File:src/animation/tracks/StringKeyframeTrack.js
- u = uvLayer[uvIndex * 2];
- v = uvLayer[uvIndex * 2 + 1];
+/**
+ *
+ * A Track that interpolates Strings
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- uv = new THREE.Vector2(u, v);
+THREE.StringKeyframeTrack = function ( name, keys ) {
- if (j !== 2) geometry.faceVertexUvs[i][fi].push(uv);
- if (j !== 0) geometry.faceVertexUvs[i][fi + 1].push(uv);
+ THREE.KeyframeTrack.call( this, name, keys );
- }
+ // local cache of value type to avoid allocations during runtime.
+ this.result = this.keys[0].value;
- }
+};
- }
+THREE.StringKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
- if (hasFaceNormal) {
+THREE.StringKeyframeTrack.prototype.constructor = THREE.StringKeyframeTrack;
- normalIndex = faces[offset++] * 3;
+THREE.StringKeyframeTrack.prototype.setResult = function( value ) {
- faceA.normal.set(
- normals[normalIndex++],
- normals[normalIndex++],
- normals[normalIndex]
- );
+ this.result = value;
- faceB.normal.copy(faceA.normal);
+};
- }
+// memoization of the lerp function for speed.
+// NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
+THREE.StringKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
- if (hasFaceVertexNormal) {
+ return ( alpha < 1.0 ) ? value0 : value1;
- for (i = 0; i < 4; i++) {
+};
- normalIndex = faces[offset++] * 3;
+THREE.StringKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
- normal = new THREE.Vector3(
- normals[normalIndex++],
- normals[normalIndex++],
- normals[normalIndex]
- );
+ return ( value0 === value1 );
+};
- if (i !== 2) faceA.vertexNormals.push(normal);
- if (i !== 0) faceB.vertexNormals.push(normal);
+THREE.StringKeyframeTrack.prototype.clone = function() {
- }
+ var clonedKeys = [];
- }
+ for( var i = 0; i < this.keys.length; i ++ ) {
+
+ var key = this.keys[i];
+ clonedKeys.push( {
+ time: key.time,
+ value: key.value
+ } );
+ }
+ return new THREE.StringKeyframeTrack( this.name, clonedKeys );
- if (hasFaceColor) {
+};
- colorIndex = faces[offset++];
- hex = colors[colorIndex];
+THREE.StringKeyframeTrack.parse = function( json ) {
- faceA.color.setHex(hex);
- faceB.color.setHex(hex);
+ return new THREE.StringKeyframeTrack( json.name, json.keys );
- }
+};
+
+// File:src/animation/tracks/BooleanKeyframeTrack.js
+/**
+ *
+ * A Track that interpolates Boolean
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- if (hasFaceVertexColor) {
+THREE.BooleanKeyframeTrack = function ( name, keys ) {
- for (i = 0; i < 4; i++) {
+ THREE.KeyframeTrack.call( this, name, keys );
- colorIndex = faces[offset++];
- hex = colors[colorIndex];
+ // local cache of value type to avoid allocations during runtime.
+ this.result = this.keys[0].value;
- if (i !== 2) faceA.vertexColors.push(new THREE.Color(hex));
- if (i !== 0) faceB.vertexColors.push(new THREE.Color(hex));
+};
- }
+THREE.BooleanKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
- }
+THREE.BooleanKeyframeTrack.prototype.constructor = THREE.BooleanKeyframeTrack;
- geometry.faces.push(faceA);
- geometry.faces.push(faceB);
+THREE.BooleanKeyframeTrack.prototype.setResult = function( value ) {
- } else {
+ this.result = value;
- face = new THREE.Face3();
- face.a = faces[offset++];
- face.b = faces[offset++];
- face.c = faces[offset++];
+};
- if (hasMaterial) {
+// memoization of the lerp function for speed.
+// NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
+THREE.BooleanKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
- offset++;
+ return ( alpha < 1.0 ) ? value0 : value1;
- }
+};
- // to get face <=> uv index correspondence
+THREE.BooleanKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
- fi = geometry.faces.length;
+ return ( value0 === value1 );
- if (hasFaceVertexUv) {
+};
- for (i = 0; i < nUvLayers; i++) {
+THREE.BooleanKeyframeTrack.prototype.clone = function() {
- uvLayer = json.uvs[i];
+ var clonedKeys = [];
- geometry.faceVertexUvs[i][fi] = [];
+ for( var i = 0; i < this.keys.length; i ++ ) {
+
+ var key = this.keys[i];
+ clonedKeys.push( {
+ time: key.time,
+ value: key.value
+ } );
+ }
- for (j = 0; j < 3; j++) {
+ return new THREE.BooleanKeyframeTrack( this.name, clonedKeys );
- uvIndex = faces[offset++];
+};
- u = uvLayer[uvIndex * 2];
- v = uvLayer[uvIndex * 2 + 1];
+THREE.BooleanKeyframeTrack.parse = function( json ) {
- uv = new THREE.Vector2(u, v);
+ return new THREE.BooleanKeyframeTrack( json.name, json.keys );
- geometry.faceVertexUvs[i][fi].push(uv);
+};
+
+// File:src/animation/tracks/NumberKeyframeTrack.js
- }
+/**
+ *
+ * A Track that interpolates Numbers
+ *
+ * @author Ben Houston / http://clara.io/
+ * @author David Sarno / http://lighthaus.us/
+ */
- }
+THREE.NumberKeyframeTrack = function ( name, keys ) {
- }
+ THREE.KeyframeTrack.call( this, name, keys );
- if (hasFaceNormal) {
+ // local cache of value type to avoid allocations during runtime.
+ this.result = this.keys[0].value;
- normalIndex = faces[offset++] * 3;
+};
- face.normal.set(
- normals[normalIndex++],
- normals[normalIndex++],
- normals[normalIndex]
- );
+THREE.NumberKeyframeTrack.prototype = Object.create( THREE.KeyframeTrack.prototype );
- }
+THREE.NumberKeyframeTrack.prototype.constructor = THREE.NumberKeyframeTrack;
- if (hasFaceVertexNormal) {
+THREE.NumberKeyframeTrack.prototype.setResult = function( value ) {
- for (i = 0; i < 3; i++) {
+ this.result = value;
- normalIndex = faces[offset++] * 3;
+};
- normal = new THREE.Vector3(
- normals[normalIndex++],
- normals[normalIndex++],
- normals[normalIndex]
- );
+// memoization of the lerp function for speed.
+// NOTE: Do not optimize as a prototype initialization closure, as value0 will be different on a per class basis.
+THREE.NumberKeyframeTrack.prototype.lerpValues = function( value0, value1, alpha ) {
- face.vertexNormals.push(normal);
+ return value0 * ( 1 - alpha ) + value1 * alpha;
- }
+};
- }
+THREE.NumberKeyframeTrack.prototype.compareValues = function( value0, value1 ) {
+ return ( value0 === value1 );
- if (hasFaceColor) {
+};
- colorIndex = faces[offset++];
- face.color.setHex(colors[colorIndex]);
+THREE.NumberKeyframeTrack.prototype.clone = function() {
- }
+ var clonedKeys = [];
+ for( var i = 0; i < this.keys.length; i ++ ) {
+
+ var key = this.keys[i];
+ clonedKeys.push( {
+ time: key.time,
+ value: key.value
+ } );
+ }
- if (hasFaceVertexColor) {
+ return new THREE.NumberKeyframeTrack( this.name, clonedKeys );
- for (i = 0; i < 3; i++) {
+};
- colorIndex = faces[offset++];
- face.vertexColors.push(new THREE.Color(colors[colorIndex]));
+THREE.NumberKeyframeTrack.parse = function( json ) {
- }
+ return new THREE.NumberKeyframeTrack( json.name, json.keys );
- }
+};
+
+// File:src/cameras/Camera.js
- geometry.faces.push(face);
+/**
+ * @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';
- function parseSkin() {
- var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
+ this.matrixWorldInverse = new THREE.Matrix4();
+ this.projectionMatrix = new THREE.Matrix4();
- if (json.skinWeights) {
+};
- for (var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex) {
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Camera.prototype.constructor = THREE.Camera;
- 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;
+THREE.Camera.prototype.getWorldDirection = function () {
- geometry.skinWeights.push(new THREE.Vector4(x, y, z, w));
+ var quaternion = new THREE.Quaternion();
- }
+ return function ( optionalTarget ) {
- }
+ var result = optionalTarget || new THREE.Vector3();
- if (json.skinIndices) {
+ this.getWorldQuaternion( quaternion );
- for (var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex) {
+ return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
- 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));
+}();
- }
+THREE.Camera.prototype.lookAt = function () {
- }
+ // This routine does not support cameras with rotated and/or translated parent(s)
- geometry.bones = json.bones;
+ var m1 = new THREE.Matrix4();
- if (geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length )) {
+ return function ( vector ) {
- THREE.warn('THREE.JSONLoader: When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
- geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.');
+ m1.lookAt( this.position, vector, this.up );
- }
+ this.quaternion.setFromRotationMatrix( m1 );
+ };
- // could change this to json.animations[0] or remove completely
+}();
- geometry.animation = json.animation;
- geometry.animations = json.animations;
+THREE.Camera.prototype.clone = function () {
- }
+ return new this.constructor().copy( this );
- function parseMorphing(scale) {
+};
- if (json.morphTargets !== undefined) {
+THREE.Camera.prototype.copy = function ( source ) {
- var i, l, v, vl, dstVertices, srcVertices;
+ THREE.Object3D.prototype.copy.call( this, source );
- for (i = 0, l = json.morphTargets.length; i < l; i++) {
+ this.matrixWorldInverse.copy( source.matrixWorldInverse );
+ this.projectionMatrix.copy( source.projectionMatrix );
- geometry.morphTargets[i] = {};
- geometry.morphTargets[i].name = json.morphTargets[i].name;
- geometry.morphTargets[i].vertices = [];
+ return this;
- dstVertices = geometry.morphTargets[i].vertices;
- srcVertices = json.morphTargets [i].vertices;
+};
- for (v = 0, vl = srcVertices.length; v < vl; v += 3) {
+// File:src/cameras/CubeCamera.js
- var vertex = new THREE.Vector3();
- vertex.x = srcVertices[v] * scale;
- vertex.y = srcVertices[v + 1] * scale;
- vertex.z = srcVertices[v + 2] * scale;
+/**
+ * Camera for rendering cube maps
+ * - renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
- dstVertices.push(vertex);
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
- }
+ THREE.Object3D.call( this );
- }
+ this.type = 'CubeCamera';
- }
+ var fov = 90, aspect = 1;
- if (json.morphColors !== undefined) {
+ 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 i, l, c, cl, dstColors, srcColors, color;
+ 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 );
- for (i = 0, l = json.morphColors.length; i < l; i++) {
+ 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 );
- geometry.morphColors[i] = {};
- geometry.morphColors[i].name = json.morphColors[i].name;
- geometry.morphColors[i].colors = [];
+ 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 );
- dstColors = geometry.morphColors[i].colors;
- srcColors = json.morphColors [i].colors;
+ 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 );
- for (c = 0, cl = srcColors.length; c < cl; c += 3) {
+ 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 );
- color = new THREE.Color(0xffaa00);
- color.setRGB(srcColors[c], srcColors[c + 1], srcColors[c + 2]);
- dstColors.push(color);
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
- }
+ this.updateCubeMap = function ( renderer, scene ) {
- }
+ if ( this.parent === null ) this.updateMatrixWorld();
- }
+ var renderTarget = this.renderTarget;
+ var generateMipmaps = renderTarget.generateMipmaps;
- }
+ renderTarget.generateMipmaps = false;
- if (json.materials === undefined || json.materials.length === 0) {
+ renderTarget.activeCubeFace = 0;
+ renderer.render( scene, cameraPX, renderTarget );
- return {geometry: geometry};
+ renderTarget.activeCubeFace = 1;
+ renderer.render( scene, cameraNX, renderTarget );
- } else {
+ renderTarget.activeCubeFace = 2;
+ renderer.render( scene, cameraPY, renderTarget );
- var materials = this.initMaterials(json.materials, texturePath);
+ renderTarget.activeCubeFace = 3;
+ renderer.render( scene, cameraNY, renderTarget );
- if (this.needsTangents(materials)) {
+ renderTarget.activeCubeFace = 4;
+ renderer.render( scene, cameraPZ, renderTarget );
- geometry.computeTangents();
+ renderTarget.generateMipmaps = generateMipmaps;
- }
+ renderTarget.activeCubeFace = 5;
+ renderer.render( scene, cameraNZ, renderTarget );
- return {geometry: geometry, materials: materials};
+ renderer.setRenderTarget( null );
- }
+ };
};
-// File:src/loaders/LoadingManager.js
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
+
+// File:src/cameras/OrthographicCamera.js
/**
- * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
*/
-THREE.LoadingManager = function (onLoad, onProgress, onError) {
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
- var scope = this;
+ THREE.Camera.call( this );
- var loaded = 0, total = 0;
+ this.type = 'OrthographicCamera';
- this.onLoad = onLoad;
- this.onProgress = onProgress;
- this.onError = onError;
+ this.zoom = 1;
- this.itemStart = function (url) {
+ this.left = left;
+ this.right = right;
+ this.top = top;
+ this.bottom = bottom;
- total++;
+ this.near = ( near !== undefined ) ? near : 0.1;
+ this.far = ( far !== undefined ) ? far : 2000;
- };
+ this.updateProjectionMatrix();
- this.itemEnd = function (url) {
+};
- loaded++;
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
- if (scope.onProgress !== undefined) {
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
- scope.onProgress(url, loaded, total);
+ var dx = ( this.right - this.left ) / ( 2 * this.zoom );
+ var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
+ var cx = ( this.right + this.left ) / 2;
+ var cy = ( this.top + this.bottom ) / 2;
- }
+ this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
- if (loaded === total && scope.onLoad !== undefined) {
+};
- scope.onLoad();
+THREE.OrthographicCamera.prototype.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;
+
+ return this;
+
+};
- }
+THREE.OrthographicCamera.prototype.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;
-THREE.DefaultLoadingManager = new THREE.LoadingManager();
+ return data;
-// File:src/loaders/BufferGeometryLoader.js
+};
+
+// File:src/cameras/PerspectiveCamera.js
/**
* @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
*/
-THREE.BufferGeometryLoader = function (manager) {
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ THREE.Camera.call( this );
-};
+ this.type = 'PerspectiveCamera';
-THREE.BufferGeometryLoader.prototype = {
+ this.zoom = 1;
- constructor: THREE.BufferGeometryLoader,
+ this.fov = fov !== undefined ? fov : 50;
+ this.aspect = aspect !== undefined ? aspect : 1;
+ this.near = near !== undefined ? near : 0.1;
+ this.far = far !== undefined ? far : 2000;
- load: function (url, onLoad, onProgress, onError) {
+ this.updateProjectionMatrix();
- var scope = this;
+};
- var loader = new THREE.XHRLoader(scope.manager);
- loader.setCrossOrigin(this.crossOrigin);
- loader.load(url, function (text) {
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
- onLoad(scope.parse(JSON.parse(text)));
- }, onProgress, onError);
+/**
+ * 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.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
- setCrossOrigin: function (value) {
+ if ( frameHeight === undefined ) frameHeight = 24;
- this.crossOrigin = value;
+ this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+ this.updateProjectionMatrix();
- },
+};
- parse: function (json) {
- var geometry = new THREE.BufferGeometry();
+/**
+ * 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.
+ */
- var attributes = json.data.attributes;
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
- for (var key in attributes) {
+ this.fullWidth = fullWidth;
+ this.fullHeight = fullHeight;
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
- var attribute = attributes[key];
- var typedArray = new self[attribute.type](attribute.array);
+ this.updateProjectionMatrix();
- geometry.addAttribute(key, new THREE.BufferAttribute(typedArray, attribute.itemSize));
+};
- }
- var offsets = json.data.offsets;
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
- if (offsets !== undefined) {
+ var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
- geometry.offsets = JSON.parse(JSON.stringify(offsets));
+ if ( this.fullWidth ) {
- }
+ var aspect = this.fullWidth / this.fullHeight;
+ var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
+ var bottom = - top;
+ var left = aspect * bottom;
+ var right = aspect * top;
+ var width = Math.abs( right - left );
+ var height = Math.abs( top - bottom );
- var boundingSphere = json.data.boundingSphere;
+ this.projectionMatrix.makeFrustum(
+ left + this.x * width / this.fullWidth,
+ left + ( this.x + this.width ) * width / this.fullWidth,
+ top - ( this.y + this.height ) * height / this.fullHeight,
+ top - this.y * height / this.fullHeight,
+ this.near,
+ this.far
+ );
- if (boundingSphere !== undefined) {
+ } else {
- var center = new THREE.Vector3();
+ this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
- if (boundingSphere.center !== undefined) {
+ }
- center.fromArray(boundingSphere.center);
+};
- }
+THREE.PerspectiveCamera.prototype.copy = function ( source ) {
+
+ THREE.Camera.prototype.copy.call( this, source );
+
+ this.fov = source.fov;
+ this.aspect = source.aspect;
+ this.near = source.near;
+ this.far = source.far;
+
+ this.zoom = source.zoom;
+
+ return this;
+
+};
- geometry.boundingSphere = new THREE.Sphere(center, boundingSphere.radius);
+THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
- }
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- return geometry;
+ data.object.zoom = this.zoom;
+ data.object.fov = this.fov;
+ data.object.aspect = this.aspect;
+ data.object.near = this.near;
+ data.object.far = this.far;
- }
+ return data;
};
-// File:src/loaders/MaterialLoader.js
+// File:src/lights/Light.js
/**
* @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
*/
-THREE.MaterialLoader = function (manager) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.MaterialLoader.prototype = {
-
- constructor: THREE.MaterialLoader,
-
- load: function (url, onLoad, onProgress, onError) {
+THREE.Light = function ( color ) {
- var scope = this;
+ THREE.Object3D.call( this );
- var loader = new THREE.XHRLoader(scope.manager);
- loader.setCrossOrigin(this.crossOrigin);
- loader.load(url, function (text) {
+ this.type = 'Light';
- onLoad(scope.parse(JSON.parse(text)));
+ this.color = new THREE.Color( color );
- }, onProgress, onError);
-
- },
-
- setCrossOrigin: function (value) {
+};
- this.crossOrigin = value;
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Light.prototype.constructor = THREE.Light;
- },
+THREE.Light.prototype.copy = function ( source ) {
+
+ THREE.Object3D.prototype.copy.call( this, source );
+
+ this.color.copy( source.color );
+
+ return this;
- parse: function (json) {
+};
+// File:src/lights/AmbientLight.js
- var material = new THREE[json.type];
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- if (json.color !== undefined) material.color.setHex(json.color);
- if (json.emissive !== undefined) material.emissive.setHex(json.emissive);
- if (json.specular !== undefined) material.specular.setHex(json.specular);
- if (json.shininess !== undefined) material.shininess = json.shininess;
- if (json.uniforms !== undefined) material.uniforms = json.uniforms;
- if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
- if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
- if (json.vertexColors !== undefined) material.vertexColors = json.vertexColors;
- if (json.shading !== undefined) material.shading = json.shading;
- if (json.blending !== undefined) material.blending = json.blending;
- if (json.side !== undefined) material.side = json.side;
- if (json.opacity !== undefined) material.opacity = json.opacity;
- if (json.transparent !== undefined) material.transparent = json.transparent;
- if (json.wireframe !== undefined) material.wireframe = json.wireframe;
- if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;
+THREE.AmbientLight = function ( color ) {
- // for PointCloudMaterial
- if (json.size !== undefined) material.size = json.size;
- if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation;
+ THREE.Light.call( this, color );
- if (json.materials !== undefined) {
+ this.type = 'AmbientLight';
- for (var i = 0, l = json.materials.length; i < l; i++) {
+};
- material.materials.push(this.parse(json.materials[i]));
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
- }
+THREE.AmbientLight.prototype.toJSON = function ( meta ) {
- }
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- return material;
+ data.object.color = this.color.getHex();
- }
+ return data;
};
-// File:src/loaders/ObjectLoader.js
+// File:src/lights/DirectionalLight.js
/**
* @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
*/
-THREE.ObjectLoader = function (manager) {
+THREE.DirectionalLight = function ( color, intensity ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- this.texturePath = '';
+ THREE.Light.call( this, color );
-};
+ this.type = 'DirectionalLight';
-THREE.ObjectLoader.prototype = {
+ this.position.set( 0, 1, 0 );
+ this.updateMatrix();
+
+ this.target = new THREE.Object3D();
- constructor: THREE.ObjectLoader,
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
- load: function (url, onLoad, onProgress, onError) {
+ this.castShadow = false;
+ this.onlyShadow = false;
- if (this.texturePath === '') {
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
- this.texturePath = url.substring(0, url.lastIndexOf('/') + 1);
+ this.shadowCameraLeft = - 500;
+ this.shadowCameraRight = 500;
+ this.shadowCameraTop = 500;
+ this.shadowCameraBottom = - 500;
- }
+ this.shadowCameraVisible = false;
- var scope = this;
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
- var loader = new THREE.XHRLoader(scope.manager);
- loader.setCrossOrigin(this.crossOrigin);
- loader.load(url, function (text) {
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
- scope.parse(JSON.parse(text), onLoad);
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
- }, onProgress, onError);
+};
- },
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
- setTexturePath: function (value) {
+THREE.DirectionalLight.prototype.copy = function ( source ) {
- this.texturePath = value;
+ THREE.Light.prototype.copy.call( this, source );
- },
+ this.intensity = source.intensity;
+ this.target = source.target.clone();
- setCrossOrigin: function (value) {
+ this.castShadow = source.castShadow;
+ this.onlyShadow = source.onlyShadow;
- this.crossOrigin = value;
+ this.shadowCameraNear = source.shadowCameraNear;
+ this.shadowCameraFar = source.shadowCameraFar;
- },
+ this.shadowCameraLeft = source.shadowCameraLeft;
+ this.shadowCameraRight = source.shadowCameraRight;
+ this.shadowCameraTop = source.shadowCameraTop;
+ this.shadowCameraBottom = source.shadowCameraBottom;
- parse: function (json, onLoad) {
+ this.shadowCameraVisible = source.shadowCameraVisible;
- var geometries = this.parseGeometries(json.geometries);
+ this.shadowBias = source.shadowBias;
+ this.shadowDarkness = source.shadowDarkness;
- var images = this.parseImages(json.images, function () {
+ this.shadowMapWidth = source.shadowMapWidth;
+ this.shadowMapHeight = source.shadowMapHeight;
- if (onLoad !== undefined) onLoad(object);
+ return this;
- });
- var textures = this.parseTextures(json.textures, images);
- var materials = this.parseMaterials(json.materials, textures);
- var object = this.parseObject(json.object, geometries, materials);
+};
- if (json.images === undefined || json.images.length === 0) {
+THREE.DirectionalLight.prototype.toJSON = function ( meta ) {
- if (onLoad !== undefined) onLoad(object);
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- }
+ data.object.color = this.color.getHex();
+ data.object.intensity = this.intensity;
- return object;
+ return data;
- },
+};
- parseGeometries: function (json) {
+// File:src/lights/HemisphereLight.js
- var geometries = {};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
- if (json !== undefined) {
+THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
- var geometryLoader = new THREE.JSONLoader();
- var bufferGeometryLoader = new THREE.BufferGeometryLoader();
+ THREE.Light.call( this, skyColor );
- for (var i = 0, l = json.length; i < l; i++) {
+ this.type = 'HemisphereLight';
- var geometry;
- var data = json[i];
+ this.position.set( 0, 1, 0 );
+ this.updateMatrix();
- switch (data.type) {
+ this.groundColor = new THREE.Color( groundColor );
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
- case 'PlaneGeometry':
- case 'PlaneBufferGeometry':
+};
- geometry = new THREE[data.type](
- data.width,
- data.height,
- data.widthSegments,
- data.heightSegments
- );
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
- break;
+THREE.HemisphereLight.prototype.copy = function ( source ) {
- case 'BoxGeometry':
- case 'CubeGeometry': // backwards compatible
+ THREE.Light.prototype.copy.call( this, source );
- geometry = new THREE.BoxGeometry(
- data.width,
- data.height,
- data.depth,
- data.widthSegments,
- data.heightSegments,
- data.depthSegments
- );
+ this.groundColor.copy( source.groundColor );
+ this.intensity = source.intensity;
- break;
+ return this;
- case 'CircleGeometry':
+};
- geometry = new THREE.CircleGeometry(
- data.radius,
- data.segments
- );
+THREE.HemisphereLight.prototype.toJSON = function ( meta ) {
- break;
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- case 'CylinderGeometry':
+ data.object.color = this.color.getHex();
+ data.object.groundColor = this.groundColor.getHex();
+ data.object.intensity = this.intensity;
- geometry = new THREE.CylinderGeometry(
- data.radiusTop,
- data.radiusBottom,
- data.height,
- data.radialSegments,
- data.heightSegments,
- data.openEnded
- );
+ return data;
- break;
+};
- case 'SphereGeometry':
+// File:src/lights/PointLight.js
- geometry = new THREE.SphereGeometry(
- data.radius,
- data.widthSegments,
- data.heightSegments,
- data.phiStart,
- data.phiLength,
- data.thetaStart,
- data.thetaLength
- );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- break;
- case 'IcosahedronGeometry':
+THREE.PointLight = function ( color, intensity, distance, decay ) {
- geometry = new THREE.IcosahedronGeometry(
- data.radius,
- data.detail
- );
+ THREE.Light.call( this, color );
- break;
+ this.type = 'PointLight';
- case 'TorusGeometry':
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
- geometry = new THREE.TorusGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.arc
- );
+ this.castShadow = false;
+ this.onlyShadow = false;
- break;
+ //
- case 'TorusKnotGeometry':
+ this.shadowCameraNear = 1;
+ this.shadowCameraFar = 500;
+ this.shadowCameraFov = 90;
- geometry = new THREE.TorusKnotGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.p,
- data.q,
- data.heightScale
- );
+ this.shadowCameraVisible = false;
- break;
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
- case 'BufferGeometry':
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
- geometry = bufferGeometryLoader.parse(data);
+ //
- break;
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
- case 'Geometry':
+};
- geometry = geometryLoader.parse(data.data).geometry;
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+THREE.PointLight.prototype.constructor = THREE.PointLight;
- break;
+THREE.PointLight.prototype.copy = function ( source ) {
- case 'TextGeometry':
+ THREE.Light.prototype.copy.call( this, source );
- geometry = new THREE.TextGeometry(
- data.text,
- data.data
- );
+ this.intensity = source.intensity;
+ this.distance = source.distance;
+ this.decay = source.decay;
- break;
+ this.castShadow = source.castShadow;
+ this.onlyShadow = source.onlyShadow;
- }
+ this.shadowCameraNear = source.shadowCameraNear;
+ this.shadowCameraFar = source.shadowCameraFar;
+ this.shadowCameraFov = source.shadowCameraFov;
- geometry.uuid = data.uuid;
+ this.shadowCameraVisible = source.shadowCameraVisible;
- if (data.name !== undefined) geometry.name = data.name;
+ this.shadowBias = source.shadowBias;
+ this.shadowDarkness = source.shadowDarkness;
- geometries[data.uuid] = geometry;
+ this.shadowMapWidth = source.shadowMapWidth;
+ this.shadowMapHeight = source.shadowMapHeight;
- }
+ return this;
- }
+};
- return geometries;
+THREE.PointLight.prototype.toJSON = function ( meta ) {
- },
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- parseMaterials: function (json, textures) {
+ data.object.color = this.color.getHex();
+ data.object.intensity = this.intensity;
+ data.object.distance = this.distance;
+ data.object.decay = this.decay;
- var materials = {};
+ return data;
- if (json !== undefined) {
+};
- var getTexture = function (name) {
+// File:src/lights/SpotLight.js
- if (textures[name] === undefined) {
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
- THREE.warn('THREE.ObjectLoader: Undefined texture', name);
+THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) {
- }
+ THREE.Light.call( this, color );
- return textures[name];
+ this.type = 'SpotLight';
- };
+ this.position.set( 0, 1, 0 );
+ this.updateMatrix();
- var loader = new THREE.MaterialLoader();
+ this.target = new THREE.Object3D();
- for (var i = 0, l = json.length; i < l; i++) {
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
+ this.exponent = ( exponent !== undefined ) ? exponent : 10;
+ this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
- var data = json[i];
- var material = loader.parse(data);
+ this.castShadow = false;
+ this.onlyShadow = false;
- material.uuid = data.uuid;
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+ this.shadowCameraFov = 50;
- if (data.name !== undefined) material.name = data.name;
+ this.shadowCameraVisible = false;
- if (data.map !== undefined) {
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
- material.map = getTexture(data.map);
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
- }
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
- if (data.bumpMap !== undefined) {
+};
- material.bumpMap = getTexture(data.bumpMap);
- if (data.bumpScale !== undefined) {
- material.bumpScale = data.bumpScale;
- }
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+THREE.SpotLight.prototype.constructor = THREE.SpotLight;
- }
+THREE.SpotLight.prototype.copy = function ( source ) {
- if (data.alphaMap !== undefined) {
+ THREE.Light.prototype.copy.call( this, source );
- material.alphaMap = getTexture(data.alphaMap);
+ this.intensity = source.intensity;
+ this.distance = source.distance;
+ this.angle = source.angle;
+ this.exponent = source.exponent;
+ this.decay = source.decay;
- }
+ this.target = source.target.clone();
- if (data.envMap !== undefined) {
+ this.castShadow = source.castShadow;
+ this.onlyShadow = source.onlyShadow;
- material.envMap = getTexture(data.envMap);
+ this.shadowCameraNear = source.shadowCameraNear;
+ this.shadowCameraFar = source.shadowCameraFar;
+ this.shadowCameraFov = source.shadowCameraFov;
- }
+ this.shadowCameraVisible = source.shadowCameraVisible;
- if (data.normalMap !== undefined) {
+ this.shadowBias = source.shadowBias;
+ this.shadowDarkness = source.shadowDarkness;
- material.normalMap = getTexture(data.normalMap);
- if (data.normalScale !== undefined) {
- material.normalScale = new THREE.Vector2(data.normalScale, data.normalScale);
- }
+ this.shadowMapWidth = source.shadowMapWidth;
+ this.shadowMapHeight = source.shadowMapHeight;
- }
+ return this;
+}
- if (data.lightMap !== undefined) {
+THREE.SpotLight.prototype.toJSON = function ( meta ) {
- material.lightMap = getTexture(data.lightMap);
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- if (data.lightMapIntensity !== undefined) {
- material.lightMapIntensity = data.lightMapIntensity;
- }
+ data.object.color = this.color.getHex();
+ data.object.intensity = this.intensity;
+ data.object.distance = this.distance;
+ data.object.angle = this.angle;
+ data.object.exponent = this.exponent;
+ data.object.decay = this.decay;
- }
+ return data;
- if (data.aoMap !== undefined) {
+};
- material.aoMap = getTexture(data.aoMap);
- if (data.aoMapIntensity !== undefined) {
- material.aoMapIntensity = data.aoMapIntensity;
- }
- }
+// File:src/loaders/Cache.js
- if (data.specularMap !== undefined) {
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- material.specularMap = getTexture(data.specularMap);
+THREE.Cache = {
- }
+ enabled: false,
- materials[data.uuid] = material;
+ files: {},
- }
+ add: function ( key, file ) {
- }
+ if ( this.enabled === false ) return;
- return materials;
+ // console.log( 'THREE.Cache', 'Adding key:', key );
- },
+ this.files[ key ] = file;
- parseImages: function (json, onLoad) {
+ },
- var scope = this;
- var images = {};
+ get: function ( key ) {
- if (json !== undefined && json.length > 0) {
+ if ( this.enabled === false ) return;
- var manager = new THREE.LoadingManager(onLoad);
+ // console.log( 'THREE.Cache', 'Checking key:', key );
- var loader = new THREE.ImageLoader(manager);
- loader.setCrossOrigin(this.crossOrigin);
+ return this.files[ key ];
- var loadImage = function (url) {
+ },
- scope.manager.itemStart(url);
+ remove: function ( key ) {
- return loader.load(url, function () {
+ delete this.files[ key ];
- scope.manager.itemEnd(url);
+ },
- });
+ clear: function () {
- };
+ this.files = {};
- 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);
+// File:src/loaders/Loader.js
- }
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
- }
+THREE.Loader = function () {
- return images;
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
- },
+};
- parseTextures: function (json, images) {
+THREE.Loader.prototype = {
- var textures = {};
+ constructor: THREE.Loader,
- if (json !== undefined) {
+ crossOrigin: undefined,
- for (var i = 0, l = json.length; i < l; i++) {
+ extractUrlBase: function ( url ) {
- var data = json[i];
+ var parts = url.split( '/' );
- if (data.image === undefined) {
+ if ( parts.length === 1 ) return './';
- THREE.warn('THREE.ObjectLoader: No "image" speficied for', data.uuid);
+ parts.pop();
- }
+ return parts.join( '/' ) + '/';
- if (images[data.image] === undefined) {
+ },
- THREE.warn('THREE.ObjectLoader: Undefined image', data.image);
+ initMaterials: function ( materials, texturePath, crossOrigin ) {
- }
+ var array = [];
- var texture = new THREE.Texture(images[data.image]);
- texture.needsUpdate = true;
+ for ( var i = 0; i < materials.length; ++ i ) {
- texture.uuid = data.uuid;
+ array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
- if (data.name !== undefined) texture.name = data.name;
- if (data.repeat !== undefined) texture.repeat = new THREE.Vector2(data.repeat[0], data.repeat[1]);
- if (data.minFilter !== undefined) texture.minFilter = THREE[data.minFilter];
- if (data.magFilter !== undefined) texture.magFilter = THREE[data.magFilter];
- if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;
- if (data.wrap instanceof Array) {
+ }
- texture.wrapS = THREE[data.wrap[0]];
- texture.wrapT = THREE[data.wrap[1]];
+ return array;
- }
+ },
- textures[data.uuid] = texture;
+ createMaterial: ( function () {
- }
+ var imageLoader;
- }
+ return function createMaterial( m, texturePath, crossOrigin ) {
- return textures;
+ var scope = this;
- },
+ if ( crossOrigin === undefined && scope.crossOrigin !== undefined ) crossOrigin = scope.crossOrigin;
- parseObject: function () {
+ if ( imageLoader === undefined ) imageLoader = new THREE.ImageLoader();
- var matrix = new THREE.Matrix4();
+ function nearest_pow2( n ) {
- return function (data, geometries, materials) {
+ var l = Math.log( n ) / Math.LN2;
+ return Math.pow( 2, Math.round( l ) );
- var object;
+ }
- var getGeometry = function (name) {
+ function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
- if (geometries[name] === undefined) {
+ var fullPath = texturePath + sourceFile;
- THREE.warn('THREE.ObjectLoader: Undefined geometry', name);
+ var texture;
- }
+ var loader = THREE.Loader.Handlers.get( fullPath );
- return geometries[name];
+ if ( loader !== null ) {
- };
+ texture = loader.load( fullPath );
- var getMaterial = function (name) {
+ } else {
- if (materials[name] === undefined) {
+ texture = new THREE.Texture();
- THREE.warn('THREE.ObjectLoader: Undefined material', name);
+ loader = imageLoader;
+ loader.setCrossOrigin( crossOrigin );
+ loader.load( fullPath, function ( image ) {
- }
+ if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
+ THREE.Math.isPowerOfTwo( image.height ) === false ) {
- return materials[name];
+ var width = nearest_pow2( image.width );
+ var height = nearest_pow2( image.height );
- };
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
- switch (data.type) {
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0, width, height );
- case 'Scene':
+ texture.image = canvas;
- object = new THREE.Scene();
+ } else {
- break;
+ texture.image = image;
- case 'PerspectiveCamera':
+ }
- object = new THREE.PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
+ texture.needsUpdate = true;
- break;
+ } );
- case 'OrthographicCamera':
+ }
- object = new THREE.OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
+ texture.sourceFile = sourceFile;
- break;
+ if ( repeat ) {
- case 'AmbientLight':
+ texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
- object = new THREE.AmbientLight(data.color);
+ if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+ if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
- break;
+ }
- case 'DirectionalLight':
+ if ( offset ) {
- object = new THREE.DirectionalLight(data.color, data.intensity);
+ texture.offset.set( offset[ 0 ], offset[ 1 ] );
- break;
+ }
- case 'PointLight':
+ if ( wrap ) {
- object = new THREE.PointLight(data.color, data.intensity, data.distance, data.decay);
+ var wrapMap = {
+ 'repeat': THREE.RepeatWrapping,
+ 'mirror': THREE.MirroredRepeatWrapping
+ };
- break;
+ if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
+ if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
- case 'SpotLight':
+ }
- object = new THREE.SpotLight(data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay);
+ if ( anisotropy ) {
- break;
+ texture.anisotropy = anisotropy;
- case 'HemisphereLight':
+ }
- object = new THREE.HemisphereLight(data.color, data.groundColor, data.intensity);
+ where[ name ] = texture;
- break;
+ }
- case 'Mesh':
+ function rgb2hex( rgb ) {
- object = new THREE.Mesh(getGeometry(data.geometry), getMaterial(data.material));
+ return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
- break;
+ }
- case 'Line':
+ // defaults
- object = new THREE.Line(getGeometry(data.geometry), getMaterial(data.material), data.mode);
+ var mtype = 'MeshLambertMaterial';
+ var mpars = {};
- break;
+ // parameters from model file
- case 'PointCloud':
+ if ( m.shading ) {
- object = new THREE.PointCloud(getGeometry(data.geometry), getMaterial(data.material));
+ var shading = m.shading.toLowerCase();
- break;
+ if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
+ else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
- case 'Sprite':
+ }
- object = new THREE.Sprite(getMaterial(data.material));
+ if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
- break;
+ mpars.blending = THREE[ m.blending ];
- case 'Group':
+ }
- object = new THREE.Group();
+ if ( m.transparent !== undefined ) {
- break;
+ mpars.transparent = m.transparent;
- default:
+ }
- object = new THREE.Object3D();
+ if ( m.opacity !== undefined && m.opacity < 1.0 ) {
- }
+ mpars.transparent = true;
- object.uuid = data.uuid;
+ }
- if (data.name !== undefined) object.name = data.name;
- if (data.matrix !== undefined) {
+ if ( m.depthTest !== undefined ) {
- matrix.fromArray(data.matrix);
- matrix.decompose(object.position, object.quaternion, object.scale);
+ mpars.depthTest = m.depthTest;
- } 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 ( m.depthWrite !== undefined ) {
- }
+ mpars.depthWrite = m.depthWrite;
- 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 ( m.visible !== undefined ) {
- if (data.children !== undefined) {
+ mpars.visible = m.visible;
- for (var child in data.children) {
+ }
- object.add(this.parseObject(data.children[child], geometries, materials));
+ if ( m.flipSided !== undefined ) {
- }
+ mpars.side = THREE.BackSide;
- }
+ }
- return object;
+ if ( m.doubleSided !== undefined ) {
- }
+ mpars.side = THREE.DoubleSide;
- }()
+ }
-};
+ if ( m.wireframe !== undefined ) {
-// File:src/loaders/TextureLoader.js
+ mpars.wireframe = m.wireframe;
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ }
-THREE.TextureLoader = function (manager) {
+ if ( m.vertexColors !== undefined ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+ if ( m.vertexColors === 'face' ) {
-};
+ mpars.vertexColors = THREE.FaceColors;
-THREE.TextureLoader.prototype = {
+ } else if ( m.vertexColors ) {
- constructor: THREE.TextureLoader,
+ mpars.vertexColors = THREE.VertexColors;
- load: function (url, onLoad, onProgress, onError) {
+ }
- var scope = this;
+ }
- var loader = new THREE.ImageLoader(scope.manager);
- loader.setCrossOrigin(this.crossOrigin);
- loader.load(url, function (image) {
+ // colors
- var texture = new THREE.Texture(image);
- texture.needsUpdate = true;
+ if ( m.colorDiffuse ) {
- if (onLoad !== undefined) {
+ mpars.color = rgb2hex( m.colorDiffuse );
- onLoad(texture);
+ } else if ( m.DbgColor ) {
- }
+ mpars.color = m.DbgColor;
- }, onProgress, onError);
+ }
- },
+ if ( m.colorEmissive ) {
- setCrossOrigin: function (value) {
+ mpars.emissive = rgb2hex( m.colorEmissive );
- this.crossOrigin = value;
+ }
- }
+ if ( mtype === 'MeshPhongMaterial' ) {
-};
+ if ( m.colorSpecular ) {
-// File:src/loaders/BinaryTextureLoader.js
+ mpars.specular = rgb2hex( m.colorSpecular );
-/**
- * @author Nikos M. / https://github.com/foo123/
- *
- * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
- */
+ }
-THREE.DataTextureLoader = THREE.BinaryTextureLoader = function () {
+ if ( m.specularCoef ) {
- // override in sub classes
- this._parser = null;
+ mpars.shininess = m.specularCoef;
-};
+ }
-THREE.BinaryTextureLoader.prototype = {
+ }
- constructor: THREE.BinaryTextureLoader,
+ // modifiers
- load: function (url, onLoad, onProgress, onError) {
+ if ( m.transparency !== undefined ) {
- var scope = this;
+ console.warn( 'THREE.Loader: transparency has been renamed to opacity' );
+ m.opacity = m.transparency;
- var texture = new THREE.DataTexture();
+ }
- var loader = new THREE.XHRLoader();
- loader.setResponseType('arraybuffer');
+ if ( m.opacity !== undefined ) {
- loader.load(url, function (buffer) {
+ mpars.opacity = m.opacity;
- var texData = scope._parser(buffer);
+ }
- if (!texData) return;
+ // textures
- if (undefined !== texData.image) {
+ if ( texturePath ) {
- texture.image = texData.image;
+ if ( m.mapDiffuse ) {
- } else if (undefined !== texData.data) {
+ create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
- texture.image.width = texData.width;
- texture.image.height = texData.height;
- texture.image.data = texData.data;
+ }
- }
+ if ( m.mapLight ) {
- texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
- texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
+ create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
- 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 ( m.mapAO ) {
- if (undefined !== texData.format) {
+ create_texture( mpars, 'aoMap', m.mapAO, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
- texture.format = texData.format;
+ }
- }
- if (undefined !== texData.type) {
+ if ( m.mapBump ) {
- texture.type = texData.type;
+ create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
- }
+ }
- if (undefined !== texData.mipmaps) {
+ if ( m.mapNormal ) {
- texture.mipmaps = texData.mipmaps;
+ create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
- }
+ }
- if (1 === texData.mipmapCount) {
+ if ( m.mapSpecular ) {
- texture.minFilter = THREE.LinearFilter;
+ create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
- }
+ }
- texture.needsUpdate = true;
+ if ( m.mapAlpha ) {
- if (onLoad) onLoad(texture, texData);
+ create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
- }, onProgress, onError);
+ }
+ }
- return texture;
+ //
- }
+ if ( m.mapBumpScale ) {
-};
+ mpars.bumpScale = m.mapBumpScale;
-// File:src/loaders/CompressedTextureLoader.js
+ }
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * Abstract Base class to block based textures loader (dds, pvr, ...)
- */
+ if ( m.mapNormalFactor ) {
-THREE.CompressedTextureLoader = function () {
+ mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor );
- // override in sub classes
- this._parser = null;
+ }
-};
+ var material = new THREE[ mtype ]( mpars );
+ if ( m.DbgName !== undefined ) material.name = m.DbgName;
-THREE.CompressedTextureLoader.prototype = {
+ return material;
- constructor: THREE.CompressedTextureLoader,
+ };
- load: function (url, onLoad, onError) {
+ } )()
- var scope = this;
+};
- var images = [];
+THREE.Loader.Handlers = {
- var texture = new THREE.CompressedTexture();
- texture.image = images;
+ handlers: [],
- var loader = new THREE.XHRLoader();
- loader.setResponseType('arraybuffer');
+ add: function ( regex, loader ) {
- if (url instanceof Array) {
+ this.handlers.push( regex, loader );
- var loaded = 0;
+ },
- var loadTexture = function (i) {
+ get: function ( file ) {
- loader.load(url[i], function (buffer) {
+ for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
- var texDatas = scope._parser(buffer, true);
+ var regex = this.handlers[ i ];
+ var loader = this.handlers[ i + 1 ];
- images[i] = {
- width: texDatas.width,
- height: texDatas.height,
- format: texDatas.format,
- mipmaps: texDatas.mipmaps
- };
+ if ( regex.test( file ) ) {
- loaded += 1;
+ return loader;
- if (loaded === 6) {
+ }
- if (texDatas.mipmapCount == 1)
- texture.minFilter = THREE.LinearFilter;
+ }
- texture.format = texDatas.format;
- texture.needsUpdate = true;
+ return null;
- if (onLoad) onLoad(texture);
+ }
- }
+};
- });
+// File:src/loaders/XHRLoader.js
- };
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- for (var i = 0, il = url.length; i < il; ++i) {
+THREE.XHRLoader = function ( manager ) {
- loadTexture(i);
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- }
+};
- } else {
+THREE.XHRLoader.prototype = {
- // compressed cubemap texture stored in a single DDS file
+ constructor: THREE.XHRLoader,
- loader.load(url, function (buffer) {
+ load: function ( url, onLoad, onProgress, onError ) {
- var texDatas = scope._parser(buffer, true);
+ var scope = this;
- if (texDatas.isCubemap) {
+ var cached = THREE.Cache.get( url );
- var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+ if ( cached !== undefined ) {
- for (var f = 0; f < faces; f++) {
+ if ( onLoad ) {
- images[f] = {mipmaps: []};
+ setTimeout( function () {
- for (var i = 0; i < texDatas.mipmapCount; i++) {
+ onLoad( cached );
- 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;
+ }, 0 );
- }
+ }
- }
+ return cached;
- } else {
+ }
- texture.image.width = texDatas.width;
- texture.image.height = texDatas.height;
- texture.mipmaps = texDatas.mipmaps;
+ var request = new XMLHttpRequest();
+ request.open( 'GET', url, true );
- }
+ request.addEventListener( 'load', function ( event ) {
- if (texDatas.mipmapCount === 1) {
+ THREE.Cache.add( url, this.response );
- texture.minFilter = THREE.LinearFilter;
+ if ( onLoad ) onLoad( this.response );
- }
+ scope.manager.itemEnd( url );
- texture.format = texDatas.format;
- texture.needsUpdate = true;
+ }, false );
- if (onLoad) onLoad(texture);
+ if ( onProgress !== undefined ) {
- });
+ request.addEventListener( 'progress', function ( event ) {
- }
+ onProgress( event );
- return texture;
+ }, false );
- }
+ }
-};
+ request.addEventListener( 'error', function ( event ) {
-// File:src/materials/Material.js
+ if ( onError ) onError( event );
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
+ scope.manager.itemError( url );
-THREE.Material = function () {
+ }, false );
- Object.defineProperty(this, 'id', {value: THREE.MaterialIdCount++});
+ if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
+ if ( this.responseType !== undefined ) request.responseType = this.responseType;
+ if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
- this.uuid = THREE.Math.generateUUID();
+ request.send( null );
- this.name = '';
- this.type = 'Material';
+ scope.manager.itemStart( url );
- this.side = THREE.FrontSide;
+ return request;
- this.opacity = 1;
- this.transparent = false;
+ },
- this.blending = THREE.NormalBlending;
+ setResponseType: function ( value ) {
- this.blendSrc = THREE.SrcAlphaFactor;
- this.blendDst = THREE.OneMinusSrcAlphaFactor;
- this.blendEquation = THREE.AddEquation;
- this.blendSrcAlpha = null;
- this.blendDstAlpha = null;
- this.blendEquationAlpha = null;
+ this.responseType = value;
- this.depthFunc = THREE.LessEqualDepth;
- this.depthTest = true;
- this.depthWrite = true;
+ },
- this.colorWrite = true;
+ setCrossOrigin: function ( value ) {
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
+ this.crossOrigin = value;
- this.alphaTest = 0;
+ },
- this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
+ setWithCredentials: function ( value ) {
- this.visible = true;
+ this.withCredentials = value;
- this._needsUpdate = true;
+ }
};
-THREE.Material.prototype = {
+// File:src/loaders/ImageLoader.js
- constructor: THREE.Material,
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var cached = THREE.Cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ if ( onLoad ) {
+
+ setTimeout( function () {
+
+ onLoad( cached );
+
+ }, 0 );
+
+ }
+
+ return cached;
+
+ }
+
+ var image = document.createElement( 'img' );
+
+ image.addEventListener( 'load', function ( event ) {
+
+ THREE.Cache.add( url, this );
+
+ if ( onLoad ) onLoad( this );
+
+ scope.manager.itemEnd( url );
+
+ }, false );
+
+ if ( onProgress !== undefined ) {
+
+ image.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ image.addEventListener( 'error', function ( event ) {
+
+ if ( onError ) onError( event );
+
+ scope.manager.itemError( url );
+
+ }, false );
+
+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+ scope.manager.itemStart( url );
+
+ image.src = url;
+
+ return image;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+
+// File:src/loaders/JSONLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( 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;
+
+};
+
+THREE.JSONLoader.prototype = {
+
+ constructor: THREE.JSONLoader,
+
+ // Deprecated
+
+ get statusDomElement () {
+
+ if ( this._statusDomElement === undefined ) {
+
+ this._statusDomElement = document.createElement( 'div' );
+
+ }
+
+ console.warn( 'THREE.JSONLoader: .statusDomElement has been removed.' );
+ return this._statusDomElement;
+
+ },
+
+ 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.setCrossOrigin( this.crossOrigin );
+ loader.setWithCredentials( this.withCredentials );
+ loader.load( url, function ( text ) {
+
+ var json = JSON.parse( text );
+ var metadata = json.metadata;
+
+ if ( metadata !== undefined ) {
+
+ if ( metadata.type === 'object' ) {
+
+ console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
+ return;
+
+ }
+
+ if ( metadata.type === '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 );
+
+ } );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ 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 ) {
+
+ var i, l, v, vl, dstVertices, srcVertices;
+
+ for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+ geometry.morphTargets[ i ] = {};
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+ geometry.morphTargets[ i ].vertices = [];
+
+ dstVertices = geometry.morphTargets[ i ].vertices;
+ srcVertices = json.morphTargets[ i ].vertices;
+
+ for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+ var vertex = new THREE.Vector3();
+ vertex.x = srcVertices[ v ] * scale;
+ vertex.y = srcVertices[ v + 1 ] * scale;
+ vertex.z = srcVertices[ v + 2 ] * scale;
+
+ dstVertices.push( vertex );
+
+ }
+
+ }
+
+ }
+
+ if ( json.morphColors !== undefined ) {
+
+ var i, l, c, cl, dstColors, srcColors, color;
+
+ for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
+
+ geometry.morphColors[ i ] = {};
+ geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+ geometry.morphColors[ i ].colors = [];
+
+ dstColors = geometry.morphColors[ i ].colors;
+ srcColors = json.morphColors[ i ].colors;
+
+ for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+ color = new THREE.Color( 0xffaa00 );
+ color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+ dstColors.push( color );
+
+ }
+
+ }
+
+ }
+ }
+
+ 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;
+
+};
+
+THREE.BufferGeometryLoader.prototype = {
+
+ constructor: THREE.BufferGeometryLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var geometry = new THREE.BufferGeometry();
+
+ var index = json.data.index;
+
+ if ( index !== undefined ) {
+
+ var typedArray = new self[ 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 self[ attribute.type ]( attribute.array );
+
+ geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
+
+ }
+
+ 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 );
+
+ }
+
+ }
+
+ 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 = {};
+
+};
+
+THREE.MaterialLoader.prototype = {
+
+ constructor: THREE.MaterialLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ 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 ];
+ material.uuid = json.uuid;
+
+ if ( json.name !== undefined ) material.name = json.name;
+ if ( json.color !== undefined ) material.color.setHex( json.color );
+ 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.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 ) material.normalScale = new THREE.Vector2( json.normalScale, json.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.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 ) 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;
+
+ // MeshFaceMaterial
+
+ 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 = '';
+
+};
+
+THREE.ObjectLoader.prototype = {
+
+ constructor: THREE.ObjectLoader,
+
+ 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.setCrossOrigin( this.crossOrigin );
+ 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 'CubeGeometry': // backwards compatible
+
+ geometry = new THREE.BoxGeometry(
+ data.width,
+ data.height,
+ data.depth,
+ data.widthSegments,
+ data.heightSegments,
+ data.depthSegments
+ );
+
+ break;
+
+ case 'CircleBufferGeometry':
+
+ geometry = new THREE.CircleBufferGeometry(
+ data.radius,
+ data.segments,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'CircleGeometry':
+
+ geometry = new THREE.CircleGeometry(
+ data.radius,
+ data.segments,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'CylinderGeometry':
+
+ geometry = new THREE.CylinderGeometry(
+ data.radiusTop,
+ data.radiusBottom,
+ data.height,
+ data.radialSegments,
+ data.heightSegments,
+ data.openEnded,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'SphereGeometry':
+
+ geometry = new THREE.SphereGeometry(
+ data.radius,
+ data.widthSegments,
+ data.heightSegments,
+ data.phiStart,
+ data.phiLength,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'SphereBufferGeometry':
+
+ geometry = new THREE.SphereBufferGeometry(
+ data.radius,
+ data.widthSegments,
+ data.heightSegments,
+ data.phiStart,
+ data.phiLength,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'DodecahedronGeometry':
+
+ geometry = new THREE.DodecahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'IcosahedronGeometry':
+
+ geometry = new THREE.IcosahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'OctahedronGeometry':
+
+ geometry = new THREE.OctahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'TetrahedronGeometry':
+
+ geometry = new THREE.TetrahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'RingGeometry':
+
+ geometry = new THREE.RingGeometry(
+ data.innerRadius,
+ data.outerRadius,
+ data.thetaSegments,
+ data.phiSegments,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'TorusGeometry':
+
+ geometry = new THREE.TorusGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.arc
+ );
+
+ break;
+
+ case 'TorusKnotGeometry':
+
+ geometry = new THREE.TorusKnotGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.p,
+ data.q,
+ data.heightScale
+ );
+
+ break;
+
+ case 'TextGeometry':
+
+ geometry = new THREE.TextGeometry(
+ data.text,
+ data.data
+ );
+
+ 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 = new THREE.Vector2( data.offset[ 0 ], data.offset[ 1 ] );
+ if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 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 ( Array.isArray( data.wrap ) ) {
+
+ texture.wrapS = parseConstant( data.wrap[ 0 ] );
+ texture.wrapT = parseConstant( data.wrap[ 1 ] );
+
+ }
+
+ textures[ data.uuid ] = texture;
+
+ }
+
+ }
+
+ return textures;
+
+ },
+
+ parseObject: function () {
+
+ var matrix = new THREE.Matrix4();
+
+ return function ( data, geometries, materials ) {
+
+ var object;
+
+ var getGeometry = function ( name ) {
+
+ if ( geometries[ name ] === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
+
+ }
+
+ return geometries[ name ];
+
+ };
+
+ var getMaterial = function ( name ) {
+
+ 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 );
+
+ break;
+
+ case 'OrthographicCamera':
+
+ object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
+
+ break;
+
+ case 'AmbientLight':
+
+ object = new THREE.AmbientLight( data.color );
+
+ break;
+
+ case 'DirectionalLight':
+
+ object = new THREE.DirectionalLight( data.color, data.intensity );
+
+ break;
+
+ case 'PointLight':
+
+ object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
+
+ break;
+
+ case 'SpotLight':
+
+ object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay );
+
+ break;
+
+ case 'HemisphereLight':
+
+ object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
+
+ break;
+
+ case 'Mesh':
+
+ object = new THREE.Mesh( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+ break;
+
+ case 'LOD':
+
+ object = new THREE.LOD();
+
+ break;
+
+ case 'Line':
+
+ object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
+
+ 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;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.ImageLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( image ) {
+
+ var texture = new THREE.Texture( image );
+ texture.needsUpdate = true;
+
+ if ( onLoad !== undefined ) {
+
+ onLoad( texture );
+
+ }
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+
+// File:src/loaders/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;
+
+};
+
+THREE.BinaryTextureLoader.prototype = {
+
+ constructor: THREE.BinaryTextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var texture = new THREE.DataTexture();
+
+ var loader = new THREE.XHRLoader( this.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ 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;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+
+// File:src/loaders/CompressedTextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * Abstract Base class to block based textures loader (dds, pvr, ...)
+ */
+
+THREE.CompressedTextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+ // override in sub classes
+ this._parser = null;
+
+};
+
+
+THREE.CompressedTextureLoader.prototype = {
+
+ constructor: THREE.CompressedTextureLoader,
+
+ 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.setCrossOrigin( this.crossOrigin );
+ loader.setResponseType( 'arraybuffer' );
+
+ if ( Array.isArray( url ) ) {
+
+ var loaded = 0;
+
+ var loadTexture = function ( i ) {
+
+ loader.load( url[ i ], function ( buffer ) {
+
+ var texDatas = scope._parser( buffer, true );
+
+ images[ i ] = {
+ width: texDatas.width,
+ height: texDatas.height,
+ format: texDatas.format,
+ mipmaps: texDatas.mipmaps
+ };
+
+ loaded += 1;
+
+ if ( loaded === 6 ) {
+
+ if ( texDatas.mipmapCount === 1 )
+ texture.minFilter = THREE.LinearFilter;
+
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
- get needsUpdate() {
+ }, onProgress, onError );
- return this._needsUpdate;
+ };
- },
+ for ( var i = 0, il = url.length; i < il; ++ i ) {
- set needsUpdate(value) {
+ loadTexture( i );
- if (value === true) this.update();
+ }
- this._needsUpdate = value;
+ } else {
- },
+ // compressed cubemap texture stored in a single DDS file
- setValues: function (values) {
+ loader.load( url, function ( buffer ) {
- if (values === undefined) return;
+ var texDatas = scope._parser( buffer, true );
- for (var key in values) {
+ if ( texDatas.isCubemap ) {
- var newValue = values[key];
+ var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
- if (newValue === undefined) {
+ for ( var f = 0; f < faces; f ++ ) {
- THREE.warn("THREE.Material: '" + key + "' parameter is undefined.");
- continue;
+ images[ f ] = { mipmaps : [] };
- }
+ for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
- if (key in this) {
+ 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;
- var currentValue = this[key];
+ }
- if (currentValue instanceof THREE.Color) {
+ }
- currentValue.set(newValue);
+ } else {
- } else if (currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3) {
+ texture.image.width = texDatas.width;
+ texture.image.height = texDatas.height;
+ texture.mipmaps = texDatas.mipmaps;
- currentValue.copy(newValue);
+ }
- } else if (key == 'overdraw') {
+ if ( texDatas.mipmapCount === 1 ) {
- // ensure overdraw is backwards-compatable with legacy boolean type
- this[key] = Number(newValue);
+ texture.minFilter = THREE.LinearFilter;
- } else {
+ }
- this[key] = newValue;
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
- }
+ if ( onLoad ) onLoad( texture );
- }
+ }, onProgress, onError );
- }
+ }
- },
+ return texture;
- toJSON: function () {
+ },
- // we will store all serialization data on 'data'
- var data = {};
+ setCrossOrigin: function ( value ) {
- // add metadata
- data.metadata = {
- version: 4.4,
- type: 'Material',
- generator: 'Material.toJSON'
- };
+ this.crossOrigin = value;
- // standard Material serialization
- data.type = this.type;
- data.uuid = this.uuid;
- if (this.name !== '') data.name = this.name;
+ }
- if (this.opacity < 1) data.opacity = this.opacity;
- if (this.transparent !== false) data.transparent = this.transparent;
- if (this.wireframe !== false) data.wireframe = this.wireframe;
+};
+
+// File:src/materials/Material.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
- return data;
+THREE.Material = function () {
- },
+ Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
- clone: function (material) {
+ this.uuid = THREE.Math.generateUUID();
- if (material === undefined) material = new THREE.Material();
+ this.name = '';
+ this.type = 'Material';
- material.name = this.name;
+ this.side = THREE.FrontSide;
- material.side = this.side;
+ this.opacity = 1;
+ this.transparent = false;
- material.opacity = this.opacity;
- material.transparent = this.transparent;
+ this.blending = THREE.NormalBlending;
- material.blending = this.blending;
+ this.blendSrc = THREE.SrcAlphaFactor;
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
+ this.blendEquation = THREE.AddEquation;
+ this.blendSrcAlpha = null;
+ this.blendDstAlpha = null;
+ this.blendEquationAlpha = null;
- material.blendSrc = this.blendSrc;
- material.blendDst = this.blendDst;
- material.blendEquation = this.blendEquation;
- material.blendSrcAlpha = this.blendSrcAlpha;
- material.blendDstAlpha = this.blendDstAlpha;
- material.blendEquationAlpha = this.blendEquationAlpha;
+ this.depthFunc = THREE.LessEqualDepth;
+ this.depthTest = true;
+ this.depthWrite = true;
- material.depthFunc = this.depthFunc;
- material.depthTest = this.depthTest;
- material.depthWrite = this.depthWrite;
+ this.colorWrite = true;
- material.polygonOffset = this.polygonOffset;
- material.polygonOffsetFactor = this.polygonOffsetFactor;
- material.polygonOffsetUnits = this.polygonOffsetUnits;
+ this.precision = null; // override the renderer's default precision for this material
- material.alphaTest = this.alphaTest;
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
- material.overdraw = this.overdraw;
+ this.alphaTest = 0;
- material.visible = this.visible;
+ this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
- return material;
+ this.visible = true;
- },
+ this._needsUpdate = true;
- update: function () {
+};
- this.dispatchEvent({type: 'update'});
+THREE.Material.prototype = {
- },
+ constructor: THREE.Material,
- dispose: function () {
+ get needsUpdate () {
- this.dispatchEvent({type: 'dispose'});
+ 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 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.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; // Removed for now, causes issue in editor ui.js
+
+ }
+ if ( this.displacementMap instanceof THREE.Texture ) {
+
+ data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
+ data.displacementScale = this.displacementScale;
+ data.displacementBias = this.displacementBias;
+
+ }
+ 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.vertexColors !== undefined && this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors;
+ if ( this.shading !== undefined && this.shading !== THREE.SmoothShading ) data.shading = this.shading;
+ if ( this.blending !== undefined && this.blending !== THREE.NormalBlending ) data.blending = this.blending;
+ if ( this.side !== undefined && this.side !== THREE.FrontSide ) data.side = this.side;
+
+ 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.wireframe === true ) data.wireframe = this.wireframe;
+ if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
+
+ return data;
+
+ },
+
+ clone: function () {
+
+ return new this.constructor().copy( this );
+
+ },
+
+ copy: function ( source ) {
+
+ this.name = source.name;
+
+ this.side = source.side;
+
+ this.opacity = source.opacity;
+ this.transparent = source.transparent;
+
+ this.blending = source.blending;
+
+ 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.precision = source.precision;
+
+ this.polygonOffset = source.polygonOffset;
+ this.polygonOffsetFactor = source.polygonOffsetFactor;
+ this.polygonOffsetUnits = source.polygonOffsetUnits;
+
+ this.alphaTest = source.alphaTest;
+
+ this.overdraw = source.overdraw;
+
+ this.visible = source.visible;
+
+ return this;
+
+ },
+
+ update: function () {
+
+ this.dispatchEvent( { type: 'update' } );
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ },
+
+ // Deprecated
+
+ get wrapAround () {
+
+ console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
+
+ },
+
+ set wrapAround ( boolean ) {
+
+ console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );
+
+ },
+
+ get wrapRGB () {
+
+ console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
+ return new THREE.Color();
+
+ }
};
-THREE.EventDispatcher.prototype.apply(THREE.Material.prototype);
+THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
THREE.MaterialIdCount = 0;
@@ -14798,46 +17089,44 @@ THREE.MaterialIdCount = 0;
* }
*/
-THREE.LineBasicMaterial = function (parameters) {
+THREE.LineBasicMaterial = function ( parameters ) {
- THREE.Material.call(this);
+ THREE.Material.call( this );
- this.type = 'LineBasicMaterial';
+ this.type = 'LineBasicMaterial';
- this.color = new THREE.Color(0xffffff);
+ this.color = new THREE.Color( 0xffffff );
- this.linewidth = 1;
- this.linecap = 'round';
- this.linejoin = 'round';
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
- this.vertexColors = THREE.NoColors;
+ this.vertexColors = THREE.NoColors;
- this.fog = true;
+ this.fog = true;
- this.setValues(parameters);
+ this.setValues( parameters );
};
-THREE.LineBasicMaterial.prototype = Object.create(THREE.Material.prototype);
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
-THREE.LineBasicMaterial.prototype.clone = function () {
-
- var material = new THREE.LineBasicMaterial();
+THREE.LineBasicMaterial.prototype.copy = function ( source ) {
- THREE.Material.prototype.clone.call(this, material);
+ THREE.Material.prototype.copy.call( this, source );
- material.color.copy(this.color);
+ this.color.copy( source.color );
- material.linewidth = this.linewidth;
- material.linecap = this.linecap;
- material.linejoin = this.linejoin;
+ this.linewidth = source.linewidth;
+ this.linecap = source.linecap;
+ this.linejoin = source.linejoin;
- material.vertexColors = this.vertexColors;
+ this.vertexColors = source.vertexColors;
- material.fog = this.fog;
+ this.fog = source.fog;
- return material;
+ return this;
};
@@ -14866,50 +17155,48 @@ THREE.LineBasicMaterial.prototype.clone = function () {
* }
*/
-THREE.LineDashedMaterial = function (parameters) {
+THREE.LineDashedMaterial = function ( parameters ) {
- THREE.Material.call(this);
+ THREE.Material.call( this );
- this.type = 'LineDashedMaterial';
+ this.type = 'LineDashedMaterial';
- this.color = new THREE.Color(0xffffff);
+ this.color = new THREE.Color( 0xffffff );
- this.linewidth = 1;
+ this.linewidth = 1;
- this.scale = 1;
- this.dashSize = 3;
- this.gapSize = 1;
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
- this.vertexColors = false;
+ this.vertexColors = false;
- this.fog = true;
+ this.fog = true;
- this.setValues(parameters);
+ this.setValues( parameters );
};
-THREE.LineDashedMaterial.prototype = Object.create(THREE.Material.prototype);
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
-THREE.LineDashedMaterial.prototype.clone = function () {
-
- var material = new THREE.LineDashedMaterial();
-
- THREE.Material.prototype.clone.call(this, material);
+THREE.LineDashedMaterial.prototype.copy = function ( source ) {
- material.color.copy(this.color);
+ THREE.Material.prototype.copy.call( this, source );
- material.linewidth = this.linewidth;
+ this.color.copy( source.color );
+
+ this.linewidth = source.linewidth;
- material.scale = this.scale;
- material.dashSize = this.dashSize;
- material.gapSize = this.gapSize;
+ this.scale = source.scale;
+ this.dashSize = source.dashSize;
+ this.gapSize = source.gapSize;
- material.vertexColors = this.vertexColors;
+ this.vertexColors = source.vertexColors;
- material.fog = this.fog;
+ this.fog = source.fog;
- return material;
+ return this;
};
@@ -14924,6 +17211,9 @@ THREE.LineDashedMaterial.prototype.clone = function () {
* opacity: ,
* map: new THREE.Texture( ),
*
+ * aoMap: new THREE.Texture( ),
+ * aoMapIntensity:
+ *
* specularMap: new THREE.Texture( ),
*
* alphaMap: new THREE.Texture( ),
@@ -14950,93 +17240,84 @@ THREE.LineDashedMaterial.prototype.clone = function () {
* }
*/
-THREE.MeshBasicMaterial = function (parameters) {
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
- THREE.Material.call(this);
+ this.type = 'MeshBasicMaterial';
- this.type = 'MeshBasicMaterial';
+ this.color = new THREE.Color( 0xffffff ); // emissive
- this.color = new THREE.Color(0xffffff); // emissive
+ this.map = null;
- this.map = null;
+ this.aoMap = null;
+ this.aoMapIntensity = 1.0;
- this.specularMap = null;
+ this.specularMap = null;
- this.alphaMap = null;
+ this.alphaMap = null;
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
- this.fog = true;
+ this.fog = true;
- this.shading = THREE.SmoothShading;
+ this.shading = THREE.SmoothShading;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
- this.vertexColors = THREE.NoColors;
+ this.vertexColors = THREE.NoColors;
- this.skinning = false;
- this.morphTargets = false;
+ this.skinning = false;
+ this.morphTargets = false;
- this.setValues(parameters);
+ this.setValues( parameters );
};
-THREE.MeshBasicMaterial.prototype = Object.create(THREE.Material.prototype);
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
-THREE.MeshBasicMaterial.prototype.clone = function () {
+THREE.MeshBasicMaterial.prototype.copy = function ( source ) {
+
+ THREE.Material.prototype.copy.call( this, source );
- var material = new THREE.MeshBasicMaterial();
+ this.color.copy( source.color );
- THREE.Material.prototype.clone.call(this, material);
+ this.map = source.map;
- material.color.copy(this.color);
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
- material.map = this.map;
+ this.specularMap = source.specularMap;
- material.specularMap = this.specularMap;
+ this.alphaMap = source.alphaMap;
- material.alphaMap = this.alphaMap;
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
+ this.fog = source.fog;
- material.fog = this.fog;
+ this.shading = source.shading;
- material.shading = this.shading;
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
+ this.vertexColors = source.vertexColors;
- material.vertexColors = this.vertexColors;
-
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
-
- return material;
-
-};
-
-THREE.MeshBasicMaterial.prototype.toJSON = function () {
-
- var data = THREE.Material.prototype.toJSON.call(this);
-
- data.color = this.color.getHex();
- if (this.vertexColors !== THREE.NoColors) data.vertexColors = this.vertexColors;
- if (this.blending !== THREE.NormalBlending) data.blending = this.blending;
- if (this.side !== THREE.FrontSide) data.side = this.side;
-
- return data;
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+
+ return this;
};
@@ -15062,7 +17343,6 @@ THREE.MeshBasicMaterial.prototype.toJSON = function () {
* reflectivity: ,
* refractionRatio: ,
*
- * shading: THREE.SmoothShading,
* blending: THREE.NormalBlending,
* depthTest: ,
* depthWrite: ,
@@ -15080,99 +17360,78 @@ THREE.MeshBasicMaterial.prototype.toJSON = function () {
* }
*/
-THREE.MeshLambertMaterial = function (parameters) {
-
- THREE.Material.call(this);
+THREE.MeshLambertMaterial = function ( parameters ) {
- this.type = 'MeshLambertMaterial';
+ THREE.Material.call( this );
- this.color = new THREE.Color(0xffffff); // diffuse
- this.emissive = new THREE.Color(0x000000);
+ this.type = 'MeshLambertMaterial';
- this.map = null;
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.emissive = new THREE.Color( 0x000000 );
- this.specularMap = null;
+ this.map = null;
- this.alphaMap = null;
+ this.specularMap = null;
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
+ this.alphaMap = null;
- this.fog = true;
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
- this.shading = THREE.SmoothShading;
+ this.fog = true;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
- this.vertexColors = THREE.NoColors;
+ this.vertexColors = THREE.NoColors;
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
- this.setValues(parameters);
+ this.setValues( parameters );
};
-THREE.MeshLambertMaterial.prototype = Object.create(THREE.Material.prototype);
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
-THREE.MeshLambertMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshLambertMaterial();
-
- THREE.Material.prototype.clone.call(this, material);
-
- material.color.copy(this.color);
- material.emissive.copy(this.emissive);
-
- material.map = this.map;
-
- material.specularMap = this.specularMap;
-
- material.alphaMap = this.alphaMap;
+THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
+ THREE.Material.prototype.copy.call( this, source );
- material.fog = this.fog;
+ this.color.copy( source.color );
+ this.emissive.copy( source.emissive );
- material.shading = this.shading;
+ this.map = source.map;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
+ this.specularMap = source.specularMap;
- material.vertexColors = this.vertexColors;
+ this.alphaMap = source.alphaMap;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
- return material;
+ this.fog = source.fog;
-};
-
-THREE.MeshLambertMaterial.prototype.toJSON = function () {
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
- var data = THREE.Material.prototype.toJSON.call(this);
+ this.vertexColors = source.vertexColors;
- data.color = this.color.getHex();
- data.emissive = this.emissive.getHex();
- if (this.vertexColors !== THREE.NoColors) data.vertexColors = this.vertexColors;
- if (this.shading !== THREE.SmoothShading) data.shading = this.shading;
- if (this.blending !== THREE.NormalBlending) data.blending = this.blending;
- if (this.side !== THREE.FrontSide) data.side = this.side;
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
- return data;
+ return this;
};
@@ -15197,12 +17456,18 @@ THREE.MeshLambertMaterial.prototype.toJSON = function () {
* aoMap: new THREE.Texture( ),
* aoMapIntensity:
*
+ * 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( ),
@@ -15230,134 +17495,126 @@ THREE.MeshLambertMaterial.prototype.toJSON = function () {
* }
*/
-THREE.MeshPhongMaterial = function (parameters) {
+THREE.MeshPhongMaterial = function ( parameters ) {
- THREE.Material.call(this);
+ THREE.Material.call( this );
- this.type = 'MeshPhongMaterial';
+ this.type = 'MeshPhongMaterial';
- this.color = new THREE.Color(0xffffff); // diffuse
- this.emissive = new THREE.Color(0x000000);
- this.specular = new THREE.Color(0x111111);
- this.shininess = 30;
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.emissive = new THREE.Color( 0x000000 );
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
- this.metal = false;
+ this.metal = false;
- this.map = null;
+ this.map = null;
- this.lightMap = null;
- this.lightMapIntensity = 1.0;
+ this.lightMap = null;
+ this.lightMapIntensity = 1.0;
- this.aoMap = null;
- this.aoMapIntensity = 1.0;
+ this.aoMap = null;
+ this.aoMapIntensity = 1.0;
- this.bumpMap = null;
- this.bumpScale = 1;
+ this.emissiveMap = null;
- this.normalMap = null;
- this.normalScale = new THREE.Vector2(1, 1);
+ this.bumpMap = null;
+ this.bumpScale = 1;
- this.specularMap = null;
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
- this.alphaMap = null;
+ this.displacementMap = null;
+ this.displacementScale = 1;
+ this.displacementBias = 0;
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
+ this.specularMap = null;
- this.fog = true;
+ this.alphaMap = null;
- this.shading = THREE.SmoothShading;
+ 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.fog = true;
- this.vertexColors = THREE.NoColors;
-
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
-
- this.setValues(parameters);
-
-};
+ this.shading = THREE.SmoothShading;
-THREE.MeshPhongMaterial.prototype = Object.create(THREE.Material.prototype);
-THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
-THREE.MeshPhongMaterial.prototype.clone = function () {
+ this.vertexColors = THREE.NoColors;
- var material = new THREE.MeshPhongMaterial();
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
- THREE.Material.prototype.clone.call(this, material);
+ this.setValues( parameters );
- material.color.copy(this.color);
- material.emissive.copy(this.emissive);
- material.specular.copy(this.specular);
- material.shininess = this.shininess;
+};
- material.metal = this.metal;
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
- material.map = this.map;
+THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
- material.lightMap = this.lightMap;
- material.lightMapIntensity = this.lightMapIntensity;
+ THREE.Material.prototype.copy.call( this, source );
- material.aoMap = this.aoMap;
- material.aoMapIntensity = this.aoMapIntensity;
+ this.color.copy( source.color );
+ this.emissive.copy( source.emissive );
+ this.specular.copy( source.specular );
+ this.shininess = source.shininess;
- material.bumpMap = this.bumpMap;
- material.bumpScale = this.bumpScale;
+ this.metal = source.metal;
- material.normalMap = this.normalMap;
- material.normalScale.copy(this.normalScale);
+ this.map = source.map;
- material.specularMap = this.specularMap;
+ this.lightMap = source.lightMap;
+ this.lightMapIntensity = source.lightMapIntensity;
- material.alphaMap = this.alphaMap;
+ this.aoMap = source.aoMap;
+ this.aoMapIntensity = source.aoMapIntensity;
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
+ this.emissiveMap = source.emissiveMap;
- material.fog = this.fog;
+ this.bumpMap = source.bumpMap;
+ this.bumpScale = source.bumpScale;
- material.shading = this.shading;
+ this.normalMap = source.normalMap;
+ this.normalScale.copy( source.normalScale );
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
+ this.displacementMap = source.displacementMap;
+ this.displacementScale = source.displacementScale;
+ this.displacementBias = source.displacementBias;
- material.vertexColors = this.vertexColors;
+ this.specularMap = source.specularMap;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
+ this.alphaMap = source.alphaMap;
- return material;
+ this.envMap = source.envMap;
+ this.combine = source.combine;
+ this.reflectivity = source.reflectivity;
+ this.refractionRatio = source.refractionRatio;
-};
+ this.fog = source.fog;
-THREE.MeshPhongMaterial.prototype.toJSON = function () {
+ this.shading = source.shading;
- var data = THREE.Material.prototype.toJSON.call(this);
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
+ this.wireframeLinecap = source.wireframeLinecap;
+ this.wireframeLinejoin = source.wireframeLinejoin;
- data.color = this.color.getHex();
- data.emissive = this.emissive.getHex();
- data.specular = this.specular.getHex();
- data.shininess = this.shininess;
+ this.vertexColors = source.vertexColors;
- if (this.vertexColors !== THREE.NoColors) data.vertexColors = this.vertexColors;
- if (this.shading !== THREE.SmoothShading) data.shading = this.shading;
- if (this.blending !== THREE.NormalBlending) data.blending = this.blending;
- if (this.side !== THREE.FrontSide) data.side = this.side;
+ this.skinning = source.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
- return data;
+ return this;
};
@@ -15379,44 +17636,31 @@ THREE.MeshPhongMaterial.prototype.toJSON = function () {
* }
*/
-THREE.MeshDepthMaterial = function (parameters) {
+THREE.MeshDepthMaterial = function ( parameters ) {
- THREE.Material.call(this);
+ THREE.Material.call( this );
- this.type = 'MeshDepthMaterial';
+ this.type = 'MeshDepthMaterial';
- this.morphTargets = false;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
+ this.morphTargets = false;
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
- this.setValues(parameters);
+ this.setValues( parameters );
};
-THREE.MeshDepthMaterial.prototype = Object.create(THREE.Material.prototype);
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
-THREE.MeshDepthMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshDepthMaterial();
-
- THREE.Material.prototype.clone.call(this, material);
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
-
- return material;
+THREE.MeshDepthMaterial.prototype.copy = function ( source ) {
-};
-
-THREE.MeshDepthMaterial.prototype.toJSON = function () {
+ THREE.Material.prototype.copy.call( this, source );
- var data = THREE.Material.prototype.toJSON.call(this);
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
- if (this.blending !== THREE.NormalBlending) data.blending = this.blending;
- if (this.side !== THREE.FrontSide) data.side = this.side;
-
- return data;
+ return this;
};
@@ -15438,66 +17682,105 @@ THREE.MeshDepthMaterial.prototype.toJSON = function () {
* }
*/
-THREE.MeshNormalMaterial = function (parameters) {
+THREE.MeshNormalMaterial = function ( parameters ) {
- THREE.Material.call(this, parameters);
+ THREE.Material.call( this, parameters );
- this.type = 'MeshNormalMaterial';
+ this.type = 'MeshNormalMaterial';
- this.wireframe = false;
- this.wireframeLinewidth = 1;
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
- this.morphTargets = false;
+ this.morphTargets = false;
- this.setValues(parameters);
+ this.setValues( parameters );
};
-THREE.MeshNormalMaterial.prototype = Object.create(THREE.Material.prototype);
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
-THREE.MeshNormalMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshNormalMaterial();
+THREE.MeshNormalMaterial.prototype.copy = function ( source ) {
- THREE.Material.prototype.clone.call(this, material);
+ THREE.Material.prototype.copy.call( this, source );
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
- return material;
+ return this;
};
-THREE.MeshNormalMaterial.prototype.toJSON = function () {
+// File:src/materials/MultiMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MultiMaterial = function ( materials ) {
+
+ this.uuid = THREE.Math.generateUUID();
- var data = THREE.Material.prototype.toJSON.call(this);
+ this.type = 'MultiMaterial';
- if (this.blending !== THREE.NormalBlending) data.blending = this.blending;
- if (this.side !== THREE.FrontSide) data.side = this.side;
+ this.materials = materials instanceof Array ? materials : [];
- return data;
+ this.visible = true;
};
-// File:src/materials/MeshFaceMaterial.js
+THREE.MultiMaterial.prototype = {
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ constructor: THREE.MultiMaterial,
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.2,
+ type: 'material',
+ generator: 'MaterialExporter'
+ },
+ uuid: this.uuid,
+ type: this.type,
+ materials: []
+ };
+
+ for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
-THREE.MeshFaceMaterial = function (materials) {
+ output.materials.push( this.materials[ i ].toJSON() );
- THREE.error('THREE.MeshFaceMaterial has been removed.');
+ }
- var material = materials !== undefined ? materials[0] : new THREE.MeshBasicMaterial();
- material.materials = []; // temporal workaround
+ output.visible = this.visible;
- return material;
+ 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/PointCloudMaterial.js
+// backwards compatibility
+
+THREE.MeshFaceMaterial = THREE.MultiMaterial;
+
+// File:src/materials/PointsMaterial.js
/**
* @author mrdoob / http://mrdoob.com/
@@ -15521,79 +17804,69 @@ THREE.MeshFaceMaterial = function (materials) {
* }
*/
-THREE.PointCloudMaterial = function (parameters) {
+THREE.PointsMaterial = function ( parameters ) {
- THREE.Material.call(this);
+ THREE.Material.call( this );
- this.type = 'PointCloudMaterial';
+ this.type = 'PointsMaterial';
- this.color = new THREE.Color(0xffffff);
+ this.color = new THREE.Color( 0xffffff );
- this.map = null;
+ this.map = null;
- this.size = 1;
- this.sizeAttenuation = true;
+ this.size = 1;
+ this.sizeAttenuation = true;
- this.vertexColors = THREE.NoColors;
+ this.vertexColors = THREE.NoColors;
- this.fog = true;
+ this.fog = true;
- this.setValues(parameters);
+ this.setValues( parameters );
};
-THREE.PointCloudMaterial.prototype = Object.create(THREE.Material.prototype);
-THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial;
+THREE.PointsMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial;
-THREE.PointCloudMaterial.prototype.clone = function () {
+THREE.PointsMaterial.prototype.copy = function ( source ) {
- var material = new THREE.PointCloudMaterial();
+ THREE.Material.prototype.copy.call( this, source );
- THREE.Material.prototype.clone.call(this, material);
+ this.color.copy( source.color );
- material.color.copy(this.color);
+ this.map = source.map;
- material.map = this.map;
+ this.size = source.size;
+ this.sizeAttenuation = source.sizeAttenuation;
- material.size = this.size;
- material.sizeAttenuation = this.sizeAttenuation;
+ this.vertexColors = source.vertexColors;
- material.vertexColors = this.vertexColors;
+ this.fog = source.fog;
- material.fog = this.fog;
-
- return material;
+ return this;
};
-THREE.PointCloudMaterial.prototype.toJSON = function () {
-
- var data = THREE.Material.prototype.toJSON.call(this);
-
- data.size = this.size;
- data.sizeAttenuation = this.sizeAttenuation;
- data.color = this.color.getHex();
+// backwards compatibility
- if (this.vertexColors !== THREE.NoColors) data.vertexColors = this.vertexColors;
- if (this.blending !== THREE.NormalBlending) data.blending = this.blending;
+THREE.PointCloudMaterial = function ( parameters ) {
- return data;
+ console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
+ return new THREE.PointsMaterial( parameters );
};
-// backwards compatibility
-
-THREE.ParticleBasicMaterial = function (parameters) {
+THREE.ParticleBasicMaterial = function ( parameters ) {
- THREE.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.');
- return new THREE.PointCloudMaterial(parameters);
+ console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
+ return new THREE.PointsMaterial( parameters );
};
-THREE.ParticleSystemMaterial = function (parameters) {
+THREE.ParticleSystemMaterial = function ( parameters ) {
- THREE.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.');
- return new THREE.PointCloudMaterial(parameters);
+ console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
+ return new THREE.PointsMaterial( parameters );
};
@@ -15629,97 +17902,109 @@ THREE.ParticleSystemMaterial = function (parameters) {
* }
*/
-THREE.ShaderMaterial = function (parameters) {
+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.shading = THREE.SmoothShading;
+
+ this.linewidth = 1;
- THREE.Material.call(this);
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
- this.type = 'ShaderMaterial';
+ this.fog = false; // set to use scene fog
- this.defines = {};
- this.uniforms = {};
- this.attributes = null;
+ this.lights = false; // set to use scene lights
- 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.vertexColors = THREE.NoColors; // set to use "color" attribute stream
- this.shading = THREE.SmoothShading;
+ this.skinning = false; // set to use skinning attribute streams
- this.linewidth = 1;
+ this.morphTargets = false; // set to use morph targets
+ this.morphNormals = false; // set to use morph normals
- this.wireframe = false;
- this.wireframeLinewidth = 1;
+ this.derivatives = false; // set to use derivatives
- this.fog = false; // set to use scene fog
+ // 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.lights = false; // set to use scene lights
+ this.index0AttributeName = undefined;
- this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+ if ( parameters !== undefined ) {
- this.skinning = false; // set to use skinning attribute streams
+ if ( parameters.attributes !== undefined ) {
- this.morphTargets = false; // set to use morph targets
- this.morphNormals = false; // set to use morph normals
+ console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
- // When rendered geometry doesn't include these attributes but the material does,
- // use these default values in WebGL. This avoids errors when buffer data is missing.
- this.defaultAttributeValues = {
- 'color': [1, 1, 1],
- 'uv': [0, 0],
- 'uv2': [0, 0]
- };
+ }
- this.index0AttributeName = undefined;
+ this.setValues( parameters );
- this.setValues(parameters);
+ }
};
-THREE.ShaderMaterial.prototype = Object.create(THREE.Material.prototype);
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
-THREE.ShaderMaterial.prototype.clone = function (material) {
+THREE.ShaderMaterial.prototype.copy = function ( source ) {
- if (material === undefined) material = new THREE.ShaderMaterial();
+ THREE.Material.prototype.copy.call( this, source );
- THREE.Material.prototype.clone.call(this, material);
+ this.fragmentShader = source.fragmentShader;
+ this.vertexShader = source.vertexShader;
- material.fragmentShader = this.fragmentShader;
- material.vertexShader = this.vertexShader;
+ this.uniforms = THREE.UniformsUtils.clone( source.uniforms );
- material.uniforms = THREE.UniformsUtils.clone(this.uniforms);
+ this.attributes = source.attributes;
+ this.defines = source.defines;
- material.attributes = this.attributes;
- material.defines = this.defines;
+ this.shading = source.shading;
- material.shading = this.shading;
+ this.wireframe = source.wireframe;
+ this.wireframeLinewidth = source.wireframeLinewidth;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
+ this.fog = source.fog;
- material.fog = this.fog;
+ this.lights = source.lights;
- material.lights = this.lights;
+ this.vertexColors = source.vertexColors;
- material.vertexColors = this.vertexColors;
+ this.skinning = source.skinning;
- material.skinning = this.skinning;
+ this.morphTargets = source.morphTargets;
+ this.morphNormals = source.morphNormals;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
+ this.derivatives = source.derivatives;
- return material;
+ return this;
};
-THREE.ShaderMaterial.prototype.toJSON = function () {
+THREE.ShaderMaterial.prototype.toJSON = function ( meta ) {
- var data = THREE.Material.prototype.toJSON.call(this);
+ var data = THREE.Material.prototype.toJSON.call( this, meta );
- data.uniforms = this.uniforms;
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
+ data.uniforms = this.uniforms;
+ data.attributes = this.attributes;
+ data.vertexShader = this.vertexShader;
+ data.fragmentShader = this.fragmentShader;
- return data;
+ return data;
};
@@ -15729,341 +18014,476 @@ THREE.ShaderMaterial.prototype.toJSON = function () {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.RawShaderMaterial = function (parameters) {
+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( ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog:
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'SpriteMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = null;
+
+ this.rotation = 0;
+
+ this.fog = false;
+
+ // set parameters
+
+ this.setValues( parameters );
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.SpriteMaterial.prototype.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;
+
+ this.fog = source.fog;
+
+ return this;
+
+};
+
+// File:src/textures/Texture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.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)
+
+ 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;
- THREE.ShaderMaterial.call(this, parameters);
+ this.offset.copy( source.offset );
+ this.repeat.copy( source.repeat );
- this.type = 'RawShaderMaterial';
+ this.generateMipmaps = source.generateMipmaps;
+ this.premultiplyAlpha = source.premultiplyAlpha;
+ this.flipY = source.flipY;
+ this.unpackAlignment = source.unpackAlignment;
-};
+ return this;
-THREE.RawShaderMaterial.prototype = Object.create(THREE.ShaderMaterial.prototype);
-THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
+ },
-THREE.RawShaderMaterial.prototype.clone = function () {
+ toJSON: function ( meta ) {
- var material = new THREE.RawShaderMaterial();
+ if ( meta.textures[ this.uuid ] !== undefined ) {
- THREE.ShaderMaterial.prototype.clone.call(this, material);
+ return meta.textures[ this.uuid ];
- return material;
+ }
-};
+ function getDataURL( image ) {
-// File:src/materials/SpriteMaterial.js
+ var canvas;
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * uvOffset: new THREE.Vector2(),
- * uvScale: new THREE.Vector2(),
- *
- * fog:
- * }
- */
+ if ( image.toDataURL !== undefined ) {
-THREE.SpriteMaterial = function (parameters) {
+ canvas = image;
- THREE.Material.call(this);
+ } else {
- this.type = 'SpriteMaterial';
+ canvas = document.createElement( 'canvas' );
+ canvas.width = image.width;
+ canvas.height = image.height;
- this.color = new THREE.Color(0xffffff);
- this.map = null;
+ canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );
- this.rotation = 0;
+ }
- this.fog = false;
+ if ( canvas.width > 2048 || canvas.height > 2048 ) {
- // set parameters
+ return canvas.toDataURL( 'image/jpeg', 0.6 );
- this.setValues(parameters);
+ } else {
-};
+ return canvas.toDataURL( 'image/png' );
-THREE.SpriteMaterial.prototype = Object.create(THREE.Material.prototype);
-THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
+ }
-THREE.SpriteMaterial.prototype.clone = function () {
+ }
- var material = new THREE.SpriteMaterial();
+ var output = {
+ metadata: {
+ version: 4.4,
+ type: 'Texture',
+ generator: 'Texture.toJSON'
+ },
- THREE.Material.prototype.clone.call(this, material);
+ uuid: this.uuid,
+ name: this.name,
- material.color.copy(this.color);
- material.map = this.map;
+ mapping: this.mapping,
- material.rotation = this.rotation;
+ repeat: [ this.repeat.x, this.repeat.y ],
+ offset: [ this.offset.x, this.offset.y ],
+ wrap: [ this.wrapS, this.wrapT ],
- material.fog = this.fog;
+ minFilter: this.minFilter,
+ magFilter: this.magFilter,
+ anisotropy: this.anisotropy
+ };
- return material;
+ if ( this.image !== undefined ) {
-};
+ // TODO: Move to THREE.Image
-THREE.SpriteMaterial.prototype.toJSON = function () {
+ var image = this.image;
- var data = THREE.Material.prototype.toJSON.call(this);
+ if ( image.uuid === undefined ) {
- data.color = this.color.getHex();
+ image.uuid = THREE.Math.generateUUID(); // UGH
- return data;
+ }
-};
+ if ( meta.images[ image.uuid ] === undefined ) {
-// File:src/textures/Texture.js
+ meta.images[ image.uuid ] = {
+ uuid: image.uuid,
+ url: getDataURL( image )
+ };
-/**
- * @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) {
+ output.image = image.uuid;
- Object.defineProperty(this, 'id', {value: THREE.TextureIdCount++});
+ }
- this.uuid = THREE.Math.generateUUID();
+ meta.textures[ this.uuid ] = output;
- this.name = '';
- this.sourceFile = '';
+ return output;
- this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
- this.mipmaps = [];
+ },
- this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
+ dispose: function () {
- this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+ this.dispatchEvent( { type: 'dispose' } );
- this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+ },
- this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+ transformUv: function ( uv ) {
- this.format = format !== undefined ? format : THREE.RGBAFormat;
- this.type = type !== undefined ? type : THREE.UnsignedByteType;
+ if ( this.mapping !== THREE.UVMapping ) return;
- this.offset = new THREE.Vector2(0, 0);
- this.repeat = new THREE.Vector2(1, 1);
+ uv.multiply( this.repeat );
+ uv.add( this.offset );
- 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)
+ if ( uv.x < 0 || uv.x > 1 ) {
- this._needsUpdate = false;
- this.onUpdate = null;
+ switch ( this.wrapS ) {
-};
+ case THREE.RepeatWrapping:
-THREE.Texture.DEFAULT_IMAGE = undefined;
-THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
+ uv.x = uv.x - Math.floor( uv.x );
+ break;
-THREE.Texture.prototype = {
+ case THREE.ClampToEdgeWrapping:
- constructor: THREE.Texture,
+ uv.x = uv.x < 0 ? 0 : 1;
+ break;
- get needsUpdate() {
+ case THREE.MirroredRepeatWrapping:
- return this._needsUpdate;
+ if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
- },
+ uv.x = Math.ceil( uv.x ) - uv.x;
- set needsUpdate(value) {
+ } else {
- if (value === true) this.update();
+ uv.x = uv.x - Math.floor( uv.x );
- this._needsUpdate = value;
+ }
+ break;
- },
+ }
- clone: function (texture) {
+ }
- if (texture === undefined) texture = new THREE.Texture();
+ if ( uv.y < 0 || uv.y > 1 ) {
- texture.image = this.image;
- texture.mipmaps = this.mipmaps.slice(0);
+ switch ( this.wrapT ) {
- texture.mapping = this.mapping;
+ case THREE.RepeatWrapping:
- texture.wrapS = this.wrapS;
- texture.wrapT = this.wrapT;
+ uv.y = uv.y - Math.floor( uv.y );
+ break;
- texture.magFilter = this.magFilter;
- texture.minFilter = this.minFilter;
+ case THREE.ClampToEdgeWrapping:
- texture.anisotropy = this.anisotropy;
+ uv.y = uv.y < 0 ? 0 : 1;
+ break;
- texture.format = this.format;
- texture.type = this.type;
+ case THREE.MirroredRepeatWrapping:
- texture.offset.copy(this.offset);
- texture.repeat.copy(this.repeat);
+ if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
- texture.generateMipmaps = this.generateMipmaps;
- texture.premultiplyAlpha = this.premultiplyAlpha;
- texture.flipY = this.flipY;
- texture.unpackAlignment = this.unpackAlignment;
+ uv.y = Math.ceil( uv.y ) - uv.y;
- return texture;
+ } else {
- },
+ uv.y = uv.y - Math.floor( uv.y );
- update: function () {
+ }
+ break;
- this.dispatchEvent({type: 'update'});
+ }
- },
+ }
- dispose: function () {
+ if ( this.flipY ) {
- this.dispatchEvent({type: 'dispose'});
+ uv.y = 1 - uv.y;
- }
+ }
+
+ }
};
-THREE.EventDispatcher.prototype.apply(THREE.Texture.prototype);
+THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
THREE.TextureIdCount = 0;
-// File:src/textures/CubeTexture.js
+// File:src/textures/CanvasTexture.js
/**
* @author mrdoob / http://mrdoob.com/
*/
-THREE.CubeTexture = function (images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
-
- mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
+THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- THREE.Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
+ THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.images = images;
+ this.needsUpdate = true;
};
-THREE.CubeTexture.prototype = Object.create(THREE.Texture.prototype);
-THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
+THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture;
+
+// File:src/textures/CubeTexture.js
-THREE.CubeTexture.clone = function (texture) {
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- if (texture === undefined) texture = new THREE.CubeTexture();
+THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- THREE.Texture.prototype.clone.call(this, texture);
+ mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
- texture.images = this.images;
+ THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- return texture;
+ this.images = images;
+ this.flipY = false;
};
+THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
+THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
+
+THREE.CubeTexture.prototype.copy = function ( source ) {
+
+ THREE.Texture.prototype.copy.call( this, source );
+
+ this.images = source.images;
+
+ return this;
+
+};
// File:src/textures/CompressedTexture.js
/**
* @author alteredq / http://alteredqualia.com/
*/
-THREE.CompressedTexture = function (mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy) {
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
- THREE.Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.image = {width: width, height: height};
- this.mipmaps = mipmaps;
+ this.image = { width: width, height: height };
+ this.mipmaps = mipmaps;
- // no flipping for cube textures
- // (also flipping doesn't work for compressed textures )
+ // no flipping for cube textures
+ // (also flipping doesn't work for compressed textures )
- this.flipY = false;
+ this.flipY = false;
- // can't generate mipmaps for compressed textures
- // mips must be embedded in DDS files
+ // can't generate mipmaps for compressed textures
+ // mips must be embedded in DDS files
- this.generateMipmaps = false;
+ this.generateMipmaps = false;
};
-THREE.CompressedTexture.prototype = Object.create(THREE.Texture.prototype);
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
-THREE.CompressedTexture.prototype.clone = function () {
-
- var texture = new THREE.CompressedTexture();
-
- THREE.Texture.prototype.clone.call(this, texture);
-
- return texture;
-
-};
-
// File:src/textures/DataTexture.js
/**
* @author alteredq / http://alteredqualia.com/
*/
-THREE.DataTexture = function (data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy) {
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- THREE.Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
+ this.image = { data: data, width: width, height: height };
- 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 = Object.create( THREE.Texture.prototype );
THREE.DataTexture.prototype.constructor = THREE.DataTexture;
-THREE.DataTexture.prototype.clone = function () {
-
- var texture = new THREE.DataTexture();
-
- THREE.Texture.prototype.clone.call(this, texture);
-
- return texture;
-
-};
-
// File:src/textures/VideoTexture.js
/**
* @author mrdoob / http://mrdoob.com/
*/
-THREE.VideoTexture = function (video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
+THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- THREE.Texture.call(this, 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;
+ this.generateMipmaps = false;
- var scope = this;
+ var scope = this;
- var update = function () {
+ var update = function () {
- requestAnimationFrame(update);
+ requestAnimationFrame( update );
- if (video.readyState === video.HAVE_ENOUGH_DATA) {
+ if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
- scope.needsUpdate = true;
+ scope.needsUpdate = true;
- }
+ }
- };
+ };
- update();
+ update();
};
-THREE.VideoTexture.prototype = Object.create(THREE.Texture.prototype);
+THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
// File:src/textures/DepthTexture.js
@@ -16072,30 +18492,30 @@ THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
* @author Marius Kintel / https://github.com/kintel
*/
-THREE.DepthTexture = function (width, height, hasStencil) {
+THREE.DepthTexture = function ( width, height, hasStencil ) {
- var format = hasStencil ? THREE.DepthStencilFormat : THREE.DepthFormat;
- var type = hasStencil ? THREE.UnsignedInt24_8Type : THREE.UnsignedIntType;
+ var format = hasStencil ? THREE.DepthStencilFormat : THREE.DepthFormat;
+ var type = hasStencil ? THREE.UnsignedInt24_8Type : THREE.UnsignedIntType;
- THREE.Texture.call(this, null, THREE.Texture.DEFAULT_MAPPING, THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.NearestFilter, format, type);
+ THREE.Texture.call( this, null, THREE.Texture.DEFAULT_MAPPING, THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.NearestFilter, format, type );
- this.width = width;
- this.height = height;
+ this.width = width;
+ this.height = height;
};
-THREE.DepthTexture.prototype = Object.create(THREE.Texture.prototype);
+THREE.DepthTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.DepthTexture.prototype.clone = function () {
- var texture = new THREE.DepthTexture();
+ var texture = new THREE.DepthTexture();
- THREE.Texture.prototype.clone.call(this, texture);
+ THREE.Texture.prototype.clone.call( this, texture );
- texture.width = this.width;
- texture.height = this.height;
+ texture.width = this.width;
+ texture.height = this.height;
- return texture;
+ return texture;
};
@@ -16107,199 +18527,182 @@ THREE.DepthTexture.prototype.clone = function () {
THREE.Group = function () {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'Group';
+ this.type = 'Group';
};
-THREE.Group.prototype = Object.create(THREE.Object3D.prototype);
+THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
THREE.Group.prototype.constructor = THREE.Group;
-
-// File:src/objects/PointCloud.js
+// File:src/objects/Points.js
/**
* @author alteredq / http://alteredqualia.com/
*/
-THREE.PointCloud = function (geometry, material) {
+THREE.Points = function ( geometry, material ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'PointCloud';
+ this.type = 'Points';
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.PointCloudMaterial({color: Math.random() * 0xffffff});
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } );
};
-THREE.PointCloud.prototype = Object.create(THREE.Object3D.prototype);
-THREE.PointCloud.prototype.constructor = THREE.PointCloud;
-
-THREE.PointCloud.prototype.raycast = ( function () {
+THREE.Points.prototype = Object.create( THREE.Object3D.prototype );
+THREE.Points.prototype.constructor = THREE.Points;
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
+THREE.Points.prototype.raycast = ( function () {
- return function (raycaster, intersects) {
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
- var object = this;
- var geometry = object.geometry;
- var threshold = raycaster.params.PointCloud.threshold;
+ return function raycast( raycaster, intersects ) {
- inverseMatrix.getInverse(this.matrixWorld);
- ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);
+ var object = this;
+ var geometry = object.geometry;
+ var threshold = raycaster.params.Points.threshold;
- if (geometry.boundingBox !== null) {
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- if (ray.isIntersectionBox(geometry.boundingBox) === false) {
+ if ( geometry.boundingBox !== null ) {
- return;
+ if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
- }
+ return;
- }
+ }
- var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- var position = new THREE.Vector3();
+ }
- var testPoint = function (point, index) {
+ var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
+ var localThresholdSq = localThreshold * localThreshold;
+ var position = new THREE.Vector3();
- var rayPointDistance = ray.distanceToPoint(point);
+ function testPoint( point, index ) {
- if (rayPointDistance < localThreshold) {
+ var rayPointDistanceSq = ray.distanceSqToPoint( point );
- var intersectPoint = ray.closestPointToPoint(point);
- intersectPoint.applyMatrix4(object.matrixWorld);
+ if ( rayPointDistanceSq < localThresholdSq ) {
- var distance = raycaster.ray.origin.distanceTo(intersectPoint);
+ var intersectPoint = ray.closestPointToPoint( point );
+ intersectPoint.applyMatrix4( object.matrixWorld );
- intersects.push({
+ var distance = raycaster.ray.origin.distanceTo( intersectPoint );
- distance: distance,
- distanceToRay: rayPointDistance,
- point: intersectPoint.clone(),
- index: index,
- face: null,
- object: object
+ 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 attributes = geometry.attributes;
- var positions = attributes.position.array;
+ }
- if (attributes.index !== undefined) {
+ if ( geometry instanceof THREE.BufferGeometry ) {
- var indices = attributes.index.array;
- var offsets = geometry.offsets;
+ var index = geometry.index;
+ var attributes = geometry.attributes;
+ var positions = attributes.position.array;
- if (offsets.length === 0) {
+ if ( index !== null ) {
- var offset = {
- start: 0,
- count: indices.length,
- index: 0
- };
+ var indices = index.array;
- offsets = [offset];
+ for ( var i = 0, il = indices.length; i < il; i ++ ) {
- }
+ var a = indices[ i ];
- for (var oi = 0, ol = offsets.length; oi < ol; ++oi) {
+ position.fromArray( positions, a * 3 );
- var start = offsets[oi].start;
- var count = offsets[oi].count;
- var index = offsets[oi].index;
+ testPoint( position, a );
- for (var i = start, il = start + count; i < il; i++) {
+ }
- var a = index + indices[i];
+ } else {
- position.fromArray(positions, a * 3);
+ for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
- testPoint(position, a);
+ position.fromArray( positions, i * 3 );
- }
+ testPoint( position, i );
- }
+ }
- } else {
+ }
- var pointCount = positions.length / 3;
+ } else {
- for (var i = 0; i < pointCount; i++) {
+ var vertices = geometry.vertices;
- position.set(
- positions[3 * i],
- positions[3 * i + 1],
- positions[3 * i + 2]
- );
+ for ( var i = 0, l = vertices.length; i < l; i ++ ) {
- testPoint(position, i);
+ testPoint( vertices[ i ], i );
- }
+ }
- }
+ }
- } else {
+ };
- var vertices = this.geometry.vertices;
+}() );
- for (var i = 0; i < vertices.length; i++) {
+THREE.Points.prototype.clone = function () {
- testPoint(vertices[i], i);
+ return new this.constructor( this.geometry, this.material ).copy( this );
- }
+};
- }
+THREE.Points.prototype.toJSON = function ( meta ) {
- };
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-}() );
+ // only serialize if not in meta geometries cache
+ if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
-THREE.PointCloud.prototype.clone = function (object) {
+ meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON();
- if (object === undefined) object = new THREE.PointCloud(this.geometry, this.material);
+ }
- THREE.Object3D.prototype.clone.call(this, object);
+ // only serialize if not in meta materials cache
+ if ( meta.materials[ this.material.uuid ] === undefined ) {
- return object;
+ meta.materials[ this.material.uuid ] = this.material.toJSON();
-};
+ }
-THREE.PointCloud.prototype.toJSON = function (meta) {
+ data.object.geometry = this.geometry.uuid;
+ data.object.material = this.material.uuid;
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ return data;
- // only serialize if not in meta geometries cache
- if (meta.geometries[this.geometry.uuid] === undefined) {
- meta.geometries[this.geometry.uuid] = this.geometry.toJSON();
- }
+};
- // only serialize if not in meta materials cache
- if (meta.materials[this.material.uuid] === undefined) {
- meta.materials[this.material.uuid] = this.material.toJSON();
- }
+// Backwards compatibility
- data.object.geometry = this.geometry.uuid;
- data.object.material = this.material.uuid;
+THREE.PointCloud = function ( geometry, material ) {
- return data;
+ console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
+ return new THREE.Points( geometry, material );
};
-// Backwards compatibility
-
-THREE.ParticleSystem = function (geometry, material) {
+THREE.ParticleSystem = function ( geometry, material ) {
- THREE.warn('THREE.ParticleSystem has been renamed to THREE.PointCloud.');
- return new THREE.PointCloud(geometry, material);
+ console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
+ return new THREE.Points( geometry, material );
};
@@ -16309,219 +18712,232 @@ THREE.ParticleSystem = function (geometry, material) {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.Line = function (geometry, material, mode) {
+THREE.Line = function ( geometry, material, mode ) {
- THREE.Object3D.call(this);
+ if ( mode === 1 ) {
- this.type = 'Line';
+ console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
+ return new THREE.LineSegments( geometry, material );
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.LineBasicMaterial({color: Math.random() * 0xffffff});
+ }
- this.mode = mode !== undefined ? mode : THREE.LineStrip;
+ THREE.Object3D.call( this );
-};
+ this.type = 'Line';
-THREE.LineStrip = 0;
-THREE.LinePieces = 1;
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+
+};
-THREE.Line.prototype = Object.create(THREE.Object3D.prototype);
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
THREE.Line.prototype.constructor = THREE.Line;
THREE.Line.prototype.raycast = ( function () {
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
- return function (raycaster, intersects) {
+ return function raycast( raycaster, intersects ) {
- var precision = raycaster.linePrecision;
- var precisionSq = precision * precision;
+ var precision = raycaster.linePrecision;
+ var precisionSq = precision * precision;
- var geometry = this.geometry;
+ var geometry = this.geometry;
- if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- // Checking boundingSphere distance to ray
+ // Checking boundingSphere distance to ray
- sphere.copy(geometry.boundingSphere);
- sphere.applyMatrix4(this.matrixWorld);
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( this.matrixWorld );
- if (raycaster.ray.isIntersectionSphere(sphere) === false) {
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
- return;
+ return;
- }
+ }
- inverseMatrix.getInverse(this.matrixWorld);
- ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);
+ inverseMatrix.getInverse( this.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.mode === THREE.LineStrip ? 1 : 2;
+ 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) {
+ if ( geometry instanceof THREE.BufferGeometry ) {
- var attributes = geometry.attributes;
+ var index = geometry.index;
+ var attributes = geometry.attributes;
- if (attributes.index !== undefined) {
+ if ( index !== null ) {
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.offsets;
+ var indices = index.array;
+ var positions = attributes.position.array;
- if (offsets.length === 0) {
+ for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
- offsets = [{start: 0, count: indices.length, index: 0}];
+ var a = indices[ i ];
+ var b = indices[ i + 1 ];
- }
+ vStart.fromArray( positions, a * 3 );
+ vEnd.fromArray( positions, b * 3 );
- for (var oi = 0; oi < offsets.length; oi++) {
+ var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
- var start = offsets[oi].start;
- var count = offsets[oi].count;
- var index = offsets[oi].index;
+ if ( distSq > precisionSq ) continue;
- for (var i = start; i < start + count - 1; i += step) {
+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- var a = index + indices[i];
- var b = index + indices[i + 1];
+ var distance = raycaster.ray.origin.distanceTo( interRay );
- vStart.fromArray(positions, a * 3);
- vEnd.fromArray(positions, b * 3);
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
- var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
+ intersects.push( {
- if (distSq > precisionSq) continue;
+ 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
- var distance = ray.origin.distanceTo(interRay);
+ } );
- if (distance < raycaster.near || distance > raycaster.far) continue;
+ }
- intersects.push({
+ } else {
- 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,
- offsetIndex: oi,
- face: null,
- faceIndex: null,
- object: this
+ var positions = attributes.position.array;
- });
+ 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 );
- } else {
+ if ( distSq > precisionSq ) continue;
- var positions = attributes.position.array;
+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- for (var i = 0; i < positions.length / 3 - 1; i += step) {
+ var distance = raycaster.ray.origin.distanceTo( interRay );
- vStart.fromArray(positions, 3 * i);
- vEnd.fromArray(positions, 3 * i + 3);
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
- var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
+ intersects.push( {
- if (distSq > precisionSq) continue;
+ 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
- var distance = ray.origin.distanceTo(interRay);
+ } );
- if (distance < raycaster.near || distance > raycaster.far) continue;
+ }
- intersects.push({
+ }
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4(this.matrixWorld),
- 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 );
- } else if (geometry instanceof THREE.Geometry) {
+ if ( distSq > precisionSq ) continue;
- var vertices = geometry.vertices;
- var nbVertices = vertices.length;
+ interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- for (var i = 0; i < nbVertices - 1; i += step) {
+ var distance = raycaster.ray.origin.distanceTo( interRay );
- var distSq = ray.distanceSqToSegment(vertices[i], vertices[i + 1], interRay, interSegment);
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
- if (distSq > precisionSq) continue;
+ intersects.push( {
- var distance = ray.origin.distanceTo(interRay);
+ 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
- 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
+ }
- });
+ };
- }
+}() );
- }
+THREE.Line.prototype.clone = function () {
- };
+ return new this.constructor( this.geometry, this.material ).copy( this );
-}() );
+};
+
+THREE.Line.prototype.toJSON = function ( meta ) {
+
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
+
+ // only serialize if not in meta geometries cache
+ if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
+
+ meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON();
-THREE.Line.prototype.clone = function (object) {
+ }
- if (object === undefined) object = new THREE.Line(this.geometry, this.material, this.mode);
+ // only serialize if not in meta materials cache
+ if ( meta.materials[ this.material.uuid ] === undefined ) {
- THREE.Object3D.prototype.clone.call(this, object);
+ meta.materials[ this.material.uuid ] = this.material.toJSON();
- return object;
+ }
+
+ data.object.geometry = this.geometry.uuid;
+ data.object.material = this.material.uuid;
+
+ return data;
};
-THREE.Line.prototype.toJSON = function (meta) {
+// DEPRECATED
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
- data.object.mode = this.mode;
+// File:src/objects/LineSegments.js
- // only serialize if not in meta geometries cache
- if (meta.geometries[this.geometry.uuid] === undefined) {
- meta.geometries[this.geometry.uuid] = this.geometry.toJSON();
- }
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- // only serialize if not in meta materials cache
- if (meta.materials[this.material.uuid] === undefined) {
- meta.materials[this.material.uuid] = this.material.toJSON();
- }
+THREE.LineSegments = function ( geometry, material ) {
- data.object.geometry = this.geometry.uuid;
- data.object.material = this.material.uuid;
+ THREE.Line.call( this, geometry, material );
- return data;
+ this.type = 'LineSegments';
};
+THREE.LineSegments.prototype = Object.create( THREE.Line.prototype );
+THREE.LineSegments.prototype.constructor = THREE.LineSegments;
+
// File:src/objects/Mesh.js
/**
@@ -16531,343 +18947,378 @@ THREE.Line.prototype.toJSON = function (meta) {
* @author jonobr1 / http://jonobr1.com/
*/
-THREE.Mesh = function (geometry, material) {
+THREE.Mesh = function ( geometry, material ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'Mesh';
+ this.type = 'Mesh';
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.MeshBasicMaterial({color: Math.random() * 0xffffff});
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
- this.updateMorphTargets();
+ this.updateMorphTargets();
};
-THREE.Mesh.prototype = Object.create(THREE.Object3D.prototype);
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
THREE.Mesh.prototype.constructor = THREE.Mesh;
THREE.Mesh.prototype.updateMorphTargets = function () {
- if (this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0) {
+ if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
- this.morphTargetBase = -1;
- this.morphTargetForcedOrder = [];
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
+ this.morphTargetBase = - 1;
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
- for (var m = 0, ml = this.geometry.morphTargets.length; m < ml; m++) {
+ for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
- this.morphTargetInfluences.push(0);
- this.morphTargetDictionary[this.geometry.morphTargets[m].name] = m;
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
- }
+ }
- }
+ }
};
-THREE.Mesh.prototype.getMorphTargetIndexByName = function (name) {
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
- if (this.morphTargetDictionary[name] !== undefined) {
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
- return this.morphTargetDictionary[name];
+ return this.morphTargetDictionary[ name ];
- }
+ }
- THREE.warn('THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.');
+ console.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
- return 0;
+ return 0;
};
THREE.Mesh.prototype.raycast = ( function () {
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
+ 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 vA = new THREE.Vector3();
+ var vB = new THREE.Vector3();
+ var vC = new THREE.Vector3();
- return function (raycaster, intersects) {
+ var tempA = new THREE.Vector3();
+ var tempB = new THREE.Vector3();
+ var tempC = new THREE.Vector3();
- var geometry = this.geometry;
+ var uvA = new THREE.Vector2();
+ var uvB = new THREE.Vector2();
+ var uvC = new THREE.Vector2();
- // Checking boundingSphere distance to ray
+ var barycoord = new THREE.Vector3();
- if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
+ var intersectionPoint = new THREE.Vector3();
+ var intersectionPointWorld = new THREE.Vector3();
- sphere.copy(geometry.boundingSphere);
- sphere.applyMatrix4(this.matrixWorld);
+ function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
- if (raycaster.ray.isIntersectionSphere(sphere) === false) {
+ THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
- return;
+ uv1.multiplyScalar( barycoord.x );
+ uv2.multiplyScalar( barycoord.y );
+ uv3.multiplyScalar( barycoord.z );
- }
+ uv1.add( uv2 ).add( uv3 );
- // Check boundingBox before continuing
+ return uv1.clone();
- inverseMatrix.getInverse(this.matrixWorld);
- ray.copy(raycaster.ray).applyMatrix4(inverseMatrix);
+ }
- if (geometry.boundingBox !== null) {
+ return function raycast( raycaster, intersects ) {
- if (ray.isIntersectionBox(geometry.boundingBox) === false) {
+ var geometry = this.geometry;
+ var material = this.material;
- return;
+ if ( material === undefined ) return;
- }
+ // Checking boundingSphere distance to ray
- }
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- if (geometry instanceof THREE.BufferGeometry) {
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( this.matrixWorld );
- var material = this.material;
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
- if (material === undefined) return;
+ return;
- var attributes = geometry.attributes;
+ }
- var a, b, c;
- var precision = raycaster.precision;
+ // Check boundingBox before continuing
- if (attributes.index !== undefined) {
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.offsets;
+ if ( geometry.boundingBox !== null ) {
- if (offsets.length === 0) {
+ if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
- offsets = [{start: 0, count: indices.length, index: 0}];
+ return;
- }
+ }
- for (var oi = 0, ol = offsets.length; oi < ol; ++oi) {
+ }
- var start = offsets[oi].start;
- var count = offsets[oi].count;
- var index = offsets[oi].index;
+ var a, b, c;
- for (var i = start, il = start + count; i < il; i += 3) {
+ if ( geometry instanceof THREE.BufferGeometry ) {
- a = index + indices[i];
- b = index + indices[i + 1];
- c = index + indices[i + 2];
+ var index = geometry.index;
+ var attributes = geometry.attributes;
- vA.fromArray(positions, a * 3);
- vB.fromArray(positions, b * 3);
- vC.fromArray(positions, c * 3);
+ if ( index !== null ) {
- if (material.side === THREE.BackSide) {
+ var indices = index.array;
+ var positions = attributes.position.array;
- var intersectionPoint = ray.intersectTriangle(vC, vB, vA, true);
+ for ( var i = 0, l = indices.length; i < l; i += 3 ) {
- } else {
+ a = indices[ i ];
+ b = indices[ i + 1 ];
+ c = indices[ i + 2 ];
- var intersectionPoint = ray.intersectTriangle(vA, vB, vC, material.side !== THREE.DoubleSide);
+ vA.fromArray( positions, a * 3 );
+ vB.fromArray( positions, b * 3 );
+ vC.fromArray( positions, c * 3 );
- }
+ if ( material.side === THREE.BackSide ) {
- if (intersectionPoint === null) continue;
+ if ( ray.intersectTriangle( vC, vB, vA, true, intersectionPoint ) === null ) continue;
- intersectionPoint.applyMatrix4(this.matrixWorld);
+ } else {
- var distance = raycaster.ray.origin.distanceTo(intersectionPoint);
+ if ( ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide, intersectionPoint ) === null ) continue;
- if (distance < precision || distance < raycaster.near || distance > raycaster.far) continue;
+ }
- intersects.push({
+ intersectionPointWorld.copy( intersectionPoint );
+ intersectionPointWorld.applyMatrix4( this.matrixWorld );
- distance: distance,
- point: intersectionPoint,
- face: new THREE.Face3(a, b, c, THREE.Triangle.normal(vA, vB, vC)),
- faceIndex: null,
- object: this
+ var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
- });
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
- }
+ var uv;
- }
+ if ( attributes.uv !== undefined ) {
- } else {
+ var uvs = attributes.uv.array;
+ uvA.fromArray( uvs, a * 2 );
+ uvB.fromArray( uvs, b * 2 );
+ uvC.fromArray( uvs, c * 2 );
+ uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
- var positions = attributes.position.array;
+ }
- for (var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9) {
+ intersects.push( {
- a = i;
- b = i + 1;
- c = i + 2;
+ distance: distance,
+ point: intersectionPointWorld.clone(),
+ uv: uv,
+ face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+ faceIndex: Math.floor( i / 3 ), // triangle number in indices buffer semantics
+ object: this
- vA.fromArray(positions, j);
- vB.fromArray(positions, j + 3);
- vC.fromArray(positions, j + 6);
+ } );
- if (material.side === THREE.BackSide) {
+ }
- var intersectionPoint = ray.intersectTriangle(vC, vB, vA, true);
+ } else {
- } else {
+ var positions = attributes.position.array;
- var intersectionPoint = ray.intersectTriangle(vA, vB, vC, material.side !== THREE.DoubleSide);
+ for ( var i = 0, l = positions.length; i < l; i += 9 ) {
- }
+ vA.fromArray( positions, i );
+ vB.fromArray( positions, i + 3 );
+ vC.fromArray( positions, i + 6 );
- if (intersectionPoint === null) continue;
+ if ( material.side === THREE.BackSide ) {
- intersectionPoint.applyMatrix4(this.matrixWorld);
+ if ( ray.intersectTriangle( vC, vB, vA, true, intersectionPoint ) === null ) continue;
- var distance = raycaster.ray.origin.distanceTo(intersectionPoint);
+ } else {
- if (distance < precision || distance < raycaster.near || distance > raycaster.far) continue;
+ if ( ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide, intersectionPoint ) === null ) continue;
- intersects.push({
+ }
- distance: distance,
- point: intersectionPoint,
- face: new THREE.Face3(a, b, c, THREE.Triangle.normal(vA, vB, vC)),
- faceIndex: null,
- object: this
+ intersectionPointWorld.copy( intersectionPoint );
+ intersectionPointWorld.applyMatrix4( this.matrixWorld );
- });
+ var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
- }
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
- }
+ var uv;
- } else if (geometry instanceof THREE.Geometry) {
+ if ( attributes.uv !== undefined ) {
- var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
+ var uvs = attributes.uv.array;
+ uvA.fromArray( uvs, i );
+ uvB.fromArray( uvs, i + 2 );
+ uvC.fromArray( uvs, i + 4 );
+ uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
- var a, b, c;
- var precision = raycaster.precision;
+ }
- var vertices = geometry.vertices;
+ a = i / 3;
+ b = a + 1;
+ c = a + 2;
- for (var f = 0, fl = geometry.faces.length; f < fl; f++) {
+ intersects.push( {
- var face = geometry.faces[f];
+ distance: distance,
+ point: intersectionPointWorld.clone(),
+ uv: uv,
+ face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+ index: a, // triangle number in positions buffer semantics
+ object: this
- var material = isFaceMaterial === true ? objectMaterials[face.materialIndex] : this.material;
+ } );
- if (material === undefined) continue;
+ }
- a = vertices[face.a];
- b = vertices[face.b];
- c = vertices[face.c];
+ }
- if (material.morphTargets === true) {
+ } else if ( geometry instanceof THREE.Geometry ) {
- var morphTargets = geometry.morphTargets;
- var morphInfluences = this.morphTargetInfluences;
+ var isFaceMaterial = material instanceof THREE.MeshFaceMaterial;
+ var materials = isFaceMaterial === true ? material.materials : null;
- vA.set(0, 0, 0);
- vB.set(0, 0, 0);
- vC.set(0, 0, 0);
+ var vertices = geometry.vertices;
+ var faces = geometry.faces;
- for (var t = 0, tl = morphTargets.length; t < tl; t++) {
+ for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
- var influence = morphInfluences[t];
+ var face = faces[ f ];
+ var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
- if (influence === 0) continue;
+ if ( faceMaterial === undefined ) continue;
- var targets = morphTargets[t].vertices;
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
- vA.x += ( targets[face.a].x - a.x ) * influence;
- vA.y += ( targets[face.a].y - a.y ) * influence;
- vA.z += ( targets[face.a].z - a.z ) * influence;
+ if ( faceMaterial.morphTargets === true ) {
- vB.x += ( targets[face.b].x - b.x ) * influence;
- vB.y += ( targets[face.b].y - b.y ) * influence;
- vB.z += ( targets[face.b].z - b.z ) * influence;
+ var morphTargets = geometry.morphTargets;
+ var morphInfluences = this.morphTargetInfluences;
- vC.x += ( targets[face.c].x - c.x ) * influence;
- vC.y += ( targets[face.c].y - c.y ) * influence;
- vC.z += ( targets[face.c].z - c.z ) * influence;
+ vA.set( 0, 0, 0 );
+ vB.set( 0, 0, 0 );
+ vC.set( 0, 0, 0 );
- }
+ for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
- vA.add(a);
- vB.add(b);
- vC.add(c);
+ var influence = morphInfluences[ t ];
- a = vA;
- b = vB;
- c = vC;
+ if ( influence === 0 ) continue;
- }
+ var targets = morphTargets[ t ].vertices;
- if (material.side === THREE.BackSide) {
+ vA.addScaledVector( tempA.subVectors( targets[ face.a ], a ), influence );
+ vB.addScaledVector( tempB.subVectors( targets[ face.b ], b ), influence );
+ vC.addScaledVector( tempC.subVectors( targets[ face.c ], c ), influence );
- var intersectionPoint = ray.intersectTriangle(c, b, a, true);
+ }
- } else {
+ vA.add( a );
+ vB.add( b );
+ vC.add( c );
- var intersectionPoint = ray.intersectTriangle(a, b, c, material.side !== THREE.DoubleSide);
+ a = vA;
+ b = vB;
+ c = vC;
- }
+ }
- if (intersectionPoint === null) continue;
+ if ( faceMaterial.side === THREE.BackSide ) {
- intersectionPoint.applyMatrix4(this.matrixWorld);
+ if ( ray.intersectTriangle( c, b, a, true, intersectionPoint ) === null ) continue;
- var distance = raycaster.ray.origin.distanceTo(intersectionPoint);
+ } else {
- if (distance < precision || distance < raycaster.near || distance > raycaster.far) continue;
+ if ( ray.intersectTriangle( a, b, c, faceMaterial.side !== THREE.DoubleSide, intersectionPoint ) === null ) continue;
- intersects.push({
+ }
- distance: distance,
- point: intersectionPoint,
- face: face,
- faceIndex: f,
- object: this
+ intersectionPointWorld.copy( intersectionPoint );
+ intersectionPointWorld.applyMatrix4( this.matrixWorld );
- });
+ var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
- }
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
- }
+ var uv;
- };
+ if ( geometry.faceVertexUvs[ 0 ].length > 0 ) {
-}() );
+ var uvs = geometry.faceVertexUvs[ 0 ][ f ];
+ uvA.copy( uvs[ 0 ] );
+ uvB.copy( uvs[ 1 ] );
+ uvC.copy( uvs[ 2 ] );
+ uv = uvIntersection( intersectionPoint, a, b, c, uvA, uvB, uvC );
+
+ }
+
+ intersects.push( {
-THREE.Mesh.prototype.clone = function (object, recursive) {
+ distance: distance,
+ point: intersectionPointWorld.clone(),
+ uv: uv,
+ face: face,
+ faceIndex: f,
+ object: this
- if (object === undefined) object = new THREE.Mesh(this.geometry, this.material);
+ } );
- THREE.Object3D.prototype.clone.call(this, object, recursive);
+ }
- return object;
+ }
+
+ };
+
+}() );
+
+THREE.Mesh.prototype.clone = function () {
+
+ return new this.constructor( this.geometry, this.material ).copy( this );
};
-THREE.Mesh.prototype.toJSON = function (meta) {
+THREE.Mesh.prototype.toJSON = function ( meta ) {
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
- // only serialize if not in meta geometries cache
- if (meta.geometries[this.geometry.uuid] === undefined) {
- meta.geometries[this.geometry.uuid] = this.geometry.toJSON();
- }
+ // only serialize if not in meta geometries cache
+ if ( meta.geometries[ this.geometry.uuid ] === undefined ) {
- // only serialize if not in meta materials cache
- if (meta.materials[this.material.uuid] === undefined) {
- meta.materials[this.material.uuid] = this.material.toJSON();
- }
+ meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );
+
+ }
- data.object.geometry = this.geometry.uuid;
- data.object.material = this.material.uuid;
+ // only serialize if not in meta materials cache
+ if ( meta.materials[ this.material.uuid ] === undefined ) {
- return data;
+ meta.materials[ this.material.uuid ] = this.material.toJSON( meta );
+
+ }
+
+ data.object.geometry = this.geometry.uuid;
+ data.object.material = this.material.uuid;
+
+ return data;
};
@@ -16879,19 +19330,29 @@ THREE.Mesh.prototype.toJSON = function (meta) {
* @author ikerr / http://verold.com
*/
-THREE.Bone = function (skin) {
+THREE.Bone = function ( skin ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'Bone';
+ this.type = 'Bone';
- this.skin = skin;
+ this.skin = skin;
};
-THREE.Bone.prototype = Object.create(THREE.Object3D.prototype);
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
THREE.Bone.prototype.constructor = THREE.Bone;
+THREE.Bone.prototype.copy = function ( source ) {
+
+ THREE.Object3D.prototype.copy.call( this, source );
+
+ this.skin = source.skin;
+
+ return this;
+
+};
+
// File:src/objects/Skeleton.js
/**
@@ -16901,180 +19362,175 @@ THREE.Bone.prototype.constructor = THREE.Bone;
* @author ikerr / http://verold.com
*/
-THREE.Skeleton = function (bones, boneInverses, useVertexTexture) {
+THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
- this.identityMatrix = new THREE.Matrix4();
+ this.identityMatrix = new THREE.Matrix4();
- // copy the bone array
+ // copy the bone array
- bones = bones || [];
+ bones = bones || [];
- this.bones = bones.slice(0);
+ this.bones = bones.slice( 0 );
- // create a bone texture or an array of floats
+ // create a bone texture or an array of floats
- if (this.useVertexTexture) {
+ if ( this.useVertexTexture ) {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
- // 16x16 pixel texture max 64 bones (16 * 16 / 4)
- // 32x32 pixel texture max 256 bones (32 * 32 / 4)
- // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+ // 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;
+
+ 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 );
- if (this.bones.length > 256)
- size = 64;
- else if (this.bones.length > 64)
- size = 32;
- else if (this.bones.length > 16)
- size = 16;
- else
- size = 8;
+ this.boneTextureWidth = size;
+ this.boneTextureHeight = size;
- this.boneTextureWidth = size;
- this.boneTextureHeight = size;
+ this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+ this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
- this.boneMatrices = new Float32Array(this.boneTextureWidth * this.boneTextureHeight * 4); // 4 floats per RGBA pixel
- this.boneTexture = new THREE.DataTexture(this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType);
- this.boneTexture.minFilter = THREE.NearestFilter;
- this.boneTexture.magFilter = THREE.NearestFilter;
- this.boneTexture.generateMipmaps = false;
- this.boneTexture.flipY = false;
+ } else {
- } else {
+ this.boneMatrices = new Float32Array( 16 * this.bones.length );
- this.boneMatrices = new Float32Array(16 * this.bones.length);
-
- }
+ }
- // use the supplied bone inverses or calculate the inverses
+ // use the supplied bone inverses or calculate the inverses
- if (boneInverses === undefined) {
+ if ( boneInverses === undefined ) {
- this.calculateInverses();
+ this.calculateInverses();
- } else {
+ } else {
- if (this.bones.length === boneInverses.length) {
+ if ( this.bones.length === boneInverses.length ) {
- this.boneInverses = boneInverses.slice(0);
+ this.boneInverses = boneInverses.slice( 0 );
- } else {
+ } else {
- THREE.warn('THREE.Skeleton bonInverses is the wrong length.');
+ console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
- this.boneInverses = [];
+ this.boneInverses = [];
- for (var b = 0, bl = this.bones.length; b < bl; b++) {
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- this.boneInverses.push(new THREE.Matrix4());
+ this.boneInverses.push( new THREE.Matrix4() );
- }
+ }
- }
+ }
- }
+ }
};
THREE.Skeleton.prototype.calculateInverses = function () {
- this.boneInverses = [];
+ this.boneInverses = [];
- for (var b = 0, bl = this.bones.length; b < bl; b++) {
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- var inverse = new THREE.Matrix4();
+ var inverse = new THREE.Matrix4();
- if (this.bones[b]) {
+ if ( this.bones[ b ] ) {
- inverse.getInverse(this.bones[b].matrixWorld);
+ inverse.getInverse( this.bones[ b ].matrixWorld );
- }
+ }
- this.boneInverses.push(inverse);
+ this.boneInverses.push( inverse );
- }
+ }
};
THREE.Skeleton.prototype.pose = function () {
- var bone;
+ var bone;
- // recover the bind-time world matrices
+ // recover the bind-time world matrices
- for (var b = 0, bl = this.bones.length; b < bl; b++) {
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- bone = this.bones[b];
+ bone = this.bones[ b ];
- if (bone) {
+ if ( bone ) {
- bone.matrixWorld.getInverse(this.boneInverses[b]);
+ bone.matrixWorld.getInverse( this.boneInverses[ b ] );
- }
+ }
- }
+ }
- // compute the local matrices, positions, rotations and scales
+ // compute the local matrices, positions, rotations and scales
- for (var b = 0, bl = this.bones.length; b < bl; b++) {
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- bone = this.bones[b];
+ bone = this.bones[ b ];
- if (bone) {
+ if ( bone ) {
- if (bone.parent) {
+ if ( bone.parent ) {
- bone.matrix.getInverse(bone.parent.matrixWorld);
- bone.matrix.multiply(bone.matrixWorld);
+ bone.matrix.getInverse( bone.parent.matrixWorld );
+ bone.matrix.multiply( bone.matrixWorld );
- } else {
+ } else {
- bone.matrix.copy(bone.matrixWorld);
+ bone.matrix.copy( bone.matrixWorld );
- }
+ }
- bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
+ bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
- }
+ }
- }
+ }
};
-THREE.Skeleton.prototype.update = (function () {
+THREE.Skeleton.prototype.update = ( function () {
- var offsetMatrix = new THREE.Matrix4();
+ var offsetMatrix = new THREE.Matrix4();
- return function () {
+ return function update() {
- // flatten bone matrices to array
+ // flatten bone matrices to array
- for (var b = 0, bl = this.bones.length; b < bl; b++) {
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- // compute the offset between the current and the original transform
+ // compute the offset between the current and the original transform
- var matrix = this.bones[b] ? this.bones[b].matrixWorld : this.identityMatrix;
+ var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
- offsetMatrix.multiplyMatrices(matrix, this.boneInverses[b]);
- offsetMatrix.flattenToArrayOffset(this.boneMatrices, b * 16);
+ offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
+ offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
- }
+ }
- if (this.useVertexTexture) {
+ if ( this.useVertexTexture ) {
- this.boneTexture.needsUpdate = true;
+ this.boneTexture.needsUpdate = true;
- }
+ }
- };
+ };
-})();
+} )();
+THREE.Skeleton.prototype.clone = function () {
+
+ return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
+
+};
// File:src/objects/SkinnedMesh.js
@@ -17084,384 +19540,148 @@ THREE.Skeleton.prototype.update = (function () {
* @author ikerr / http://verold.com
*/
-THREE.SkinnedMesh = function (geometry, material, useVertexTexture) {
-
- THREE.Mesh.call(this, geometry, material);
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
- this.type = 'SkinnedMesh';
+ THREE.Mesh.call( this, geometry, material );
- this.bindMode = "attached";
- this.bindMatrix = new THREE.Matrix4();
- this.bindMatrixInverse = new THREE.Matrix4();
+ this.type = 'SkinnedMesh';
- // init bones
+ this.bindMode = "attached";
+ this.bindMatrix = new THREE.Matrix4();
+ this.bindMatrixInverse = new THREE.Matrix4();
- // TODO: remove bone creation as there is no reason (other than
- // convenience) for THREE.SkinnedMesh to do this.
+ // init bones
- var bones = [];
+ // TODO: remove bone creation as there is no reason (other than
+ // convenience) for THREE.SkinnedMesh to do this.
- if (this.geometry && this.geometry.bones !== undefined) {
+ var bones = [];
- var bone, gbone, p, q, s;
+ if ( this.geometry && this.geometry.bones !== undefined ) {
- for (var b = 0, bl = this.geometry.bones.length; b < bl; ++b) {
+ var bone, gbone;
- gbone = this.geometry.bones[b];
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
- p = gbone.pos;
- q = gbone.rotq;
- s = gbone.scl;
+ gbone = this.geometry.bones[ b ];
- bone = new THREE.Bone(this);
- bones.push(bone);
+ bone = new THREE.Bone( this );
+ bones.push( bone );
- bone.name = gbone.name;
- bone.position.set(p[0], p[1], p[2]);
- bone.quaternion.set(q[0], q[1], q[2], q[3]);
+ bone.name = gbone.name;
+ bone.position.fromArray( gbone.pos );
+ bone.quaternion.fromArray( gbone.rotq );
+ if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
- if (s !== undefined) {
+ }
- bone.scale.set(s[0], s[1], s[2]);
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
- } else {
+ gbone = this.geometry.bones[ b ];
- bone.scale.set(1, 1, 1);
+ if ( gbone.parent !== - 1 ) {
- }
+ bones[ gbone.parent ].add( bones[ b ] );
- }
+ } else {
- for (var b = 0, bl = this.geometry.bones.length; b < bl; ++b) {
+ this.add( bones[ b ] );
- gbone = this.geometry.bones[b];
+ }
- if (gbone.parent !== -1) {
+ }
- bones[gbone.parent].add(bones[b]);
+ }
- } else {
+ this.normalizeSkinWeights();
- this.add(bones[b]);
-
- }
-
- }
-
- }
-
- this.normalizeSkinWeights();
-
- this.updateMatrixWorld(true);
- this.bind(new THREE.Skeleton(bones, undefined, useVertexTexture));
+ this.updateMatrixWorld( true );
+ this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );
};
-THREE.SkinnedMesh.prototype = Object.create(THREE.Mesh.prototype);
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
-THREE.SkinnedMesh.prototype.bind = function (skeleton, bindMatrix) {
+THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
- this.skeleton = skeleton;
+ this.skeleton = skeleton;
- if (bindMatrix === undefined) {
+ if ( bindMatrix === undefined ) {
- this.updateMatrixWorld(true);
+ this.updateMatrixWorld( true );
+
+ this.skeleton.calculateInverses();
- bindMatrix = this.matrixWorld;
+ bindMatrix = this.matrixWorld;
- }
+ }
- this.bindMatrix.copy(bindMatrix);
- this.bindMatrixInverse.getInverse(bindMatrix);
+ this.bindMatrix.copy( bindMatrix );
+ this.bindMatrixInverse.getInverse( bindMatrix );
};
THREE.SkinnedMesh.prototype.pose = function () {
- this.skeleton.pose();
+ this.skeleton.pose();
};
THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
- if (this.geometry instanceof THREE.Geometry) {
-
- for (var i = 0; i < this.geometry.skinIndices.length; i++) {
-
- var sw = this.geometry.skinWeights[i];
-
- var scale = 1.0 / sw.lengthManhattan();
-
- if (scale !== Infinity) {
-
- sw.multiplyScalar(scale);
-
- } else {
-
- sw.set(1); // this will be normalized by the shader anyway
-
- }
-
- }
-
- } else {
-
- // skinning weights assumed to be normalized for THREE.BufferGeometry
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.updateMatrixWorld = function (force) {
-
- THREE.Mesh.prototype.updateMatrixWorld.call(this, true);
-
- if (this.bindMode === "attached") {
-
- this.bindMatrixInverse.getInverse(this.matrixWorld);
-
- } else if (this.bindMode === "detached") {
-
- this.bindMatrixInverse.getInverse(this.bindMatrix);
-
- } else {
-
- THREE.warn('THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode);
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.clone = function (object) {
-
- if (object === undefined) {
-
- object = new THREE.SkinnedMesh(this.geometry, this.material, this.useVertexTexture);
-
- }
-
- THREE.Mesh.prototype.clone.call(this, object);
-
- return object;
-
-};
-
-
-// File:src/objects/MorphAnimMesh.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphAnimMesh = function (geometry, material) {
-
- THREE.Mesh.call(this, geometry, material);
-
- this.type = 'MorphAnimMesh';
-
- // API
-
- this.duration = 1000; // milliseconds
- this.mirroredLoop = false;
- this.time = 0;
-
- // internals
-
- this.lastKeyframe = 0;
- this.currentKeyframe = 0;
-
- this.direction = 1;
- this.directionBackwards = false;
-
- this.setFrameRange(0, this.geometry.morphTargets.length - 1);
-
-};
-
-THREE.MorphAnimMesh.prototype = Object.create(THREE.Mesh.prototype);
-THREE.MorphAnimMesh.prototype.constructor = THREE.MorphAnimMesh;
-
-THREE.MorphAnimMesh.prototype.setFrameRange = function (start, end) {
-
- this.startKeyframe = start;
- this.endKeyframe = end;
-
- this.length = this.endKeyframe - this.startKeyframe + 1;
+ if ( this.geometry instanceof THREE.Geometry ) {
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
-
- this.direction = 1;
- this.directionBackwards = false;
-
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
-
- this.direction = -1;
- this.directionBackwards = true;
-
-};
-
-THREE.MorphAnimMesh.prototype.parseAnimations = function () {
-
- var geometry = this.geometry;
-
- if (!geometry.animations) geometry.animations = {};
-
- var firstAnimation, animations = geometry.animations;
-
- var pattern = /([a-z]+)_?(\d+)/;
-
- for (var i = 0, il = geometry.morphTargets.length; i < il; i++) {
-
- var morph = geometry.morphTargets[i];
- var parts = morph.name.match(pattern);
-
- if (parts && parts.length > 1) {
-
- var label = parts[1];
-
- if (!animations[label]) animations[label] = {start: Infinity, end: -Infinity};
-
- var animation = animations[label];
-
- if (i < animation.start) animation.start = i;
- if (i > animation.end) animation.end = i;
-
- if (!firstAnimation) firstAnimation = label;
-
- }
-
- }
-
- geometry.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphAnimMesh.prototype.setAnimationLabel = function (label, start, end) {
-
- if (!this.geometry.animations) this.geometry.animations = {};
-
- this.geometry.animations[label] = {start: start, end: end};
-
-};
-
-THREE.MorphAnimMesh.prototype.playAnimation = function (label, fps) {
-
- var animation = this.geometry.animations[label];
-
- if (animation) {
-
- this.setFrameRange(animation.start, animation.end);
- this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
- this.time = 0;
-
- } else {
-
- THREE.warn('THREE.MorphAnimMesh: animation[' + label + '] undefined in .playAnimation()');
-
- }
-
-};
-
-THREE.MorphAnimMesh.prototype.updateAnimation = function (delta) {
-
- var frameTime = this.duration / this.length;
-
- this.time += this.direction * delta;
-
- if (this.mirroredLoop) {
-
- if (this.time > this.duration || this.time < 0) {
+ for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
- this.direction *= -1;
+ var sw = this.geometry.skinWeights[ i ];
- if (this.time > this.duration) {
+ var scale = 1.0 / sw.lengthManhattan();
- this.time = this.duration;
- this.directionBackwards = true;
+ if ( scale !== Infinity ) {
- }
-
- if (this.time < 0) {
-
- this.time = 0;
- this.directionBackwards = false;
-
- }
-
- }
-
- } else {
-
- this.time = this.time % this.duration;
-
- if (this.time < 0) this.time += this.duration;
-
- }
-
- var keyframe = this.startKeyframe + THREE.Math.clamp(Math.floor(this.time / frameTime), 0, this.length - 1);
-
- if (keyframe !== this.currentKeyframe) {
-
- this.morphTargetInfluences[this.lastKeyframe] = 0;
- this.morphTargetInfluences[this.currentKeyframe] = 1;
-
- this.morphTargetInfluences[keyframe] = 0;
-
- this.lastKeyframe = this.currentKeyframe;
- this.currentKeyframe = keyframe;
-
- }
+ sw.multiplyScalar( scale );
- var mix = ( this.time % frameTime ) / frameTime;
+ } else {
- if (this.directionBackwards) {
+ sw.set( 1 ); // this will be normalized by the shader anyway
- mix = 1 - mix;
+ }
- }
+ }
- this.morphTargetInfluences[this.currentKeyframe] = mix;
- this.morphTargetInfluences[this.lastKeyframe] = 1 - mix;
+ } else {
-};
+ // skinning weights assumed to be normalized for THREE.BufferGeometry
-THREE.MorphAnimMesh.prototype.interpolateTargets = function (a, b, t) {
+ }
- var influences = this.morphTargetInfluences;
+};
- for (var i = 0, l = influences.length; i < l; i++) {
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
- influences[i] = 0;
+ THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
- }
+ if ( this.bindMode === "attached" ) {
- if (a > -1) influences[a] = 1 - t;
- if (b > -1) influences[b] = t;
+ this.bindMatrixInverse.getInverse( this.matrixWorld );
-};
+ } else if ( this.bindMode === "detached" ) {
-THREE.MorphAnimMesh.prototype.clone = function (object) {
+ this.bindMatrixInverse.getInverse( this.bindMatrix );
- if (object === undefined) object = new THREE.MorphAnimMesh(this.geometry, this.material);
+ } else {
- object.duration = this.duration;
- object.mirroredLoop = this.mirroredLoop;
- object.time = this.time;
+ console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );
- object.lastKeyframe = this.lastKeyframe;
- object.currentKeyframe = this.currentKeyframe;
+ }
- object.direction = this.direction;
- object.directionBackwards = this.directionBackwards;
+};
- THREE.Mesh.prototype.clone.call(this, object);
+THREE.SkinnedMesh.prototype.clone = function() {
- return object;
+ return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this );
};
@@ -17475,125 +19695,172 @@ THREE.MorphAnimMesh.prototype.clone = function (object) {
THREE.LOD = function () {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
+
+ this.type = 'LOD';
+
+ Object.defineProperties( this, {
+ levels: {
+ enumerable: true,
+ value: []
+ },
+ objects: {
+ get: function () {
- this.objects = [];
+ console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
+ return this.levels;
+
+ }
+ }
+ } );
};
-THREE.LOD.prototype = Object.create(THREE.Object3D.prototype);
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
THREE.LOD.prototype.constructor = THREE.LOD;
-THREE.LOD.prototype.addLevel = function (object, distance) {
+THREE.LOD.prototype.addLevel = function ( object, distance ) {
- if (distance === undefined) distance = 0;
+ if ( distance === undefined ) distance = 0;
- distance = Math.abs(distance);
+ distance = Math.abs( distance );
- for (var l = 0; l < this.objects.length; l++) {
+ var levels = this.levels;
- if (distance < this.objects[l].distance) {
+ for ( var l = 0; l < levels.length; l ++ ) {
- break;
+ if ( distance < levels[ l ].distance ) {
- }
+ break;
- }
+ }
+
+ }
+
+ levels.splice( l, 0, { distance: distance, object: object } );
- this.objects.splice(l, 0, {distance: distance, object: object});
- this.add(object);
+ this.add( object );
};
-THREE.LOD.prototype.getObjectForDistance = function (distance) {
+THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
- for (var i = 1, l = this.objects.length; i < l; i++) {
+ var levels = this.levels;
- if (distance < this.objects[i].distance) {
+ for ( var i = 1, l = levels.length; i < l; i ++ ) {
- break;
+ if ( distance < levels[ i ].distance ) {
- }
+ break;
- }
+ }
+
+ }
- return this.objects[i - 1].object;
+ return levels[ i - 1 ].object;
};
THREE.LOD.prototype.raycast = ( function () {
- var matrixPosition = new THREE.Vector3();
+ var matrixPosition = new THREE.Vector3();
- return function (raycaster, intersects) {
+ return function raycast( raycaster, intersects ) {
- matrixPosition.setFromMatrixPosition(this.matrixWorld);
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo(matrixPosition);
+ var distance = raycaster.ray.origin.distanceTo( matrixPosition );
- this.getObjectForDistance(distance).raycast(raycaster, intersects);
+ this.getObjectForDistance( distance ).raycast( raycaster, intersects );
- };
+ };
}() );
THREE.LOD.prototype.update = function () {
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
- return function (camera) {
+ return function update( camera ) {
- if (this.objects.length > 1) {
+ var levels = this.levels;
- v1.setFromMatrixPosition(camera.matrixWorld);
- v2.setFromMatrixPosition(this.matrixWorld);
+ if ( levels.length > 1 ) {
- var distance = v1.distanceTo(v2);
+ v1.setFromMatrixPosition( camera.matrixWorld );
+ v2.setFromMatrixPosition( this.matrixWorld );
- this.objects[0].object.visible = true;
+ var distance = v1.distanceTo( v2 );
- for (var i = 1, l = this.objects.length; i < l; i++) {
+ levels[ 0 ].object.visible = true;
- if (distance >= this.objects[i].distance) {
+ for ( var i = 1, l = levels.length; i < l; i ++ ) {
- this.objects[i - 1].object.visible = false;
- this.objects[i].object.visible = true;
+ if ( distance >= levels[ i ].distance ) {
- } else {
+ levels[ i - 1 ].object.visible = false;
+ levels[ i ].object.visible = true;
- break;
+ } else {
- }
+ break;
- }
+ }
- for (; i < l; i++) {
+ }
- this.objects[i].object.visible = false;
+ for ( ; i < l; i ++ ) {
- }
+ levels[ i ].object.visible = false;
- }
+ }
- };
+ }
+
+ };
}();
-THREE.LOD.prototype.clone = function (object) {
+THREE.LOD.prototype.copy = function ( source ) {
- if (object === undefined) object = new THREE.LOD();
+ THREE.Object3D.prototype.copy.call( this, source, false );
- THREE.Object3D.prototype.clone.call(this, object);
+ var levels = source.levels;
- for (var i = 0, l = this.objects.length; i < l; i++) {
- var x = this.objects[i].object.clone();
- x.visible = i === 0;
- object.addLevel(x, this.objects[i].distance);
- }
+ for ( var i = 0, l = levels.length; i < l; i ++ ) {
- return object;
+ var level = levels[ i ];
+
+ this.addLevel( level.object.clone(), level.distance );
+
+ }
+
+ return this;
+
+};
+
+THREE.LOD.prototype.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;
};
@@ -17604,84 +19871,83 @@ THREE.LOD.prototype.clone = function (object) {
* @author alteredq / http://alteredqualia.com/
*/
-THREE.Sprite = (function () {
+THREE.Sprite = ( function () {
- var indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
- var vertices = new Float32Array([-0.5, -0.5, 0, 0.5, -0.5, 0, 0.5, 0.5, 0, -0.5, 0.5, 0]);
- var uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
+ var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
+ var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
+ var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute('index', new THREE.BufferAttribute(indices, 1));
- geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
- geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
+ var geometry = new THREE.BufferGeometry();
+ geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
- return function (material) {
+ return function Sprite( material ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'Sprite';
+ this.type = 'Sprite';
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
- };
+ };
-})();
+} )();
-THREE.Sprite.prototype = Object.create(THREE.Object3D.prototype);
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
THREE.Sprite.prototype.constructor = THREE.Sprite;
THREE.Sprite.prototype.raycast = ( function () {
- var matrixPosition = new THREE.Vector3();
+ var matrixPosition = new THREE.Vector3();
- return function (raycaster, intersects) {
+ return function raycast( raycaster, intersects ) {
- matrixPosition.setFromMatrixPosition(this.matrixWorld);
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
- var distance = raycaster.ray.distanceToPoint(matrixPosition);
+ var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
+ var guessSizeSq = this.scale.x * this.scale.y;
- if (distance > this.scale.x) {
+ if ( distanceSq > guessSizeSq ) {
- return;
+ return;
- }
+ }
- intersects.push({
+ intersects.push( {
- distance: distance,
- point: this.position,
- face: null,
- object: this
+ distance: Math.sqrt( distanceSq ),
+ point: this.position,
+ face: null,
+ object: this
- });
+ } );
- };
+ };
}() );
-THREE.Sprite.prototype.clone = function (object) {
+THREE.Sprite.prototype.clone = function () {
- if (object === undefined) object = new THREE.Sprite(this.material);
+ return new this.constructor( this.material ).copy( this );
- THREE.Object3D.prototype.clone.call(this, object);
+};
- return object;
+THREE.Sprite.prototype.toJSON = function ( meta ) {
-};
+ var data = THREE.Object3D.prototype.toJSON.call( this, meta );
-THREE.Sprite.prototype.toJSON = function (meta) {
+ // only serialize if not in meta materials cache
+ if ( meta.materials[ this.material.uuid ] === undefined ) {
- var data = THREE.Object3D.prototype.toJSON.call(this, meta);
+ meta.materials[ this.material.uuid ] = this.material.toJSON();
- // only serialize if not in meta materials cache
- if (meta.materials[this.material.uuid] === undefined) {
- meta.materials[this.material.uuid] = this.material.toJSON();
- }
+ }
- data.object.material = this.material.uuid;
+ data.object.material = this.material.uuid;
- return data;
+ return data;
};
@@ -17696,24 +19962,24 @@ THREE.Particle = THREE.Sprite;
* @author alteredq / http://alteredqualia.com/
*/
-THREE.LensFlare = function (texture, size, distance, blending, color) {
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.lensFlares = [];
+ this.lensFlares = [];
- this.positionScreen = new THREE.Vector3();
- this.customUpdateCallback = undefined;
+ this.positionScreen = new THREE.Vector3();
+ this.customUpdateCallback = undefined;
- if (texture !== undefined) {
+ if ( texture !== undefined ) {
- this.add(texture, size, distance, blending, color);
+ this.add( texture, size, distance, blending, color );
- }
+ }
};
-THREE.LensFlare.prototype = Object.create(THREE.Object3D.prototype);
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
THREE.LensFlare.prototype.constructor = THREE.LensFlare;
@@ -17721,27 +19987,27 @@ THREE.LensFlare.prototype.constructor = THREE.LensFlare;
* Add: adds another flare
*/
-THREE.LensFlare.prototype.add = function (texture, size, distance, blending, color, opacity) {
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
- if (size === undefined) size = -1;
- if (distance === undefined) distance = 0;
- if (opacity === undefined) opacity = 1;
- if (color === undefined) color = new THREE.Color(0xffffff);
- if (blending === undefined) blending = THREE.NormalBlending;
+ 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));
+ distance = Math.min( distance, Math.max( 0, distance ) );
- this.lensFlares.push({
- texture: texture, // THREE.Texture
- size: size, // size in pixels (-1 = use texture.width)
- distance: distance, // distance (0-1) from light source (0=at light source)
- x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
- scale: 1, // scale
- rotation: 1, // rotation
- opacity: opacity, // opacity
- color: color, // color
- blending: blending // blending
- });
+ 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
+ } );
};
@@ -17752,25 +20018,41 @@ THREE.LensFlare.prototype.add = function (texture, size, distance, blending, col
THREE.LensFlare.prototype.updateLensFlares = function () {
- var f, fl = this.lensFlares.length;
- var flare;
- var vecX = -this.positionScreen.x * 2;
- var vecY = -this.positionScreen.y * 2;
+ 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++) {
+ for ( f = 0; f < fl; f ++ ) {
- flare = this.lensFlares[f];
+ flare = this.lensFlares[ f ];
- flare.x = this.positionScreen.x + vecX * flare.distance;
- flare.y = this.positionScreen.y + vecY * flare.distance;
+ 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;
+ flare.wantedRotation = flare.x * Math.PI * 0.25;
+ flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
- }
+ }
};
+THREE.LensFlare.prototype.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;
+
+};
// File:src/scenes/Scene.js
@@ -17780,33 +20062,31 @@ THREE.LensFlare.prototype.updateLensFlares = function () {
THREE.Scene = function () {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'Scene';
+ this.type = 'Scene';
- this.fog = null;
- this.overrideMaterial = null;
+ this.fog = null;
+ this.overrideMaterial = null;
- this.autoUpdate = true; // checked by the renderer
+ this.autoUpdate = true; // checked by the renderer
};
-THREE.Scene.prototype = Object.create(THREE.Object3D.prototype);
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
THREE.Scene.prototype.constructor = THREE.Scene;
-THREE.Scene.prototype.clone = function (object) {
-
- if (object === undefined) object = new THREE.Scene();
+THREE.Scene.prototype.copy = function ( source ) {
- THREE.Object3D.prototype.clone.call(this, object);
+ THREE.Object3D.prototype.copy.call( this, source );
- if (this.fog !== null) object.fog = this.fog.clone();
- if (this.overrideMaterial !== null) object.overrideMaterial = this.overrideMaterial.clone();
+ if ( source.fog !== null ) this.fog = source.fog.clone();
+ if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
- object.autoUpdate = this.autoUpdate;
- object.matrixAutoUpdate = this.matrixAutoUpdate;
+ this.autoUpdate = source.autoUpdate;
+ this.matrixAutoUpdate = source.matrixAutoUpdate;
- return object;
+ return this;
};
@@ -17817,20 +20097,20 @@ THREE.Scene.prototype.clone = function (object) {
* @author alteredq / http://alteredqualia.com/
*/
-THREE.Fog = function (color, near, far) {
+THREE.Fog = function ( color, near, far ) {
- this.name = '';
+ this.name = '';
- this.color = new THREE.Color(color);
+ this.color = new THREE.Color( color );
- this.near = ( near !== undefined ) ? near : 1;
- this.far = ( far !== undefined ) ? far : 1000;
+ 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);
+ return new THREE.Fog( this.color.getHex(), this.near, this.far );
};
@@ -17841,18 +20121,18 @@ THREE.Fog.prototype.clone = function () {
* @author alteredq / http://alteredqualia.com/
*/
-THREE.FogExp2 = function (color, density) {
+THREE.FogExp2 = function ( color, density ) {
- this.name = '';
+ this.name = '';
- this.color = new THREE.Color(color);
- this.density = ( density !== undefined ) ? density : 0.00025;
+ 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);
+ return new THREE.FogExp2( this.color.getHex(), this.density );
};
@@ -17862,231 +20142,263 @@ THREE.ShaderChunk = {};
// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
-THREE.ShaderChunk['alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
+THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
-THREE.ShaderChunk['alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n";
+THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
-THREE.ShaderChunk['alphatest_fragment'] = "#ifdef ALPHATEST\n\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";
+THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl
-THREE.ShaderChunk['aomap_fragment'] = "#ifdef USE_AOMAP\n\n\ttotalAmbientLight *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n#endif\n";
+THREE.ShaderChunk[ 'aomap_fragment'] = "#ifdef USE_AOMAP\n\n totalAmbientLight *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl
-THREE.ShaderChunk['aomap_pars_fragment'] = "#ifdef USE_AOMAP\n\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n\n#endif";
+THREE.ShaderChunk[ 'aomap_pars_fragment'] = "#ifdef USE_AOMAP\n\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n\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/bumpmap_pars_fragment.glsl
-THREE.ShaderChunk['bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\n\t// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n\t// http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n\tvec2 dHdxy_fwd() {\n\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n\t\treturn vec2( dBx, dBy );\n\n\t}\n\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\t\t// normalized\n\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\n\t}\n\n#endif\n";
+THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
-THREE.ShaderChunk['color_fragment'] = "#ifdef USE_COLOR\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif";
+THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n diffuseColor.rgb *= vColor;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
-THREE.ShaderChunk['color_pars_fragment'] = "#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n";
+THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
-THREE.ShaderChunk['color_pars_vertex'] = "#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif";
+THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
-THREE.ShaderChunk['color_vertex'] = "#ifdef USE_COLOR\n\n\tvColor.xyz = inputToLinear( color.xyz );\n\n#endif";
+THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n vColor.xyz = color.xyz;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/common.glsl
-THREE.ShaderChunk['common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\n\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n\n\treturn normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n\n}\n\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n\n\treturn normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\n\treturn - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n\n\tif ( decayExponent > 0.0 ) {\n\n\t return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n\t}\n\n\treturn 1.0;\n\n}\n\nvec3 F_Schlick( in vec3 specularColor, in float dotLH ) {\n\n\treturn ( 1.0 - specularColor ) * pow( 1.0 - dotLH, 5.0 ) + specularColor;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {\n\n\t// geometry term is (nâ‹…l)(nâ‹…v) / 4(nâ‹…l)(nâ‹…v)\n\n\treturn 0.25;\n\n}\n\nfloat D_BlinnPhong( in float shininess, in float dotNH ) {\n\n\t// factor of 1/PI in distribution term omitted\n\n\treturn ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal, in vec3 lightDir, in vec3 viewDir ) {\n\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\n\t//float dotNL = saturate( dot( normal, lightDir ) );\n\t//float dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( lightDir, halfDir ) );\n\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\n\tfloat G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\n\treturn F * G * D;\n\n}\n\nvec3 inputToLinear( in vec3 a ) {\n\n\t#ifdef GAMMA_INPUT\n\n\t\treturn pow( a, vec3( float( GAMMA_FACTOR ) ) );\n\n\t#else\n\n\t\treturn a;\n\n\t#endif\n\n}\n\nvec3 linearToOutput( in vec3 a ) {\n\n\t#ifdef GAMMA_OUTPUT\n\n\t\treturn pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n\n\t#else\n\n\t\treturn a;\n\n\t#endif\n\n}\n";
+THREE.ShaderChunk[ 'common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\n\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n\n return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n\n}\n\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n\n return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n\n}\n\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n float distance = dot( planeNormal, point - pointOnPlane );\n\n return - distance * planeNormal + point;\n\n}\n\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n return sign( dot( point - pointOnPlane, planeNormal ) );\n\n}\n\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\n return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n\n}\n\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n\n if ( decayExponent > 0.0 ) {\n\n return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\n }\n\n return 1.0;\n\n}\n\nvec3 F_Schlick( in vec3 specularColor, in float dotLH ) {\n\n // Original approximation by Christophe Schlick '94\n //;float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n // Optimized variant (presented by Epic at SIGGRAPH '13)\n float fresnel = exp2( ( -5.55437 * dotLH - 6.98316 ) * dotLH );\n\n return ( 1.0 - specularColor ) * fresnel + specularColor;\n\n}\n\nfloat G_BlinnPhong_Implicit( /* in float dotNL, in float dotNV */ ) {\n\n // geometry term is (nâ‹…l)(nâ‹…v) / 4(nâ‹…l)(nâ‹…v)\n\n return 0.25;\n\n}\n\nfloat D_BlinnPhong( in float shininess, in float dotNH ) {\n\n // factor of 1/PI in distribution term omitted\n\n return ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n\n}\n\nvec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal, in vec3 lightDir, in vec3 viewDir ) {\n\n vec3 halfDir = normalize( lightDir + viewDir );\n\n //float dotNL = saturate( dot( normal, lightDir ) );\n //float dotNV = saturate( dot( normal, viewDir ) );\n float dotNH = saturate( dot( normal, halfDir ) );\n float dotLH = saturate( dot( lightDir, halfDir ) );\n\n vec3 F = F_Schlick( specularColor, dotLH );\n\n float G = G_BlinnPhong_Implicit( /* dotNL, dotNV */ );\n\n float D = D_BlinnPhong( shininess, dotNH );\n\n return F * G * D;\n\n}\n\nvec3 inputToLinear( in vec3 a ) {\n\n #ifdef GAMMA_INPUT\n\n return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n\n #else\n\n return a;\n\n #endif\n\n}\n\nvec3 linearToOutput( in vec3 a ) {\n\n #ifdef GAMMA_OUTPUT\n\n return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n\n #else\n\n return a;\n\n #endif\n\n}\n";
-// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
+// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
-THREE.ShaderChunk['default_vertex'] = "#ifdef USE_SKINNING\n\n\tvec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n\tvec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
+THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
-// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
+// File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl
+
+THREE.ShaderChunk[ 'displacementmap_vertex'] = "#ifdef USE_DISPLACEMENTMAP\n\n transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'displacementmap_pars_vertex'] = "#ifdef USE_DISPLACEMENTMAP\n\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
+
+THREE.ShaderChunk[ 'emissivemap_fragment'] = "#ifdef USE_EMISSIVEMAP\n\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n\n emissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n\n totalEmissiveLight *= emissiveColor.rgb;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
-THREE.ShaderChunk['defaultnormal_vertex'] = "#ifdef USE_SKINNING\n\n\tvec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n\tvec3 objectNormal = morphedNormal;\n\n#else\n\n\tvec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
+THREE.ShaderChunk[ 'emissivemap_pars_fragment'] = "#ifdef USE_EMISSIVEMAP\n\n uniform sampler2D emissiveMap;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
-THREE.ShaderChunk['envmap_fragment'] = "#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#else\n\t\tfloat flipNormal = 1.0;\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#endif\n\n\tenvColor.xyz = inputToLinear( envColor.xyz );\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // Transforming Normal Vectors with the Inverse Transformation\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n #else\n\n vec3 reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = 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\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n\n envColor.xyz = inputToLinear( envColor.xyz );\n\n #ifdef ENVMAP_BLENDING_MULTIPLY\n\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_MIX )\n\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_ADD )\n\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n #endif\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
-THREE.ShaderChunk['envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
-THREE.ShaderChunk['envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\n#endif\n";
+THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
-THREE.ShaderChunk['envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t#else\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
-THREE.ShaderChunk['fog_fragment'] = "#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\t\n\toutgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
+THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
-THREE.ShaderChunk['fog_pars_fragment'] = "#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif";
+THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/hemilight_fragment.glsl
+
+THREE.ShaderChunk[ 'hemilight_fragment'] = "#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lightDir = hemisphereLightDirection[ i ];\n\n float dotProduct = dot( normal, lightDir );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 lightColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n totalAmbientLight += lightColor;\n\n }\n\n#endif\n\n";
// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
-THREE.ShaderChunk['lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n\ttotalAmbientLight += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\n#endif\n";
+THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n totalAmbientLight += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
-THREE.ShaderChunk['lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n\n#endif";
+THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
-THREE.ShaderChunk['lights_lambert_pars_vertex'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n";
+THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
-THREE.ShaderChunk['lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vec3( 0.0 );\n\n#endif\n\nvec3 normal = normalize( transformedNormal );\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = pointLightColor[ i ];\n\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\t// attenuation\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tvLightFront += lightColor * attenuation * saturate( dotProduct );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = spotLightColor[ i ];\n\n\t\tvec3 lightPosition = spotLightPosition[ i ];\n\t\tvec4 lPosition = viewMatrix * vec4( lightPosition, 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( lightPosition - worldPosition.xyz ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\t\t\t// attenuation\n\n\t\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\t\tattenuation *= spotEffect;\n\n\t\t\t// diffuse\n\n\t\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\t\tvLightFront += lightColor * attenuation * saturate( dotProduct );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n\t\t\t#endif\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = directionalLightColor[ i ];\n\n\t\tvec3 lightDir = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tvLightFront += lightColor * saturate( dotProduct );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += lightColor * saturate( - dotProduct );\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lightDir = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tfloat hemiDiffuseWeightBack = - 0.5 * dotProduct + 0.5;\n\n\t\t\tvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n\t\t#endif\n\n\t}\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack += ambientLightColor;\n\n#endif\n";
+THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\nvec3 normal = normalize( transformedNormal );\n\n#if MAX_POINT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec3 lightColor = pointLightColor[ i ];\n\n vec3 lVector = pointLightPosition[ i ] - mvPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n vLightFront += lightColor * attenuation * saturate( dotProduct );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec3 lightColor = spotLightColor[ i ];\n\n vec3 lightPosition = spotLightPosition[ i ];\n vec3 lVector = lightPosition - mvPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n attenuation *= spotEffect;\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n vLightFront += lightColor * attenuation * saturate( dotProduct );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += lightColor * attenuation * saturate( - dotProduct );\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n for ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 lightColor = directionalLightColor[ i ];\n\n vec3 lightDir = directionalLightDirection[ i ];\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n vLightFront += lightColor * saturate( dotProduct );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += lightColor * saturate( - dotProduct );\n\n #endif\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lightDir = hemisphereLightDirection[ i ];\n\n // diffuse\n\n float dotProduct = dot( normal, lightDir );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n float hemiDiffuseWeightBack = - 0.5 * dotProduct + 0.5;\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack += ambientLightColor;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
-THREE.ShaderChunk['lights_phong_fragment'] = "#ifndef FLAT_SHADED\n\n\tvec3 normal = normalize( vNormal );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n\t#endif\n\n#else\n\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 viewDir = normalize( vViewPosition );\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = pointLightColor[ i ];\n\n\t\tvec3 lightPosition = pointLightPosition[ i ];\n\t\tvec4 lPosition = viewMatrix * vec4( lightPosition, 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\t// attenuation\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\t\t// diffuse\n\n\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\ttotalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\t\t// specular\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = spotLightColor[ i ];\n\n\t\tvec3 lightPosition = spotLightPosition[ i ];\n\t\tvec4 lPosition = viewMatrix * vec4( lightPosition, 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\t\tvec3 lightDir = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( lightPosition - vWorldPosition ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n\t\t\t// attenuation\n\n\t\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\t\tattenuation *= spotEffect;\n\n\t\t\t// diffuse\n\n\t\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\t\ttotalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n\t\t\t// specular\n\n\t\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\t\ttotalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec3 lightColor = directionalLightColor[ i ];\n\n\t\tvec3 lightDir = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n\t\t// diffuse\n\n\t\tfloat cosineTerm = saturate( dot( normal, lightDir ) );\n\n\t\ttotalDiffuseLight += lightColor * cosineTerm;\n\n\t\t// specular\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * cosineTerm;\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lightDir = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lightDir );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvec3 lightColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\ttotalDiffuseLight += lightColor;\n\n\t\t// specular (sky term only)\n\n\t\tvec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n\t\ttotalSpecularLight += brdf * specularStrength * lightColor * max( dotProduct, 0.0 );\n\n\t}\n\n#endif\n\n#ifdef METAL\n\n\toutgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) * specular + totalSpecularLight + emissive;\n\n#else\n\n\toutgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + emissive;\n\n#endif\n";
+THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 viewDir = normalize( vViewPosition );\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec3 lightColor = pointLightColor[ i ];\n\n vec3 lightPosition = pointLightPosition[ i ];\n vec3 lVector = lightPosition + vViewPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n // diffuse\n\n float cosineTerm = saturate( dot( normal, lightDir ) );\n\n totalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n // specular\n\n vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec3 lightColor = spotLightColor[ i ];\n\n vec3 lightPosition = spotLightPosition[ i ];\n vec3 lVector = lightPosition + vViewPosition.xyz;\n vec3 lightDir = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], lightDir );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );\n\n // attenuation\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n attenuation *= spotEffect;\n\n // diffuse\n\n float cosineTerm = saturate( dot( normal, lightDir ) );\n\n totalDiffuseLight += lightColor * attenuation * cosineTerm;\n\n // specular\n\n vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 lightColor = directionalLightColor[ i ];\n\n vec3 lightDir = directionalLightDirection[ i ];\n\n // diffuse\n\n float cosineTerm = saturate( dot( normal, lightDir ) );\n\n totalDiffuseLight += lightColor * cosineTerm;\n\n // specular\n\n vec3 brdf = BRDF_BlinnPhong( specular, shininess, normal, lightDir, viewDir );\n\n totalSpecularLight += brdf * specularStrength * lightColor * cosineTerm;\n\n }\n\n#endif\n\n#ifdef METAL\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) * specular + totalSpecularLight + totalEmissiveLight;\n\n#else\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + totalEmissiveLight;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
-THREE.ShaderChunk['lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n";
+THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n varying vec3 vNormal;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
-THREE.ShaderChunk['lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n";
+THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
-THREE.ShaderChunk['lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvWorldPosition = worldPosition.xyz;\n\n#endif";
+THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
-THREE.ShaderChunk['linear_to_gamma_fragment'] = "\n\toutgoingLight = linearToOutput( outgoingLight );\n";
+THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "\n outgoingLight = linearToOutput( outgoingLight );\n";
// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
-THREE.ShaderChunk['logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
+THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
-THREE.ShaderChunk['logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\t#extension GL_EXT_frag_depth : enable\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif";
+THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
-THREE.ShaderChunk['logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif";
+THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
-THREE.ShaderChunk['logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif";
+THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
-THREE.ShaderChunk['map_fragment'] = "#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor.xyz = inputToLinear( texelColor.xyz );\n\n\tdiffuseColor *= texelColor;\n\n#endif";
+THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n texelColor.xyz = inputToLinear( texelColor.xyz );\n\n diffuseColor *= texelColor;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
-THREE.ShaderChunk['map_pars_fragment'] = "#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";
+THREE.ShaderChunk[ 'map_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
-THREE.ShaderChunk['map_particle_fragment'] = "#ifdef USE_MAP\n\n\tdiffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
+THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
-THREE.ShaderChunk['map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n\n#endif\n";
+THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
-THREE.ShaderChunk['morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n\tvec3 morphedNormal = vec3( 0.0 );\n\n\tmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n\tmorphedNormal += normal;\n\n#endif";
+THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\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\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
-THREE.ShaderChunk['morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif";
+THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
-THREE.ShaderChunk['morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n\tvec3 morphed = vec3( 0.0 );\n\tmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\tmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\tmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\tmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\tmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\tmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\tmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\tmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n\tmorphed += position;\n\n#endif";
+THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\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\n #ifndef USE_MORPHNORMALS\n\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\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/normal_phong_fragment.glsl
+
+THREE.ShaderChunk[ 'normal_phong_fragment'] = "#ifndef FLAT_SHADED\n\n vec3 normal = normalize( vNormal );\n\n #ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n #endif\n\n#else\n\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n";
// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
-THREE.ShaderChunk['normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n\t// Per-Pixel Tangent Space Normal Mapping\n\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\n\t}\n\n#endif\n";
+THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/project_vertex.glsl
+
+THREE.ShaderChunk[ 'project_vertex'] = "#ifdef USE_SKINNING\n\n vec4 mvPosition = modelViewMatrix * skinned;\n\n#else\n\n vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
-THREE.ShaderChunk['shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n\t#ifdef SHADOWMAP_DEBUG\n\n\t\tvec3 frustumColors[3];\n\t\tfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n\t\tfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n\t\tfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n\t#endif\n\n\t#ifdef SHADOWMAP_CASCADE\n\n\t\tint inFrustumCount = 0;\n\n\t#endif\n\n\tfloat fDepth;\n\tvec3 shadowColor = vec3( 1.0 );\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n\t\t\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\t\t\t// don't shadow pixels outside of light frustum\n\t\t\t\t// use just first frustum (for cascades)\n\t\t\t\t// don't shadow pixels behind far plane of light frustum\n\n\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\tinFrustumCount += int( inFrustum );\n\t\t\tbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n\t\t#else\n\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\t#endif\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t/*\n\t\t\t\t\t\t// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n\t\t\t\t\t\t// must enroll loop manually\n\n\t\t\t\tfor ( float y = -1.25; y <= 1.25; y += 1.25 )\n\t\t\t\t\tfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n\t\t\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n\t\t\t\t\t\t\t\t// doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n\t\t\t\t\t\t\t\t//vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n\t\t\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\t\t\tshadow += 1.0;\n\n\t\t\t\t}\n\n\t\t\t\tshadow /= 9.0;\n\n\t\t*/\n\n\t\t\t\tconst float shadowDelta = 1.0 / 9.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\n\t\t\t\tdepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n\t\t\t\tshadowKernel[0] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n\t\t\t\tshadowKernel[1] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n\t\t\t\tshadowKernel[2] *= vec3(0.25);\n\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n\t\t\t\tshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n\t\t\t\tshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) );\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#else\n\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\n\t\t// spot with multiple shadows is darker\n\n\t\t\t\t\tshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n\t\t// spot with multiple shadows has the same color as single shadow spot\n\n\t\t// \t\t\t\t\tshadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n\t\t\t#endif\n\n\t\t}\n\n\n\t\t#ifdef SHADOWMAP_DEBUG\n\n\t\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\t\tif ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ i ];\n\n\t\t\t#else\n\n\t\t\t\tif ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t}\n\n\t// NOTE: I am unsure if this is correct in linear space. -bhouston, Dec 29, 2014\n\tshadowColor = inputToLinear( shadowColor );\n\n\toutgoingLight = outgoingLight * shadowColor;\n\n#endif\n";
+THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n // to save on uniform space, we use the sign of @shadowDarkness[ i ] to determine\n // whether or not this light is a point light ( shadowDarkness[ i ] < 0 == point light)\n bool isPointLight = shadowDarkness[ i ] < 0.0;\n\n // get the real shadow darkness\n float realShadowDarkness = abs( shadowDarkness[ i ] );\n\n // for point lights, the uniform @vShadowCoord is re-purposed to hold\n // the distance from the light to the world-space position of the fragment.\n vec3 lightToPosition = vShadowCoord[ i ].xyz;\n\n float texelSizeX = 1.0 / shadowMapSize[ i ].x;\n float texelSizeY = 1.0 / shadowMapSize[ i ].y;\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n float shadow = 0.0;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest || isPointLight ) { \n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n #if defined(POINT_LIGHT_SHADOWS)\n\n if( isPointLight ) {\n\n float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );\n vec3 baseDirection3D = normalize( lightToPosition );\n vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );\n\n initGridSamplingDisk();\n\n float diskRadius = 1.25;\n float numSamples = 1.0;\n shadow = 0.0;\n\n vec3 baseDirection = normalize( lightToPosition );\n float curDistance = length( lightToPosition );\n\n float dist = unpack1K( texture2D( shadowMap[ i ], baseDirection2D ) ) + 0.1;\n if ( curDistance >= dist )\n shadow += 1.0;\n \n // evaluate each sampling direction\n for( int s = 0; s < 20; s++ ) {\n \n vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;\n vec3 adjustedBaseDirection3D = baseDirection3D + offset;\n vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeY );\n dist = unpack1K( texture2D( shadowMap[ i ], adjustedBaseDirection2D ) ) + shadowBias[ i ];\n if ( curDistance >= dist )\n shadow += 1.0;\n numSamples += 1.0;\n\n }\n\n shadow /= numSamples;\n\n } else {\n\n #endif\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n \n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n float fDepth = unpackDepth( rgbaDepth );\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n }\n shadow /= 9.0;\n */\n\n shadowCoord.z += shadowBias[ i ];\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = texelSizeX;\n float yPixelOffset = texelSizeY;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n #if defined(POINT_LIGHT_SHADOWS)\n\n }\n\n #endif\n\n shadowColor = shadowColor * vec3( ( 1.0 - realShadowDarkness * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n #if defined(POINT_LIGHT_SHADOWS)\n\n if( isPointLight ) {\n\n float cubeTexelSize = 1.0 / ( shadowMapSize[ i ].x * 0.25 );\n vec3 baseDirection3D = normalize( lightToPosition );\n vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );\n\n initGridSamplingDisk();\n\n float diskRadius = 2.25;\n float numSamples = 1.0;\n shadow = 0.0;\n\n vec3 baseDirection = normalize( lightToPosition );\n float curDistance = length( lightToPosition );\n\n float dist = unpack1K( texture2D( shadowMap[ i ], baseDirection2D ) ) + 0.1;\n if ( curDistance >= dist )\n shadow += 1.0;\n\n // evaluate each sampling direction\n for( int s = 0; s < 20; s++ ) {\n\n vec3 offset = gridSamplingDisk[ s ] * diskRadius * cubeTexelSize;\n vec3 adjustedBaseDirection3D = baseDirection3D + offset;\n vec2 adjustedBaseDirection2D = cubeToUV( adjustedBaseDirection3D, texelSizeY );\n dist = unpack1K( texture2D( shadowMap[ i ], adjustedBaseDirection2D ) ) + shadowBias[ i ];\n if ( curDistance >= dist )\n shadow += 1.0;\n numSamples += 1.0;\n\n }\n\n shadow /= numSamples;\n\n } else {\n\n #endif\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n shadowCoord.z += shadowBias[ i ];\n\n float xPixelOffset = texelSizeX;\n float yPixelOffset = texelSizeY;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n #if defined(POINT_LIGHT_SHADOWS)\n \n }\n\n #endif\n\n shadowColor = shadowColor * vec3( ( 1.0 - realShadowDarkness * shadow ) );\n\n #else\n\n #if defined(POINT_LIGHT_SHADOWS)\n\n if( isPointLight ) {\n\n vec3 baseDirection3D = normalize( lightToPosition );\n vec2 baseDirection2D = cubeToUV( baseDirection3D, texelSizeY );\n vec4 data = texture2D( shadowMap[ i ], baseDirection2D );\n float dist = unpack1K( data ) + shadowBias[ i ];\n if ( length( lightToPosition ) >= dist)\n shadowColor = shadowColor * vec3( 1.0 - realShadowDarkness );\n\n } else {\n\n #endif\n shadowCoord.z += shadowBias[ i ];\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - realShadowDarkness );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( realShadowDarkness ) );\n\n #if defined(POINT_LIGHT_SHADOWS)\n\n }\n\n #endif\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n if ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n #endif\n\n }\n\n outgoingLight = outgoingLight * shadowColor;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
-THREE.ShaderChunk['shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n\tuniform sampler2D shadowMap[ MAX_SHADOWS ];\n\tuniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform float shadowBias[ MAX_SHADOWS ];\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\n\t\tconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\tfloat depth = dot( rgba_depth, bit_shift );\n\t\treturn depth;\n\n\t}\n\n#endif";
+THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n #if defined(POINT_LIGHT_SHADOWS)\n\n float unpack1K ( vec4 color ) {\n\n const vec4 bitSh = vec4( 1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n\n }\n\n // cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D\n // vector suitable for 2D texture mapping. This code uses the following layout for the\n // 2D texture:\n //\n // xzXZ\n // y Y\n //\n // Y - Positive y direction\n // y - Negative y direction\n // X - Positive x direction\n // x - Negative x direction\n // Z - Positive z direction\n // z - Negative z direction\n //\n // Source and test bed:\n // https://gist.github.com/tschw/da10c43c467ce8afd0c4\n\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n\n // Number of texels to avoid at the edge of each square\n\n vec3 absV = abs( v );\n\n // Intersect unit cube\n\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n\n // Apply scale to avoid seams\n\n // two texels less per square (one texel will do for NEAREST)\n v *= scaleToCube * ( 1.0 - 4.0 * texelSizeY );\n\n // Unwrap\n\n // space: -1 ... 1 range for each square\n //\n // #X## dim := ( 4 , 2 )\n // # # center := ( 1 , 1 )\n\n vec2 planar = v.xy;\n\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n\n if ( absV.z >= almostOne ) {\n\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n\n } else if ( absV.x >= almostOne ) {\n\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n\n } else if ( absV.y >= almostOne ) {\n\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 }\n\n // Transform to UV space\n\n // scale := 0.5 / dim\n // translate := ( center + 0.5 ) / dim\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\n }\n\n vec3 gridSamplingDisk[ 20 ];\n bool gridSamplingInitialized = false;\n\n void initGridSamplingDisk() {\n\n if( gridSamplingInitialized ) {\n\n return;\n\n }\n\n gridSamplingDisk[0] = vec3(1, 1, 1);\n gridSamplingDisk[1] = vec3(1, -1, 1);\n gridSamplingDisk[2] = vec3(-1, -1, 1);\n gridSamplingDisk[3] = vec3(-1, 1, 1);\n gridSamplingDisk[4] = vec3(1, 1, -1);\n gridSamplingDisk[5] = vec3(1, -1, -1);\n gridSamplingDisk[6] = vec3(-1, -1, -1);\n gridSamplingDisk[7] = vec3(-1, 1, -1);\n gridSamplingDisk[8] = vec3(1, 1, 0);\n gridSamplingDisk[9] = vec3(1, -1, 0);\n gridSamplingDisk[10] = vec3(-1, -1, 0);\n gridSamplingDisk[11] = vec3(-1, 1, 0);\n gridSamplingDisk[12] = vec3(1, 0, 1);\n gridSamplingDisk[13] = vec3(-1, 0, 1);\n gridSamplingDisk[14] = vec3(1, 0, -1);\n gridSamplingDisk[15] = vec3(-1, 0, -1);\n gridSamplingDisk[16] = vec3(0, 1, 1);\n gridSamplingDisk[17] = vec3(0, -1, 1);\n gridSamplingDisk[18] = vec3(0, -1, -1);\n gridSamplingDisk[19] = vec3(0, 1, -1);\n\n gridSamplingInitialized = true;\n\n }\n\n #endif\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
-THREE.ShaderChunk['shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\tuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
+THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
-THREE.ShaderChunk['shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n\t}\n\n#endif";
+THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n #if defined(POINT_LIGHT_SHADOWS)\n\n // if shadowDarkness[ i ] < 0.0, that means we have a point light with a cube\n // shadow map\n if( shadowDarkness[ i ] < 0.0 ) {\n\n // calculate vector from light to vertex in view space\n\n vec3 fromLight = mvPosition.xyz - pointLightPosition[ i ];\n\n // Transform 'fromLight' into world space by multiplying it on the left\n // side of 'viewMatrix'. This is equivalent to multiplying it on the right\n // side of the transpose of 'viewMatrix'. Since 'viewMatrix' is orthogonal, \n // its transpose is the same as its inverse.\n\n fromLight = fromLight * mat3( viewMatrix );\n\n // We repurpose vShadowCoord to hold the distance in world space from the\n // light to the vertex. This value will be interpolated correctly in the fragment shader.\n\n vShadowCoord[ i ] = vec4( fromLight, 1.0 );\n\n } else {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n #else\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n #endif\n\n }\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
-THREE.ShaderChunk['skinbase_vertex'] = "#ifdef USE_SKINNING\n\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
+THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
-THREE.ShaderChunk['skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
-THREE.ShaderChunk['skinning_vertex'] = "#ifdef USE_SKINNING\n\n\t#ifdef USE_MORPHTARGETS\n\n\tvec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n\t#else\n\n\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n\n#endif\n";
+THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
-THREE.ShaderChunk['skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n\t#ifdef USE_MORPHNORMALS\n\n\tvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n\t#else\n\n\tvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
-THREE.ShaderChunk['specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif";
+THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
-THREE.ShaderChunk['specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif";
+THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl
-THREE.ShaderChunk['uv2_pars_fragment'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvarying vec2 vUv2;\n\n#endif";
+THREE.ShaderChunk[ 'uv2_pars_fragment'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n varying vec2 vUv2;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl
-THREE.ShaderChunk['uv2_pars_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\n#endif";
+THREE.ShaderChunk[ 'uv2_pars_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n attribute vec2 uv2;\n varying vec2 vUv2;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl
-THREE.ShaderChunk['uv2_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n\tvUv2 = uv2;\n\n#endif";
+THREE.ShaderChunk[ 'uv2_vertex'] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\n vUv2 = uv2;\n\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 )\n\n\tvarying vec2 vUv;\n\n#endif";
+THREE.ShaderChunk[ 'uv_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n varying vec2 vUv;\n\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 )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n";
+THREE.ShaderChunk[ 'uv_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\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 )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
+THREE.ShaderChunk[ 'uv_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
-THREE.ShaderChunk['worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#elif defined( USE_MORPHTARGETS )\n\n\t\tvec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n\t#else\n\n\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n#endif\n";
+THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #else\n\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\n #endif\n\n#endif\n";
// File:src/renderers/shaders/UniformsUtils.js
@@ -18096,65 +20408,65 @@ THREE.ShaderChunk['worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PH
THREE.UniformsUtils = {
- merge: function (uniforms) {
+ merge: function ( uniforms ) {
- var merged = {};
+ var merged = {};
- for (var u = 0; u < uniforms.length; u++) {
+ for ( var u = 0; u < uniforms.length; u ++ ) {
- var tmp = this.clone(uniforms[u]);
+ var tmp = this.clone( uniforms[ u ] );
- for (var p in tmp) {
+ for ( var p in tmp ) {
- merged[p] = tmp[p];
+ merged[ p ] = tmp[ p ];
- }
+ }
- }
+ }
- return merged;
+ return merged;
- },
+ },
- clone: function (uniforms_src) {
+ clone: function ( uniforms_src ) {
- var uniforms_dst = {};
+ var uniforms_dst = {};
- for (var u in uniforms_src) {
+ for ( var u in uniforms_src ) {
- uniforms_dst[u] = {};
+ uniforms_dst[ u ] = {};
- for (var p in uniforms_src[u]) {
+ for ( var p in uniforms_src[ u ] ) {
- var parameter_src = uniforms_src[u][p];
+ 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) {
+ 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();
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
- } else if (parameter_src instanceof Array) {
+ } else if ( Array.isArray( parameter_src ) ) {
- uniforms_dst[u][p] = parameter_src.slice();
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
- } else {
+ } else {
- uniforms_dst[u][p] = parameter_src;
+ uniforms_dst[ u ][ p ] = parameter_src;
- }
+ }
- }
+ }
- }
+ }
- return uniforms_dst;
+ return uniforms_dst;
- }
+ }
};
@@ -18166,115 +20478,128 @@ THREE.UniformsUtils = {
THREE.UniformsLib = {
- common: {
+ common: {
- "diffuse": {type: "c", value: new THREE.Color(0xeeeeee)},
- "opacity": {type: "f", value: 1.0},
+ "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
- "map": {type: "t", value: null},
- "offsetRepeat": {type: "v4", value: new THREE.Vector4(0, 0, 1, 1)},
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
- "specularMap": {type: "t", value: null},
- "alphaMap": {type: "t", value: null},
+ "specularMap" : { type: "t", value: null },
+ "alphaMap" : { type: "t", value: null },
- "envMap": {type: "t", value: null},
- "flipEnvMap": {type: "f", value: -1},
- "reflectivity": {type: "f", value: 1.0},
- "refractionRatio": {type: "f", value: 0.98},
+ "envMap" : { type: "t", value: null },
+ "flipEnvMap" : { type: "f", value: - 1 },
+ "reflectivity" : { type: "f", value: 1.0 },
+ "refractionRatio" : { type: "f", value: 0.98 }
- "morphTargetInfluences": {type: "f", value: 0}
+ },
- },
+ aomap: {
- aomap: {
+ "aoMap" : { type: "t", value: null },
+ "aoMapIntensity" : { type: "f", value: 1 },
- "aoMap": {type: "t", value: null},
- "aoMapIntensity": {type: "f", value: 1},
+ },
- },
+ lightmap: {
- lightmap: {
+ "lightMap" : { type: "t", value: null },
+ "lightMapIntensity" : { type: "f", value: 1 },
- "lightMap": {type: "t", value: null},
- "lightMapIntensity": {type: "f", value: 1},
+ },
- },
+ emissivemap: {
- bump: {
+ "emissiveMap" : { type: "t", value: null },
- "bumpMap": {type: "t", value: null},
- "bumpScale": {type: "f", value: 1}
+ },
- },
+ bumpmap: {
- normalmap: {
+ "bumpMap" : { type: "t", value: null },
+ "bumpScale" : { type: "f", value: 1 }
- "normalMap": {type: "t", value: null},
- "normalScale": {type: "v2", value: new THREE.Vector2(1, 1)}
- },
+ },
- fog: {
+ normalmap: {
- "fogDensity": {type: "f", value: 0.00025},
- "fogNear": {type: "f", value: 1},
- "fogFar": {type: "f", value: 2000},
- "fogColor": {type: "c", value: new THREE.Color(0xffffff)}
+ "normalMap" : { type: "t", value: null },
+ "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
- },
+ },
- lights: {
+ displacementmap: {
- "ambientLightColor": {type: "fv", value: []},
+ "displacementMap" : { type: "t", value: null },
+ "displacementScale" : { type: "f", value: 1 },
+ "displacementBias" : { type: "f", value: 0 }
- "directionalLightDirection": {type: "fv", value: []},
- "directionalLightColor": {type: "fv", value: []},
+ },
- "hemisphereLightDirection": {type: "fv", value: []},
- "hemisphereLightSkyColor": {type: "fv", value: []},
- "hemisphereLightGroundColor": {type: "fv", value: []},
+ fog : {
- "pointLightColor": {type: "fv", value: []},
- "pointLightPosition": {type: "fv", value: []},
- "pointLightDistance": {type: "fv1", value: []},
- "pointLightDecay": {type: "fv1", value: []},
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
- "spotLightColor": {type: "fv", value: []},
- "spotLightPosition": {type: "fv", value: []},
- "spotLightDirection": {type: "fv", value: []},
- "spotLightDistance": {type: "fv1", value: []},
- "spotLightAngleCos": {type: "fv1", value: []},
- "spotLightExponent": {type: "fv1", value: []},
- "spotLightDecay": {type: "fv1", value: []}
+ },
- },
+ lights: {
- particle: {
+ "ambientLightColor" : { type: "fv", value: [] },
- "psColor": {type: "c", value: new THREE.Color(0xeeeeee)},
- "opacity": {type: "f", value: 1.0},
- "size": {type: "f", value: 1.0},
- "scale": {type: "f", value: 1.0},
- "map": {type: "t", value: null},
- "offsetRepeat": {type: "v4", value: new THREE.Vector4(0, 0, 1, 1)},
+ "directionalLightDirection" : { type: "fv", value: [] },
+ "directionalLightColor" : { type: "fv", value: [] },
- "fogDensity": {type: "f", value: 0.00025},
- "fogNear": {type: "f", value: 1},
- "fogFar": {type: "f", value: 2000},
- "fogColor": {type: "c", value: new THREE.Color(0xffffff)}
+ "hemisphereLightDirection" : { type: "fv", value: [] },
+ "hemisphereLightSkyColor" : { type: "fv", value: [] },
+ "hemisphereLightGroundColor" : { type: "fv", value: [] },
- },
+ "pointLightColor" : { type: "fv", value: [] },
+ "pointLightPosition" : { type: "fv", value: [] },
+ "pointLightDistance" : { type: "fv1", value: [] },
+ "pointLightDecay" : { type: "fv1", value: [] },
- shadowmap: {
+ "spotLightColor" : { type: "fv", value: [] },
+ "spotLightPosition" : { type: "fv", value: [] },
+ "spotLightDirection" : { type: "fv", value: [] },
+ "spotLightDistance" : { type: "fv1", value: [] },
+ "spotLightAngleCos" : { type: "fv1", value: [] },
+ "spotLightExponent" : { type: "fv1", value: [] },
+ "spotLightDecay" : { type: "fv1", value: [] }
- "shadowMap": {type: "tv", value: []},
- "shadowMapSize": {type: "v2v", value: []},
+ },
- "shadowBias": {type: "fv1", value: []},
- "shadowDarkness": {type: "fv1", value: []},
+ points: {
- "shadowMatrix": {type: "m4v", value: []}
+ "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+ "size" : { type: "f", value: 1.0 },
+ "scale" : { type: "f", value: 1.0 },
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
- }
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ shadowmap: {
+
+ "shadowMap": { type: "tv", value: [] },
+ "shadowMapSize": { type: "v2v", value: [] },
+
+ "shadowBias" : { type: "fv1", value: [] },
+ "shadowDarkness": { type: "fv1", value: [] },
+
+ "shadowMatrix" : { type: "m4v", value: [] }
+
+ }
};
@@ -18291,820 +20616,904 @@ THREE.UniformsLib = {
THREE.ShaderLib = {
- 'basic': {
+ 'basic': {
- uniforms: THREE.UniformsUtils.merge([
+ uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib["common"],
- THREE.UniformsLib["fog"],
- THREE.UniformsLib["shadowmap"]
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "aomap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "shadowmap" ]
- ]),
+ ] ),
- vertexShader: [
+ vertexShader: [
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["uv_pars_vertex"],
- THREE.ShaderChunk["uv2_pars_vertex"],
- THREE.ShaderChunk["envmap_pars_vertex"],
- THREE.ShaderChunk["color_pars_vertex"],
- THREE.ShaderChunk["morphtarget_pars_vertex"],
- THREE.ShaderChunk["skinning_pars_vertex"],
- THREE.ShaderChunk["shadowmap_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
+ "void main() {",
- THREE.ShaderChunk["uv_vertex"],
- THREE.ShaderChunk["uv2_vertex"],
- THREE.ShaderChunk["color_vertex"],
- THREE.ShaderChunk["skinbase_vertex"],
+ THREE.ShaderChunk[ "uv_vertex" ],
+ THREE.ShaderChunk[ "uv2_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
- " #ifdef USE_ENVMAP",
+ " #ifdef USE_ENVMAP",
- THREE.ShaderChunk["morphnormal_vertex"],
- THREE.ShaderChunk["skinnormal_vertex"],
- THREE.ShaderChunk["defaultnormal_vertex"],
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
- " #endif",
+ " #endif",
- THREE.ShaderChunk["morphtarget_vertex"],
- THREE.ShaderChunk["skinning_vertex"],
- THREE.ShaderChunk["default_vertex"],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["worldpos_vertex"],
- THREE.ShaderChunk["envmap_vertex"],
- THREE.ShaderChunk["shadowmap_vertex"],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
+ "}"
- ].join("\n"),
+ ].join( "\n" ),
- fragmentShader: [
+ fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["color_pars_fragment"],
- THREE.ShaderChunk["uv_pars_fragment"],
- THREE.ShaderChunk["uv2_pars_fragment"],
- THREE.ShaderChunk["map_pars_fragment"],
- THREE.ShaderChunk["alphamap_pars_fragment"],
- THREE.ShaderChunk["envmap_pars_fragment"],
- THREE.ShaderChunk["fog_pars_fragment"],
- THREE.ShaderChunk["shadowmap_pars_fragment"],
- THREE.ShaderChunk["specularmap_pars_fragment"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
+ "void main() {",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
+ " vec3 outgoingLight = vec3( 0.0 );",
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+ " vec3 totalAmbientLight = vec3( 1.0 );", // hardwired
- THREE.ShaderChunk["logdepthbuf_fragment"],
- THREE.ShaderChunk["map_fragment"],
- THREE.ShaderChunk["color_fragment"],
- THREE.ShaderChunk["alphamap_fragment"],
- THREE.ShaderChunk["alphatest_fragment"],
- THREE.ShaderChunk["specularmap_fragment"],
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "aomap_fragment" ],
- " outgoingLight = diffuseColor.rgb;", // simple shader
+ " outgoingLight = diffuseColor.rgb * totalAmbientLight;", // simple shader
- THREE.ShaderChunk["envmap_fragment"],
- THREE.ShaderChunk["shadowmap_fragment"], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
- THREE.ShaderChunk["linear_to_gamma_fragment"],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk["fog_fragment"],
+ THREE.ShaderChunk[ "fog_fragment" ],
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
- "}"
+ "}"
- ].join("\n")
+ ].join( "\n" )
- },
+ },
- 'lambert': {
+ 'lambert': {
- uniforms: THREE.UniformsUtils.merge([
+ uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib["common"],
- THREE.UniformsLib["fog"],
- THREE.UniformsLib["lights"],
- THREE.UniformsLib["shadowmap"],
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
- {
- "emissive": {type: "c", value: new THREE.Color(0x000000)}
- }
+ {
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
+ }
- ]),
+ ] ),
- vertexShader: [
+ vertexShader: [
- "#define LAMBERT",
+ "#define LAMBERT",
- "varying vec3 vLightFront;",
+ "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
+ "#ifdef DOUBLE_SIDED",
- " varying vec3 vLightBack;",
+ " varying vec3 vLightBack;",
- "#endif",
+ "#endif",
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["uv_pars_vertex"],
- THREE.ShaderChunk["uv2_pars_vertex"],
- THREE.ShaderChunk["envmap_pars_vertex"],
- THREE.ShaderChunk["lights_lambert_pars_vertex"],
- THREE.ShaderChunk["color_pars_vertex"],
- THREE.ShaderChunk["morphtarget_pars_vertex"],
- THREE.ShaderChunk["skinning_pars_vertex"],
- THREE.ShaderChunk["shadowmap_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
+ "void main() {",
- THREE.ShaderChunk["uv_vertex"],
- THREE.ShaderChunk["uv2_vertex"],
- THREE.ShaderChunk["color_vertex"],
+ THREE.ShaderChunk[ "uv_vertex" ],
+ THREE.ShaderChunk[ "uv2_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk["morphnormal_vertex"],
- THREE.ShaderChunk["skinbase_vertex"],
- THREE.ShaderChunk["skinnormal_vertex"],
- THREE.ShaderChunk["defaultnormal_vertex"],
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
- THREE.ShaderChunk["morphtarget_vertex"],
- THREE.ShaderChunk["skinning_vertex"],
- THREE.ShaderChunk["default_vertex"],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["worldpos_vertex"],
- THREE.ShaderChunk["envmap_vertex"],
- THREE.ShaderChunk["lights_lambert_vertex"],
- THREE.ShaderChunk["shadowmap_vertex"],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
+ "}"
- ].join("\n"),
+ ].join( "\n" ),
- fragmentShader: [
+ fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform float opacity;",
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+ "uniform float opacity;",
- "varying vec3 vLightFront;",
+ "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
+ "#ifdef DOUBLE_SIDED",
- " varying vec3 vLightBack;",
+ " varying vec3 vLightBack;",
- "#endif",
+ "#endif",
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["color_pars_fragment"],
- THREE.ShaderChunk["uv_pars_fragment"],
- THREE.ShaderChunk["uv2_pars_fragment"],
- THREE.ShaderChunk["map_pars_fragment"],
- THREE.ShaderChunk["alphamap_pars_fragment"],
- THREE.ShaderChunk["envmap_pars_fragment"],
- THREE.ShaderChunk["fog_pars_fragment"],
- THREE.ShaderChunk["shadowmap_pars_fragment"],
- THREE.ShaderChunk["specularmap_pars_fragment"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
+ "void main() {",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
- THREE.ShaderChunk["logdepthbuf_fragment"],
- THREE.ShaderChunk["map_fragment"],
- THREE.ShaderChunk["color_fragment"],
- THREE.ShaderChunk["alphamap_fragment"],
- THREE.ShaderChunk["alphatest_fragment"],
- THREE.ShaderChunk["specularmap_fragment"],
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
- " #ifdef DOUBLE_SIDED",
+ " #ifdef DOUBLE_SIDED",
- //"float isFront = float( gl_FrontFacing );",
- //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+ " if ( gl_FrontFacing )",
+ " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
+ " else",
+ " outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
- " if ( gl_FrontFacing )",
- " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
- " else",
- " outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
+ " #else",
- " #else",
+ " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
- " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
+ " #endif",
- " #endif",
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk["envmap_fragment"],
- THREE.ShaderChunk["shadowmap_fragment"],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk["linear_to_gamma_fragment"],
+ THREE.ShaderChunk[ "fog_fragment" ],
- THREE.ShaderChunk["fog_fragment"],
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ 'phong': {
- 'phong': {
+ uniforms: THREE.UniformsUtils.merge( [
- 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" ],
+ THREE.UniformsLib[ "shadowmap" ],
- THREE.UniformsLib["common"],
- THREE.UniformsLib["aomap"],
- THREE.UniformsLib["lightmap"],
- THREE.UniformsLib["bump"],
- THREE.UniformsLib["normalmap"],
- THREE.UniformsLib["fog"],
- THREE.UniformsLib["lights"],
- THREE.UniformsLib["shadowmap"],
+ {
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+ "shininess": { type: "f", value: 30 }
+ }
- {
- "emissive": {type: "c", value: new THREE.Color(0x000000)},
- "specular": {type: "c", value: new THREE.Color(0x111111)},
- "shininess": {type: "f", value: 30}
- }
+ ] ),
- ]),
+ vertexShader: [
- vertexShader: [
+ "#define PHONG",
- "#define PHONG",
+ "varying vec3 vViewPosition;",
- "varying vec3 vViewPosition;",
+ "#ifndef FLAT_SHADED",
- "#ifndef FLAT_SHADED",
+ " varying vec3 vNormal;",
- " varying vec3 vNormal;",
+ "#endif",
- "#endif",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
+ THREE.ShaderChunk[ "uv2_pars_vertex" ],
+ THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["uv_pars_vertex"],
- THREE.ShaderChunk["uv2_pars_vertex"],
- THREE.ShaderChunk["envmap_pars_vertex"],
- THREE.ShaderChunk["lights_phong_pars_vertex"],
- THREE.ShaderChunk["color_pars_vertex"],
- THREE.ShaderChunk["morphtarget_pars_vertex"],
- THREE.ShaderChunk["skinning_pars_vertex"],
- THREE.ShaderChunk["shadowmap_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ THREE.ShaderChunk[ "uv_vertex" ],
+ THREE.ShaderChunk[ "uv2_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk["uv_vertex"],
- THREE.ShaderChunk["uv2_vertex"],
- THREE.ShaderChunk["color_vertex"],
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
- THREE.ShaderChunk["morphnormal_vertex"],
- THREE.ShaderChunk["skinbase_vertex"],
- THREE.ShaderChunk["skinnormal_vertex"],
- THREE.ShaderChunk["defaultnormal_vertex"],
+ "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
- "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
+ " vNormal = normalize( transformedNormal );",
- " vNormal = normalize( transformedNormal );",
+ "#endif",
- "#endif",
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "displacementmap_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["morphtarget_vertex"],
- THREE.ShaderChunk["skinning_vertex"],
- THREE.ShaderChunk["default_vertex"],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ " vViewPosition = - mvPosition.xyz;",
- " vViewPosition = -mvPosition.xyz;",
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
- THREE.ShaderChunk["worldpos_vertex"],
- THREE.ShaderChunk["envmap_vertex"],
- THREE.ShaderChunk["lights_phong_vertex"],
- THREE.ShaderChunk["shadowmap_vertex"],
+ "}"
- "}"
+ ].join( "\n" ),
- ].join("\n"),
+ fragmentShader: [
- fragmentShader: [
+ "#define PHONG",
- "#define PHONG",
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+ "uniform float opacity;",
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform vec3 specular;",
- "uniform float shininess;",
- "uniform float opacity;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
+ THREE.ShaderChunk[ "uv2_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "aomap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["color_pars_fragment"],
- THREE.ShaderChunk["uv_pars_fragment"],
- THREE.ShaderChunk["uv2_pars_fragment"],
- THREE.ShaderChunk["map_pars_fragment"],
- THREE.ShaderChunk["alphamap_pars_fragment"],
- THREE.ShaderChunk["aomap_pars_fragment"],
- THREE.ShaderChunk["lightmap_pars_fragment"],
- THREE.ShaderChunk["envmap_pars_fragment"],
- THREE.ShaderChunk["fog_pars_fragment"],
- THREE.ShaderChunk["lights_phong_pars_fragment"],
- THREE.ShaderChunk["shadowmap_pars_fragment"],
- THREE.ShaderChunk["bumpmap_pars_fragment"],
- THREE.ShaderChunk["normalmap_pars_fragment"],
- THREE.ShaderChunk["specularmap_pars_fragment"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ "void main() {",
- "void main() {",
+ " vec3 outgoingLight = vec3( 0.0 );",
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
+ " vec3 totalAmbientLight = ambientLightColor;",
+ " vec3 totalEmissiveLight = emissive;",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
- " vec3 totalAmbientLight = ambientLightColor;",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "normal_phong_fragment" ],
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "hemilight_fragment" ],
+ THREE.ShaderChunk[ "aomap_fragment" ],
+ THREE.ShaderChunk[ "emissivemap_fragment" ],
- THREE.ShaderChunk["logdepthbuf_fragment"],
- THREE.ShaderChunk["map_fragment"],
- THREE.ShaderChunk["color_fragment"],
- THREE.ShaderChunk["alphamap_fragment"],
- THREE.ShaderChunk["alphatest_fragment"],
- THREE.ShaderChunk["specularmap_fragment"],
- THREE.ShaderChunk["lightmap_fragment"],
- THREE.ShaderChunk["aomap_fragment"],
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
- THREE.ShaderChunk["lights_phong_fragment"],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk["envmap_fragment"],
- THREE.ShaderChunk["shadowmap_fragment"],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk["linear_to_gamma_fragment"],
+ THREE.ShaderChunk[ "fog_fragment" ],
- THREE.ShaderChunk["fog_fragment"],
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ 'points': {
- 'particle_basic': {
+ uniforms: THREE.UniformsUtils.merge( [
- uniforms: THREE.UniformsUtils.merge([
+ THREE.UniformsLib[ "points" ],
+ THREE.UniformsLib[ "shadowmap" ]
- THREE.UniformsLib["particle"],
- THREE.UniformsLib["shadowmap"]
+ ] ),
- ]),
+ vertexShader: [
- vertexShader: [
+ "uniform float size;",
+ "uniform float scale;",
- "uniform float size;",
- "uniform float scale;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["color_pars_vertex"],
- THREE.ShaderChunk["shadowmap_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk["color_vertex"],
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ " #ifdef USE_SIZEATTENUATION",
+ " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+ " #else",
+ " gl_PointSize = size;",
+ " #endif",
- " #ifdef USE_SIZEATTENUATION",
- " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
- " #else",
- " gl_PointSize = size;",
- " #endif",
+ " gl_Position = projectionMatrix * mvPosition;",
- " gl_Position = projectionMatrix * mvPosition;",
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
- THREE.ShaderChunk["logdepthbuf_vertex"],
- THREE.ShaderChunk["worldpos_vertex"],
- THREE.ShaderChunk["shadowmap_vertex"],
+ "}"
- "}"
+ ].join( "\n" ),
- ].join("\n"),
+ fragmentShader: [
- fragmentShader: [
+ "uniform vec3 psColor;",
+ "uniform float opacity;",
- "uniform vec3 psColor;",
- "uniform float opacity;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["color_pars_fragment"],
- THREE.ShaderChunk["map_particle_pars_fragment"],
- THREE.ShaderChunk["fog_pars_fragment"],
- THREE.ShaderChunk["shadowmap_pars_fragment"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ "void main() {",
- "void main() {",
+ " vec3 outgoingLight = vec3( 0.0 );",
+ " vec4 diffuseColor = vec4( psColor, opacity );",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( psColor, opacity );",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_particle_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk["logdepthbuf_fragment"],
- THREE.ShaderChunk["map_particle_fragment"],
- THREE.ShaderChunk["color_fragment"],
- THREE.ShaderChunk["alphatest_fragment"],
+ " outgoingLight = diffuseColor.rgb;", // simple shader
- " outgoingLight = diffuseColor.rgb;", // simple shader
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
- THREE.ShaderChunk["shadowmap_fragment"],
- THREE.ShaderChunk["fog_fragment"],
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ 'dashed': {
- 'dashed': {
+ uniforms: THREE.UniformsUtils.merge( [
- uniforms: THREE.UniformsUtils.merge([
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib["common"],
- THREE.UniformsLib["fog"],
+ {
+ "scale" : { type: "f", value: 1 },
+ "dashSize" : { type: "f", value: 1 },
+ "totalSize": { type: "f", value: 2 }
+ }
- {
- "scale": {type: "f", value: 1},
- "dashSize": {type: "f", value: 1},
- "totalSize": {type: "f", value: 2}
- }
+ ] ),
- ]),
+ vertexShader: [
- vertexShader: [
+ "uniform float scale;",
+ "attribute float lineDistance;",
- "uniform float scale;",
- "attribute float lineDistance;",
+ "varying float vLineDistance;",
- "varying float vLineDistance;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["color_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk["color_vertex"],
+ " vLineDistance = scale * lineDistance;",
- " vLineDistance = scale * lineDistance;",
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ " gl_Position = projectionMatrix * mvPosition;",
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- " gl_Position = projectionMatrix * mvPosition;",
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ "}"
- "}"
+ ].join( "\n" ),
- ].join("\n"),
+ fragmentShader: [
- fragmentShader: [
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
- "uniform vec3 diffuse;",
- "uniform float opacity;",
+ "uniform float dashSize;",
+ "uniform float totalSize;",
- "uniform float dashSize;",
- "uniform float totalSize;",
+ "varying float vLineDistance;",
- "varying float vLineDistance;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["color_pars_fragment"],
- THREE.ShaderChunk["fog_pars_fragment"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ "void main() {",
- "void main() {",
+ " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
- " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+ " discard;",
- " discard;",
+ " }",
- " }",
+ " vec3 outgoingLight = vec3( 0.0 );",
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk["logdepthbuf_fragment"],
- THREE.ShaderChunk["color_fragment"],
+ " outgoingLight = diffuseColor.rgb;", // simple shader
- " outgoingLight = diffuseColor.rgb;", // simple shader
+ THREE.ShaderChunk[ "fog_fragment" ],
- THREE.ShaderChunk["fog_fragment"],
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ 'depth': {
- 'depth': {
+ uniforms: {
- uniforms: {
+ "mNear": { type: "f", value: 1.0 },
+ "mFar" : { type: "f", value: 2000.0 },
+ "opacity" : { type: "f", value: 1.0 }
- "mNear": {type: "f", value: 1.0},
- "mFar": {type: "f", value: 2000.0},
- "opacity": {type: "f", value: 1.0}
+ },
- },
+ vertexShader: [
- vertexShader: [
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["morphtarget_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["morphtarget_vertex"],
- THREE.ShaderChunk["default_vertex"],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ "}"
- "}"
+ ].join( "\n" ),
- ].join("\n"),
+ fragmentShader: [
- fragmentShader: [
+ "uniform float mNear;",
+ "uniform float mFar;",
+ "uniform float opacity;",
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ "void main() {",
- "void main() {",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk["logdepthbuf_fragment"],
+ " #ifdef USE_LOGDEPTHBUF_EXT",
- " #ifdef USE_LOGDEPTHBUF_EXT",
+ " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
- " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
+ " #else",
- " #else",
+ " float depth = gl_FragCoord.z / gl_FragCoord.w;",
- " float depth = gl_FragCoord.z / gl_FragCoord.w;",
+ " #endif",
- " #endif",
+ " float color = 1.0 - smoothstep( mNear, mFar, depth );",
+ " gl_FragColor = vec4( vec3( color ), opacity );",
- " float color = 1.0 - smoothstep( mNear, mFar, depth );",
- " gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ 'normal': {
- 'normal': {
+ uniforms: {
- uniforms: {
+ "opacity" : { type: "f", value: 1.0 }
- "opacity": {type: "f", value: 1.0}
+ },
- },
+ vertexShader: [
- vertexShader: [
+ "varying vec3 vNormal;",
- "varying vec3 vNormal;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["morphtarget_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ " vNormal = normalize( normalMatrix * normal );",
- " vNormal = normalize( normalMatrix * normal );",
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["morphtarget_vertex"],
- THREE.ShaderChunk["default_vertex"],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ "}"
- "}"
+ ].join( "\n" ),
- ].join("\n"),
+ fragmentShader: [
- fragmentShader: [
+ "uniform float opacity;",
+ "varying vec3 vNormal;",
- "uniform float opacity;",
- "varying vec3 vNormal;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ "void main() {",
- "void main() {",
+ " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
- " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk["logdepthbuf_fragment"],
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
+ 'cube': {
- 'cube': {
+ uniforms: { "tCube": { type: "t", value: null },
+ "tFlip": { type: "f", value: - 1 } },
- uniforms: {
- "tCube": {type: "t", value: null},
- "tFlip": {type: "f", value: -1}
- },
+ vertexShader: [
- vertexShader: [
+ "varying vec3 vWorldPosition;",
- "varying vec3 vWorldPosition;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ " vWorldPosition = transformDirection( position, modelMatrix );",
- " vWorldPosition = transformDirection( position, modelMatrix );",
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ "}"
- "}"
+ ].join( "\n" ),
- ].join("\n"),
+ fragmentShader: [
- fragmentShader: [
+ "uniform samplerCube tCube;",
+ "uniform float tFlip;",
- "uniform samplerCube tCube;",
- "uniform float tFlip;",
+ "varying vec3 vWorldPosition;",
- "varying vec3 vWorldPosition;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ "void main() {",
- "void main() {",
+ " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk["logdepthbuf_fragment"],
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
+ 'equirect': {
- 'equirect': {
+ uniforms: { "tEquirect": { type: "t", value: null },
+ "tFlip": { type: "f", value: - 1 } },
- uniforms: {
- "tEquirect": {type: "t", value: null},
- "tFlip": {type: "f", value: -1}
- },
+ vertexShader: [
- vertexShader: [
+ "varying vec3 vWorldPosition;",
- "varying vec3 vWorldPosition;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ " vWorldPosition = transformDirection( position, modelMatrix );",
- " vWorldPosition = transformDirection( position, modelMatrix );",
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ "}"
- "}"
+ ].join( "\n" ),
- ].join("\n"),
+ fragmentShader: [
- fragmentShader: [
+ "uniform sampler2D tEquirect;",
+ "uniform float tFlip;",
- "uniform sampler2D tEquirect;",
- "uniform float tFlip;",
+ "varying vec3 vWorldPosition;",
- "varying vec3 vWorldPosition;",
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ "void main() {",
- "void main() {",
+ // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+ "vec3 direction = normalize( vWorldPosition );",
+ "vec2 sampleUV;",
+ "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
+ "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
+ "gl_FragColor = texture2D( tEquirect, sampleUV );",
- // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- "vec3 direction = normalize( vWorldPosition );",
- "vec2 sampleUV;",
- "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
- "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
- "gl_FragColor = texture2D( tEquirect, sampleUV );",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk["logdepthbuf_fragment"],
+ "}"
- "}"
+ ].join( "\n" )
- ].join("\n")
+ },
- },
+ /* Depth encoding into RGBA texture
+ *
+ * based on SpiderGL shadow map example
+ * http://spidergl.org/example.php?id=6
+ *
+ * originally from
+ * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+ *
+ * see also
+ * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+ */
- /* Depth encoding into RGBA texture
- *
- * based on SpiderGL shadow map example
- * http://spidergl.org/example.php?id=6
- *
- * originally from
- * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
- *
- * see also
- * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
- */
+ 'depthRGBA': {
- 'depthRGBA': {
+ uniforms: {},
- uniforms: {},
+ vertexShader: [
- vertexShader: [
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["morphtarget_pars_vertex"],
- THREE.ShaderChunk["skinning_pars_vertex"],
- THREE.ShaderChunk["logdepthbuf_pars_vertex"],
+ "void main() {",
- "void main() {",
+ THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk["skinbase_vertex"],
- THREE.ShaderChunk["morphtarget_vertex"],
- THREE.ShaderChunk["skinning_vertex"],
- THREE.ShaderChunk["default_vertex"],
- THREE.ShaderChunk["logdepthbuf_vertex"],
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- "}"
+ "}"
- ].join("\n"),
+ ].join( "\n" ),
- fragmentShader: [
+ fragmentShader: [
- THREE.ShaderChunk["common"],
- THREE.ShaderChunk["logdepthbuf_pars_fragment"],
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "vec4 pack_depth( const in float depth ) {",
+ "vec4 pack_depth( const in float depth ) {",
- " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
- " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
- " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
- " res -= res.xxyz * bit_mask;",
- " return res;",
+ " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
+ " res -= res.xxyz * bit_mask;",
+ " return res;",
- "}",
+ "}",
- "void main() {",
+ "void main() {",
- THREE.ShaderChunk["logdepthbuf_fragment"],
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- " #ifdef USE_LOGDEPTHBUF_EXT",
+ " #ifdef USE_LOGDEPTHBUF_EXT",
- " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
+ " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
- " #else",
+ " #else",
- " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+ " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
- " #endif",
+ " #endif",
- //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
- //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
- //"gl_FragData[ 0 ] = pack_depth( z );",
- //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( z );",
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
- "}"
+ "}"
- ].join("\n")
+ ].join( "\n" )
- }
+ },
+
+
+ 'distanceRGBA': {
+
+ uniforms: {
+
+ "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }
+
+ },
+
+ vertexShader: [
+
+ "varying vec4 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "begin_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "project_vertex" ],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+
+ "vWorldPosition = worldPosition;",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform vec3 lightPos;",
+ "varying vec4 vWorldPosition;",
+
+ THREE.ShaderChunk[ "common" ],
+
+ "vec4 pack1K ( float depth ) {",
+
+ " depth /= 1000.0;",
+ " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ " vec4 res = fract( depth * bitSh );",
+ " res -= res.xxyz * bitMsk;",
+ " return res; ",
+
+ "}",
+
+ "float unpack1K ( vec4 color ) {",
+
+ " const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+ " return dot( color, bitSh ) * 1000.0;",
+
+ "}",
+
+ "void main () {",
+
+ " gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );",
+
+ "}"
+
+ ].join( "\n" )
+
+ }
};
+
// File:src/renderers/WebGLRenderer.js
/**
@@ -19114,6120 +21523,6099 @@ THREE.ShaderLib = {
* @author szimek / https://github.com/szimek/
*/
-THREE.WebGLRenderer = function (parameters) {
+THREE.WebGLRenderer = function ( parameters ) {
- console.log('THREE.WebGLRenderer', THREE.REVISION);
+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
- parameters = parameters || {};
+ parameters = parameters || {};
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement('canvas'),
- _context = parameters.context !== undefined ? parameters.context : null,
+ var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+ _context = parameters.context !== undefined ? parameters.context : null,
- _width = _canvas.width,
- _height = _canvas.height,
+ _width = _canvas.width,
+ _height = _canvas.height,
- pixelRatio = 1,
+ pixelRatio = 1,
- _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
+ _depth = parameters.depth !== undefined ? parameters.depth : true,
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearAlpha = 0;
- _clearColor = new THREE.Color(0x000000),
- _clearAlpha = 0;
+ var lights = [];
- var lights = [];
+ var opaqueObjects = [];
+ var opaqueObjectsLastIndex = -1;
+ var transparentObjects = [];
+ var transparentObjectsLastIndex = -1;
- var opaqueObjects = [];
- var transparentObjects = [];
+ var morphInfluences = new Float32Array( 8 );
- var sprites = [];
- var lensFlares = [];
- // public properties
+ var sprites = [];
+ var lensFlares = [];
- this.domElement = _canvas;
- this.context = null;
+ // public properties
- // clearing
+ this.domElement = _canvas;
+ this.context = null;
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
+ // clearing
- // scene graph
+ this.autoClear = true;
+ this.autoClearColor = true;
+ this.autoClearDepth = true;
+ this.autoClearStencil = true;
- this.sortObjects = true;
+ // scene graph
- // physically based shading
+ this.sortObjects = true;
- this.gammaFactor = 2.0; // for backwards compatibility
- this.gammaInput = false;
- this.gammaOutput = false;
+ // physically based shading
- // morphs
+ this.gammaFactor = 2.0; // for backwards compatibility
+ this.gammaInput = false;
+ this.gammaOutput = false;
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
+ // morphs
- // flags
+ this.maxMorphTargets = 8;
+ this.maxMorphNormals = 4;
- this.autoScaleCubemaps = true;
+ // flags
- // info
+ this.autoScaleCubemaps = true;
- this.info = {
+ // internal properties
- memory: {
+ var _this = this,
- programs: 0,
- geometries: 0,
- textures: 0
+ // internal state cache
- },
+ _currentProgram = null,
+ _currentFramebuffer = null,
+ _currentMaterialId = - 1,
+ _currentGeometryProgram = '',
+ _currentCamera = null,
- render: {
+ _usedTextureUnits = 0,
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
+ _viewportX = 0,
+ _viewportY = 0,
+ _viewportWidth = _canvas.width,
+ _viewportHeight = _canvas.height,
+ _currentWidth = 0,
+ _currentHeight = 0,
- }
+ // frustum
- };
+ _frustum = new THREE.Frustum(),
- // internal properties
+ // camera matrices cache
- var _this = this,
+ _projScreenMatrix = new THREE.Matrix4(),
- _programs = [],
+ _vector3 = new THREE.Vector3(),
- // internal state cache
+ // light arrays cache
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentMaterialId = -1,
- _currentGeometryProgram = '',
- _currentCamera = null,
+ _direction = new THREE.Vector3(),
- _usedTextureUnits = 0,
+ _lightsNeedUpdate = true,
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = _canvas.width,
- _viewportHeight = _canvas.height,
- _currentWidth = 0,
- _currentHeight = 0,
+ _lights = {
- // frustum
+ ambient: [ 0, 0, 0 ],
+ directional: { length: 0, colors: [], positions: [] },
+ point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
+ spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
+ hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
- _frustum = new THREE.Frustum(),
+ },
- // camera matrices cache
+ // info
- _projScreenMatrix = new THREE.Matrix4(),
+ _infoMemory = {
- _vector3 = new THREE.Vector3(),
+ geometries: 0,
+ textures: 0
- // light arrays cache
+ },
- _direction = new THREE.Vector3(),
+ _infoRender = {
- _lightsNeedUpdate = true,
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
- _lights = {
+ };
- ambient: [0, 0, 0],
- directional: {length: 0, colors: [], positions: []},
- point: {length: 0, colors: [], positions: [], distances: [], decays: []},
- spot: {
- length: 0,
- colors: [],
- positions: [],
- distances: [],
- directions: [],
- anglesCos: [],
- exponents: [],
- decays: []
- },
- hemi: {length: 0, skyColors: [], groundColors: [], positions: []}
+ this.info = {
- };
+ render: _infoRender,
+ memory: _infoMemory,
+ programs: null
- // initialize
+ };
- var _gl;
- try {
+ // initialize
- var attributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
- };
+ var _gl;
- _gl = _context || _canvas.getContext('webgl', attributes) || _canvas.getContext('experimental-webgl', attributes);
+ try {
- if (_gl === null) {
+ var attributes = {
+ alpha: _alpha,
+ depth: _depth,
+ stencil: _stencil,
+ antialias: _antialias,
+ premultipliedAlpha: _premultipliedAlpha,
+ preserveDrawingBuffer: _preserveDrawingBuffer
+ };
- if (_canvas.getContext('webgl') !== null) {
+ _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
- throw 'Error creating WebGL context with your selected attributes.';
+ if ( _gl === null ) {
- } else {
+ if ( _canvas.getContext( 'webgl' ) !== null ) {
- throw 'Error creating WebGL context.';
+ throw 'Error creating WebGL context with your selected attributes.';
- }
+ } else {
- }
+ throw 'Error creating WebGL context.';
- _canvas.addEventListener('webglcontextlost', function (event) {
+ }
- event.preventDefault();
+ }
- resetGLState();
- setDefaultGLState();
+ _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
- objects.objects = {};
+ } catch ( error ) {
- }, false);
+ console.error( 'THREE.WebGLRenderer: ' + error );
- } catch (error) {
+ }
- THREE.error('THREE.WebGLRenderer: ' + error);
+ var extensions = new THREE.WebGLExtensions( _gl );
- }
+ extensions.get( 'OES_texture_float' );
+ extensions.get( 'OES_texture_float_linear' );
+ extensions.get( 'WEBGL_depth_texture' );
+ extensions.get( 'OES_texture_half_float' );
+ extensions.get( 'OES_texture_half_float_linear' );
+ extensions.get( 'OES_standard_derivatives' );
+ extensions.get( 'ANGLE_instanced_arrays' );
- var state = new THREE.WebGLState(_gl, paramThreeToGL);
+ if ( extensions.get( 'OES_element_index_uint' ) ) {
- if (_gl.getShaderPrecisionFormat === undefined) {
+ THREE.BufferGeometry.MaxIndex = 4294967296;
- _gl.getShaderPrecisionFormat = function () {
+ }
- return {
- 'rangeMin': 1,
- 'rangeMax': 1,
- 'precision': 1
- };
+ var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters );
- }
+ var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL );
+ var properties = new THREE.WebGLProperties();
+ var objects = new THREE.WebGLObjects( _gl, properties, this.info );
+ var programCache = new THREE.WebGLPrograms( this, capabilities );
- }
+ this.info.programs = programCache.programs;
- var extensions = new THREE.WebGLExtensions(_gl);
- var objects = new THREE.WebGLObjects(_gl, this.info);
+ var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender );
+ var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
- 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('WEBGL_depth_texture');
- extensions.get('ANGLE_instanced_arrays');
+ //
- if (extensions.get('OES_element_index_uint')) {
+ function glClearColor( r, g, b, a ) {
- THREE.BufferGeometry.MaxIndex = 4294967296;
+ if ( _premultipliedAlpha === true ) {
- }
+ r *= a; g *= a; b *= a;
- if (_logarithmicDepthBuffer) {
+ }
- extensions.get('EXT_frag_depth');
+ _gl.clearColor( r, g, b, a );
- }
+ }
- //
+ function setDefaultGLState() {
- var glClearColor = function (r, g, b, a) {
+ state.init();
- if (_premultipliedAlpha === true) {
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
- r *= a;
- g *= a;
- b *= a;
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- }
+ }
- _gl.clearColor(r, g, b, a);
+ function resetGLState() {
- };
+ _currentProgram = null;
+ _currentCamera = null;
- var setDefaultGLState = function () {
+ _currentGeometryProgram = '';
+ _currentMaterialId = - 1;
- _gl.clearColor(0, 0, 0, 1);
- _gl.clearDepth(1);
- _gl.clearStencil(0);
+ _lightsNeedUpdate = true;
- _gl.enable(_gl.DEPTH_TEST);
- _gl.depthFunc(_gl.LEQUAL);
+ state.reset();
- _gl.frontFace(_gl.CCW);
- _gl.cullFace(_gl.BACK);
- _gl.enable(_gl.CULL_FACE);
+ }
- _gl.enable(_gl.BLEND);
- _gl.blendEquation(_gl.FUNC_ADD);
- _gl.blendFunc(_gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA);
+ setDefaultGLState();
- _gl.viewport(_viewportX, _viewportY, _viewportWidth, _viewportHeight);
+ this.context = _gl;
+ this.capabilities = capabilities;
+ this.extensions = extensions;
+ this.state = state;
- glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha);
+ // shadow map
- };
+ var shadowMap = new THREE.WebGLShadowMap( this, lights, objects );
- var resetGLState = function () {
+ this.shadowMap = shadowMap;
- _currentProgram = null;
- _currentCamera = null;
- _currentGeometryProgram = '';
- _currentMaterialId = -1;
+ // Plugins
- _lightsNeedUpdate = true;
+ var spritePlugin = new THREE.SpritePlugin( this, sprites );
+ var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
- state.reset();
+ // API
- };
+ this.getContext = function () {
- setDefaultGLState();
+ return _gl;
- this.context = _gl;
- this.extensions = extensions;
- this.state = state;
+ };
- // shadow map
+ this.getContextAttributes = function () {
- var shadowMap = new THREE.WebGLShadowMap(this, lights, objects);
+ return _gl.getContextAttributes();
- this.shadowMap = shadowMap;
+ };
- // GPU capabilities
+ this.forceContextLoss = function () {
- var _maxTextures = _gl.getParameter(_gl.MAX_TEXTURE_IMAGE_UNITS);
- var _maxVertexTextures = _gl.getParameter(_gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
- var _maxTextureSize = _gl.getParameter(_gl.MAX_TEXTURE_SIZE);
- var _maxCubemapSize = _gl.getParameter(_gl.MAX_CUBE_MAP_TEXTURE_SIZE);
+ extensions.get( 'WEBGL_lose_context' ).loseContext();
- var _supportsVertexTextures = _maxVertexTextures > 0;
- var _supportsBoneTextures = _supportsVertexTextures && extensions.get('OES_texture_float');
- var _supportsInstancedArrays = extensions.get('ANGLE_instanced_arrays');
+ };
- //
+ this.getMaxAnisotropy = ( function () {
- var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat(_gl.VERTEX_SHADER, _gl.HIGH_FLOAT);
- var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat(_gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT);
+ var value;
- var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat(_gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT);
- var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat(_gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT);
+ return function getMaxAnisotropy() {
- var getCompressedTextureFormats = (function () {
+ if ( value !== undefined ) return value;
- var array;
+ var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- return function () {
+ if ( extension !== null ) {
- if (array !== undefined) {
+ value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
- return array;
+ } else {
- }
+ value = 0;
- array = [];
+ }
- if (extensions.get('WEBGL_compressed_texture_pvrtc') || extensions.get('WEBGL_compressed_texture_s3tc')) {
+ return value;
- var formats = _gl.getParameter(_gl.COMPRESSED_TEXTURE_FORMATS);
+ }
- for (var i = 0; i < formats.length; i++) {
+ } )();
- array.push(formats[i]);
+ this.getPrecision = function () {
- }
+ return capabilities.precision;
- }
+ };
- return array;
+ this.getPixelRatio = function () {
- };
+ return pixelRatio;
- })();
+ };
- // clamp precision to maximum available
+ this.setPixelRatio = function ( value ) {
- var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
- var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+ if ( value !== undefined ) pixelRatio = value;
- if (_precision === 'highp' && !highpAvailable) {
+ };
- if (mediumpAvailable) {
+ this.getSize = function () {
- _precision = 'mediump';
- THREE.warn('THREE.WebGLRenderer: highp not supported, using mediump.');
+ return {
+ width: _width,
+ height: _height
+ };
- } else {
+ };
- _precision = 'lowp';
- THREE.warn('THREE.WebGLRenderer: highp and mediump not supported, using lowp.');
+ this.setSize = function ( width, height, updateStyle ) {
- }
+ _width = width;
+ _height = height;
- }
+ _canvas.width = width * pixelRatio;
+ _canvas.height = height * pixelRatio;
- if (_precision === 'mediump' && !mediumpAvailable) {
+ if ( updateStyle !== false ) {
- _precision = 'lowp';
- THREE.warn('THREE.WebGLRenderer: mediump not supported, using lowp.');
+ _canvas.style.width = width + 'px';
+ _canvas.style.height = height + 'px';
- }
+ }
- // Plugins
+ this.setViewport( 0, 0, width, height );
- var spritePlugin = new THREE.SpritePlugin(this, sprites);
- var lensFlarePlugin = new THREE.LensFlarePlugin(this, lensFlares);
+ };
- // API
+ this.setViewport = function ( x, y, width, height ) {
- this.getContext = function () {
+ _viewportX = x * pixelRatio;
+ _viewportY = y * pixelRatio;
- return _gl;
+ _viewportWidth = width * pixelRatio;
+ _viewportHeight = height * pixelRatio;
- };
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
- this.forceContextLoss = function () {
+ };
- extensions.get('WEBGL_lose_context').loseContext();
+ this.getViewport = function ( dimensions ) {
- };
+ dimensions.x = _viewportX;
+ dimensions.y = _viewportY;
- this.supportsVertexTextures = function () {
+ dimensions.z = _viewportWidth;
+ dimensions.w = _viewportHeight;
- return _supportsVertexTextures;
+ };
- };
+ this.setScissor = function ( x, y, width, height ) {
- this.supportsInstancedArrays = function () {
+ _gl.scissor(
+ x * pixelRatio,
+ y * pixelRatio,
+ width * pixelRatio,
+ height * pixelRatio
+ );
- return _supportsInstancedArrays;
+ };
- };
+ this.enableScissorTest = function ( boolean ) {
- this.supportsFloatTextures = function () {
+ state.setScissorTest( boolean );
- return extensions.get('OES_texture_float');
+ };
- };
+ // Clearing
- this.supportsHalfFloatTextures = function () {
+ this.getClearColor = function () {
- return extensions.get('OES_texture_half_float');
+ return _clearColor;
- };
+ };
- this.supportsDepthTextures = function () {
+ this.setClearColor = function ( color, alpha ) {
- return extensions.get('WEBGL_depth_texture');
+ _clearColor.set( color );
- };
+ _clearAlpha = alpha !== undefined ? alpha : 1;
- this.supportsStandardDerivatives = function () {
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- return extensions.get('OES_standard_derivatives');
+ };
- };
+ this.getClearAlpha = function () {
- this.supportsCompressedTextureS3TC = function () {
+ return _clearAlpha;
- return extensions.get('WEBGL_compressed_texture_s3tc');
+ };
- };
+ this.setClearAlpha = function ( alpha ) {
- this.supportsCompressedTexturePVRTC = function () {
+ _clearAlpha = alpha;
- return extensions.get('WEBGL_compressed_texture_pvrtc');
+ glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
+ };
- this.supportsBlendMinMax = function () {
+ this.clear = function ( color, depth, stencil ) {
- return extensions.get('EXT_blend_minmax');
+ 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;
- this.getMaxAnisotropy = (function () {
+ _gl.clear( bits );
- var value;
+ };
- return function () {
+ this.clearColor = function () {
- if (value !== undefined) {
+ _gl.clear( _gl.COLOR_BUFFER_BIT );
- return value;
+ };
- }
+ this.clearDepth = function () {
- var extension = extensions.get('EXT_texture_filter_anisotropic');
+ _gl.clear( _gl.DEPTH_BUFFER_BIT );
- value = extension !== null ? _gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
+ };
- return value;
+ this.clearStencil = function () {
- }
+ _gl.clear( _gl.STENCIL_BUFFER_BIT );
- })();
+ };
- this.getPrecision = function () {
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
- return _precision;
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
- };
+ };
- this.getPixelRatio = function () {
+ // Reset
- return pixelRatio;
+ this.resetGLState = resetGLState;
- };
+ this.dispose = function() {
- this.setPixelRatio = function (value) {
+ _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
- pixelRatio = value;
+ };
- };
+ // Events
- this.getSize = function () {
+ function onContextLost( event ) {
- return {
- width: _width,
- height: _height
- };
+ event.preventDefault();
- };
+ resetGLState();
+ setDefaultGLState();
- this.setSize = function (width, height, updateStyle) {
+ properties.clear();
- _width = width;
- _height = height;
+ };
- _canvas.width = width * pixelRatio;
- _canvas.height = height * pixelRatio;
+ function onTextureDispose( event ) {
- if (updateStyle !== false) {
+ var texture = event.target;
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
+ texture.removeEventListener( 'dispose', onTextureDispose );
- }
+ deallocateTexture( texture );
- this.setViewport(0, 0, width, height);
+ _infoMemory.textures --;
- };
- this.setViewport = function (x, y, width, height) {
+ }
- _viewportX = x * pixelRatio;
- _viewportY = y * pixelRatio;
+ function onRenderTargetDispose( event ) {
- _viewportWidth = width * pixelRatio;
- _viewportHeight = height * pixelRatio;
+ var renderTarget = event.target;
- _gl.viewport(_viewportX, _viewportY, _viewportWidth, _viewportHeight);
+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
- };
+ deallocateRenderTarget( renderTarget );
- this.setScissor = function (x, y, width, height) {
+ _infoMemory.textures --;
- _gl.scissor(
- x * pixelRatio,
- y * pixelRatio,
- width * pixelRatio,
- height * pixelRatio
- );
+ }
- };
+ function onMaterialDispose( event ) {
- this.enableScissorTest = function (enable) {
+ var material = event.target;
- enable ? _gl.enable(_gl.SCISSOR_TEST) : _gl.disable(_gl.SCISSOR_TEST);
+ material.removeEventListener( 'dispose', onMaterialDispose );
- };
+ deallocateMaterial( material );
- // Clearing
+ }
- this.getClearColor = function () {
+ // Buffer deallocation
- return _clearColor;
+ function deallocateTexture( texture ) {
- };
+ var textureProperties = properties.get( texture );
- this.setClearColor = function (color, alpha) {
+ if ( texture.image && textureProperties.__image__webglTextureCube ) {
- _clearColor.set(color);
+ // cube texture
- _clearAlpha = alpha !== undefined ? alpha : 1;
+ _gl.deleteTexture( textureProperties.__image__webglTextureCube );
- glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha);
+ } else {
- };
+ // 2D texture
- this.getClearAlpha = function () {
+ if ( textureProperties.__webglInit === undefined ) return;
- return _clearAlpha;
+ _gl.deleteTexture( textureProperties.__webglTexture );
- };
+ }
- this.setClearAlpha = function (alpha) {
+ // remove all webgl properties
+ properties.delete( texture );
- _clearAlpha = alpha;
+ }
- glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha);
+ function deallocateRenderTarget( renderTarget ) {
- };
+ var renderTargetProperties = properties.get( renderTarget );
+ var textureProperties = properties.get( renderTarget.texture );
- this.clear = function (color, depth, stencil) {
+ if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return;
- var bits = 0;
+ _gl.deleteTexture( textureProperties.__webglTexture );
- 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;
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
- _gl.clear(bits);
+ for ( var i = 0; i < 6; i ++ ) {
- };
+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
+ if ( renderTargetProperties.__webglRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer[ i ] );
- this.clearColor = function () {
+ }
- _gl.clear(_gl.COLOR_BUFFER_BIT);
+ } else {
- };
+ _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
+ if ( renderTargetProperties.__webglRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglRenderbuffer );
- this.clearDepth = function () {
+ }
- _gl.clear(_gl.DEPTH_BUFFER_BIT);
+ properties.delete( renderTarget.texture );
+ properties.delete( renderTarget );
- };
+ }
- this.clearStencil = function () {
+ function deallocateMaterial( material ) {
- _gl.clear(_gl.STENCIL_BUFFER_BIT);
+ releaseMaterialProgramReference( material );
- };
+ properties.delete( material );
- this.clearTarget = function (renderTarget, color, depth, stencil) {
+ }
- this.setRenderTarget(renderTarget);
- this.clear(color, depth, stencil);
- };
+ function releaseMaterialProgramReference( material ) {
- // Reset
+ var programInfo = properties.get( material ).program;
- this.resetGLState = resetGLState;
+ material.program = undefined;
- // Events
+ if ( programInfo !== undefined ) {
- var onTextureDispose = function (event) {
+ programCache.releaseProgram( programInfo );
+ }
- var texture = event.target;
+ }
- texture.removeEventListener('dispose', onTextureDispose);
+ // Buffer rendering
- deallocateTexture(texture);
+ this.renderBufferImmediate = function ( object, program, material ) {
- _this.info.memory.textures--;
+ 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 onRenderTargetDispose = function (event) {
+ var attributes = program.getAttributes();
- var renderTarget = event.target;
+ if ( object.hasPositions ) {
- renderTarget.removeEventListener('dispose', onRenderTargetDispose);
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- deallocateRenderTarget(renderTarget);
+ state.enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- _this.info.memory.textures--;
+ }
- };
+ if ( object.hasNormals ) {
- var onMaterialDispose = function (event) {
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
- var material = event.target;
+ if ( material.type !== 'MeshPhongMaterial' && material.shading === THREE.FlatShading ) {
- material.removeEventListener('dispose', onMaterialDispose);
+ for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
- deallocateMaterial(material);
+ 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;
- // Buffer deallocation
+ array[ i + 0 ] = nx;
+ array[ i + 1 ] = ny;
+ array[ i + 2 ] = nz;
- var deallocateTexture = function (texture) {
+ array[ i + 3 ] = nx;
+ array[ i + 4 ] = ny;
+ array[ i + 5 ] = nz;
- if (texture.image && texture.image.__webglTextureCube) {
+ array[ i + 6 ] = nx;
+ array[ i + 7 ] = ny;
+ array[ i + 8 ] = nz;
- // cube texture
+ }
- _gl.deleteTexture(texture.image.__webglTextureCube);
+ }
- delete texture.image.__webglTextureCube;
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- } else {
+ state.enableAttribute( attributes.normal );
- // 2D texture
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- if (texture.__webglInit === undefined) return;
+ }
- _gl.deleteTexture(texture.__webglTexture);
+ if ( object.hasUvs && material.map ) {
- delete texture.__webglTexture;
- delete texture.__webglInit;
+ _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 );
- var deallocateRenderTarget = function (renderTarget) {
+ }
- if (!renderTarget || renderTarget.texture.__webglTexture === undefined) return;
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
- _gl.deleteTexture(renderTarget.texture.__webglTexture);
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
- delete renderTarget.__webglTexture;
+ state.enableAttribute( attributes.color );
- if (renderTarget instanceof THREE.WebGLRenderTargetCube) {
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- for (var i = 0; i < 6; i++) {
+ }
- _gl.deleteFramebuffer(renderTarget.texture.__webglFramebuffer[i]);
- if (renderTarget.__webglRenderbuffer) _gl.deleteRenderbuffer(renderTarget.__webglRenderbuffer[i]);
+ state.disableUnusedAttributes();
- }
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- } else {
+ object.count = 0;
- _gl.deleteFramebuffer(renderTarget.texture.__webglFramebuffer);
- if (renderTarget.__webglRenderbuffer) _gl.deleteRenderbuffer(renderTarget.__webglRenderbuffer);
+ };
- }
+ this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
- delete renderTarget.__webglFramebuffer;
- delete renderTarget.__webglRenderbuffer;
+ setMaterial( material );
- };
+ var program = setProgram( camera, lights, fog, material, object );
- var deallocateMaterial = function (material) {
+ var updateBuffers = false;
+ var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
- var program = material.program.program;
+ if ( geometryProgram !== _currentGeometryProgram ) {
- if (program === undefined) return;
+ _currentGeometryProgram = geometryProgram;
+ updateBuffers = true;
- material.program = undefined;
+ }
- // only deallocate GL program if this was the last use of shared program
- // assumed there is only single copy of any program in the _programs list
- // (that's how it's constructed)
+ // morph targets
- var i, il, programInfo;
- var deleteProgram = false;
+ var morphTargetInfluences = object.morphTargetInfluences;
- for (i = 0, il = _programs.length; i < il; i++) {
+ if ( morphTargetInfluences !== undefined ) {
- programInfo = _programs[i];
+ var activeInfluences = [];
- if (programInfo.program === program) {
+ for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {
- programInfo.usedTimes--;
+ var influence = morphTargetInfluences[ i ];
+ activeInfluences.push( [ influence, i ] );
- if (programInfo.usedTimes === 0) {
+ }
- deleteProgram = true;
+ activeInfluences.sort( numericalSort );
- }
+ if ( activeInfluences.length > 8 ) {
- break;
+ activeInfluences.length = 8;
- }
+ }
- }
+ var morphAttributes = geometry.morphAttributes;
- if (deleteProgram === true) {
+ for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {
- // avoid using array.splice, this is costlier than creating new array from scratch
+ var influence = activeInfluences[ i ];
+ morphInfluences[ i ] = influence[ 0 ];
- var newPrograms = [];
+ if ( influence[ 0 ] !== 0 ) {
- for (i = 0, il = _programs.length; i < il; i++) {
+ var index = influence[ 1 ];
- programInfo = _programs[i];
+ 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 ] );
- if (programInfo.program !== program) {
+ } else {
- newPrograms.push(programInfo);
+ if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
+ if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );
- }
+ }
- }
+ }
- _programs = newPrograms;
+ var uniforms = program.getUniforms();
- _gl.deleteProgram(program);
+ if ( uniforms.morphTargetInfluences !== null ) {
- _this.info.memory.programs--;
+ _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences );
- }
+ }
- };
+ updateBuffers = true;
- // Buffer rendering
+ }
- this.renderBufferImmediate = function (object, program, material) {
+ //
- state.initAttributes();
+ var index = geometry.index;
+ var position = geometry.attributes.position;
- if (object.hasPositions && !object.__webglVertexBuffer) object.__webglVertexBuffer = _gl.createBuffer();
- if (object.hasNormals && !object.__webglNormalBuffer) object.__webglNormalBuffer = _gl.createBuffer();
- if (object.hasUvs && !object.__webglUvBuffer) object.__webglUvBuffer = _gl.createBuffer();
- if (object.hasColors && !object.__webglColorBuffer) object.__webglColorBuffer = _gl.createBuffer();
+ if ( material.wireframe === true ) {
- if (object.hasPositions) {
+ index = objects.getWireframeAttribute( geometry );
- _gl.bindBuffer(_gl.ARRAY_BUFFER, object.__webglVertexBuffer);
- _gl.bufferData(_gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW);
+ }
- state.enableAttribute(program.attributes.position);
+ var renderer;
- _gl.vertexAttribPointer(program.attributes.position, 3, _gl.FLOAT, false, 0, 0);
+ if ( index !== null ) {
- }
+ renderer = indexedBufferRenderer;
+ renderer.setIndex( index );
- if (object.hasNormals) {
+ } else {
- _gl.bindBuffer(_gl.ARRAY_BUFFER, object.__webglNormalBuffer);
+ renderer = bufferRenderer;
- if (material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading) {
+ }
- var nx, ny, nz,
- nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
- normalArray,
- i, il = object.count * 3;
+ if ( updateBuffers ) {
- for (i = 0; i < il; i += 9) {
+ setupVertexAttributes( material, program, geometry );
- normalArray = object.normalArray;
+ if ( index !== null ) {
- nax = normalArray[i];
- nay = normalArray[i + 1];
- naz = normalArray[i + 2];
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );
- nbx = normalArray[i + 3];
- nby = normalArray[i + 4];
- nbz = normalArray[i + 5];
+ }
- ncx = normalArray[i + 6];
- ncy = normalArray[i + 7];
- ncz = normalArray[i + 8];
+ }
- nx = ( nax + nbx + ncx ) / 3;
- ny = ( nay + nby + ncy ) / 3;
- nz = ( naz + nbz + ncz ) / 3;
+ if ( group === null ) {
- normalArray[i] = nx;
- normalArray[i + 1] = ny;
- normalArray[i + 2] = nz;
+ var count;
- normalArray[i + 3] = nx;
- normalArray[i + 4] = ny;
- normalArray[i + 5] = nz;
+ if ( index !== null ) {
- normalArray[i + 6] = nx;
- normalArray[i + 7] = ny;
- normalArray[i + 8] = nz;
+ count = index.array.length;
- }
+ } else {
- }
+ count = position.count;
- _gl.bufferData(_gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW);
+ }
- state.enableAttribute(program.attributes.normal);
+ var drawRange = geometry.drawRange;
- _gl.vertexAttribPointer(program.attributes.normal, 3, _gl.FLOAT, false, 0, 0);
+ group = {
+ start: drawRange.start,
+ count: Math.min( drawRange.count, count )
+ };
- }
+ }
- if (object.hasUvs && material.map) {
+ if ( object instanceof THREE.Mesh ) {
- _gl.bindBuffer(_gl.ARRAY_BUFFER, object.__webglUvBuffer);
- _gl.bufferData(_gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW);
+ if ( material.wireframe === true ) {
- state.enableAttribute(program.attributes.uv);
+ state.setLineWidth( material.wireframeLinewidth * pixelRatio );
+ renderer.setMode( _gl.LINES );
- _gl.vertexAttribPointer(program.attributes.uv, 2, _gl.FLOAT, false, 0, 0);
+ } else {
- }
+ renderer.setMode( _gl.TRIANGLES );
- if (object.hasColors && material.vertexColors !== THREE.NoColors) {
+ }
- _gl.bindBuffer(_gl.ARRAY_BUFFER, object.__webglColorBuffer);
- _gl.bufferData(_gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW);
+ if ( geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0 ) {
- state.enableAttribute(program.attributes.color);
+ renderer.renderInstances( geometry );
- _gl.vertexAttribPointer(program.attributes.color, 3, _gl.FLOAT, false, 0, 0);
+ } else {
- }
+ renderer.render( group.start, group.count );
- state.disableUnusedAttributes();
+ }
- _gl.drawArrays(_gl.TRIANGLES, 0, object.count);
+ } else if ( object instanceof THREE.Line ) {
- object.count = 0;
+ var lineWidth = material.linewidth;
- };
+ if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
- function setupVertexAttributes(material, program, geometry, startIndex) {
+ state.setLineWidth( lineWidth * pixelRatio );
- var extension;
+ if ( object instanceof THREE.LineSegments ) {
- if (geometry instanceof THREE.InstancedBufferGeometry) {
+ renderer.setMode( _gl.LINES );
- extension = extensions.get('ANGLE_instanced_arrays');
+ } else {
- if (extension === null) {
+ renderer.setMode( _gl.LINE_STRIP );
- THREE.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
- return;
+ }
- }
+ renderer.render( group.start, group.count );
- }
+ } else if ( object instanceof THREE.Points ) {
- var geometryAttributes = geometry.attributes;
+ renderer.setMode( _gl.POINTS );
+ renderer.render( group.start, group.count );
- var programAttributes = program.attributes;
- var programAttributesKeys = program.attributesKeys;
+ }
- for (var i = 0, l = programAttributesKeys.length; i < l; i++) {
+ };
- var key = programAttributesKeys[i];
- var programAttribute = programAttributes[key];
+ function setupVertexAttributes( material, program, geometry, startIndex ) {
- if (programAttribute >= 0) {
+ var extension;
- var geometryAttribute = geometryAttributes[key];
+ if ( geometry instanceof THREE.InstancedBufferGeometry ) {
- if (geometryAttribute !== undefined) {
+ extension = extensions.get( 'ANGLE_instanced_arrays' );
- var size = geometryAttribute.itemSize;
- state.enableAttribute(programAttribute);
+ if ( extension === null ) {
- if (geometryAttribute instanceof THREE.InterleavedBufferAttribute) {
+ console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+ return;
- var data = geometryAttribute.data;
- var stride = data.stride;
- var offset = geometryAttribute.offset;
+ }
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryAttribute.data.buffer);
- _gl.vertexAttribPointer(programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT);
+ }
- if (data instanceof THREE.InstancedInterleavedBuffer) {
+ if ( startIndex === undefined ) startIndex = 0;
- if (extension === null) {
+ state.initAttributes();
- THREE.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.');
- return;
+ var geometryAttributes = geometry.attributes;
- }
+ var programAttributes = program.getAttributes();
- extension.vertexAttribDivisorANGLE(programAttribute, data.meshPerAttribute);
+ var materialDefaultAttributeValues = material.defaultAttributeValues;
- if (geometry.maxInstancedCount === undefined) {
+ for ( var name in programAttributes ) {
- geometry.maxInstancedCount = data.meshPerAttribute * ( data.array.length / data.stride );
+ var programAttribute = programAttributes[ name ];
- }
+ if ( programAttribute >= 0 ) {
- }
+ var geometryAttribute = geometryAttributes[ name ];
- } else {
+ if ( geometryAttribute !== undefined ) {
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryAttribute.buffer);
- _gl.vertexAttribPointer(programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4); // 4 bytes per Float32
+ var size = geometryAttribute.itemSize;
+ var buffer = objects.getAttributeBuffer( geometryAttribute );
- if (geometryAttribute instanceof THREE.InstancedBufferAttribute) {
+ if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) {
- if (extension === null) {
+ var data = geometryAttribute.data;
+ var stride = data.stride;
+ var offset = geometryAttribute.offset;
- THREE.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferAttribute but hardware does not support extension ANGLE_instanced_arrays.');
- return;
+ if ( data instanceof THREE.InstancedInterleavedBuffer ) {
- }
+ state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );
- extension.vertexAttribDivisorANGLE(programAttribute, geometryAttribute.meshPerAttribute);
+ if ( geometry.maxInstancedCount === undefined ) {
- if (geometry.maxInstancedCount === undefined) {
+ geometry.maxInstancedCount = data.meshPerAttribute * data.count;
- geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * ( geometryAttribute.array.length / geometryAttribute.itemSize );
+ }
- }
+ } else {
- }
+ state.enableAttribute( programAttribute );
- }
+ }
- } else if (material.defaultAttributeValues !== undefined) {
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
+ _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT );
- if (material.defaultAttributeValues[key].length === 2) {
+ } else {
- _gl.vertexAttrib2fv(programAttribute, material.defaultAttributeValues[key]);
+ if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) {
- } else if (material.defaultAttributeValues[key].length === 3) {
+ state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );
- _gl.vertexAttrib3fv(programAttribute, material.defaultAttributeValues[key]);
+ if ( geometry.maxInstancedCount === undefined ) {
- }
+ geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
- }
+ }
- }
+ } else {
- }
+ state.enableAttribute( programAttribute );
- state.disableUnusedAttributes();
+ }
- }
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
+ _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
- this.renderBufferDirect = function (camera, lights, fog, material, geometry, object) {
+ }
- if (material.visible === false) return;
+ } else if ( materialDefaultAttributeValues !== undefined ) {
- objects.update(object);
+ var value = materialDefaultAttributeValues[ name ];
- var program = setProgram(camera, lights, fog, material, object);
+ if ( value !== undefined ) {
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
+ switch ( value.length ) {
- if (geometryProgram !== _currentGeometryProgram) {
+ case 2:
+ _gl.vertexAttrib2fv( programAttribute, value );
+ break;
- _currentGeometryProgram = geometryProgram;
- updateBuffers = true;
+ case 3:
+ _gl.vertexAttrib3fv( programAttribute, value );
+ break;
- }
+ case 4:
+ _gl.vertexAttrib4fv( programAttribute, value );
+ break;
- if (updateBuffers) {
+ default:
+ _gl.vertexAttrib1fv( programAttribute, value );
- state.initAttributes();
+ }
- }
+ }
- // render mesh
+ }
- if (object instanceof THREE.Mesh) {
+ }
- var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
+ }
- var index = geometry.attributes.index;
+ state.disableUnusedAttributes();
- if (index) {
+ }
- // indexed triangles
+ // Sorting
- var type, size;
+ function numericalSort ( a, b ) {
- if (index.array instanceof Uint32Array && extensions.get('OES_element_index_uint')) {
+ return b[ 0 ] - a[ 0 ];
- type = _gl.UNSIGNED_INT;
- size = 4;
+ }
- } else {
+ function painterSortStable ( a, b ) {
- type = _gl.UNSIGNED_SHORT;
- size = 2;
+ if ( a.object.renderOrder !== b.object.renderOrder ) {
- }
+ return a.object.renderOrder - b.object.renderOrder;
- var offsets = geometry.offsets;
+ } else if ( a.material.id !== b.material.id ) {
- if (offsets.length === 0) {
+ return a.material.id - b.material.id;
- if (updateBuffers) {
+ } else if ( a.z !== b.z ) {
- setupVertexAttributes(material, program, geometry, 0);
- _gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, index.buffer);
+ return a.z - b.z;
- }
+ } else {
- if (geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0) {
+ return a.id - b.id;
- var extension = extensions.get('ANGLE_instanced_arrays');
+ }
- if (extension === null) {
+ }
- THREE.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
- return;
+ function reversePainterSortStable ( a, b ) {
- }
+ if ( a.object.renderOrder !== b.object.renderOrder ) {
- extension.drawElementsInstancedANGLE(mode, index.array.length, type, 0, geometry.maxInstancedCount); // Draw the instanced meshes
+ return a.object.renderOrder - b.object.renderOrder;
- } else {
+ } if ( a.z !== b.z ) {
- _gl.drawElements(mode, index.array.length, type, 0);
+ return b.z - a.z;
- }
- _this.info.render.calls++;
- _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
- _this.info.render.faces += index.array.length / 3;
+ } else {
- } else {
+ return a.id - b.id;
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
+ }
- updateBuffers = true;
+ }
- for (var i = 0, il = offsets.length; i < il; i++) {
+ // Rendering
- var startIndex = offsets[i].index;
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
- if (updateBuffers) {
+ if ( camera instanceof THREE.Camera === false ) {
- setupVertexAttributes(material, program, geometry, startIndex);
- _gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, index.buffer);
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
- }
+ }
- // render indexed triangles
+ var fog = scene.fog;
- if (geometry instanceof THREE.InstancedBufferGeometry && offsets[i].instances > 0) {
+ // reset caching for this frame
- var extension = extensions.get('ANGLE_instanced_arrays');
+ _currentGeometryProgram = '';
+ _currentMaterialId = - 1;
+ _currentCamera = null;
+ _lightsNeedUpdate = true;
- if (extension === null) {
+ // update scene graph
- THREE.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
- return;
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- }
+ // update camera matrices and frustum
- extension.drawElementsInstancedANGLE(mode, offsets[i].count, type, offsets[i].start * size, offsets[i].count, type, offsets[i].instances); // Draw the instanced meshes
+ if ( camera.parent === null ) camera.updateMatrixWorld();
- } else {
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _gl.drawElements(mode, offsets[i].count, type, offsets[i].start * size);
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
- }
+ lights.length = 0;
- _this.info.render.calls++;
- _this.info.render.vertices += offsets[i].count; // not really true, here vertices can be shared
- _this.info.render.faces += offsets[i].count / 3;
+ opaqueObjectsLastIndex = -1;
+ transparentObjectsLastIndex = -1;
- }
+ sprites.length = 0;
+ lensFlares.length = 0;
- }
+ projectObject( scene );
- } else {
+ opaqueObjects.length = opaqueObjectsLastIndex + 1;
+ transparentObjects.length = transparentObjectsLastIndex + 1;
- // non-indexed triangles
+ if ( _this.sortObjects === true ) {
- if (updateBuffers) {
+ opaqueObjects.sort( painterSortStable );
+ transparentObjects.sort( reversePainterSortStable );
- setupVertexAttributes(material, program, geometry, 0);
+ }
- }
+ //
- var position = geometry.attributes['position'];
+ shadowMap.render( scene );
- // render non-indexed triangles
+ //
- if (geometry instanceof THREE.InstancedBufferGeometry && geometry.maxInstancedCount > 0) {
+ _infoRender.calls = 0;
+ _infoRender.vertices = 0;
+ _infoRender.faces = 0;
+ _infoRender.points = 0;
- var extension = extensions.get('ANGLE_instanced_arrays');
+ this.setRenderTarget( renderTarget );
- if (extension === null) {
+ if ( this.autoClear || forceClear ) {
- THREE.error('THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
- return;
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
- }
+ }
- if (position instanceof THREE.InterleavedBufferAttribute) {
+ //
- extension.drawArraysInstancedANGLE(mode, 0, position.data.array.length / position.data.stride, geometry.maxInstancedCount); // Draw the instanced meshes
+ if ( scene.overrideMaterial ) {
- } else {
+ var overrideMaterial = scene.overrideMaterial;
- extension.drawArraysInstancedANGLE(mode, 0, position.array.length / position.itemSize, geometry.maxInstancedCount); // Draw the instanced meshes
+ renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
+ renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
- }
+ } else {
- } else {
+ // opaque pass (front-to-back order)
- if (position instanceof THREE.InterleavedBufferAttribute) {
+ state.setBlending( THREE.NoBlending );
+ renderObjects( opaqueObjects, camera, lights, fog );
- _gl.drawArrays(mode, 0, position.data.array.length / position.data.stride);
+ // transparent pass (back-to-front order)
- } else {
+ renderObjects( transparentObjects, camera, lights, fog );
- _gl.drawArrays(mode, 0, position.array.length / position.itemSize);
+ }
- }
+ // custom render plugins (post pass)
- }
+ spritePlugin.render( scene, camera );
+ lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
- _this.info.render.calls++;
- _this.info.render.vertices += position.array.length / position.itemSize;
- _this.info.render.faces += position.array.length / ( 3 * position.itemSize );
+ // Generate mipmap if we're using any kind of mipmap filtering
- }
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.texture.minFilter !== THREE.NearestFilter && renderTarget.texture.minFilter !== THREE.LinearFilter ) {
- } else if (object instanceof THREE.PointCloud) {
+ updateRenderTargetMipmap( renderTarget );
- // render particles
+ }
- var mode = _gl.POINTS;
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
- var index = geometry.attributes.index;
+ state.setDepthTest( true );
+ state.setDepthWrite( true );
+ state.setColorWrite( true );
- if (index) {
+ // _gl.finish();
- // indexed points
+ };
- var type, size;
+ function pushRenderItem( object, geometry, material, z, group ) {
- if (index.array instanceof Uint32Array && extensions.get('OES_element_index_uint')) {
+ var array, index;
- type = _gl.UNSIGNED_INT;
- size = 4;
+ // allocate the next position in the appropriate array
- } else {
+ if ( material.transparent ) {
- type = _gl.UNSIGNED_SHORT;
- size = 2;
+ array = transparentObjects;
+ index = ++ transparentObjectsLastIndex;
- }
+ } else {
- var offsets = geometry.offsets;
+ array = opaqueObjects;
+ index = ++ opaqueObjectsLastIndex;
- if (offsets.length === 0) {
+ }
- if (updateBuffers) {
+ // recycle existing render item or grow the array
- setupVertexAttributes(material, program, geometry, 0);
- _gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, index.buffer);
+ var renderItem = array[ index ];
- }
+ if ( renderItem !== undefined ) {
- _gl.drawElements(mode, index.array.length, type, 0);
+ renderItem.id = object.id;
+ renderItem.object = object;
+ renderItem.geometry = geometry;
+ renderItem.material = material;
+ renderItem.z = _vector3.z;
+ renderItem.group = group;
- _this.info.render.calls++;
- _this.info.render.points += index.array.length;
+ } else {
- } else {
+ renderItem = {
+ id: object.id,
+ object: object,
+ geometry: geometry,
+ material: material,
+ z: _vector3.z,
+ group: group
+ };
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
+ // assert( index === array.length );
+ array.push( renderItem );
- if (offsets.length > 1) updateBuffers = true;
+ }
- for (var i = 0, il = offsets.length; i < il; i++) {
+ }
- var startIndex = offsets[i].index;
+ function projectObject( object ) {
- if (updateBuffers) {
+ if ( object.visible === false ) return;
- setupVertexAttributes(material, program, geometry, startIndex);
- _gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, index.buffer);
+ if ( object instanceof THREE.Light ) {
- }
+ lights.push( object );
- // render indexed points
+ } else if ( object instanceof THREE.Sprite ) {
- _gl.drawElements(mode, offsets[i].count, type, offsets[i].start * size);
+ sprites.push( object );
- _this.info.render.calls++;
- _this.info.render.points += offsets[i].count;
+ } else if ( object instanceof THREE.LensFlare ) {
- }
+ lensFlares.push( object );
- }
+ } else if ( object instanceof THREE.ImmediateRenderObject ) {
- } else {
+ if ( _this.sortObjects === true ) {
- // non-indexed points
+ _vector3.setFromMatrixPosition( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
- if (updateBuffers) {
+ }
- setupVertexAttributes(material, program, geometry, 0);
+ pushRenderItem( object, null, object.material, _vector3.z, null );
- }
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
- var position = geometry.attributes.position;
- var offsets = geometry.offsets;
+ if ( object instanceof THREE.SkinnedMesh ) {
- if (offsets.length === 0) {
+ object.skeleton.update();
- _gl.drawArrays(mode, 0, position.array.length / 3);
+ }
- _this.info.render.calls++;
- _this.info.render.points += position.array.length / 3;
+ if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
- } else {
+ var material = object.material;
- for (var i = 0, il = offsets.length; i < il; i++) {
+ if ( material.visible === true ) {
- _gl.drawArrays(mode, offsets[i].index, offsets[i].count);
+ if ( _this.sortObjects === true ) {
- _this.info.render.calls++;
- _this.info.render.points += offsets[i].count;
+ _vector3.setFromMatrixPosition( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
- }
+ }
- }
+ var geometry = objects.update( object );
- }
+ if ( material instanceof THREE.MeshFaceMaterial ) {
- } else if (object instanceof THREE.Line) {
+ var groups = geometry.groups;
+ var materials = material.materials;
- var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+ for ( var i = 0, l = groups.length; i < l; i ++ ) {
- // In case user is not using Line*Material by mistake
- var lineWidth = material.linewidth !== undefined ? material.linewidth : 1;
+ var group = groups[ i ];
+ var groupMaterial = materials[ group.materialIndex ];
- state.setLineWidth(lineWidth * pixelRatio);
+ if ( groupMaterial.visible === true ) {
- var index = geometry.attributes.index;
+ pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );
- if (index) {
+ }
- // indexed lines
+ }
- var type, size;
+ } else {
- if (index.array instanceof Uint32Array) {
+ pushRenderItem( object, geometry, material, _vector3.z, null );
- type = _gl.UNSIGNED_INT;
- size = 4;
+ }
- } else {
+ }
- type = _gl.UNSIGNED_SHORT;
- size = 2;
+ }
- }
+ }
- var offsets = geometry.offsets;
+ var children = object.children;
- if (offsets.length === 0) {
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
- if (updateBuffers) {
+ projectObject( children[ i ] );
- setupVertexAttributes(material, program, geometry, 0);
- _gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, index.buffer);
+ }
- }
+ }
- _gl.drawElements(mode, index.array.length, type, 0); // 2 bytes per Uint16Array
+ function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
- _this.info.render.calls++;
- _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
+ for ( var i = 0, l = renderList.length; i < l; i ++ ) {
- } else {
+ var renderItem = renderList[ i ];
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
+ var object = renderItem.object;
+ var geometry = renderItem.geometry;
+ var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
+ var group = renderItem.group;
- if (offsets.length > 1) updateBuffers = true;
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+ object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
- for (var i = 0, il = offsets.length; i < il; i++) {
+ if ( object instanceof THREE.ImmediateRenderObject ) {
- var startIndex = offsets[i].index;
+ setMaterial( material );
- if (updateBuffers) {
+ var program = setProgram( camera, lights, fog, material, object );
- setupVertexAttributes(material, program, geometry, startIndex);
- _gl.bindBuffer(_gl.ELEMENT_ARRAY_BUFFER, index.buffer);
+ _currentGeometryProgram = '';
- }
+ object.render( function ( object ) {
- // render indexed lines
+ _this.renderBufferImmediate( object, program, material );
- _gl.drawElements(mode, offsets[i].count, type, offsets[i].start * size); // 2 bytes per Uint16Array
+ } );
- _this.info.render.calls++;
- _this.info.render.vertices += offsets[i].count; // not really true, here vertices can be shared
+ } else {
- }
+ _this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
- }
+ }
- } else {
+ }
- // non-indexed lines
+ }
- if (updateBuffers) {
+ function initMaterial( material, lights, fog, object ) {
- setupVertexAttributes(material, program, geometry, 0);
+ var materialProperties = properties.get( material );
- }
+ var parameters = programCache.getParameters( material, lights, fog, object );
+ var code = programCache.getProgramCode( material, parameters );
- var position = geometry.attributes.position;
- var offsets = geometry.offsets;
+ var program = materialProperties.program;
+ var programChange = true;
- if (offsets.length === 0) {
+ if ( program === undefined ) {
- _gl.drawArrays(mode, 0, position.array.length / 3);
+ // new material
+ material.addEventListener( 'dispose', onMaterialDispose );
- _this.info.render.calls++;
- _this.info.render.vertices += position.array.length / 3;
+ } else if ( program.code !== code ) {
- } else {
+ // changed glsl or parameters
+ releaseMaterialProgramReference( material );
- for (var i = 0, il = offsets.length; i < il; i++) {
+ } else if ( parameters.shaderID !== undefined ) {
- _gl.drawArrays(mode, offsets[i].index, offsets[i].count);
+ // same glsl and uniform list
+ return;
- _this.info.render.calls++;
- _this.info.render.vertices += offsets[i].count;
+ } else {
- }
+ // only rebuild uniform list
+ programChange = false;
- }
+ }
- }
+ if ( programChange ) {
- }
+ if ( parameters.shaderID ) {
- };
+ var shader = THREE.ShaderLib[ parameters.shaderID ];
- function setupMorphTargets(material, geometryGroup, object) {
+ materialProperties.__webglShader = {
+ name: material.type,
+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+ };
- // set base
+ } else {
- var attributes = material.program.attributes;
+ materialProperties.__webglShader = {
+ name: material.type,
+ uniforms: material.uniforms,
+ vertexShader: material.vertexShader,
+ fragmentShader: material.fragmentShader
+ };
- if (object.morphTargetBase !== -1 && attributes.position >= 0) {
+ }
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[object.morphTargetBase]);
+ material.__webglShader = materialProperties.__webglShader;
- state.enableAttribute(attributes.position);
+ program = programCache.acquireProgram( material, parameters, code );
- _gl.vertexAttribPointer(attributes.position, 3, _gl.FLOAT, false, 0, 0);
+ materialProperties.program = program;
+ material.program = program;
- } else if (attributes.position >= 0) {
+ }
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer);
+ var attributes = program.getAttributes();
- state.enableAttribute(attributes.position);
+ if ( material.morphTargets ) {
- _gl.vertexAttribPointer(attributes.position, 3, _gl.FLOAT, false, 0, 0);
+ material.numSupportedMorphTargets = 0;
- }
+ for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
- if (object.morphTargetForcedOrder.length) {
+ if ( attributes[ 'morphTarget' + i ] >= 0 ) {
- // set forced order
+ material.numSupportedMorphTargets ++;
- var m = 0;
- var order = object.morphTargetForcedOrder;
- var influences = object.morphTargetInfluences;
+ }
- var attribute;
+ }
- while (m < material.numSupportedMorphTargets && m < order.length) {
+ }
- attribute = attributes['morphTarget' + m];
+ if ( material.morphNormals ) {
- if (attribute >= 0) {
+ material.numSupportedMorphNormals = 0;
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[order[m]]);
+ for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
- state.enableAttribute(attribute);
+ if ( attributes[ 'morphNormal' + i ] >= 0 ) {
- _gl.vertexAttribPointer(attribute, 3, _gl.FLOAT, false, 0, 0);
+ material.numSupportedMorphNormals ++;
- }
+ }
- attribute = attributes['morphNormal' + m];
+ }
- if (attribute >= 0 && material.morphNormals) {
+ }
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[order[m]]);
+ materialProperties.uniformsList = [];
- state.enableAttribute(attribute);
+ var uniformLocations = materialProperties.program.getUniforms();
- _gl.vertexAttribPointer(attribute, 3, _gl.FLOAT, false, 0, 0);
+ for ( var u in materialProperties.__webglShader.uniforms ) {
- }
+ var location = uniformLocations[ u ];
- object.__webglMorphTargetInfluences[m] = influences[order[m]];
+ if ( location ) {
- m++;
+ materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] );
- }
+ }
- } else {
+ }
- // find the most influencing
+ }
- var activeInfluenceIndices = [];
- var influences = object.morphTargetInfluences;
- var morphTargets = object.geometry.morphTargets;
+ function setMaterial( material ) {
- if (influences.length > morphTargets.length) {
+ setMaterialFaces( material );
- THREE.warn('THREE.WebGLRenderer: Influences array is bigger than morphTargets array.');
- influences.length = morphTargets.length;
+ if ( material.transparent === true ) {
- }
+ state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
- for (var i = 0, il = influences.length; i < il; i++) {
+ } else {
- var influence = influences[i];
+ state.setBlending( THREE.NoBlending );
- activeInfluenceIndices.push([influence, i]);
+ }
- }
+ state.setDepthFunc( material.depthFunc );
+ state.setDepthTest( material.depthTest );
+ state.setDepthWrite( material.depthWrite );
+ state.setColorWrite( material.colorWrite );
+ state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- if (activeInfluenceIndices.length > material.numSupportedMorphTargets) {
+ }
- activeInfluenceIndices.sort(numericalSort);
- activeInfluenceIndices.length = material.numSupportedMorphTargets;
+ function setMaterialFaces( material ) {
- } else if (activeInfluenceIndices.length > material.numSupportedMorphNormals) {
+ material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE );
+ state.setFlipSided( material.side === THREE.BackSide );
- activeInfluenceIndices.sort(numericalSort);
+ }
- } else if (activeInfluenceIndices.length === 0) {
+ function setProgram( camera, lights, fog, material, object ) {
- activeInfluenceIndices.push([0, 0]);
+ _usedTextureUnits = 0;
- }
+ var materialProperties = properties.get( material );
- var attribute;
+ if ( material.needsUpdate || ! materialProperties.program ) {
- for (var m = 0, ml = material.numSupportedMorphTargets; m < ml; m++) {
+ initMaterial( material, lights, fog, object );
+ material.needsUpdate = false;
- if (activeInfluenceIndices[m]) {
+ }
- var influenceIndex = activeInfluenceIndices[m][1];
+ var refreshProgram = false;
+ var refreshMaterial = false;
+ var refreshLights = false;
- attribute = attributes['morphTarget' + m];
+ var program = materialProperties.program,
+ p_uniforms = program.getUniforms(),
+ m_uniforms = materialProperties.__webglShader.uniforms;
- if (attribute >= 0) {
+ if ( program.id !== _currentProgram ) {
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[influenceIndex]);
+ _gl.useProgram( program.program );
+ _currentProgram = program.id;
- state.enableAttribute(attribute);
+ refreshProgram = true;
+ refreshMaterial = true;
+ refreshLights = true;
- _gl.vertexAttribPointer(attribute, 3, _gl.FLOAT, false, 0, 0);
+ }
- }
+ if ( material.id !== _currentMaterialId ) {
- attribute = attributes['morphNormal' + m];
+ if ( _currentMaterialId === - 1 ) refreshLights = true;
+ _currentMaterialId = material.id;
- if (attribute >= 0 && material.morphNormals) {
+ refreshMaterial = true;
- _gl.bindBuffer(_gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[influenceIndex]);
+ }
- state.enableAttribute(attribute);
+ if ( refreshProgram || camera !== _currentCamera ) {
- _gl.vertexAttribPointer(attribute, 3, _gl.FLOAT, false, 0, 0);
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
- }
+ if ( capabilities.logarithmicDepthBuffer ) {
- object.__webglMorphTargetInfluences[m] = influences[influenceIndex];
+ _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
- } else {
+ }
- /*
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- if ( material.morphNormals ) {
+ if ( camera !== _currentCamera ) _currentCamera = camera;
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+ // load material specific uniforms
+ // (shader material also gets them for the sake of genericity)
- }
- */
+ if ( material instanceof THREE.ShaderMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material.envMap ) {
- object.__webglMorphTargetInfluences[m] = 0;
+ if ( p_uniforms.cameraPosition !== undefined ) {
- }
+ _vector3.setFromMatrixPosition( camera.matrixWorld );
+ _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
- }
+ }
- }
+ }
- // load updated influences uniform
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.ShaderMaterial ||
+ material.skinning ) {
- if (material.program.uniforms.morphTargetInfluences !== null) {
+ if ( p_uniforms.viewMatrix !== undefined ) {
- _gl.uniform1fv(material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences);
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
- }
+ }
- }
+ }
- // Sorting
+ }
- function painterSortStable(a, b) {
+ // 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 (a.object.renderOrder !== b.object.renderOrder) {
+ if ( material.skinning ) {
- return a.object.renderOrder - b.object.renderOrder;
+ if ( object.bindMatrix && p_uniforms.bindMatrix !== undefined ) {
- } else if (a.material.id !== b.material.id) {
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
- return a.material.id - b.material.id;
+ }
- } else if (a.z !== b.z) {
+ if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) {
- return a.z - b.z;
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
- } else {
+ }
- return a.id - b.id;
+ if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) {
- }
+ if ( p_uniforms.boneTexture !== undefined ) {
- }
+ var textureUnit = getTextureUnit();
- function reversePainterSortStable(a, b) {
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+ _this.setTexture( object.skeleton.boneTexture, textureUnit );
- if (a.object.renderOrder !== b.object.renderOrder) {
+ }
- return a.object.renderOrder - b.object.renderOrder;
+ if ( p_uniforms.boneTextureWidth !== undefined ) {
- }
- if (a.z !== b.z) {
+ _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
- return b.z - a.z;
+ }
- } else {
+ if ( p_uniforms.boneTextureHeight !== undefined ) {
- return a.id - b.id;
+ _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
- }
+ }
- }
+ } else if ( object.skeleton && object.skeleton.boneMatrices ) {
- function numericalSort(a, b) {
+ if ( p_uniforms.boneGlobalMatrices !== undefined ) {
- return b[0] - a[0];
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
- }
+ }
- // Rendering
+ }
- this.render = function (scene, camera, renderTarget, forceClear) {
+ }
- if (camera instanceof THREE.Camera === false) {
+ if ( refreshMaterial ) {
- THREE.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
- return;
+ // refresh uniforms common to several materials
- }
+ if ( fog && material.fog ) {
- var fog = scene.fog;
+ refreshUniformsFog( m_uniforms, fog );
- // reset caching for this frame
+ }
- _currentGeometryProgram = '';
- _currentMaterialId = -1;
- _currentCamera = null;
- _lightsNeedUpdate = true;
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material.lights ) {
- // update scene graph
+ if ( _lightsNeedUpdate ) {
- if (scene.autoUpdate === true) scene.updateMatrixWorld();
+ refreshLights = true;
+ setupLights( lights, camera );
+ _lightsNeedUpdate = false;
- // update camera matrices and frustum
+ }
- if (camera.parent === undefined) camera.updateMatrixWorld();
+ if ( refreshLights ) {
- // update Skeleton objects
+ refreshUniformsLights( m_uniforms, _lights );
+ markUniformsLightsNeedsUpdate( m_uniforms, true );
- scene.traverse(function (object) {
+ } else {
- if (object instanceof THREE.SkinnedMesh) {
+ markUniformsLightsNeedsUpdate( m_uniforms, false );
- object.skeleton.update();
+ }
- }
+ }
- });
+ if ( material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshPhongMaterial ) {
- camera.matrixWorldInverse.getInverse(camera.matrixWorld);
+ refreshUniformsCommon( m_uniforms, material );
- _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
- _frustum.setFromMatrix(_projScreenMatrix);
+ }
- lights.length = 0;
- opaqueObjects.length = 0;
- transparentObjects.length = 0;
+ // refresh single material specific uniforms
- sprites.length = 0;
- lensFlares.length = 0;
+ if ( material instanceof THREE.LineBasicMaterial ) {
- projectObject(scene);
+ refreshUniformsLine( m_uniforms, material );
- if (_this.sortObjects === true) {
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
- opaqueObjects.sort(painterSortStable);
- transparentObjects.sort(reversePainterSortStable);
+ refreshUniformsLine( m_uniforms, material );
+ refreshUniformsDash( m_uniforms, material );
- }
+ } else if ( material instanceof THREE.PointsMaterial ) {
- //
+ refreshUniformsParticle( m_uniforms, material );
- shadowMap.render(scene, camera);
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
- //
+ refreshUniformsPhong( m_uniforms, material );
- _this.info.render.calls = 0;
- _this.info.render.vertices = 0;
- _this.info.render.faces = 0;
- _this.info.render.points = 0;
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
- this.setRenderTarget(renderTarget);
+ m_uniforms.mNear.value = camera.near;
+ m_uniforms.mFar.value = camera.far;
+ m_uniforms.opacity.value = material.opacity;
- if (this.autoClear || forceClear) {
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
- this.clear(this.autoClearColor, this.autoClearDepth, this.autoClearStencil);
+ m_uniforms.opacity.value = material.opacity;
- }
+ }
- // set matrices for immediate objects
+ if ( object.receiveShadow && ! material._shadowPass ) {
- for (var i = 0, il = objects.objectsImmediate.length; i < il; i++) {
+ refreshUniformsShadow( m_uniforms, lights, camera );
- var webglObject = objects.objectsImmediate[i];
- var object = webglObject.object;
+ }
- if (object.visible) {
+ // load common uniforms
- setupMatrices(object, camera);
+ loadUniformsGeneric( materialProperties.uniformsList );
- unrollImmediateBufferMaterial(webglObject);
+ }
- }
+ loadUniformsMatrices( p_uniforms, object );
- }
+ if ( p_uniforms.modelMatrix !== undefined ) {
- if (scene.overrideMaterial) {
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
- var overrideMaterial = scene.overrideMaterial;
+ }
- setMaterial(overrideMaterial);
+ return program;
- renderObjects(opaqueObjects, camera, lights, fog, overrideMaterial);
- renderObjects(transparentObjects, camera, lights, fog, overrideMaterial);
- renderObjectsImmediate(objects.objectsImmediate, '', camera, lights, fog, overrideMaterial);
+ }
- } else {
+ // Uniforms (refresh uniforms objects)
- // opaque pass (front-to-back order)
+ function refreshUniformsCommon ( uniforms, material ) {
- state.setBlending(THREE.NoBlending);
+ uniforms.opacity.value = material.opacity;
- renderObjects(opaqueObjects, camera, lights, fog, null);
- renderObjectsImmediate(objects.objectsImmediate, 'opaque', camera, lights, fog, null);
+ uniforms.diffuse.value = material.color;
- // transparent pass (back-to-front order)
+ if ( material.emissive ) {
- renderObjects(transparentObjects, camera, lights, fog, null);
- renderObjectsImmediate(objects.objectsImmediate, 'transparent', camera, lights, fog, null);
+ uniforms.emissive.value = material.emissive;
- }
+ }
- // custom render plugins (post pass)
+ uniforms.map.value = material.map;
+ uniforms.specularMap.value = material.specularMap;
+ uniforms.alphaMap.value = material.alphaMap;
- spritePlugin.render(scene, camera);
- lensFlarePlugin.render(scene, camera, _currentWidth, _currentHeight);
+ if ( material.aoMap ) {
- // Generate mipmap if we're using any kind of mipmap filtering
+ uniforms.aoMap.value = material.aoMap;
+ uniforms.aoMapIntensity.value = material.aoMapIntensity;
- if (renderTarget && renderTarget.generateMipmaps && renderTarget.texture.minFilter !== THREE.NearestFilter && renderTarget.texture.minFilter !== THREE.LinearFilter) {
+ }
- updateRenderTargetMipmap(renderTarget);
+ // 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;
- // Ensure depth buffer writing is enabled so it can be cleared on next render
+ if ( material.map ) {
- state.setDepthTest(true);
- state.setDepthWrite(true);
- state.setColorWrite(true);
+ uvScaleMap = material.map;
- // _gl.finish();
+ } else if ( material.specularMap ) {
- };
+ uvScaleMap = material.specularMap;
- function projectObject(object) {
+ } else if ( material.displacementMap ) {
- if (object.visible === false) return;
+ uvScaleMap = material.displacementMap;
- if (object instanceof THREE.Scene || object instanceof THREE.Group) {
+ } else if ( material.normalMap ) {
- // skip
+ uvScaleMap = material.normalMap;
- } else {
+ } else if ( material.bumpMap ) {
- objects.init(object);
+ uvScaleMap = material.bumpMap;
- if (object instanceof THREE.Light) {
+ } else if ( material.alphaMap ) {
- lights.push(object);
+ uvScaleMap = material.alphaMap;
- } else if (object instanceof THREE.Sprite) {
+ } else if ( material.emissiveMap ) {
- sprites.push(object);
+ uvScaleMap = material.emissiveMap;
- } else if (object instanceof THREE.LensFlare) {
+ }
- lensFlares.push(object);
+ if ( uvScaleMap !== undefined ) {
- } else {
+ if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) uvScaleMap = uvScaleMap.texture;
- var webglObject = objects.objects[object.id];
+ var offset = uvScaleMap.offset;
+ var repeat = uvScaleMap.repeat;
- if (webglObject && ( object.frustumCulled === false || _frustum.intersectsObject(object) === true )) {
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- unrollBufferMaterial(webglObject);
+ }
- webglObject.render = true;
+ uniforms.envMap.value = material.envMap;
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
- if (_this.sortObjects === true) {
+ uniforms.reflectivity.value = material.reflectivity;
+ uniforms.refractionRatio.value = material.refractionRatio;
- _vector3.setFromMatrixPosition(object.matrixWorld);
- _vector3.applyProjection(_projScreenMatrix);
+ }
- webglObject.z = _vector3.z;
+ 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;
- for (var i = 0, l = object.children.length; i < l; i++) {
+ }
- projectObject(object.children[i]);
+ function refreshUniformsParticle ( uniforms, material ) {
- }
+ uniforms.psColor.value = material.color;
+ uniforms.opacity.value = material.opacity;
+ uniforms.size.value = material.size;
+ uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
- }
+ uniforms.map.value = material.map;
- function renderObjects(renderList, camera, lights, fog, overrideMaterial) {
+ if ( material.map !== null ) {
- var material;
+ var offset = material.map.offset;
+ var repeat = material.map.repeat;
- for (var i = 0, l = renderList.length; i < l; i++) {
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- var webglObject = renderList[i];
+ }
- var object = webglObject.object;
- var buffer = objects.geometries.get(object);
+ }
- setupMatrices(object, camera);
+ function refreshUniformsFog ( uniforms, fog ) {
- if (overrideMaterial) {
+ uniforms.fogColor.value = fog.color;
- material = overrideMaterial;
+ if ( fog instanceof THREE.Fog ) {
- } else {
+ uniforms.fogNear.value = fog.near;
+ uniforms.fogFar.value = fog.far;
- material = webglObject.material;
+ } else if ( fog instanceof THREE.FogExp2 ) {
- if (!material) continue;
+ uniforms.fogDensity.value = fog.density;
- setMaterial(material);
+ }
- }
+ }
- _this.setMaterialFaces(material);
- _this.renderBufferDirect(camera, lights, fog, material, buffer, object);
+ function refreshUniformsPhong ( uniforms, material ) {
- }
+ uniforms.specular.value = material.specular;
+ uniforms.shininess.value = material.shininess;
- }
+ if ( material.lightMap ) {
- function renderObjectsImmediate(renderList, materialType, camera, lights, fog, overrideMaterial) {
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.lightMapIntensity.value = material.lightMapIntensity;
- var material;
+ }
- for (var i = 0, l = renderList.length; i < l; i++) {
+ if ( material.emissiveMap ) {
- var webglObject = renderList[i];
- var object = webglObject.object;
+ uniforms.emissiveMap.value = material.emissiveMap;
- if (object.visible) {
+ }
- if (overrideMaterial) {
+ if ( material.bumpMap ) {
- material = overrideMaterial;
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
- } else {
+ }
- material = webglObject[materialType];
+ if ( material.normalMap ) {
- if (!material) continue;
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
- setMaterial(material);
+ }
- }
+ if ( material.displacementMap ) {
- _this.renderImmediateObject(camera, lights, fog, material, object);
+ uniforms.displacementMap.value = material.displacementMap;
+ uniforms.displacementScale.value = material.displacementScale;
+ uniforms.displacementBias.value = material.displacementBias;
- }
+ }
- }
+ }
- }
+ function refreshUniformsLights ( uniforms, lights ) {
- this.renderImmediateObject = function (camera, lights, fog, material, object) {
+ uniforms.ambientLightColor.value = lights.ambient;
- var program = setProgram(camera, lights, fog, material, object);
+ uniforms.directionalLightColor.value = lights.directional.colors;
+ uniforms.directionalLightDirection.value = lights.directional.positions;
- _currentGeometryProgram = '';
+ uniforms.pointLightColor.value = lights.point.colors;
+ uniforms.pointLightPosition.value = lights.point.positions;
+ uniforms.pointLightDistance.value = lights.point.distances;
+ uniforms.pointLightDecay.value = lights.point.decays;
- _this.setMaterialFaces(material);
+ uniforms.spotLightColor.value = lights.spot.colors;
+ uniforms.spotLightPosition.value = lights.spot.positions;
+ uniforms.spotLightDistance.value = lights.spot.distances;
+ uniforms.spotLightDirection.value = lights.spot.directions;
+ uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
+ uniforms.spotLightExponent.value = lights.spot.exponents;
+ uniforms.spotLightDecay.value = lights.spot.decays;
- if (object.immediateRenderCallback) {
+ uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
- object.immediateRenderCallback(program, _gl, _frustum);
+ }
- } else {
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
- object.render(function (object) {
- _this.renderBufferImmediate(object, program, material);
- });
+ function markUniformsLightsNeedsUpdate ( uniforms, value ) {
- }
+ uniforms.ambientLightColor.needsUpdate = value;
- };
+ uniforms.directionalLightColor.needsUpdate = value;
+ uniforms.directionalLightDirection.needsUpdate = value;
- function unrollImmediateBufferMaterial(globject) {
+ uniforms.pointLightColor.needsUpdate = value;
+ uniforms.pointLightPosition.needsUpdate = value;
+ uniforms.pointLightDistance.needsUpdate = value;
+ uniforms.pointLightDecay.needsUpdate = value;
- var object = globject.object,
- material = object.material;
+ uniforms.spotLightColor.needsUpdate = value;
+ uniforms.spotLightPosition.needsUpdate = value;
+ uniforms.spotLightDistance.needsUpdate = value;
+ uniforms.spotLightDirection.needsUpdate = value;
+ uniforms.spotLightAngleCos.needsUpdate = value;
+ uniforms.spotLightExponent.needsUpdate = value;
+ uniforms.spotLightDecay.needsUpdate = value;
- if (material.transparent) {
+ uniforms.hemisphereLightSkyColor.needsUpdate = value;
+ uniforms.hemisphereLightGroundColor.needsUpdate = value;
+ uniforms.hemisphereLightDirection.needsUpdate = value;
- globject.transparent = material;
- globject.opaque = null;
+ }
- } else {
+ function refreshUniformsShadow ( uniforms, lights, camera ) {
- globject.opaque = material;
- globject.transparent = null;
+ if ( uniforms.shadowMatrix ) {
- }
+ var j = 0;
- }
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
- function unrollBufferMaterial(globject) {
+ var light = lights[ i ];
- var object = globject.object;
- var material = object.material;
+ if ( ! light.castShadow ) continue;
- if (material) {
+ if ( light instanceof THREE.PointLight || light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) {
- globject.material = material;
+ if ( light instanceof THREE.PointLight ) {
- if (material.transparent) {
+ // for point lights we set the sign of the shadowDarkness uniform to be negative
+ uniforms.shadowDarkness.value[ j ] = - light.shadowDarkness;
- transparentObjects.push(globject);
+ } else {
+
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
- } else {
+ }
- opaqueObjects.push(globject);
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
- }
+ j ++;
- }
+ }
- }
+ }
- // Materials
+ }
- var shaderIDs = {
- MeshDepthMaterial: 'depth',
- MeshNormalMaterial: 'normal',
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- LineBasicMaterial: 'basic',
- LineDashedMaterial: 'dashed',
- PointCloudMaterial: 'particle_basic'
- };
+ }
- function initMaterial(material, lights, fog, object) {
+ // Uniforms (load to GPU)
- var shaderID = shaderIDs[material.type];
+ function loadUniformsMatrices ( uniforms, object ) {
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object.modelViewMatrix.elements );
- var maxLightCount = allocateLights(lights);
- var maxShadows = allocateShadows(lights);
- var maxBones = allocateBones(object);
+ if ( uniforms.normalMatrix ) {
- var parameters = {
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object.normalMatrix.elements );
- precision: _precision,
- supportsVertexTextures: _supportsVertexTextures,
+ }
- map: !!material.map,
- envMap: !!material.envMap,
- envMapMode: material.envMap && material.envMap.mapping,
- lightMap: !!material.lightMap,
- aoMap: !!material.aoMap,
- bumpMap: !!material.bumpMap,
- normalMap: !!material.normalMap,
- specularMap: !!material.specularMap,
- alphaMap: !!material.alphaMap,
+ }
- combine: material.combine,
+ function getTextureUnit() {
- vertexColors: material.vertexColors,
+ var textureUnit = _usedTextureUnits;
- fog: fog,
- useFog: material.fog,
- fogExp: fog instanceof THREE.FogExp2,
+ if ( textureUnit >= capabilities.maxTextures ) {
- flatShading: material.shading === THREE.FlatShading,
+ console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: _logarithmicDepthBuffer,
+ }
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
+ _usedTextureUnits += 1;
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: _this.maxMorphTargets,
- maxMorphNormals: _this.maxMorphNormals,
+ return textureUnit;
- maxDirLights: maxLightCount.directional,
- maxPointLights: maxLightCount.point,
- maxSpotLights: maxLightCount.spot,
- maxHemiLights: maxLightCount.hemi,
+ }
- maxShadows: maxShadows,
- shadowMapEnabled: shadowMap.enabled && object.receiveShadow && maxShadows > 0,
- shadowMapType: shadowMap.type,
- shadowMapDebug: shadowMap.debug,
- shadowMapCascade: shadowMap.cascade,
+ function loadUniformsGeneric ( uniforms ) {
- alphaTest: material.alphaTest,
- metal: material.metal,
- doubleSided: material.side === THREE.DoubleSide,
- flipSided: material.side === THREE.BackSide
+ var texture, textureUnit;
- };
+ for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
- // Generate code
+ var uniform = uniforms[ j ][ 0 ];
- var chunks = [];
+ // needsUpdate property is not added to all uniforms.
+ if ( uniform.needsUpdate === false ) continue;
- if (shaderID) {
+ var type = uniform.type;
+ var value = uniform.value;
+ var location = uniforms[ j ][ 1 ];
- chunks.push(shaderID);
+ switch ( type ) {
- } else {
+ case '1i':
+ _gl.uniform1i( location, value );
+ break;
- chunks.push(material.fragmentShader);
- chunks.push(material.vertexShader);
+ case '1f':
+ _gl.uniform1f( location, value );
+ break;
- }
+ case '2f':
+ _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
+ break;
- if (material.defines !== undefined) {
+ case '3f':
+ _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
+ break;
- for (var name in material.defines) {
+ case '4f':
+ _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
+ break;
- chunks.push(name);
- chunks.push(material.defines[name]);
+ case '1iv':
+ _gl.uniform1iv( location, value );
+ break;
- }
+ case '3iv':
+ _gl.uniform3iv( location, value );
+ break;
- }
+ case '1fv':
+ _gl.uniform1fv( location, value );
+ break;
- for (var name in parameters) {
+ case '2fv':
+ _gl.uniform2fv( location, value );
+ break;
- chunks.push(name);
- chunks.push(parameters[name]);
+ case '3fv':
+ _gl.uniform3fv( location, value );
+ break;
- }
+ case '4fv':
+ _gl.uniform4fv( location, value );
+ break;
- var code = chunks.join();
+ case 'Matrix3fv':
+ _gl.uniformMatrix3fv( location, false, value );
+ break;
- if (!material.program) {
+ case 'Matrix4fv':
+ _gl.uniformMatrix4fv( location, false, value );
+ break;
- // new material
- material.addEventListener('dispose', onMaterialDispose);
+ //
- } else if (material.program.code !== code) {
+ case 'i':
- // changed glsl or parameters
- deallocateMaterial(material);
+ // single integer
+ _gl.uniform1i( location, value );
- } else {
+ break;
- // same glsl and parameters
- return;
+ case 'f':
- }
+ // single float
+ _gl.uniform1f( location, value );
- if (shaderID) {
+ break;
- var shader = THREE.ShaderLib[shaderID];
+ case 'v2':
- material.__webglShader = {
- uniforms: THREE.UniformsUtils.clone(shader.uniforms),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- }
+ // single THREE.Vector2
+ _gl.uniform2f( location, value.x, value.y );
- } else {
+ break;
- material.__webglShader = {
- uniforms: material.uniforms,
- vertexShader: material.vertexShader,
- fragmentShader: material.fragmentShader
- }
+ case 'v3':
- }
+ // single THREE.Vector3
+ _gl.uniform3f( location, value.x, value.y, value.z );
- var program;
+ break;
- // Check if code has been already compiled
+ case 'v4':
- for (var p = 0, pl = _programs.length; p < pl; p++) {
+ // single THREE.Vector4
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
- var programInfo = _programs[p];
+ break;
- if (programInfo.code === code) {
+ case 'c':
- program = programInfo;
- program.usedTimes++;
+ // single THREE.Color
+ _gl.uniform3f( location, value.r, value.g, value.b );
- break;
+ break;
- }
+ case 'iv1':
- }
+ // flat array of integers (JS or typed array)
+ _gl.uniform1iv( location, value );
- if (program === undefined) {
+ break;
- program = new THREE.WebGLProgram(_this, code, material, parameters);
- _programs.push(program);
+ case 'iv':
- _this.info.memory.programs = _programs.length;
+ // flat array of integers with 3 x N size (JS or typed array)
+ _gl.uniform3iv( location, value );
- }
+ break;
- material.program = program;
+ case 'fv1':
- var attributes = program.attributes;
+ // flat array of floats (JS or typed array)
+ _gl.uniform1fv( location, value );
- if (material.morphTargets) {
+ break;
- material.numSupportedMorphTargets = 0;
+ case 'fv':
- var id, base = 'morphTarget';
+ // flat array of floats with 3 x N size (JS or typed array)
+ _gl.uniform3fv( location, value );
- for (var i = 0; i < _this.maxMorphTargets; i++) {
+ break;
- id = base + i;
+ case 'v2v':
- if (attributes[id] >= 0) {
+ // array of THREE.Vector2
- material.numSupportedMorphTargets++;
+ if ( uniform._array === undefined ) {
- }
+ uniform._array = new Float32Array( 2 * value.length );
- }
+ }
- }
+ for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) {
- if (material.morphNormals) {
+ uniform._array[ i2 + 0 ] = value[ i ].x;
+ uniform._array[ i2 + 1 ] = value[ i ].y;
- material.numSupportedMorphNormals = 0;
+ }
- var id, base = 'morphNormal';
+ _gl.uniform2fv( location, uniform._array );
- for (i = 0; i < _this.maxMorphNormals; i++) {
+ break;
- id = base + i;
+ case 'v3v':
- if (attributes[id] >= 0) {
+ // array of THREE.Vector3
- material.numSupportedMorphNormals++;
+ if ( uniform._array === undefined ) {
- }
+ uniform._array = new Float32Array( 3 * value.length );
- }
+ }
- }
+ for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) {
- material.uniformsList = [];
+ uniform._array[ i3 + 0 ] = value[ i ].x;
+ uniform._array[ i3 + 1 ] = value[ i ].y;
+ uniform._array[ i3 + 2 ] = value[ i ].z;
- for (var u in material.__webglShader.uniforms) {
+ }
- var location = material.program.uniforms[u];
+ _gl.uniform3fv( location, uniform._array );
- if (location) {
- material.uniformsList.push([material.__webglShader.uniforms[u], location]);
- }
+ break;
- }
+ case 'v4v':
- }
+ // array of THREE.Vector4
- function setMaterial(material) {
+ if ( uniform._array === undefined ) {
- if (material.transparent === true) {
+ uniform._array = new Float32Array( 4 * value.length );
- state.setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha);
+ }
- } else {
+ for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) {
- state.setBlending(THREE.NoBlending);
+ uniform._array[ i4 + 0 ] = value[ i ].x;
+ uniform._array[ i4 + 1 ] = value[ i ].y;
+ uniform._array[ i4 + 2 ] = value[ i ].z;
+ uniform._array[ i4 + 3 ] = value[ i ].w;
- }
+ }
- state.setDepthFunc(material.depthFunc);
- state.setDepthTest(material.depthTest);
- state.setDepthWrite(material.depthWrite);
- state.setColorWrite(material.colorWrite);
- state.setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
+ _gl.uniform4fv( location, uniform._array );
- }
+ break;
- function setProgram(camera, lights, fog, material, object) {
+ case 'm3':
- _usedTextureUnits = 0;
+ // single THREE.Matrix3
+ _gl.uniformMatrix3fv( location, false, value.elements );
- if (material.needsUpdate) {
+ break;
- initMaterial(material, lights, fog, object);
- material.needsUpdate = false;
+ case 'm3v':
- }
+ // array of THREE.Matrix3
- if (material.morphTargets) {
+ if ( uniform._array === undefined ) {
- if (!object.__webglMorphTargetInfluences) {
+ uniform._array = new Float32Array( 9 * value.length );
- object.__webglMorphTargetInfluences = new Float32Array(_this.maxMorphTargets);
+ }
- }
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
- }
+ value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
- var refreshProgram = false;
- var refreshMaterial = false;
- var refreshLights = false;
+ }
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.__webglShader.uniforms;
+ _gl.uniformMatrix3fv( location, false, uniform._array );
- if (program.id !== _currentProgram) {
+ break;
- _gl.useProgram(program.program);
- _currentProgram = program.id;
+ case 'm4':
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
+ // single THREE.Matrix4
+ _gl.uniformMatrix4fv( location, false, value.elements );
- }
+ break;
- if (material.id !== _currentMaterialId) {
+ case 'm4v':
- if (_currentMaterialId === -1) refreshLights = true;
- _currentMaterialId = material.id;
+ // array of THREE.Matrix4
- refreshMaterial = true;
+ if ( uniform._array === undefined ) {
- }
+ uniform._array = new Float32Array( 16 * value.length );
- if (refreshProgram || camera !== _currentCamera) {
+ }
- _gl.uniformMatrix4fv(p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements);
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
- if (_logarithmicDepthBuffer) {
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
- _gl.uniform1f(p_uniforms.logDepthBufFC, 2.0 / ( Math.log(camera.far + 1.0) / Math.LN2 ));
+ }
- }
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+ break;
- if (camera !== _currentCamera) _currentCamera = camera;
+ case 't':
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
+ // single THREE.Texture (2d or cube)
- if (material instanceof THREE.ShaderMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material.envMap) {
+ texture = value;
+ textureUnit = getTextureUnit();
- if (p_uniforms.cameraPosition !== null) {
+ _gl.uniform1i( location, textureUnit );
- _vector3.setFromMatrixPosition(camera.matrixWorld);
- _gl.uniform3f(p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z);
+ if ( ! texture ) continue;
- }
+ if ( texture instanceof THREE.CubeTexture ||
+ ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
- }
+ // CompressedTexture can have Array in image :/
- if (material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.ShaderMaterial ||
- material.skinning) {
+ setCubeTexture( texture, textureUnit );
- if (p_uniforms.viewMatrix !== null) {
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
- _gl.uniformMatrix4fv(p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements);
+ setCubeTextureDynamic( texture.texture, textureUnit );
- }
+ } else if ( texture instanceof THREE.WebGLRenderTarget ) {
+
+ _this.setTexture( texture.texture, textureUnit );
- }
+ } else {
- }
+ _this.setTexture( texture, textureUnit );
- // 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) {
+ break;
- if (object.bindMatrix && p_uniforms.bindMatrix !== null) {
+ case 'tv':
- _gl.uniformMatrix4fv(p_uniforms.bindMatrix, false, object.bindMatrix.elements);
+ // array of THREE.Texture (2d or cube)
- }
+ if ( uniform._array === undefined ) {
- if (object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null) {
+ uniform._array = [];
- _gl.uniformMatrix4fv(p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements);
+ }
- }
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
- if (_supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture) {
+ uniform._array[ i ] = getTextureUnit();
- if (p_uniforms.boneTexture !== null) {
+ }
- var textureUnit = getTextureUnit();
+ _gl.uniform1iv( location, uniform._array );
- _gl.uniform1i(p_uniforms.boneTexture, textureUnit);
- _this.setTexture(object.skeleton.boneTexture, textureUnit);
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
- }
+ texture = uniform.value[ i ];
+ textureUnit = uniform._array[ i ];
- if (p_uniforms.boneTextureWidth !== null) {
+ if ( ! texture ) continue;
- _gl.uniform1i(p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth);
+ if ( texture instanceof THREE.CubeTexture ||
+ ( texture.image instanceof Array && texture.image.length === 6 ) ) {
- }
+ // CompressedTexture can have Array in image :/
- if (p_uniforms.boneTextureHeight !== null) {
+ setCubeTexture( texture, textureUnit );
- _gl.uniform1i(p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight);
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
- }
+ setCubeTextureDynamic( texture, textureUnit );
- } else if (object.skeleton && object.skeleton.boneMatrices) {
+ } else {
- if (p_uniforms.boneGlobalMatrices !== null) {
+ _this.setTexture( texture, textureUnit );
- _gl.uniformMatrix4fv(p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices);
+ }
- }
+ }
- }
+ break;
- }
+ default:
- if (refreshMaterial) {
+ console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
- // refresh uniforms common to several materials
+ }
- if (fog && material.fog) {
+ }
- refreshUniformsFog(m_uniforms, fog);
+ }
- }
+ function setColorLinear( array, offset, color, intensity ) {
- if (material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material.lights) {
+ array[ offset + 0 ] = color.r * intensity;
+ array[ offset + 1 ] = color.g * intensity;
+ array[ offset + 2 ] = color.b * intensity;
- if (_lightsNeedUpdate) {
+ }
- refreshLights = true;
- setupLights(lights);
- _lightsNeedUpdate = false;
- }
+ function setupLights ( lights, camera ) {
- if (refreshLights) {
- refreshUniformsLights(m_uniforms, _lights);
- markUniformsLightsNeedsUpdate(m_uniforms, true);
- } else {
- markUniformsLightsNeedsUpdate(m_uniforms, false);
- }
+ var l, ll, light,
+ r = 0, g = 0, b = 0,
+ color, skyColor, groundColor,
+ intensity,
+ distance,
- }
+ zlights = _lights,
- if (material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial) {
+ viewMatrix = camera.matrixWorldInverse,
- refreshUniformsCommon(m_uniforms, material);
+ dirColors = zlights.directional.colors,
+ dirPositions = zlights.directional.positions,
- }
+ pointColors = zlights.point.colors,
+ pointPositions = zlights.point.positions,
+ pointDistances = zlights.point.distances,
+ pointDecays = zlights.point.decays,
- // refresh single material specific uniforms
+ spotColors = zlights.spot.colors,
+ spotPositions = zlights.spot.positions,
+ spotDistances = zlights.spot.distances,
+ spotDirections = zlights.spot.directions,
+ spotAnglesCos = zlights.spot.anglesCos,
+ spotExponents = zlights.spot.exponents,
+ spotDecays = zlights.spot.decays,
- if (material instanceof THREE.LineBasicMaterial) {
+ hemiSkyColors = zlights.hemi.skyColors,
+ hemiGroundColors = zlights.hemi.groundColors,
+ hemiPositions = zlights.hemi.positions,
- refreshUniformsLine(m_uniforms, material);
+ dirLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ hemiLength = 0,
- } else if (material instanceof THREE.LineDashedMaterial) {
+ dirCount = 0,
+ pointCount = 0,
+ spotCount = 0,
+ hemiCount = 0,
- refreshUniformsLine(m_uniforms, material);
- refreshUniformsDash(m_uniforms, material);
+ dirOffset = 0,
+ pointOffset = 0,
+ spotOffset = 0,
+ hemiOffset = 0;
- } else if (material instanceof THREE.PointCloudMaterial) {
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
- refreshUniformsParticle(m_uniforms, material);
+ light = lights[ l ];
- } else if (material instanceof THREE.MeshPhongMaterial) {
+ if ( light.onlyShadow ) continue;
- refreshUniformsPhong(m_uniforms, material);
+ color = light.color;
+ intensity = light.intensity;
+ distance = light.distance;
- } else if (material instanceof THREE.MeshLambertMaterial) {
+ if ( light instanceof THREE.AmbientLight ) {
- refreshUniformsLambert(m_uniforms, material);
+ if ( ! light.visible ) continue;
- } else if (material instanceof THREE.MeshDepthMaterial) {
+ r += color.r;
+ g += color.g;
+ b += color.b;
- m_uniforms.mNear.value = camera.near;
- m_uniforms.mFar.value = camera.far;
- m_uniforms.opacity.value = material.opacity;
+ } else if ( light instanceof THREE.DirectionalLight ) {
- } else if (material instanceof THREE.MeshNormalMaterial) {
+ dirCount += 1;
- m_uniforms.opacity.value = material.opacity;
+ if ( ! light.visible ) continue;
- }
+ _direction.setFromMatrixPosition( light.matrixWorld );
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.transformDirection( viewMatrix );
- if (object.receiveShadow && !material._shadowPass) {
+ dirOffset = dirLength * 3;
- refreshUniformsShadow(m_uniforms, lights);
+ dirPositions[ dirOffset + 0 ] = _direction.x;
+ dirPositions[ dirOffset + 1 ] = _direction.y;
+ dirPositions[ dirOffset + 2 ] = _direction.z;
- }
+ setColorLinear( dirColors, dirOffset, color, intensity );
- // load common uniforms
+ dirLength += 1;
- loadUniformsGeneric(material.uniformsList);
+ } else if ( light instanceof THREE.PointLight ) {
- }
+ pointCount += 1;
- loadUniformsMatrices(p_uniforms, object);
+ if ( ! light.visible ) continue;
- if (p_uniforms.modelMatrix !== null) {
+ pointOffset = pointLength * 3;
- _gl.uniformMatrix4fv(p_uniforms.modelMatrix, false, object.matrixWorld.elements);
+ setColorLinear( pointColors, pointOffset, color, intensity );
- }
+ _vector3.setFromMatrixPosition( light.matrixWorld );
+ _vector3.applyMatrix4( viewMatrix );
- return program;
+ pointPositions[ pointOffset + 0 ] = _vector3.x;
+ pointPositions[ pointOffset + 1 ] = _vector3.y;
+ pointPositions[ pointOffset + 2 ] = _vector3.z;
- }
+ // distance is 0 if decay is 0, because there is no attenuation at all.
+ pointDistances[ pointLength ] = distance;
+ pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
- // Uniforms (refresh uniforms objects)
+ pointLength += 1;
- function refreshUniformsCommon(uniforms, material) {
+ } else if ( light instanceof THREE.SpotLight ) {
- uniforms.opacity.value = material.opacity;
+ spotCount += 1;
- uniforms.diffuse.value = material.color;
+ if ( ! light.visible ) continue;
- uniforms.map.value = material.map;
- uniforms.specularMap.value = material.specularMap;
- uniforms.alphaMap.value = material.alphaMap;
+ spotOffset = spotLength * 3;
- if (material.bumpMap) {
+ setColorLinear( spotColors, spotOffset, color, intensity );
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
+ _direction.setFromMatrixPosition( light.matrixWorld );
+ _vector3.copy( _direction ).applyMatrix4( viewMatrix );
- }
+ spotPositions[ spotOffset + 0 ] = _vector3.x;
+ spotPositions[ spotOffset + 1 ] = _vector3.y;
+ spotPositions[ spotOffset + 2 ] = _vector3.z;
- if (material.normalMap) {
+ spotDistances[ spotLength ] = distance;
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy(material.normalScale);
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.transformDirection( viewMatrix );
- }
+ spotDirections[ spotOffset + 0 ] = _direction.x;
+ spotDirections[ spotOffset + 1 ] = _direction.y;
+ spotDirections[ spotOffset + 2 ] = _direction.z;
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- // 5. alpha map
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+ spotExponents[ spotLength ] = light.exponent;
+ spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
- var uvScaleMap;
+ spotLength += 1;
- if (material.map) {
+ } else if ( light instanceof THREE.HemisphereLight ) {
- uvScaleMap = material.map;
+ hemiCount += 1;
- } else if (material.specularMap) {
+ if ( ! light.visible ) continue;
- uvScaleMap = material.specularMap;
+ _direction.setFromMatrixPosition( light.matrixWorld );
+ _direction.transformDirection( viewMatrix );
- } else if (material.normalMap) {
+ hemiOffset = hemiLength * 3;
- uvScaleMap = material.normalMap;
+ hemiPositions[ hemiOffset + 0 ] = _direction.x;
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
- } else if (material.bumpMap) {
+ skyColor = light.color;
+ groundColor = light.groundColor;
- uvScaleMap = material.bumpMap;
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
- } else if (material.alphaMap) {
+ hemiLength += 1;
- uvScaleMap = material.alphaMap;
+ }
- }
+ }
- if (uvScaleMap !== undefined) {
+ // null eventual remains from removed lights
+ // (this is to avoid if in shader)
- if (uvScaleMap instanceof THREE.WebGLRenderTarget) uvScaleMap = uvScaleMap.texture;
+ for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
+ for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+ for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
- var offset = uvScaleMap.offset;
- var repeat = uvScaleMap.repeat;
+ zlights.directional.length = dirLength;
+ zlights.point.length = pointLength;
+ zlights.spot.length = spotLength;
+ zlights.hemi.length = hemiLength;
- uniforms.offsetRepeat.value.set(offset.x, offset.y, repeat.x, repeat.y);
+ zlights.ambient[ 0 ] = r;
+ zlights.ambient[ 1 ] = g;
+ zlights.ambient[ 2 ] = b;
- }
+ }
- uniforms.envMap.value = material.envMap;
- uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
+ // GL state setting
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
- }
+ if ( cullFace === THREE.CullFaceNone ) {
- function refreshUniformsLine(uniforms, material) {
+ state.disable( _gl.CULL_FACE );
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
+ } else {
- }
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
- function refreshUniformsDash(uniforms, material) {
+ _gl.frontFace( _gl.CW );
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
+ } else {
- }
+ _gl.frontFace( _gl.CCW );
- function refreshUniformsParticle(uniforms, material) {
+ }
- uniforms.psColor.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
+ if ( cullFace === THREE.CullFaceBack ) {
- uniforms.map.value = material.map;
+ _gl.cullFace( _gl.BACK );
- if (material.map !== null) {
+ } else if ( cullFace === THREE.CullFaceFront ) {
- var offset = material.map.offset;
- var repeat = material.map.repeat;
+ _gl.cullFace( _gl.FRONT );
- uniforms.offsetRepeat.value.set(offset.x, offset.y, repeat.x, repeat.y);
+ } else {
- }
+ _gl.cullFace( _gl.FRONT_AND_BACK );
- }
+ }
- function refreshUniformsFog(uniforms, fog) {
+ state.enable( _gl.CULL_FACE );
- uniforms.fogColor.value = fog.color;
+ }
- if (fog instanceof THREE.Fog) {
+ };
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
+ // Textures
- } else if (fog instanceof THREE.FogExp2) {
+ function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
- uniforms.fogDensity.value = fog.density;
+ var extension;
- }
+ if ( isImagePowerOfTwo ) {
- }
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- function refreshUniformsPhong(uniforms, material) {
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- uniforms.shininess.value = material.shininess;
+ } else {
- uniforms.emissive.value = material.emissive;
- uniforms.specular.value = material.specular;
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- uniforms.lightMap.value = material.lightMap;
- uniforms.lightMapIntensity.value = material.lightMapIntensity;
+ if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
- uniforms.aoMap.value = material.aoMap;
- uniforms.aoMapIntensity.value = material.aoMapIntensity;
+ console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
- }
+ }
- function refreshUniformsLambert(uniforms, material) {
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- uniforms.emissive.value = material.emissive;
+ 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.sourceFile + ' )' );
- function refreshUniformsLights(uniforms, lights) {
+ }
- uniforms.ambientLightColor.value = lights.ambient;
+ }
- uniforms.directionalLightColor.value = lights.directional.colors;
- uniforms.directionalLightDirection.value = lights.directional.positions;
+ extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- uniforms.pointLightColor.value = lights.point.colors;
- uniforms.pointLightPosition.value = lights.point.positions;
- uniforms.pointLightDistance.value = lights.point.distances;
- uniforms.pointLightDecay.value = lights.point.decays;
+ if ( extension ) {
- uniforms.spotLightColor.value = lights.spot.colors;
- uniforms.spotLightPosition.value = lights.spot.positions;
- uniforms.spotLightDistance.value = lights.spot.distances;
- uniforms.spotLightDirection.value = lights.spot.directions;
- uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
- uniforms.spotLightExponent.value = lights.spot.exponents;
- uniforms.spotLightDecay.value = lights.spot.decays;
+ 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;
- uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
- uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
- uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+ if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
- }
+ _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
+ properties.get( texture ).__currentAnisotropy = texture.anisotropy;
- // 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.directionalLightColor.needsUpdate = value;
- uniforms.directionalLightDirection.needsUpdate = value;
+ function uploadTexture( textureProperties, texture, slot ) {
- uniforms.pointLightColor.needsUpdate = value;
- uniforms.pointLightPosition.needsUpdate = value;
- uniforms.pointLightDistance.needsUpdate = value;
- uniforms.pointLightDecay.needsUpdate = value;
+ if ( textureProperties.__webglInit === undefined ) {
- uniforms.spotLightColor.needsUpdate = value;
- uniforms.spotLightPosition.needsUpdate = value;
- uniforms.spotLightDistance.needsUpdate = value;
- uniforms.spotLightDirection.needsUpdate = value;
- uniforms.spotLightAngleCos.needsUpdate = value;
- uniforms.spotLightExponent.needsUpdate = value;
- uniforms.spotLightDecay.needsUpdate = value;
+ textureProperties.__webglInit = true;
- uniforms.hemisphereLightSkyColor.needsUpdate = value;
- uniforms.hemisphereLightGroundColor.needsUpdate = value;
- uniforms.hemisphereLightDirection.needsUpdate = value;
+ texture.__webglInit = true;
- }
+ texture.addEventListener( 'dispose', onTextureDispose );
- function refreshUniformsShadow(uniforms, lights) {
+ textureProperties.__webglTexture = _gl.createTexture();
- if (uniforms.shadowMatrix) {
+ _infoMemory.textures ++;
- var j = 0;
+ }
- for (var i = 0, il = lights.length; i < il; i++) {
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- var light = lights[i];
+ _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 );
- if (!light.castShadow) continue;
+ texture.image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
- if (light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && !light.shadowCascade )) {
+ var image = texture.image,
+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
- uniforms.shadowMap.value[j] = light.shadowMap;
- uniforms.shadowMapSize.value[j] = light.shadowMapSize;
+ setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
- uniforms.shadowMatrix.value[j] = light.shadowMatrix;
+ var mipmap, mipmaps = texture.mipmaps;
- uniforms.shadowDarkness.value[j] = light.shadowDarkness;
- uniforms.shadowBias.value[j] = light.shadowBias;
+ if ( texture instanceof THREE.DataTexture ) {
- j++;
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
- }
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
- }
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- }
+ mipmap = mipmaps[ i ];
+ state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
+ }
- // Uniforms (load to GPU)
+ texture.generateMipmaps = false;
- function loadUniformsMatrices(uniforms, object) {
+ } else {
- _gl.uniformMatrix4fv(uniforms.modelViewMatrix, false, object._modelViewMatrix.elements);
+ state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
- if (uniforms.normalMatrix) {
+ }
- _gl.uniformMatrix3fv(uniforms.normalMatrix, false, object._normalMatrix.elements);
+ } else if ( texture instanceof THREE.CompressedTexture ) {
- }
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- }
+ mipmap = mipmaps[ i ];
- function getTextureUnit() {
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
- var textureUnit = _usedTextureUnits;
+ if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
- if (textureUnit >= _maxTextures) {
+ state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- THREE.warn('WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures);
+ } else {
- }
+ console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
- _usedTextureUnits += 1;
+ }
- return textureUnit;
+ } else {
- }
+ state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- function loadUniformsGeneric(uniforms) {
+ }
- var texture, textureUnit, offset;
+ }
- for (var j = 0, jl = uniforms.length; j < jl; j++) {
+ } else {
- var uniform = uniforms[j][0];
+ // regular Texture (image, video, canvas)
- // needsUpdate property is not added to all uniforms.
- if (uniform.needsUpdate === false) continue;
+ // 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
- var type = uniform.type;
- var value = uniform.value;
- var location = uniforms[j][1];
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
- switch (type) {
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- case '1i':
- _gl.uniform1i(location, value);
- break;
+ mipmap = mipmaps[ i ];
+ state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
- case '1f':
- _gl.uniform1f(location, value);
- break;
+ }
- case '2f':
- _gl.uniform2f(location, value[0], value[1]);
- break;
+ texture.generateMipmaps = false;
- case '3f':
- _gl.uniform3f(location, value[0], value[1], value[2]);
- break;
+ } else {
- case '4f':
- _gl.uniform4f(location, value[0], value[1], value[2], value[3]);
- break;
+ state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
- case '1iv':
- _gl.uniform1iv(location, value);
- break;
+ }
- case '3iv':
- _gl.uniform3iv(location, value);
- break;
+ }
- case '1fv':
- _gl.uniform1fv(location, value);
- break;
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- case '2fv':
- _gl.uniform2fv(location, value);
- break;
+ textureProperties.__version = texture.version;
- case '3fv':
- _gl.uniform3fv(location, value);
- break;
+ if ( texture.onUpdate ) texture.onUpdate( texture );
- case '4fv':
- _gl.uniform4fv(location, value);
- break;
+ }
- case 'Matrix3fv':
- _gl.uniformMatrix3fv(location, false, value);
- break;
+ this.setTexture = function ( texture, slot ) {
- case 'Matrix4fv':
- _gl.uniformMatrix4fv(location, false, value);
- break;
+ var textureProperties = properties.get( texture );
- //
+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- case 'i':
+ var image = texture.image;
- // single integer
- _gl.uniform1i(location, value);
+ if ( image === undefined ) {
- break;
+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
+ return;
- case 'f':
+ }
- // single float
- _gl.uniform1f(location, value);
+ if ( image.complete === false ) {
- break;
+ console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
+ return;
- case 'v2':
+ }
- // single THREE.Vector2
- _gl.uniform2f(location, value.x, value.y);
+ uploadTexture( textureProperties, texture, slot );
+ return;
- break;
+ }
- case 'v3':
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
- // single THREE.Vector3
- _gl.uniform3f(location, value.x, value.y, value.z);
+ };
- break;
+ function clampToMaxSize ( image, maxSize ) {
- case 'v4':
+ if ( image.width > maxSize || image.height > maxSize ) {
- // single THREE.Vector4
- _gl.uniform4f(location, value.x, value.y, value.z, value.w);
+ // Warning: Scaling through the canvas will only work with images that use
+ // premultiplied alpha.
- break;
+ var scale = maxSize / Math.max( image.width, image.height );
- case 'c':
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = Math.floor( image.width * scale );
+ canvas.height = Math.floor( image.height * scale );
- // single THREE.Color
- _gl.uniform3f(location, value.r, value.g, value.b);
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
- break;
+ console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
- case 'iv1':
+ return canvas;
- // flat array of integers (JS or typed array)
- _gl.uniform1iv(location, value);
+ }
- break;
+ return image;
- case 'iv':
+ }
- // flat array of integers with 3 x N size (JS or typed array)
- _gl.uniform3iv(location, value);
+ function setCubeTexture ( texture, slot ) {
- break;
+ var textureProperties = properties.get( texture );
- case 'fv1':
+ if ( texture.image.length === 6 ) {
- // flat array of floats (JS or typed array)
- _gl.uniform1fv(location, value);
+ if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
- break;
+ if ( ! textureProperties.__image__webglTextureCube ) {
- case 'fv':
+ texture.addEventListener( 'dispose', onTextureDispose );
- // flat array of floats with 3 x N size (JS or typed array)
- _gl.uniform3fv(location, value);
+ textureProperties.__image__webglTextureCube = _gl.createTexture();
- break;
+ _infoMemory.textures ++;
- case 'v2v':
+ }
- // array of THREE.Vector2
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
- if (uniform._array === undefined) {
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- uniform._array = new Float32Array(2 * value.length);
+ var isCompressed = texture instanceof THREE.CompressedTexture;
+ var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
- }
+ var cubeImage = [];
- for (var i = 0, il = value.length; i < il; i++) {
+ for ( var i = 0; i < 6; i ++ ) {
- offset = i * 2;
+ if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
- uniform._array[offset + 0] = value[i].x;
- uniform._array[offset + 1] = value[i].y;
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
- }
+ } else {
- _gl.uniform2fv(location, uniform._array);
+ cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
- break;
+ }
- case 'v3v':
+ }
- // array of THREE.Vector3
+ var image = cubeImage[ 0 ],
+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
- if (uniform._array === undefined) {
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
- uniform._array = new Float32Array(3 * value.length);
+ for ( var i = 0; i < 6; i ++ ) {
- }
+ if ( ! isCompressed ) {
- for (var i = 0, il = value.length; i < il; i++) {
+ if ( isDataTexture ) {
- offset = i * 3;
+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
- uniform._array[offset + 0] = value[i].x;
- uniform._array[offset + 1] = value[i].y;
- uniform._array[offset + 2] = value[i].z;
+ } else {
- }
+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
- _gl.uniform3fv(location, uniform._array);
+ }
- break;
+ } else {
- case 'v4v':
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
- // array of THREE.Vector4
+ for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
- if (uniform._array === undefined) {
+ mipmap = mipmaps[ j ];
- uniform._array = new Float32Array(4 * value.length);
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
- }
+ if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
- for (var i = 0, il = value.length; i < il; i++) {
+ state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- offset = i * 4;
+ } else {
- uniform._array[offset + 0] = value[i].x;
- uniform._array[offset + 1] = value[i].y;
- uniform._array[offset + 2] = value[i].z;
- uniform._array[offset + 3] = value[i].w;
+ console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
- }
+ }
- _gl.uniform4fv(location, uniform._array);
+ } else {
- break;
+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- case 'm3':
+ }
- // single THREE.Matrix3
- _gl.uniformMatrix3fv(location, false, value.elements);
+ }
- break;
+ }
- case 'm3v':
+ }
- // array of THREE.Matrix3
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) {
- if (uniform._array === undefined) {
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- uniform._array = new Float32Array(9 * value.length);
+ }
- }
+ textureProperties.__version = texture.version;
- for (var i = 0, il = value.length; i < il; i++) {
+ if ( texture.onUpdate ) texture.onUpdate( texture );
- value[i].flattenToArrayOffset(uniform._array, i * 9);
+ } else {
- }
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
- _gl.uniformMatrix3fv(location, false, uniform._array);
+ }
- break;
+ }
- case 'm4':
+ }
- // single THREE.Matrix4
- _gl.uniformMatrix4fv(location, false, value.elements);
+ function setCubeTextureDynamic ( texture, slot ) {
- break;
+ state.activeTexture( _gl.TEXTURE0 + slot );
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
- case 'm4v':
+ }
- // array of THREE.Matrix4
+ // Render targets
- if (uniform._array === undefined) {
+ function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) {
- uniform._array = new Float32Array(16 * value.length);
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
- }
+ }
- for (var i = 0, il = value.length; i < il; i++) {
+ function setupRenderBufferStorage ( renderbuffer, renderTarget ) {
- value[i].flattenToArrayOffset(uniform._array, i * 16);
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
- }
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- _gl.uniformMatrix4fv(location, false, uniform._array);
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- break;
+ /* For some reason this is not working. Defaulting to RGBA4.
+ } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- case 't':
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+ */
- // single THREE.Texture (2d or cube)
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- texture = value;
- textureUnit = getTextureUnit();
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- _gl.uniform1i(location, textureUnit);
+ } else {
- if (!texture) continue;
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
- if (texture instanceof THREE.CubeTexture ||
- ( texture.image instanceof Array && texture.image.length === 6 )) { // CompressedTexture can have Array in image :/
+ }
- setCubeTexture(texture, textureUnit);
+ }
- } else if (texture instanceof THREE.WebGLRenderTargetCube) {
+ function setupDepthRenderbuffer(renderTarget) {
+
+ var renderTargetProperties = properties.get( renderTarget );
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+ if ( isCube ) {
- setCubeTextureDynamic(texture.texture, textureUnit);
+ renderTargetProperties.__webglRenderbuffer = [];
+ for ( var i = 0; i < 6; i ++ ) {
- } else if (texture instanceof THREE.WebGLRenderTarget) {
+ renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+ setupRenderBufferStorage( renderTargetProperties.__webglRenderbuffer[ i ], renderTarget );
- _this.setTexture(texture.texture, textureUnit);
+ }
- } else {
+ }
+ else {
- _this.setTexture(texture, textureUnit);
+ if ( renderTarget.shareDepthFrom ) {
+ var sharedProperties = properties.get( renderTarget.shareDepthFrom );
+ renderTargetProperties.__webglRenderbuffer = sharedProperties.__webglRenderbuffer;
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
+
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTargetProperties.__webglRenderbuffer );
+
+ }
+
+ } else {
+
+ renderTargetProperties.__webglRenderbuffer = _gl.createRenderbuffer();
+ setupRenderBufferStorage( renderTargetProperties.__webglRenderbuffer, renderTarget );
+
+ }
+
+ }
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- }
+ };
- break;
+ function setupDepthTexture(renderTarget) {
- case 'tv':
+ var depthTexture = renderTarget.depthTexture;
+ var depthTextureProperties = properties.get( renderTarget.depthTexture );
+ var isPowerOfTwo = THREE.Math.isPowerOfTwo( depthTexture.width ) && THREE.Math.isPowerOfTwo( depthTexture.height );
- // array of THREE.Texture (2d)
+ depthTextureProperties.__webglTexture = _gl.createTexture();
+ _gl.bindTexture(_gl.TEXTURE_2D, depthTextureProperties.__webglTexture);
+ setTextureParameters(_gl.TEXTURE_2D, depthTexture, isPowerOfTwo);
- if (uniform._array === undefined) {
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- uniform._array = [];
+ _gl.texImage2D(_gl.TEXTURE_2D, 0, _gl.DEPTH_COMPONENT, depthTexture.width, depthTexture.height, 0, _gl.DEPTH_COMPONENT, _gl.UNSIGNED_INT, null);
+ _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, depthTextureProperties.__webglTexture, 0);
- }
+ } else if ( renderTarget.stencilBuffer ) {
+
+ _gl.texImage2D(_gl.TEXTURE_2D, 0, _gl.DEPTH_STENCIL, depthTexture.width, depthTexture.height, 0, _gl.DEPTH_STENCIL, extensions.get( 'WEBGL_depth_texture' ).UNSIGNED_INT_24_8_WEBGL, null);
+ _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, depthTextureProperties.__webglTexture, 0);
- for (var i = 0, il = uniform.value.length; i < il; i++) {
+ }
- uniform._array[i] = getTextureUnit();
+ _gl.bindTexture(_gl.TEXTURE_2D, null);
- }
+ };
+
+ this.setRenderTarget = function ( renderTarget ) {
- _gl.uniform1iv(location, uniform._array);
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
- for (var i = 0, il = uniform.value.length; i < il; i++) {
+ if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
- texture = uniform.value[i];
- textureUnit = uniform._array[i];
+ var renderTargetProperties = properties.get( renderTarget );
+ var textureProperties = properties.get( renderTarget.texture );
- if (!texture) continue;
+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
- _this.setTexture(texture, textureUnit);
+ textureProperties.__webglTexture = _gl.createTexture();
- }
+ _infoMemory.textures ++;
- break;
+ //
+ // Setup color buffer
+ //
- default:
+ var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
+ glFormat = paramThreeToGL( renderTarget.texture.format ),
+ glType = paramThreeToGL( renderTarget.texture.type );
- THREE.warn('THREE.WebGLRenderer: Unknown uniform type: ' + type);
+ if ( isCube ) {
- }
+ renderTargetProperties.__webglFramebuffer = [];
- }
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
- }
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
- function setupMatrices(object, camera) {
+ for ( var i = 0; i < 6; i ++ ) {
- object._modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
- object._normalMatrix.getNormalMatrix(object._modelViewMatrix);
+ renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+ renderTargetProperties.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+ state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- }
+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- function setColorLinear(array, offset, color, intensity) {
+ }
- array[offset + 0] = color.r * intensity;
- array[offset + 1] = color.g * intensity;
- array[offset + 2] = color.b * intensity;
+ if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- }
+ } else {
- function setupLights(lights) {
+ renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
- var l, ll, light,
- r = 0, g = 0, b = 0,
- color, skyColor, groundColor,
- intensity,
- distance,
+ state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
- zlights = _lights,
+ state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- dirColors = zlights.directional.colors,
- dirPositions = zlights.directional.positions,
+ setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
- pointColors = zlights.point.colors,
- pointPositions = zlights.point.positions,
- pointDistances = zlights.point.distances,
- pointDecays = zlights.point.decays,
+ if ( renderTarget.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- spotColors = zlights.spot.colors,
- spotPositions = zlights.spot.positions,
- spotDistances = zlights.spot.distances,
- spotDirections = zlights.spot.directions,
- spotAnglesCos = zlights.spot.anglesCos,
- spotExponents = zlights.spot.exponents,
- spotDecays = zlights.spot.decays,
+ }
- hemiSkyColors = zlights.hemi.skyColors,
- hemiGroundColors = zlights.hemi.groundColors,
- hemiPositions = zlights.hemi.positions,
+ // Release textures
- dirLength = 0,
- pointLength = 0,
- spotLength = 0,
- hemiLength = 0,
+ if ( isCube ) {
- dirCount = 0,
- pointCount = 0,
- spotCount = 0,
- hemiCount = 0,
+ state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- dirOffset = 0,
- pointOffset = 0,
- spotOffset = 0,
- hemiOffset = 0;
+ } else {
- for (l = 0, ll = lights.length; l < ll; l++) {
+ state.bindTexture( _gl.TEXTURE_2D, null );
- light = lights[l];
+ }
- if (light.onlyShadow) continue;
+ //
+ // Setup depth and stencil buffers
+ //
+ if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+ if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
- color = light.color;
- intensity = light.intensity;
- distance = light.distance;
+ if (renderTarget.depthBuffer || renderTarget.stencilBuffer) {
- if (light instanceof THREE.AmbientLight) {
+ if ( renderTarget.depthTexture && extensions.get( 'WEBGL_depth_texture' ) ) setupDepthTexture(renderTarget);
+ else setupDepthRenderbuffer(renderTarget);
- if (!light.visible) continue;
+ }
- r += color.r;
- g += color.g;
- b += color.b;
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
- } else if (light instanceof THREE.DirectionalLight) {
+ }
- dirCount += 1;
+ var framebuffer, width, height, vx, vy;
- if (!light.visible) continue;
+ if ( renderTarget ) {
- _direction.setFromMatrixPosition(light.matrixWorld);
- _vector3.setFromMatrixPosition(light.target.matrixWorld);
- _direction.sub(_vector3);
- _direction.normalize();
+ var renderTargetProperties = properties.get( renderTarget );
- dirOffset = dirLength * 3;
+ if ( isCube ) {
- dirPositions[dirOffset + 0] = _direction.x;
- dirPositions[dirOffset + 1] = _direction.y;
- dirPositions[dirOffset + 2] = _direction.z;
+ framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];
- setColorLinear(dirColors, dirOffset, color, intensity);
+ } else {
- dirLength += 1;
+ framebuffer = renderTargetProperties.__webglFramebuffer;
- } else if (light instanceof THREE.PointLight) {
+ }
- pointCount += 1;
+ width = renderTarget.width;
+ height = renderTarget.height;
- if (!light.visible) continue;
+ vx = 0;
+ vy = 0;
- pointOffset = pointLength * 3;
+ } else {
- setColorLinear(pointColors, pointOffset, color, intensity);
+ framebuffer = null;
- _vector3.setFromMatrixPosition(light.matrixWorld);
+ width = _viewportWidth;
+ height = _viewportHeight;
- pointPositions[pointOffset + 0] = _vector3.x;
- pointPositions[pointOffset + 1] = _vector3.y;
- pointPositions[pointOffset + 2] = _vector3.z;
+ vx = _viewportX;
+ vy = _viewportY;
- // distance is 0 if decay is 0, because there is no attenuation at all.
- pointDistances[pointLength] = distance;
- pointDecays[pointLength] = ( light.distance === 0 ) ? 0.0 : light.decay;
+ }
- pointLength += 1;
+ if ( framebuffer !== _currentFramebuffer ) {
- } else if (light instanceof THREE.SpotLight) {
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.viewport( vx, vy, width, height );
- spotCount += 1;
+ _currentFramebuffer = framebuffer;
- if (!light.visible) continue;
+ }
- spotOffset = spotLength * 3;
+ if ( isCube ) {
- setColorLinear(spotColors, spotOffset, color, intensity);
+ var renderTargetProperties = properties.get( renderTarget );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, renderTargetProperties.__webglTexture, 0 );
- _direction.setFromMatrixPosition(light.matrixWorld);
+ }
- spotPositions[spotOffset + 0] = _direction.x;
- spotPositions[spotOffset + 1] = _direction.y;
- spotPositions[spotOffset + 2] = _direction.z;
+ _currentWidth = width;
+ _currentHeight = height;
- spotDistances[spotLength] = distance;
+ };
- _vector3.setFromMatrixPosition(light.target.matrixWorld);
- _direction.sub(_vector3);
- _direction.normalize();
+ this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
- spotDirections[spotOffset + 0] = _direction.x;
- spotDirections[spotOffset + 1] = _direction.y;
- spotDirections[spotOffset + 2] = _direction.z;
+ if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
- spotAnglesCos[spotLength] = Math.cos(light.angle);
- spotExponents[spotLength] = light.exponent;
- spotDecays[spotLength] = ( light.distance === 0 ) ? 0.0 : light.decay;
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
+ return;
- spotLength += 1;
+ }
- } else if (light instanceof THREE.HemisphereLight) {
+ if ( properties.get( renderTarget ).__webglFramebuffer ) {
- hemiCount += 1;
+ var restore = false;
- if (!light.visible) continue;
+ if ( properties.get( renderTarget ).__webglFramebuffer !== _currentFramebuffer ) {
- _direction.setFromMatrixPosition(light.matrixWorld);
- _direction.normalize();
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, properties.get( renderTarget ).__webglFramebuffer );
- hemiOffset = hemiLength * 3;
+ restore = true;
- hemiPositions[hemiOffset + 0] = _direction.x;
- hemiPositions[hemiOffset + 1] = _direction.y;
- hemiPositions[hemiOffset + 2] = _direction.z;
+ }
- skyColor = light.color;
- groundColor = light.groundColor;
+ if ( renderTarget.texture.format !== THREE.RGBAFormat && paramThreeToGL( renderTarget.texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
- setColorLinear(hemiSkyColors, hemiOffset, skyColor, intensity);
- setColorLinear(hemiGroundColors, hemiOffset, groundColor, intensity);
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
+ return;
- hemiLength += 1;
+ }
- }
+ if ( renderTarget.texture.type !== THREE.UnsignedByteType && paramThreeToGL( renderTarget.texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) ) {
- }
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
+ return;
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
+ }
- for (l = dirLength * 3, ll = Math.max(dirColors.length, dirCount * 3); l < ll; l++) dirColors[l] = 0.0;
- for (l = pointLength * 3, ll = Math.max(pointColors.length, pointCount * 3); l < ll; l++) pointColors[l] = 0.0;
- for (l = spotLength * 3, ll = Math.max(spotColors.length, spotCount * 3); l < ll; l++) spotColors[l] = 0.0;
- for (l = hemiLength * 3, ll = Math.max(hemiSkyColors.length, hemiCount * 3); l < ll; l++) hemiSkyColors[l] = 0.0;
- for (l = hemiLength * 3, ll = Math.max(hemiGroundColors.length, hemiCount * 3); l < ll; l++) hemiGroundColors[l] = 0.0;
+ if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
- zlights.directional.length = dirLength;
- zlights.point.length = pointLength;
- zlights.spot.length = spotLength;
- zlights.hemi.length = hemiLength;
+ _gl.readPixels( x, y, width, height, paramThreeToGL( renderTarget.texture.format ), paramThreeToGL( renderTarget.texture.type ), buffer );
- zlights.ambient[0] = r;
- zlights.ambient[1] = g;
- zlights.ambient[2] = b;
+ } else {
- }
+ console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
- // GL state setting
+ }
- this.setFaceCulling = function (cullFace, frontFaceDirection) {
+ if ( restore ) {
- if (cullFace === THREE.CullFaceNone) {
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
- _gl.disable(_gl.CULL_FACE);
+ }
- } else {
+ }
- if (frontFaceDirection === THREE.FrontFaceDirectionCW) {
+ };
- _gl.frontFace(_gl.CW);
+ function updateRenderTargetMipmap( renderTarget ) {
- } else {
+ var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
+ var texture = properties.get( renderTarget.texture ).__webglTexture;
- _gl.frontFace(_gl.CCW);
+ state.bindTexture( target, texture );
+ _gl.generateMipmap( target );
+ state.bindTexture( target, null );
- }
+ }
- if (cullFace === THREE.CullFaceBack) {
+ // Fallback filters for non-power-of-2 textures
- _gl.cullFace(_gl.BACK);
+ function filterFallback ( f ) {
- } else if (cullFace === THREE.CullFaceFront) {
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
- _gl.cullFace(_gl.FRONT);
+ return _gl.NEAREST;
- } else {
+ }
- _gl.cullFace(_gl.FRONT_AND_BACK);
+ return _gl.LINEAR;
- }
+ }
- _gl.enable(_gl.CULL_FACE);
+ // Map three.js constants to WebGL constants
- }
+ function paramThreeToGL ( p ) {
- };
+ var extension;
- this.setMaterialFaces = function (material) {
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
- state.setDoubleSided(material.side === THREE.DoubleSide);
- state.setFlipSided(material.side === THREE.BackSide);
+ 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;
- // Textures
+ 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;
- function setTextureParameters(textureType, texture, isImagePowerOfTwo) {
+ 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;
- var extension;
+ extension = extensions.get( 'OES_texture_half_float' );
- if (isImagePowerOfTwo) {
+ if ( extension !== null ) {
- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL(texture.wrapS));
- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL(texture.wrapT));
+ if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
- _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL(texture.magFilter));
- _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL(texture.minFilter));
+ }
- } else {
+ 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;
- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);
- _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);
+ 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 (texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping) {
+ 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;
- THREE.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )');
+ 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' );
- _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter));
- _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter));
+ if ( extension !== null ) {
- if (texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter) {
+ 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;
- THREE.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )');
+ }
- }
+ extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- }
+ if ( extension !== null ) {
- extension = extensions.get('EXT_texture_filter_anisotropic');
+ 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;
- if (extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType) {
+ }
- if (texture.anisotropy > 1 || texture.__currentAnisotropy) {
+ extension = extensions.get( 'EXT_blend_minmax' );
- _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, _this.getMaxAnisotropy()));
- texture.__currentAnisotropy = texture.anisotropy;
+ if ( extension !== null ) {
- }
+ if ( p === THREE.MinEquation ) return extension.MIN_EXT;
+ if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
- }
+ }
- }
+ return 0;
- this.uploadTexture = function (texture, slot) {
+ }
- if (texture.__webglInit === undefined) {
+ // DEPRECATED
- texture.__webglInit = true;
+ this.supportsFloatTextures = function () {
- texture.addEventListener('dispose', onTextureDispose);
+ console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
+ return extensions.get( 'OES_texture_float' );
- texture.__webglTexture = _gl.createTexture();
+ };
- _this.info.memory.textures++;
+ this.supportsHalfFloatTextures = function () {
- }
+ console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
+ return extensions.get( 'OES_texture_half_float' );
- state.activeTexture(_gl.TEXTURE0 + slot);
- state.bindTexture(_gl.TEXTURE_2D, texture.__webglTexture);
+ };
- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
- _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
- _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
+ this.supportsStandardDerivatives = function () {
- texture.image = clampToMaxSize(texture.image, _maxTextureSize);
+ console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
+ return extensions.get( 'OES_standard_derivatives' );
- var image = texture.image,
- isImagePowerOfTwo = THREE.Math.isPowerOfTwo(image.width) && THREE.Math.isPowerOfTwo(image.height),
- glFormat = paramThreeToGL(texture.format),
- glType = paramThreeToGL(texture.type);
+ };
- setTextureParameters(_gl.TEXTURE_2D, texture, isImagePowerOfTwo);
+ this.supportsCompressedTextureS3TC = function () {
- var mipmap, mipmaps = texture.mipmaps;
+ console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
+ return extensions.get( 'WEBGL_compressed_texture_s3tc' );
- 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
+ this.supportsCompressedTexturePVRTC = function () {
- if (mipmaps.length > 0 && isImagePowerOfTwo) {
+ console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
+ return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
- for (var i = 0, il = mipmaps.length; i < il; i++) {
+ };
- mipmap = mipmaps[i];
- _gl.texImage2D(_gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
+ this.supportsBlendMinMax = function () {
- }
+ console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
+ return extensions.get( 'EXT_blend_minmax' );
- texture.generateMipmaps = false;
+ };
- } else {
+ this.supportsVertexTextures = function () {
- _gl.texImage2D(_gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data);
+ return capabilities.vertexTextures;
- }
+ };
- } else if (texture instanceof THREE.CompressedTexture) {
+ this.supportsInstancedArrays = function () {
- for (var i = 0, il = mipmaps.length; i < il; i++) {
+ console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
+ return extensions.get( 'ANGLE_instanced_arrays' );
- mipmap = mipmaps[i];
+ };
- if (texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat) {
+ //
- if (getCompressedTextureFormats().indexOf(glFormat) > -1) {
+ this.initMaterial = function () {
- _gl.compressedTexImage2D(_gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data);
+ console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
- } else {
+ };
- THREE.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");
+ this.addPrePlugin = function () {
- }
+ console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
- } else {
+ };
- _gl.texImage2D(_gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
+ this.addPostPlugin = function () {
- }
+ console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
- }
+ };
- } else { // regular Texture (image, video, canvas)
+ this.updateShadowMap = function () {
- // 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
+ console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
- if (mipmaps.length > 0 && isImagePowerOfTwo) {
+ };
- for (var i = 0, il = mipmaps.length; i < il; i++) {
+ Object.defineProperties( this, {
+ shadowMapEnabled: {
+ get: function () {
- mipmap = mipmaps[i];
- _gl.texImage2D(_gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap);
+ return shadowMap.enabled;
- }
+ },
+ set: function ( value ) {
- texture.generateMipmaps = false;
+ console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
+ shadowMap.enabled = value;
- } else {
+ }
+ },
+ shadowMapType: {
+ get: function () {
- _gl.texImage2D(_gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image);
+ return shadowMap.type;
- }
+ },
+ set: function ( value ) {
- }
+ console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
+ shadowMap.type = value;
- if (texture.generateMipmaps && isImagePowerOfTwo) _gl.generateMipmap(_gl.TEXTURE_2D);
+ }
+ },
+ shadowMapCullFace: {
+ get: function () {
- texture.needsUpdate = false;
+ return shadowMap.cullFace;
- if (texture.onUpdate) texture.onUpdate(texture);
+ },
+ set: function ( value ) {
- };
+ console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
+ shadowMap.cullFace = value;
- this.setTexture = function (texture, slot) {
+ }
+ },
+ shadowMapDebug: {
+ get: function () {
- if (texture.needsUpdate === true) {
+ return shadowMap.debug;
- var image = texture.image;
+ },
+ set: function ( value ) {
- if (image.complete === false) {
+ console.warn( 'THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.' );
+ shadowMap.debug = value;
- THREE.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture);
- return;
+ }
+ }
+ } );
- }
+};
- _this.uploadTexture(texture, slot);
- return;
+// File:src/renderers/WebGLRenderTarget.js
- }
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ * @author Marius Kintel / https://github.com/kintel
+ */
- state.activeTexture(_gl.TEXTURE0 + slot);
- state.bindTexture(_gl.TEXTURE_2D, texture.__webglTexture);
+/*
+ In options, we can specify:
+ * Texture parameters for an auto-generated target texture
+ * An actual texture of type THREE.Texture
+ * An optional depthtexture of type THREE.DepthTexture
+*/
+THREE.WebGLRenderTarget = function ( width, height, options ) {
- };
+ this.uuid = THREE.Math.generateUUID();
- function clampToMaxSize(image, maxSize) {
+ this.width = width;
+ this.height = height;
- if (image.width > maxSize || image.height > maxSize) {
+ options = options || {};
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
+ this.texture = options.texture;
+ if (!this.texture) {
+ this.texture = new THREE.Texture(undefined, undefined,
+ options.wrapS, options.wrapT,
+ options.magFilter, options.minFilter,
+ options.format, options.type,
+ options.anisotropy);
+ }
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+ this.depthTexture = options.depthTexture;
- var scale = maxSize / Math.max(image.width, image.height);
+ this.generateMipmaps = true;
- var canvas = document.createElement('canvas');
- canvas.width = Math.floor(image.width * scale);
- canvas.height = Math.floor(image.height * scale);
+ this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
- var context = canvas.getContext('2d');
- context.drawImage(image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height);
+};
- THREE.warn('THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image);
+THREE.WebGLRenderTarget.prototype = {
- return canvas;
+ constructor: THREE.WebGLRenderTarget,
- }
+ setSize: function ( width, height ) {
- return image;
+ if ( this.width !== width || this.height !== height ) {
- }
+ this.width = width;
+ this.height = height;
- function setCubeTexture(texture, slot) {
+ this.dispose();
- if (texture.image.length === 6) {
+ }
- if (texture.needsUpdate) {
+ },
- if (!texture.image.__webglTextureCube) {
+ clone: function () {
- texture.addEventListener('dispose', onTextureDispose);
+ return new this.constructor().copy( this );
- texture.image.__webglTextureCube = _gl.createTexture();
+ },
- _this.info.memory.textures++;
+ copy: function ( source ) {
- }
+ this.width = source.width;
+ this.height = source.height;
- state.activeTexture(_gl.TEXTURE0 + slot);
- state.bindTexture(_gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube);
+ this.depthBuffer = source.depthBuffer;
+ this.stencilBuffer = source.stencilBuffer;
+ this.texture = this.texture.clone();
+ if (this.depthTexture) this.depthTexture = this.depthTexture.clone();
- _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
+ this.generateMipmaps = source.generateMipmaps;
- var isCompressed = texture instanceof THREE.CompressedTexture;
- var isDataTexture = texture.image[0] instanceof THREE.DataTexture;
+ this.shareDepthFrom = source.shareDepthFrom;
- var cubeImage = [];
+ return this;
- for (var i = 0; i < 6; i++) {
+ },
- if (_this.autoScaleCubemaps && !isCompressed && !isDataTexture) {
+ dispose: function () {
- cubeImage[i] = clampToMaxSize(texture.image[i], _maxCubemapSize);
+ this.dispatchEvent( { type: 'dispose' } );
- } else {
+ }
- cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
+};
- }
+THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
- }
+// File:src/renderers/WebGLRenderTargetCube.js
- var image = cubeImage[0],
- isImagePowerOfTwo = THREE.Math.isPowerOfTwo(image.width) && THREE.Math.isPowerOfTwo(image.height),
- glFormat = paramThreeToGL(texture.format),
- glType = paramThreeToGL(texture.type);
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
- setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo);
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
- for (var i = 0; i < 6; i++) {
+ THREE.WebGLRenderTarget.call( this, width, height, options );
- if (!isCompressed) {
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
- if (isDataTexture) {
+};
- _gl.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
- } else {
+// File:src/renderers/webgl/WebGLBufferRenderer.js
- _gl.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[i]);
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
- }
+THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) {
- } else {
+ var mode;
- var mipmap, mipmaps = cubeImage[i].mipmaps;
+ function setMode( value ) {
- for (var j = 0, jl = mipmaps.length; j < jl; j++) {
+ mode = value;
- mipmap = mipmaps[j];
+ }
- if (texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat) {
+ function render( start, count ) {
- if (getCompressedTextureFormats().indexOf(glFormat) > -1) {
+ _gl.drawArrays( mode, start, count );
- _gl.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data);
+ _infoRender.calls ++;
+ _infoRender.vertices += count;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
- } else {
+ }
- THREE.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()");
+ function renderInstances( geometry ) {
- }
+ var extension = extensions.get( 'ANGLE_instanced_arrays' );
- } else {
+ if ( extension === null ) {
- _gl.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
+ console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+ return;
- }
+ }
- }
+ var position = geometry.attributes.position;
- }
+ if ( position instanceof THREE.InterleavedBufferAttribute ) {
- }
+ extension.drawArraysInstancedANGLE( mode, 0, position.data.count, geometry.maxInstancedCount );
- if (texture.generateMipmaps && isImagePowerOfTwo) {
+ } else {
- _gl.generateMipmap(_gl.TEXTURE_CUBE_MAP);
+ extension.drawArraysInstancedANGLE( mode, 0, position.count, geometry.maxInstancedCount );
- }
+ }
- texture.needsUpdate = false;
+ }
- if (texture.onUpdate) texture.onUpdate(texture);
+ this.setMode = setMode;
+ this.render = render;
+ this.renderInstances = renderInstances;
- } else {
+};
- state.activeTexture(_gl.TEXTURE0 + slot);
- state.bindTexture(_gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube);
+// File:src/renderers/webgl/WebGLIndexedBufferRenderer.js
- }
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
- }
+THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) {
- }
+ var mode;
- function setCubeTextureDynamic(texture, slot) {
+ function setMode( value ) {
- state.activeTexture(_gl.TEXTURE0 + slot);
- state.bindTexture(_gl.TEXTURE_CUBE_MAP, texture.__webglTexture);
+ mode = value;
- }
+ }
- // Render targets
+ var type, size;
- function setupFrameBufferTexture(framebuffer, texture, attachment, textureTarget) {
+ function setIndex( index ) {
- _gl.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, texture, 0);
+ if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
- }
+ type = _gl.UNSIGNED_INT;
+ size = 4;
- function setupRenderBufferStorage(renderbuffer, renderTarget) {
+ } else {
- _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
+ type = _gl.UNSIGNED_SHORT;
+ size = 2;
- if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
+ }
- _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height);
- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
+ }
- /* For some reason this is not working. Defaulting to RGBA4.
- } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+ function render( start, count ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- */
- } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
+ _gl.drawElements( mode, count, type, start * size );
- _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height);
- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
+ _infoRender.calls ++;
+ _infoRender.vertices += count;
+ if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3;
- } else {
+ }
- _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height);
+ function renderInstances( geometry ) {
- }
+ var extension = extensions.get( 'ANGLE_instanced_arrays' );
- }
+ if ( extension === null ) {
- function setupDepthRenderbuffer(renderTarget) {
+ console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+ return;
- var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
- if (isCube) {
+ }
- renderTarget.__webglRenderbuffer = [];
- for (var i = 0; i < 6; i++) {
+ var index = geometry.index;
- renderTarget.__webglRenderbuffer[i] = _gl.createRenderbuffer();
- setupRenderBufferStorage(renderTarget.__webglRenderbuffer[i], renderTarget);
+ extension.drawElementsInstancedANGLE( mode, index.array.length, type, 0, geometry.maxInstancedCount );
- }
+ }
- }
- else {
+ this.setMode = setMode;
+ this.setIndex = setIndex;
+ this.render = render;
+ this.renderInstances = renderInstances;
- if (renderTarget.shareDepthFrom) {
+};
- renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
- if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
+// File:src/renderers/webgl/WebGLExtensions.js
- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer);
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
- } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
+THREE.WebGLExtensions = function ( gl ) {
- _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer);
+ var extensions = {};
- }
+ this.get = function ( name ) {
- } else {
+ if ( extensions[ name ] !== undefined ) {
- renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
- setupRenderBufferStorage(renderTarget.__webglRenderbuffer, renderTarget);
+ return extensions[ name ];
- }
+ }
- }
+ var extension;
- _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
+ switch ( name ) {
- };
+ case 'EXT_texture_filter_anisotropic':
+ extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+ break;
- function setupDepthTexture(renderTarget) {
+ 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;
- var depthTexture = renderTarget.depthTexture;
- var isPowerOfTwo = THREE.Math.isPowerOfTwo(depthTexture.width) && THREE.Math.isPowerOfTwo(depthTexture.height);
+ case 'WEBGL_compressed_texture_pvrtc':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
+ break;
- depthTexture.__webglTexture = _gl.createTexture();
- _gl.bindTexture(_gl.TEXTURE_2D, depthTexture.__webglTexture);
- setTextureParameters(_gl.TEXTURE_2D, depthTexture, isPowerOfTwo);
+ default:
+ extension = gl.getExtension( name );
- if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
+ }
- _gl.texImage2D(_gl.TEXTURE_2D, 0, _gl.DEPTH_COMPONENT, depthTexture.width, depthTexture.height, 0, _gl.DEPTH_COMPONENT, _gl.UNSIGNED_INT, null);
- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, depthTexture.__webglTexture, 0);
+ if ( extension === null ) {
- } else if (renderTarget.stencilBuffer) {
+ console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
- _gl.texImage2D(_gl.TEXTURE_2D, 0, _gl.DEPTH_STENCIL, depthTexture.width, depthTexture.height, 0, _gl.DEPTH_STENCIL, extensions.get('WEBGL_depth_texture').UNSIGNED_INT_24_8_WEBGL, null);
- _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, depthTexture.__webglTexture, 0);
+ }
- }
+ extensions[ name ] = extension;
- _gl.bindTexture(_gl.TEXTURE_2D, null);
+ return extension;
- };
+ };
- this.setRenderTarget = function (renderTarget) {
+};
- var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+// File:src/renderers/webgl/WebGLCapabilities.js
- if (renderTarget && renderTarget.__webglFramebuffer === undefined) {
+THREE.WebGLCapabilities = function ( gl, extensions, parameters ) {
- renderTarget.addEventListener('dispose', onRenderTargetDispose);
+ function getMaxPrecision( precision ) {
- renderTarget.texture.__webglTexture = _gl.createTexture();
+ if ( precision === 'highp' ) {
- _this.info.memory.textures++;
+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
- //
- // Setup color buffer
- //
- var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo(renderTarget.width) && THREE.Math.isPowerOfTwo(renderTarget.height),
- glFormat = paramThreeToGL(renderTarget.texture.format),
- glType = paramThreeToGL(renderTarget.texture.type);
+ return 'highp';
- if (isCube) {
+ }
- renderTarget.__webglFramebuffer = [];
+ precision = 'mediump';
- state.bindTexture(_gl.TEXTURE_CUBE_MAP, renderTarget.texture.__webglTexture);
- setTextureParameters(_gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo);
+ }
- for (var i = 0; i < 6; i++) {
+ if ( precision === 'mediump' ) {
- renderTarget.__webglFramebuffer[i] = _gl.createFramebuffer();
+ if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
+ gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
- _gl.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
+ return 'mediump';
- setupFrameBufferTexture(renderTarget.__webglFramebuffer[i], renderTarget.texture.__webglTexture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i);
+ }
- }
+ }
- if (renderTarget.generateMipmaps && isTargetPowerOfTwo) _gl.generateMipmap(_gl.TEXTURE_CUBE_MAP);
+ return 'lowp';
- } else {
+ }
- renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+ this.getMaxPrecision = getMaxPrecision;
- state.bindTexture(_gl.TEXTURE_2D, renderTarget.texture.__webglTexture);
- setTextureParameters(_gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo);
+ this.precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+ this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false;
- _gl.texImage2D(_gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
+ 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 );
- setupFrameBufferTexture(renderTarget.__webglFramebuffer, renderTarget.texture.__webglTexture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D);
+ 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 );
- if (renderTarget.generateMipmaps && isTargetPowerOfTwo) _gl.generateMipmap(_gl.TEXTURE_2D);
+ this.vertexTextures = this.maxVertexTextures > 0;
+ this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
+ this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures;
- }
+ var _maxPrecision = getMaxPrecision( this.precision );
- // Release textures
+ if ( _maxPrecision !== this.precision ) {
- if (isCube) {
+ console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' );
+ this.precision = _maxPrecision;
- state.bindTexture(_gl.TEXTURE_CUBE_MAP, null);
+ }
- } else {
+ if ( this.logarithmicDepthBuffer ) {
- state.bindTexture(_gl.TEXTURE_2D, null);
+ this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' );
- }
+ }
- //
- // Setup depth and stencil buffers
- //
- if (renderTarget.depthBuffer === undefined) renderTarget.depthBuffer = true;
- if (renderTarget.stencilBuffer === undefined) renderTarget.stencilBuffer = true;
+};
- if (renderTarget.depthBuffer || renderTarget.stencilBuffer) {
+// File:src/renderers/webgl/WebGLGeometries.js
- if (renderTarget.depthTexture && this.supportsDepthTextures()) setupDepthTexture(renderTarget);
- else setupDepthRenderbuffer(renderTarget);
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
- }
+THREE.WebGLGeometries = function ( gl, properties, info ) {
- _gl.bindFramebuffer(_gl.FRAMEBUFFER, null);
+ var geometries = {};
- }
+ function get( object ) {
- var framebuffer, width, height, vx, vy;
+ var geometry = object.geometry;
- if (renderTarget) {
+ if ( geometries[ geometry.id ] !== undefined ) {
- if (isCube) {
+ return geometries[ geometry.id ];
- framebuffer = renderTarget.__webglFramebuffer[renderTarget.activeCubeFace];
+ }
- } else {
+ geometry.addEventListener( 'dispose', onGeometryDispose );
- framebuffer = renderTarget.__webglFramebuffer;
+ var buffergeometry;
- }
+ if ( geometry instanceof THREE.BufferGeometry ) {
- width = renderTarget.width;
- height = renderTarget.height;
+ buffergeometry = geometry;
- vx = 0;
- vy = 0;
+ } else if ( geometry instanceof THREE.Geometry ) {
- } else {
+ if ( geometry._bufferGeometry === undefined ) {
- framebuffer = null;
+ geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object );
- width = _viewportWidth;
- height = _viewportHeight;
+ }
- vx = _viewportX;
- vy = _viewportY;
+ buffergeometry = geometry._bufferGeometry;
- }
+ }
- if (framebuffer !== _currentFramebuffer) {
+ geometries[ geometry.id ] = buffergeometry;
- _gl.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
- _gl.viewport(vx, vy, width, height);
+ info.memory.geometries ++;
- _currentFramebuffer = framebuffer;
+ return buffergeometry;
- }
+ }
- _currentWidth = width;
- _currentHeight = height;
+ function onGeometryDispose( event ) {
- };
+ var geometry = event.target;
+ var buffergeometry = geometries[ geometry.id ];
- this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer) {
+ deleteAttributes( buffergeometry.attributes );
- if (!( renderTarget instanceof THREE.WebGLRenderTarget )) {
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
- THREE.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
- return;
+ delete geometries[ geometry.id ];
- }
+ var property = properties.get( geometry );
+ if ( property.wireframe ) deleteAttribute( property.wireframe );
- if (renderTarget.__webglFramebuffer) {
+ info.memory.geometries --;
- var restore = false;
+ }
- if (renderTarget.__webglFramebuffer !== _currentFramebuffer) {
+ function getAttributeBuffer( attribute ) {
- _gl.bindFramebuffer(_gl.FRAMEBUFFER, renderTarget.__webglFramebuffer);
+ if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
- restore = true;
+ return properties.get( attribute.data ).__webglBuffer;
- }
+ }
- if (renderTarget.texture.format !== THREE.RGBAFormat && paramThreeToGL(renderTarget.texture.format) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) {
+ return properties.get( attribute ).__webglBuffer;
- THREE.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
- return;
+ }
- }
+ function deleteAttribute( attribute ) {
- if (renderTarget.texture.type !== THREE.UnsignedByteType
- && paramThreeToGL(renderTarget.texture.type) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE)
- && !(renderTarget.texture.type == THREE.FloatType && _gl.getExtension('WEBGL_color_buffer_float'))) {
+ var buffer = getAttributeBuffer( attribute );
- THREE.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
- return;
+ if ( buffer !== undefined ) {
- }
+ gl.deleteBuffer( buffer );
+ removeAttributeBuffer( attribute );
- if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) {
+ }
- _gl.readPixels(x, y, width, height, paramThreeToGL(renderTarget.texture.format), paramThreeToGL(renderTarget.texture.type), buffer);
+ }
- } else {
+ function deleteAttributes( attributes ) {
- console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
+ for ( var name in attributes ) {
- }
+ deleteAttribute( attributes[ name ] );
- if (restore) {
+ }
- _gl.bindFramebuffer(_gl.FRAMEBUFFER, _currentFramebuffer);
+ }
- }
+ function removeAttributeBuffer( attribute ) {
- }
+ if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
- };
+ properties.delete( attribute.data );
- function updateRenderTargetMipmap(renderTarget) {
+ } else {
- if (renderTarget instanceof THREE.WebGLRenderTargetCube) {
+ properties.delete( attribute );
- state.bindTexture(_gl.TEXTURE_CUBE_MAP, renderTarget.texture.__webglTexture);
- _gl.generateMipmap(_gl.TEXTURE_CUBE_MAP);
- state.bindTexture(_gl.TEXTURE_CUBE_MAP, null);
+ }
- } else {
+ }
- state.bindTexture(_gl.TEXTURE_2D, renderTarget.texture.__webglTexture);
- _gl.generateMipmap(_gl.TEXTURE_2D);
- state.bindTexture(_gl.TEXTURE_2D, null);
+ this.get = get;
- }
+};
- }
+// File:src/renderers/webgl/WebGLObjects.js
- // Fallback filters for non-power-of-2 textures
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
- function filterFallback(f) {
+THREE.WebGLObjects = function ( gl, properties, info ) {
- if (f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter) {
+ var geometries = new THREE.WebGLGeometries( gl, properties, info );
- return _gl.NEAREST;
+ //
- }
+ function update( object ) {
- return _gl.LINEAR;
+ // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.
- }
+ var geometry = geometries.get( object );
- // Map three.js constants to WebGL constants
+ if ( object.geometry instanceof THREE.Geometry ) {
- function paramThreeToGL(p) {
+ geometry.updateFromObject( object );
- 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;
+ var index = geometry.index;
+ var attributes = geometry.attributes;
- 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 ( index !== null ) {
- 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;
+ updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );
- 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;
+ for ( var name in attributes ) {
- extension = extensions.get('OES_texture_half_float');
+ updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );
- if (extension !== null) {
+ }
- if (p === THREE.HalfFloatType) return extension.HALF_FLOAT_OES;
+ // morph targets
- }
+ var morphAttributes = geometry.morphAttributes;
- 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;
+ for ( var name in morphAttributes ) {
- 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;
+ var array = morphAttributes[ name ];
- 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;
+ for ( var i = 0, l = array.length; i < l; i ++ ) {
- 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;
+ updateAttribute( array[ i ], gl.ARRAY_BUFFER );
- 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;
+ return geometry;
- }
+ }
- extension = extensions.get('WEBGL_compressed_texture_pvrtc');
+ function updateAttribute( attribute, bufferType ) {
- if (extension !== null) {
+ var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
- 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;
+ var attributeProperties = properties.get( data );
- }
+ if ( attributeProperties.__webglBuffer === undefined ) {
- extension = extensions.get('EXT_blend_minmax');
+ createBuffer( attributeProperties, data, bufferType );
- if (extension !== null) {
+ } else if ( attributeProperties.version !== data.version ) {
- if (p === THREE.MinEquation) return extension.MIN_EXT;
- if (p === THREE.MaxEquation) return extension.MAX_EXT;
+ updateBuffer( attributeProperties, data, bufferType );
- }
+ }
- return 0;
+ }
- }
+ function createBuffer( attributeProperties, data, bufferType ) {
- // Allocations
+ attributeProperties.__webglBuffer = gl.createBuffer();
+ gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
- function allocateBones(object) {
+ var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
- if (_supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture) {
+ gl.bufferData( bufferType, data.array, usage );
- return 1024;
+ attributeProperties.version = data.version;
- } 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)
+ function updateBuffer( attributeProperties, data, bufferType ) {
- var nVertexUniforms = _gl.getParameter(_gl.MAX_VERTEX_UNIFORM_VECTORS);
- var nVertexMatrices = Math.floor(( nVertexUniforms - 20 ) / 4);
+ gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );
- var maxBones = nVertexMatrices;
+ if ( data.dynamic === false || data.updateRange.count === - 1 ) {
- if (object !== undefined && object instanceof THREE.SkinnedMesh) {
+ // Not using update ranges
- maxBones = Math.min(object.skeleton.bones.length, maxBones);
+ gl.bufferSubData( bufferType, 0, data.array );
- if (maxBones < object.skeleton.bones.length) {
+ } else if ( data.updateRange.count === 0 ) {
- THREE.warn('WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)');
+ 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 ) );
- return maxBones;
+ data.updateRange.count = 0; // reset range
- }
+ }
- }
+ attributeProperties.version = data.version;
- function allocateLights(lights) {
+ }
- var dirLights = 0;
- var pointLights = 0;
- var spotLights = 0;
- var hemiLights = 0;
+ function getAttributeBuffer( attribute ) {
- for (var l = 0, ll = lights.length; l < ll; l++) {
+ if ( attribute instanceof THREE.InterleavedBufferAttribute ) {
- var light = lights[l];
+ return properties.get( attribute.data ).__webglBuffer;
- if (light.onlyShadow || light.visible === false) continue;
+ }
- if (light instanceof THREE.DirectionalLight) dirLights++;
- if (light instanceof THREE.PointLight) pointLights++;
- if (light instanceof THREE.SpotLight) spotLights++;
- if (light instanceof THREE.HemisphereLight) hemiLights++;
+ return properties.get( attribute ).__webglBuffer;
- }
+ }
- return {'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights};
+ function getWireframeAttribute( geometry ) {
- }
+ var property = properties.get( geometry );
- function allocateShadows(lights) {
+ if ( property.wireframe !== undefined ) {
- var maxShadows = 0;
+ return property.wireframe;
- for (var l = 0, ll = lights.length; l < ll; l++) {
+ }
- var light = lights[l];
+ var indices = [];
- if (!light.castShadow) continue;
+ var index = geometry.index;
+ var attributes = geometry.attributes;
+ var position = attributes.position;
- if (light instanceof THREE.SpotLight) maxShadows++;
- if (light instanceof THREE.DirectionalLight && !light.shadowCascade) maxShadows++;
+ // console.time( 'wireframe' );
- }
+ if ( index !== null ) {
- return maxShadows;
+ var edges = {};
+ var array = index.array;
- }
+ for ( var i = 0, l = array.length; i < l; i += 3 ) {
- // DEPRECATED
-
- this.initMaterial = function () {
-
- THREE.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
-
- };
-
- this.addPrePlugin = function () {
-
- THREE.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
-
- };
-
- this.addPostPlugin = function () {
-
- THREE.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
-
- };
-
- this.updateShadowMap = function () {
-
- THREE.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
-
- };
-
- Object.defineProperties(this, {
- shadowMapEnabled: {
- get: function () {
- return shadowMap.enabled;
- },
- set: function (value) {
- THREE.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
- shadowMap.enabled = value;
- }
- },
- shadowMapType: {
- get: function () {
- return shadowMap.type;
- },
- set: function (value) {
- THREE.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
- shadowMap.type = value;
- }
- },
- shadowMapCullFace: {
- get: function () {
- return shadowMap.cullFace;
- },
- set: function (value) {
- THREE.warn('THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.');
- shadowMap.cullFace = value;
- }
- },
- shadowMapDebug: {
- get: function () {
- return shadowMap.debug;
- },
- set: function (value) {
- THREE.warn('THREE.WebGLRenderer: .shadowMapDebug is now .shadowMap.debug.');
- shadowMap.debug = value;
- }
- },
- shadowMapCascade: {
- get: function () {
- return shadowMap.cascade;
- },
- set: function (value) {
- THREE.warn('THREE.WebGLRenderer: .shadowMapCascade is now .shadowMap.cascade.');
- shadowMap.cascade = value;
- }
- }
- });
+ 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 );
-// File:src/renderers/WebGLRenderTarget.js
+ }
-/**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
+ } else {
-THREE.WebGLRenderTarget = function (width, height, options) {
+ var array = attributes.position.array;
- this.width = width;
- this.height = height;
+ for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
- options = options || {};
+ var a = i + 0;
+ var b = i + 1;
+ var c = i + 2;
- this.texture = options.texture;
- if (!this.texture) {
+ indices.push( a, b, b, c, c, a );
- this.texture = {
+ }
- wrapS: options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping,
- wrapT: options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping,
- magFilter: options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter,
- minFilter: options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter,
- anisotropy: options.anisotropy !== undefined ? options.anisotropy : 1,
- offset: new THREE.Vector2(0, 0),
- repeat: new THREE.Vector2(1, 1),
- format: options.format !== undefined ? options.format : THREE.RGBAFormat,
- type: options.type !== undefined ? options.type : THREE.UnsignedByteType,
+ }
- clone: function () {
+ // console.timeEnd( 'wireframe' );
- var tmp = {};
- tmp.wrapS = this.wrapS;
- tmp.wrapT = this.wrapT;
+ var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
+ var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 );
- tmp.magFilter = this.magFilter;
- tmp.minFilter = this.minFilter;
+ updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );
- tmp.anisotropy = this.anisotropy;
+ property.wireframe = attribute;
- tmp.format = this.format;
- tmp.type = this.type;
+ return attribute;
- tmp.offset = this.offset.clone();
- tmp.repeat = this.repeat.clone();
+ }
- return tmp;
+ function checkEdge( edges, a, b ) {
- }
+ if ( a > b ) {
- };
+ var tmp = a;
+ a = b;
+ b = tmp;
- }
+ }
+
+ var list = edges[ a ];
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
- this.depthTexture = options.depthTexture;
+ if ( list === undefined ) {
- this.generateMipmaps = true;
+ edges[ a ] = [ b ];
+ return true;
- this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
+ } else if ( list.indexOf( b ) === -1 ) {
+
+ list.push( b );
+ return true;
+
+ }
+
+ return false;
+
+ }
+
+ this.getAttributeBuffer = getAttributeBuffer;
+ this.getWireframeAttribute = getWireframeAttribute;
+
+ this.update = update;
};
-THREE.WebGLRenderTarget.prototype = {
+// File:src/renderers/webgl/WebGLProgram.js
- constructor: THREE.WebGLRenderTarget,
+THREE.WebGLProgram = ( function () {
- setSize: function (width, height) {
+ var programIdCount = 0;
- if (this.width !== width || this.height !== height) {
+ function generateDefines( defines ) {
- this.width = width;
- this.height = height;
+ var chunks = [];
- this.dispose();
+ for ( var name in defines ) {
- }
- },
+ var value = defines[ name ];
- clone: function () {
+ if ( value === false ) continue;
- var tmp = new THREE.WebGLRenderTarget(this.width, this.height);
+ chunks.push( '#define ' + name + ' ' + value );
- tmp.texture = this.texture.clone();
- if (this.depthTexture) tmp.depthTexture = this.depthTexture.clone();
+ }
- tmp.depthBuffer = this.depthBuffer;
- tmp.stencilBuffer = this.stencilBuffer;
+ return chunks.join( '\n' );
- tmp.generateMipmaps = this.generateMipmaps;
+ }
- tmp.shareDepthFrom = this.shareDepthFrom;
+ function fetchUniformLocations( gl, program, identifiers ) {
- return tmp;
+ var uniforms = {};
- },
+ var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
- dispose: function () {
+ for ( var i = 0; i < n; i ++ ) {
- this.dispatchEvent({type: 'dispose'});
+ var info = gl.getActiveUniform( program, i );
+ var name = info.name;
+ var location = gl.getUniformLocation( program, name );
- }
+ // console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name);
-};
+ var suffixPos = name.lastIndexOf( '[0]' );
+ if ( suffixPos !== - 1 && suffixPos === name.length - 3 ) {
-THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);
+ uniforms[ name.substr( 0, suffixPos ) ] = location;
-// File:src/renderers/WebGLRenderTargetCube.js
+ }
-/**
- * @author alteredq / http://alteredqualia.com
- */
+ uniforms[ name ] = location;
-THREE.WebGLRenderTargetCube = function (width, height, options) {
+ }
- THREE.WebGLRenderTarget.call(this, width, height, options);
+ return uniforms;
- this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+ }
-};
+ function fetchAttributeLocations( gl, program, identifiers ) {
-THREE.WebGLRenderTargetCube.prototype = Object.create(THREE.WebGLRenderTarget.prototype);
-THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
+ var attributes = {};
-// File:src/renderers/webgl/WebGLExtensions.js
+ var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ for ( var i = 0; i < n; i ++ ) {
-THREE.WebGLExtensions = function (gl) {
+ var info = gl.getActiveAttrib( program, i );
+ var name = info.name;
- var extensions = {};
+ // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );
- this.get = function (name) {
+ attributes[ name ] = gl.getAttribLocation( program, name );
- if (extensions[name] !== undefined) {
+ }
- return extensions[name];
+ return attributes;
- }
+ }
- var extension;
+ function filterEmptyLine( string ) {
- switch (name) {
+ return string !== '';
- 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;
+ return function WebGLProgram( renderer, code, material, parameters ) {
- case 'WEBGL_compressed_texture_pvrtc':
- extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
- break;
+ var gl = renderer.context;
- default:
- extension = gl.getExtension(name);
+ var defines = material.defines;
- }
+ var vertexShader = material.__webglShader.vertexShader;
+ var fragmentShader = material.__webglShader.fragmentShader;
- if (extension === null) {
+ var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
- THREE.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
- }
+ shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
- extensions[name] = extension;
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
- return extension;
+ shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
- };
+ }
-};
+ var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+ var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
+ var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
-// File:src/renderers/webgl/WebGLGeometries.js
+ if ( parameters.envMap ) {
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ switch ( material.envMap.mapping ) {
-THREE.WebGLGeometries = function (gl, info) {
+ case THREE.CubeReflectionMapping:
+ case THREE.CubeRefractionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
+ break;
- var geometries = {};
+ case THREE.EquirectangularReflectionMapping:
+ case THREE.EquirectangularRefractionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
+ break;
- this.get = function (object) {
+ case THREE.SphericalReflectionMapping:
+ envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
+ break;
- var geometry = object.geometry;
+ }
- if (geometries[geometry.id] !== undefined) {
+ switch ( material.envMap.mapping ) {
- return geometries[geometry.id];
+ case THREE.CubeRefractionMapping:
+ case THREE.EquirectangularRefractionMapping:
+ envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
+ break;
- }
+ }
- geometry.addEventListener('dispose', onGeometryDispose);
+ switch ( material.combine ) {
- if (geometry instanceof THREE.BufferGeometry) {
+ case THREE.MultiplyOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+ break;
- geometries[geometry.id] = geometry;
+ case THREE.MixOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
+ break;
- } else {
+ case THREE.AddOperation:
+ envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
+ break;
- geometries[geometry.id] = new THREE.BufferGeometry().setFromObject(object);
+ }
- }
+ }
- info.memory.geometries++;
+ var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
- return geometries[geometry.id];
+ // console.log( 'building new program ' );
- };
+ //
- function onGeometryDispose(event) {
+ var customDefines = generateDefines( defines );
- var geometry = event.target;
+ //
- geometry.removeEventListener('dispose', onGeometryDispose);
+ var program = gl.createProgram();
- geometry = geometries[geometry.id];
+ var prefixVertex, prefixFragment;
- for (var name in geometry.attributes) {
+ if ( material instanceof THREE.RawShaderMaterial ) {
- var attribute = geometry.attributes[name];
+ prefixVertex = '';
+ prefixFragment = '';
- if (attribute.buffer !== undefined) {
+ } else {
- gl.deleteBuffer(attribute.buffer);
+ prefixVertex = [
- delete attribute.buffer;
+ 'precision ' + parameters.precision + ' float;',
+ 'precision ' + parameters.precision + ' int;',
- }
+ '#define SHADER_NAME ' + material.__webglShader.name,
- }
+ customDefines,
- info.memory.geometries--;
+ parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
- }
+ renderer.gammaInput ? '#define GAMMA_INPUT' : '',
+ renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
+ '#define GAMMA_FACTOR ' + gammaFactorDefine,
-};
+ '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
+ '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
+ '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
+ '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
-// File:src/renderers/webgl/WebGLObjects.js
+ '#define MAX_SHADOWS ' + parameters.maxShadows,
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ '#define MAX_BONES ' + parameters.maxBones,
-THREE.WebGLObjects = function (gl, info) {
+ 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.alphaMap ? '#define USE_ALPHAMAP' : '',
+ parameters.vertexColors ? '#define USE_COLOR' : '',
- var objects = {};
- var objectsImmediate = [];
+ parameters.flatShading ? '#define FLAT_SHADED' : '',
- var geometries = new THREE.WebGLGeometries(gl, info);
+ parameters.skinning ? '#define USE_SKINNING' : '',
+ parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
- var geometryGroups = {};
- var geometryGroupCounter = 0;
+ parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
+ parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+ parameters.flipSided ? '#define FLIP_SIDED' : '',
- //
+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+ parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
+ parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
- function onObjectRemoved(event) {
+ parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
- var object = event.target;
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+ parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- object.traverse(function (child) {
- child.removeEventListener('remove', onObjectRemoved);
- removeObject(child);
+ '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',
- function removeObject(object) {
+ ' attribute vec3 color;',
- if (object instanceof THREE.Mesh ||
- object instanceof THREE.PointCloud ||
- object instanceof THREE.Line) {
+ '#endif',
- delete objects[object.id];
+ '#ifdef USE_MORPHTARGETS',
- } else if (object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback) {
+ ' attribute vec3 morphTarget0;',
+ ' attribute vec3 morphTarget1;',
+ ' attribute vec3 morphTarget2;',
+ ' attribute vec3 morphTarget3;',
- removeInstances(objectsImmediate, object);
+ ' #ifdef USE_MORPHNORMALS',
- }
+ ' attribute vec3 morphNormal0;',
+ ' attribute vec3 morphNormal1;',
+ ' attribute vec3 morphNormal2;',
+ ' attribute vec3 morphNormal3;',
- delete object.__webglInit;
- delete object._modelViewMatrix;
- delete object._normalMatrix;
+ ' #else',
- delete object.__webglActive;
+ ' attribute vec3 morphTarget4;',
+ ' attribute vec3 morphTarget5;',
+ ' attribute vec3 morphTarget6;',
+ ' attribute vec3 morphTarget7;',
- }
+ ' #endif',
- function removeInstances(objlist, object) {
+ '#endif',
- for (var o = objlist.length - 1; o >= 0; o--) {
+ '#ifdef USE_SKINNING',
- if (objlist[o].object === object) {
+ ' attribute vec4 skinIndex;',
+ ' attribute vec4 skinWeight;',
- objlist.splice(o, 1);
+ '#endif',
- }
+ '\n'
- }
+ ].filter( filterEmptyLine ).join( '\n' );
- }
+ prefixFragment = [
- //
+ parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ? '#extension GL_OES_standard_derivatives : enable' : '',
+ parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
- this.objects = objects;
- this.objectsImmediate = objectsImmediate;
+ 'precision ' + parameters.precision + ' float;',
+ 'precision ' + parameters.precision + ' int;',
- this.geometries = geometries;
+ '#define SHADER_NAME ' + material.__webglShader.name,
- this.init = function (object) {
+ customDefines,
- if (object.__webglInit === undefined) {
+ '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
+ '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
+ '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
+ '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
- object.__webglInit = true;
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrix = new THREE.Matrix3();
+ '#define MAX_SHADOWS ' + parameters.maxShadows,
- object.addEventListener('removed', onObjectRemoved);
+ parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
- }
+ renderer.gammaInput ? '#define GAMMA_INPUT' : '',
+ renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
+ '#define GAMMA_FACTOR ' + gammaFactorDefine,
- if (object.__webglActive === undefined) {
+ ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
+ ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
- object.__webglActive = true;
+ 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.alphaMap ? '#define USE_ALPHAMAP' : '',
+ parameters.vertexColors ? '#define USE_COLOR' : '',
- if (object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud) {
+ parameters.flatShading ? '#define FLAT_SHADED' : '',
- objects[object.id] = {
- id: object.id,
- object: object,
- material: null,
- z: 0
- };
+ parameters.metal ? '#define METAL' : '',
+ parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+ parameters.flipSided ? '#define FLIP_SIDED' : '',
- } else if (object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback) {
+ parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+ parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+ parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
+ parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '',
- objectsImmediate.push({
- id: null,
- object: object,
- opaque: null,
- transparent: null,
- z: 0
- });
+ parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+ parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
- }
+ 'uniform mat4 viewMatrix;',
+ 'uniform vec3 cameraPosition;',
- }
+ '\n'
- };
+ ].filter( filterEmptyLine ).join( '\n' );
- this.update = function (object) {
+ }
- var geometry = geometries.get(object);
+ var vertexGlsl = prefixVertex + vertexShader;
+ var fragmentGlsl = prefixFragment + fragmentShader;
- if (object.geometry instanceof THREE.DynamicGeometry) {
+ var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
+ var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
- geometry.updateFromObject(object);
+ gl.attachShader( program, glVertexShader );
+ gl.attachShader( program, glFragmentShader );
- }
+ // Force a particular attribute to index 0.
- geometry.updateFromMaterial(object.material);
+ if ( material.index0AttributeName !== undefined ) {
- //
+ gl.bindAttribLocation( program, 0, material.index0AttributeName );
- if (geometry instanceof THREE.BufferGeometry) {
+ } else if ( parameters.morphTargets === true ) {
- var attributes = geometry.attributes;
- var attributesKeys = geometry.attributesKeys;
+ // programs with morphTargets displace position out of attribute 0
+ gl.bindAttribLocation( program, 0, 'position' );
- for (var i = 0, l = attributesKeys.length; i < l; i++) {
+ }
- var key = attributesKeys[i];
- var attribute = attributes[key];
- var bufferType = ( key === 'index' ) ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;
+ gl.linkProgram( program );
- var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute;
+ var programLog = gl.getProgramInfoLog( program );
+ var vertexLog = gl.getShaderInfoLog( glVertexShader );
+ var fragmentLog = gl.getShaderInfoLog( glFragmentShader );
- if (data.buffer === undefined) {
+ var runnable = true;
+ var haveDiagnostics = true;
- data.buffer = gl.createBuffer();
- gl.bindBuffer(bufferType, data.buffer);
+ if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
- var usage = gl.STATIC_DRAW;
+ runnable = false;
- if (data instanceof THREE.DynamicBufferAttribute
- || ( data instanceof THREE.InstancedBufferAttribute && data.dynamic === true )
- || ( data instanceof THREE.InterleavedBuffer && data.dynamic === true )) {
+ console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
- usage = gl.DYNAMIC_DRAW;
+ } else if ( programLog !== '' ) {
- }
+ console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
- gl.bufferData(bufferType, data.array, usage);
+ } else if ( vertexLog === '' || fragmentLog === '' ) {
- data.needsUpdate = false;
+ haveDiagnostics = false;
- } else if (data.needsUpdate === true) {
+ }
- gl.bindBuffer(bufferType, data.buffer);
+ if ( haveDiagnostics ) {
- if (data.updateRange === undefined || data.updateRange.count === -1) { // Not using update ranges
+ this.diagnostics = {
- gl.bufferSubData(bufferType, 0, data.array);
+ runnable: runnable,
+ material: material,
- } else if (data.updateRange.count === 0) {
+ programLog: programLog,
- THREE.error('THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.');
+ vertexShader: {
- } else {
+ log: vertexLog,
+ prefix: prefixVertex
- 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
+ fragmentShader: {
- }
+ log: fragmentLog,
+ prefix: prefixFragment
- data.needsUpdate = false;
+ }
- }
+ };
- }
+ }
- }
+ // clean up
- };
+ gl.deleteShader( glVertexShader );
+ gl.deleteShader( glFragmentShader );
-};
+ // set up caching for uniform locations
-// File:src/renderers/webgl/WebGLProgram.js
+ var cachedUniforms;
-THREE.WebGLProgram = (function () {
+ this.getUniforms = function() {
- var programIdCount = 0;
+ if ( cachedUniforms === undefined ) {
- function generateDefines(defines) {
+ cachedUniforms = fetchUniformLocations( gl, program );
- var value, chunk, chunks = [];
+ }
- for (var d in defines) {
+ return cachedUniforms;
- value = defines[d];
- if (value === false) continue;
+ };
- chunk = '#define ' + d + ' ' + value;
- chunks.push(chunk);
+ // set up caching for attribute locations
- }
+ var cachedAttributes;
- return chunks.join('\n');
+ this.getAttributes = function() {
- }
+ if ( cachedAttributes === undefined ) {
- function cacheUniformLocations(gl, program, identifiers) {
+ cachedAttributes = fetchAttributeLocations( gl, program );
- var uniforms = {};
+ }
- for (var i = 0, l = identifiers.length; i < l; i++) {
+ return cachedAttributes;
- var id = identifiers[i];
- uniforms[id] = gl.getUniformLocation(program, id);
+ };
- }
+ // free resource
- return uniforms;
+ this.destroy = function() {
- }
+ gl.deleteProgram( program );
+ this.program = undefined;
- function cacheAttributeLocations(gl, program, identifiers) {
+ };
- var attributes = {};
+ // DEPRECATED
- for (var i = 0, l = identifiers.length; i < l; i++) {
+ Object.defineProperties( this, {
- var id = identifiers[i];
- attributes[id] = gl.getAttribLocation(program, id);
+ uniforms: {
+ get: function() {
- }
+ console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
+ return this.getUniforms();
- return attributes;
+ }
+ },
- }
+ attributes: {
+ get: function() {
- function programArrayToString(previousValue, currentValue, index, array) {
+ console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
+ return this.getAttributes();
- if (currentValue !== '' && currentValue !== undefined && currentValue !== null) {
+ }
+ }
- return previousValue + currentValue + '\n';
+ } );
- }
- return previousValue;
- }
+ //
- return function (renderer, code, material, parameters) {
+ this.id = programIdCount ++;
+ this.code = code;
+ this.usedTimes = 1;
+ this.program = program;
+ this.vertexShader = glVertexShader;
+ this.fragmentShader = glFragmentShader;
- var gl = renderer.context;
+ return this;
- var defines = material.defines;
- var uniforms = material.__webglShader.uniforms;
- var attributes = material.attributes;
+ };
- var vertexShader = material.__webglShader.vertexShader;
- var fragmentShader = material.__webglShader.fragmentShader;
+} )();
- var index0AttributeName = material.index0AttributeName;
+// File:src/renderers/webgl/WebGLPrograms.js
- if (index0AttributeName === undefined && parameters.morphTargets === true) {
+THREE.WebGLPrograms = function ( renderer, capabilities ) {
- // programs with morphTargets displace position out of attribute 0
+ var programs = [];
- index0AttributeName = 'position';
+ var shaderIDs = {
+ MeshDepthMaterial: 'depth',
+ MeshNormalMaterial: 'normal',
+ MeshBasicMaterial: 'basic',
+ MeshLambertMaterial: 'lambert',
+ MeshPhongMaterial: 'phong',
+ LineBasicMaterial: 'basic',
+ LineDashedMaterial: 'dashed',
+ PointsMaterial: 'points'
+ };
- }
+ var parameterNames = [
+ "precision", "supportsVertexTextures", "map", "envMap", "envMapMode",
+ "lightMap", "aoMap", "emissiveMap", "bumpMap", "normalMap", "specularMap",
+ "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
+ "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
+ "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
+ "maxMorphTargets", "maxMorphNormals", "maxDirLights", "maxPointLights",
+ "maxSpotLights", "maxHemiLights", "maxShadows", "shadowMapEnabled", "pointLightShadows",
+ "shadowMapType", "shadowMapDebug", "alphaTest", "metal", "doubleSided",
+ "flipSided"
+ ];
- var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
- if (parameters.shadowMapType === THREE.PCFShadowMap) {
+ function allocateBones ( object ) {
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
+ if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
- } else if (parameters.shadowMapType === THREE.PCFSoftShadowMap) {
+ return 1024;
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
+ } 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 envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
- var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
+ var nVertexUniforms = capabilities.maxVertexUniforms;
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
- if (parameters.envMap) {
+ var maxBones = nVertexMatrices;
- switch (material.envMap.mapping) {
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
- case THREE.CubeReflectionMapping:
- case THREE.CubeRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- break;
+ maxBones = Math.min( object.skeleton.bones.length, maxBones );
- case THREE.EquirectangularReflectionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
- break;
+ if ( maxBones < object.skeleton.bones.length ) {
- case THREE.SphericalReflectionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
- break;
+ console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
- }
+ }
- switch (material.envMap.mapping) {
+ }
- case THREE.CubeRefractionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
- break;
+ return maxBones;
- }
+ }
- switch (material.combine) {
+ }
- case THREE.MultiplyOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- break;
+ function allocateLights( lights ) {
- case THREE.MixOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
- break;
+ var dirLights = 0;
+ var pointLights = 0;
+ var spotLights = 0;
+ var hemiLights = 0;
- case THREE.AddOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
- break;
+ for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
- }
+ var light = lights[ l ];
- }
+ if ( light.onlyShadow || light.visible === false ) continue;
- var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+ if ( light instanceof THREE.PointLight ) pointLights ++;
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
- // THREE.log( 'building new program ' );
+ }
- //
+ return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
- var customDefines = generateDefines(defines);
+ }
- //
+ function allocateShadows( lights ) {
- var program = gl.createProgram();
+ var maxShadows = 0;
+ var pointLightShadows = 0;
- var prefix_vertex, prefix_fragment;
+ for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
- if (material instanceof THREE.RawShaderMaterial) {
+ var light = lights[ l ];
- prefix_vertex = '';
- prefix_fragment = '';
+ if ( ! light.castShadow ) continue;
- } else {
+ if ( light instanceof THREE.SpotLight || light instanceof THREE.DirectionalLight ) maxShadows ++;
+ if ( light instanceof THREE.PointLight ) {
- prefix_vertex = [
+ maxShadows ++;
+ pointLightShadows ++;
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
+ }
- customDefines,
+ }
- parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
+ return { 'maxShadows': maxShadows, 'pointLightShadows': pointLightShadows };
- renderer.gammaInput ? '#define GAMMA_INPUT' : '',
- renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
+ }
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
+ this.getParameters = function ( material, lights, fog, object ) {
- '#define MAX_SHADOWS ' + parameters.maxShadows,
+ var shaderID = shaderIDs[ material.type ];
+ // heuristics to create shader parameters according to lights in the scene
+ // (not to blow over maxLights budget)
- '#define MAX_BONES ' + parameters.maxBones,
+ var maxLightCount = allocateLights( lights );
+ var allocatedShadows = allocateShadows( lights );
+ var maxBones = allocateBones( object );
+ var precision = renderer.getPrecision();
- 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.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
+ if ( material.precision !== null ) {
- parameters.flatShading ? '#define FLAT_SHADED' : '',
+ precision = capabilities.getMaxPrecision( material.precision );
- parameters.skinning ? '#define USE_SKINNING' : '',
- parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
+ if ( precision !== material.precision ) {
- parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
- parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
+ console.warn( 'THREE.WebGLRenderer.initMaterial:', material.precision, 'not supported, using', precision, 'instead.' );
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
- parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
+ }
- parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
+ }
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- //renderer.glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
+ var parameters = {
+ shaderID: shaderID,
- 'uniform mat4 modelMatrix;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform mat4 viewMatrix;',
- 'uniform mat3 normalMatrix;',
- 'uniform vec3 cameraPosition;',
+ precision: precision,
+ supportsVertexTextures: capabilities.vertexTextures,
- 'attribute vec3 position;',
- 'attribute vec3 normal;',
- 'attribute vec2 uv;',
+ map: !! material.map,
+ envMap: !! material.envMap,
+ envMapMode: material.envMap && material.envMap.mapping,
+ lightMap: !! material.lightMap,
+ aoMap: !! material.aoMap,
+ emissiveMap: !! material.emissiveMap,
+ bumpMap: !! material.bumpMap,
+ normalMap: !! material.normalMap,
+ displacementMap: !! material.displacementMap,
+ specularMap: !! material.specularMap,
+ alphaMap: !! material.alphaMap,
- '#ifdef USE_COLOR',
+ combine: material.combine,
- ' attribute vec3 color;',
+ vertexColors: material.vertexColors,
- '#endif',
+ fog: fog,
+ useFog: material.fog,
+ fogExp: fog instanceof THREE.FogExp2,
- '#ifdef USE_MORPHTARGETS',
+ flatShading: material.shading === THREE.FlatShading,
- ' attribute vec3 morphTarget0;',
- ' attribute vec3 morphTarget1;',
- ' attribute vec3 morphTarget2;',
- ' attribute vec3 morphTarget3;',
+ sizeAttenuation: material.sizeAttenuation,
+ logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
- ' #ifdef USE_MORPHNORMALS',
+ skinning: material.skinning,
+ maxBones: maxBones,
+ useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,
- ' attribute vec3 morphNormal0;',
- ' attribute vec3 morphNormal1;',
- ' attribute vec3 morphNormal2;',
- ' attribute vec3 morphNormal3;',
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: renderer.maxMorphTargets,
+ maxMorphNormals: renderer.maxMorphNormals,
- ' #else',
+ maxDirLights: maxLightCount.directional,
+ maxPointLights: maxLightCount.point,
+ maxSpotLights: maxLightCount.spot,
+ maxHemiLights: maxLightCount.hemi,
- ' attribute vec3 morphTarget4;',
- ' attribute vec3 morphTarget5;',
- ' attribute vec3 morphTarget6;',
- ' attribute vec3 morphTarget7;',
+ maxShadows: allocatedShadows.maxShadows,
+ pointLightShadows: allocatedShadows.pointLightShadows,
+ shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && allocatedShadows.maxShadows > 0,
+ shadowMapType: renderer.shadowMap.type,
+ shadowMapDebug: renderer.shadowMap.debug,
- ' #endif',
+ alphaTest: material.alphaTest,
+ metal: material.metal,
+ doubleSided: material.side === THREE.DoubleSide,
+ flipSided: material.side === THREE.BackSide
- '#endif',
+ };
- '#ifdef USE_SKINNING',
+ return parameters;
- ' attribute vec4 skinIndex;',
- ' attribute vec4 skinWeight;',
+ };
- '#endif',
+ this.getProgramCode = function ( material, parameters ) {
- ''
+ var chunks = [];
- ].reduce(programArrayToString, '');
+ if ( parameters.shaderID ) {
- prefix_fragment = [
+ chunks.push( parameters.shaderID );
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
+ } else {
- ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
+ chunks.push( material.fragmentShader );
+ chunks.push( material.vertexShader );
- customDefines,
+ }
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
+ if ( material.defines !== undefined ) {
- '#define MAX_SHADOWS ' + parameters.maxShadows,
+ for ( var name in material.defines ) {
- parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
+ chunks.push( name );
+ chunks.push( material.defines[ name ] );
- renderer.gammaInput ? '#define GAMMA_INPUT' : '',
- renderer.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#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.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
+ for ( var i = 0; i < parameterNames.length; i ++ ) {
- parameters.flatShading ? '#define FLAT_SHADED' : '',
+ var parameterName = parameterNames[ i ];
+ chunks.push( parameterName );
+ chunks.push( parameters[ parameterName ] );
- parameters.metal ? '#define METAL' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
+ }
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
- parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
+ return chunks.join();
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- //renderer.glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
+ };
- 'uniform mat4 viewMatrix;',
- 'uniform vec3 cameraPosition;',
- ''
+ this.acquireProgram = function ( material, parameters, code ) {
- ].reduce(programArrayToString, '');
+ var program;
- }
+ // Check if code has been already compiled
+ for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
- var glVertexShader = new THREE.WebGLShader(gl, gl.VERTEX_SHADER, prefix_vertex + vertexShader);
- var glFragmentShader = new THREE.WebGLShader(gl, gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader);
+ var programInfo = programs[ p ];
- gl.attachShader(program, glVertexShader);
- gl.attachShader(program, glFragmentShader);
+ if ( programInfo.code === code ) {
- if (index0AttributeName !== undefined) {
+ program = programInfo;
+ ++ program.usedTimes;
- // Force a particular attribute to index 0.
- // because potentially expensive emulation is done by browser if attribute 0 is disabled.
- // And, color, for example is often automatically bound to index 0 so disabling it
+ break;
- gl.bindAttribLocation(program, 0, index0AttributeName);
+ }
- }
+ }
- gl.linkProgram(program);
+ if ( program === undefined ) {
- var programLogInfo = gl.getProgramInfoLog(program);
- var vertexErrorLogInfo = gl.getShaderInfoLog(glVertexShader);
- var fragmentErrorLogInfo = gl.getShaderInfoLog(glFragmentShader);
+ program = new THREE.WebGLProgram( renderer, code, material, parameters );
+ programs.push( program );
- if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
+ }
- THREE.error('THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS), 'gl.getProgramInfoLog', programLogInfo, vertexErrorLogInfo, fragmentErrorLogInfo);
+ return program;
- }
+ };
- if (programLogInfo !== '') {
+ this.releaseProgram = function( program ) {
- THREE.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLogInfo);
+ if ( -- program.usedTimes === 0 ) {
- }
+ // Remove from unordered set
+ var i = programs.indexOf( program );
+ programs[ i ] = programs[ programs.length - 1 ];
+ programs.pop();
- // clean up
+ // Free WebGL resources
+ program.destroy();
- gl.deleteShader(glVertexShader);
- gl.deleteShader(glFragmentShader);
+ }
- // cache uniform locations
+ };
- var identifiers = [
+ // Exposed for resource monitoring & error feedback via renderer.info:
+ this.programs = programs;
- 'viewMatrix',
- 'modelViewMatrix',
- 'projectionMatrix',
- 'normalMatrix',
- 'modelMatrix',
- 'cameraPosition',
- 'morphTargetInfluences',
- 'bindMatrix',
- 'bindMatrixInverse'
+};
- ];
+// File:src/renderers/webgl/WebGLProperties.js
- if (parameters.useVertexTexture) {
+/**
+* @author fordacious / fordacious.github.io
+*/
- identifiers.push('boneTexture', 'boneTextureWidth', 'boneTextureHeight');
+THREE.WebGLProperties = function () {
- } else {
+ var properties = {};
- identifiers.push('boneGlobalMatrices');
+ this.get = function ( object ) {
- }
+ var uuid = object.uuid;
+ var map = properties[ uuid ];
- if (parameters.logarithmicDepthBuffer) {
+ if ( map === undefined ) {
- identifiers.push('logDepthBufFC');
+ map = {};
+ properties[ uuid ] = map;
- }
+ }
- for (var u in uniforms) {
+ return map;
- identifiers.push(u);
+ };
- }
+ this.delete = function ( object ) {
- this.uniforms = cacheUniformLocations(gl, program, identifiers);
+ delete properties[ object.uuid ];
- // cache attributes locations
+ };
- identifiers = [
+ this.clear = function () {
- 'position',
- 'normal',
- 'uv',
- 'uv2',
- 'tangent',
- 'color',
- 'skinIndex',
- 'skinWeight',
- 'lineDistance'
+ properties = {};
- ];
+ };
- for (var i = 0; i < parameters.maxMorphTargets; i++) {
+};
- identifiers.push('morphTarget' + i);
+// File:src/renderers/webgl/WebGLShader.js
- }
+THREE.WebGLShader = ( function () {
- for (var i = 0; i < parameters.maxMorphNormals; i++) {
+ var addLineNumbers = function ( string ) {
- identifiers.push('morphNormal' + i);
+ var lines = string.split( '\n' );
- }
+ for ( var i = 0; i < lines.length; i ++ ) {
- for (var a in attributes) {
+ lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
- identifiers.push(a);
+ }
- }
+ return lines.join( '\n' );
- this.attributes = cacheAttributeLocations(gl, program, identifiers);
- this.attributesKeys = Object.keys(this.attributes);
+ };
- //
+ return function WebGLShader( gl, type, string ) {
- this.id = programIdCount++;
- this.code = code;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
+ var shader = gl.createShader( type );
- return this;
+ gl.shaderSource( shader, string );
+ gl.compileShader( shader );
- };
+ if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
-})();
+ console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
-// File:src/renderers/webgl/WebGLShader.js
+ }
-THREE.WebGLShader = (function () {
+ if ( gl.getShaderInfoLog( shader ) !== '' ) {
- var addLineNumbers = function (string) {
+ console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
- var lines = string.split('\n');
+ }
- for (var i = 0; i < lines.length; i++) {
+ // --enable-privileged-webgl-extension
+ // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
- lines[i] = ( i + 1 ) + ': ' + lines[i];
+ return shader;
- }
+ };
- return lines.join('\n');
+} )();
- };
+// File:src/renderers/webgl/WebGLShadowMap.js
- return function (gl, type, string) {
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
- var shader = gl.createShader(type);
+THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
- gl.shaderSource(shader, string);
- gl.compileShader(shader);
+ var _gl = _renderer.context,
+ _state = _renderer.state,
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4(),
- if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) === false) {
+ _min = new THREE.Vector3(),
+ _max = new THREE.Vector3(),
- THREE.error('THREE.WebGLShader: Shader couldn\'t compile.');
+ _lookTarget = new THREE.Vector3(),
+ _lightPositionWorld = new THREE.Vector3(),
- }
+ _renderList = [],
- if (gl.getShaderInfoLog(shader) !== '') {
+ _MorphingFlag = 1,
+ _SkinningFlag = 2,
- THREE.warn('THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog(shader), addLineNumbers(string));
+ _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
- }
+ _depthMaterials = new Array( _NumberOfMaterialVariants ),
+ _distanceMaterials = new Array( _NumberOfMaterialVariants );
- // --enable-privileged-webgl-extension
- // THREE.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
+ 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 )
+ ];
- return shader;
+ 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()
+ ];
-})();
+ var _vector4 = new THREE.Vector4();
-// File:src/renderers/webgl/WebGLShadowMap.js
+ // init
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-THREE.WebGLShadowMap = function (_renderer, _lights, _objects) {
+ var distanceShader = THREE.ShaderLib[ "distanceRGBA" ];
+ var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms );
- var _gl = _renderer.context,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
+ for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
- _min = new THREE.Vector3(),
- _max = new THREE.Vector3(),
+ var useMorphing = ( i & _MorphingFlag ) !== 0;
+ var useSkinning = ( i & _SkinningFlag ) !== 0;
- _webglObjects = _objects.objects,
- _webglObjectsImmediate = _objects.objectsImmediate,
- _matrixPosition = new THREE.Vector3(),
+ var depthMaterial = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ morphTargets: useMorphing,
+ skinning: useSkinning
+ } );
- _renderList = [];
+ depthMaterial._shadowPass = true;
- // init
+ _depthMaterials[ i ] = depthMaterial;
- var depthShader = THREE.ShaderLib["depthRGBA"];
- var depthUniforms = THREE.UniformsUtils.clone(depthShader.uniforms);
+ var distanceMaterial = new THREE.ShaderMaterial( {
+ uniforms: distanceUniforms,
+ vertexShader: distanceShader.vertexShader,
+ fragmentShader: distanceShader.fragmentShader,
+ morphTargets: useMorphing,
+ skinning: useSkinning
+ } );
- var _depthMaterial = new THREE.ShaderMaterial({
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader
- });
+ distanceMaterial._shadowPass = true;
- var _depthMaterialMorph = new THREE.ShaderMaterial({
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true
- });
+ _distanceMaterials[ i ] = distanceMaterial;
- var _depthMaterialSkin = new THREE.ShaderMaterial({
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- skinning: true
- });
+ }
- var _depthMaterialMorphSkin = new THREE.ShaderMaterial({
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true,
- skinning: true
- });
+ //
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
+ var scope = this;
- //
+ this.enabled = false;
- var scope = this;
+ this.autoUpdate = true;
+ this.needsUpdate = false;
- this.enabled = false;
- this.type = THREE.PCFShadowMap;
- this.cullFace = THREE.CullFaceFront;
- this.debug = false;
- this.cascade = false;
+ this.type = THREE.PCFShadowMap;
+ this.cullFace = THREE.CullFaceFront;
- this.render = function (scene, camera) {
+ this.render = function ( scene ) {
- if (scope.enabled === false) return;
+ var faceCount, isPointLight;
- var i, il, j, jl, n,
+ if ( scope.enabled === false ) return;
+ if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
- shadowMap, shadowMatrix, shadowCamera,
- buffer, material,
- webglObject, object, light,
+ // set GL state for depth map
- lights = [],
- k = 0,
+ _gl.clearColor( 1, 1, 1, 1 );
+ _state.disable( _gl.BLEND );
- fog = null;
+ _state.enable( _gl.CULL_FACE );
+ _gl.frontFace( _gl.CCW );
- // set GL state for depth map
+ if ( scope.cullFace === THREE.CullFaceFront ) {
- _gl.clearColor(1, 1, 1, 1);
- _gl.disable(_gl.BLEND);
+ _gl.cullFace( _gl.FRONT );
- _gl.enable(_gl.CULL_FACE);
- _gl.frontFace(_gl.CCW);
+ } else {
- if (scope.cullFace === THREE.CullFaceFront) {
+ _gl.cullFace( _gl.BACK );
- _gl.cullFace(_gl.FRONT);
+ }
- } else {
+ _state.setDepthTest( true );
- _gl.cullFace(_gl.BACK);
+ // render depth map
- }
+ for ( var i = 0, il = _lights.length; i < il; i ++ ) {
- _renderer.state.setDepthTest(true);
+ var light = _lights[ i ];
- // preprocess lights
- // - skip lights that are not casting shadows
- // - create virtual lights for cascaded shadow maps
+ if ( light instanceof THREE.PointLight ) {
- for (i = 0, il = _lights.length; i < il; i++) {
+ faceCount = 6;
+ isPointLight = true;
- light = _lights[i];
+ var vpWidth = light.shadowMapWidth / 4.0;
+ var vpHeight = light.shadowMapHeight / 2.0;
- if (!light.castShadow) continue;
+ // 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
- if (( light instanceof THREE.DirectionalLight ) && light.shadowCascade) {
+ // 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 );
- for (n = 0; n < light.shadowCascadeCount; n++) {
+ } else {
- var virtualLight;
+ faceCount = 1;
+ isPointLight = false;
- if (!light.shadowCascadeArray[n]) {
+ }
- virtualLight = createVirtualLight(light, n);
- virtualLight.originalCamera = camera;
+ if ( ! light.castShadow ) continue;
- var gyro = new THREE.Gyroscope();
- gyro.position.copy(light.shadowCascadeOffset);
+ if ( ! light.shadowMap ) {
- gyro.add(virtualLight);
- gyro.add(virtualLight.target);
+ var shadowFilter = THREE.LinearFilter;
- camera.add(gyro);
+ if ( scope.type === THREE.PCFSoftShadowMap ) {
- light.shadowCascadeArray[n] = virtualLight;
+ shadowFilter = THREE.NearestFilter;
- //THREE.log( "Created virtualLight", virtualLight );
+ }
- } else {
+ var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
- virtualLight = light.shadowCascadeArray[n];
+ light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
+ light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
- }
+ light.shadowMatrix = new THREE.Matrix4();
- updateVirtualLight(light, n);
+ }
- lights[k] = virtualLight;
- k++;
+ if ( ! light.shadowCamera ) {
- }
+ if ( light instanceof THREE.SpotLight ) {
- } else {
+ light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
- lights[k] = light;
- k++;
+ } else if ( light instanceof THREE.DirectionalLight ) {
- }
+ light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
- }
+ } else {
- // render depth map
+ light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, 1.0, light.shadowCameraNear, light.shadowCameraFar );
- for (i = 0, il = lights.length; i < il; i++) {
+ }
- light = lights[i];
+ scene.add( light.shadowCamera );
- if (!light.shadowMap) {
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- var shadowFilter = THREE.LinearFilter;
+ }
- if (scope.type === THREE.PCFSoftShadowMap) {
+ if ( light.shadowCameraVisible && ! light.cameraHelper ) {
- shadowFilter = THREE.NearestFilter;
+ light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+ scene.add( light.cameraHelper );
- }
+ }
- var pars = {minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat};
+ var shadowMap = light.shadowMap;
+ var shadowMatrix = light.shadowMatrix;
+ var shadowCamera = light.shadowCamera;
- light.shadowMap = new THREE.WebGLRenderTarget(light.shadowMapWidth, light.shadowMapHeight, pars);
- light.shadowMapSize = new THREE.Vector2(light.shadowMapWidth, light.shadowMapHeight);
+ _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
+ shadowCamera.position.copy( _lightPositionWorld );
- light.shadowMatrix = new THREE.Matrix4();
+ // save the existing viewport so it can be restored later
+ _renderer.getViewport( _vector4 );
- }
+ _renderer.setRenderTarget( shadowMap );
+ _renderer.clear();
- if (!light.shadowCamera) {
+ // render shadow map for each cube face (if omni-directional) or
+ // run a single pass if not
- if (light instanceof THREE.SpotLight) {
+ for ( var face = 0; face < faceCount; face ++ ) {
- light.shadowCamera = new THREE.PerspectiveCamera(light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar);
+ if ( isPointLight ) {
- } else if (light instanceof THREE.DirectionalLight) {
+ _lookTarget.copy( shadowCamera.position );
+ _lookTarget.add( cubeDirections[ face ] );
+ shadowCamera.up.copy( cubeUps[ face ] );
+ shadowCamera.lookAt( _lookTarget );
+ var vpDimensions = cube2DViewPorts[ face ];
+ _renderer.setViewport( vpDimensions.x, vpDimensions.y, vpDimensions.z, vpDimensions.w );
- light.shadowCamera = new THREE.OrthographicCamera(light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar);
+ } else {
- } else {
+ _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
+ shadowCamera.lookAt( _lookTarget );
- THREE.error("THREE.ShadowMapPlugin: Unsupported light type for shadow", light);
- continue;
+ }
- }
+ shadowCamera.updateMatrixWorld();
+ shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
- scene.add(light.shadowCamera);
+ if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
+ if ( light.shadowCameraVisible ) light.cameraHelper.update();
- if (scene.autoUpdate === true) scene.updateMatrixWorld();
+ // 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
+ );
- if (light.shadowCameraVisible && !light.cameraHelper) {
+ shadowMatrix.multiply( shadowCamera.projectionMatrix );
+ shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
- light.cameraHelper = new THREE.CameraHelper(light.shadowCamera);
- scene.add(light.cameraHelper);
+ // update camera matrices and frustum
- }
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
- if (light.isVirtual && virtualLight.originalCamera == camera) {
+ // set object matrices & frustum culling
- updateShadowCamera(camera, light);
+ _renderList.length = 0;
- }
+ projectObject( scene, shadowCamera );
- shadowMap = light.shadowMap;
- shadowMatrix = light.shadowMatrix;
- shadowCamera = light.shadowCamera;
+ // render shadow map
+ // render regular objects
- //
+ for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {
- shadowCamera.position.setFromMatrixPosition(light.matrixWorld);
- _matrixPosition.setFromMatrixPosition(light.target.matrixWorld);
- shadowCamera.lookAt(_matrixPosition);
- shadowCamera.updateMatrixWorld();
+ var object = _renderList[ j ];
+ var geometry = _objects.update( object );
+ var material = object.material;
- shadowCamera.matrixWorldInverse.getInverse(shadowCamera.matrixWorld);
+ if ( material instanceof THREE.MeshFaceMaterial ) {
- //
+ var groups = geometry.groups;
+ var materials = material.materials;
- if (light.cameraHelper) light.cameraHelper.visible = light.shadowCameraVisible;
- if (light.shadowCameraVisible) light.cameraHelper.update();
+ for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
- // compute shadow matrix
+ var group = groups[ k ];
+ var groupMaterial = materials[ group.materialIndex ];
- 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
- );
+ if ( groupMaterial.visible === true ) {
- shadowMatrix.multiply(shadowCamera.projectionMatrix);
- shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
+ var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
+ _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, group );
- // update camera matrices and frustum
+ }
- _projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
- _frustum.setFromMatrix(_projScreenMatrix);
+ }
- // render shadow map
+ } else {
- _renderer.setRenderTarget(shadowMap);
- _renderer.clear();
+ var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
+ _renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, null );
- // set object matrices & frustum culling
+ }
- _renderList.length = 0;
+ }
- projectObject(scene, scene, shadowCamera);
+ }
+ }
- // render regular objects
+ // restore GL state
- var objectMaterial, useMorphing, useSkinning;
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
- for (j = 0, jl = _renderList.length; j < jl; j++) {
+ _renderer.setClearColor( clearColor, clearAlpha );
+ _state.enable( _gl.BLEND );
- webglObject = _renderList[j];
+ if ( scope.cullFace === THREE.CullFaceFront ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
+ _gl.cullFace( _gl.BACK );
- // culling is overriden globally for all objects
- // while rendering depth map
+ }
- // need to deal with MeshFaceMaterial somehow
- // in that case just use the first of material.materials for now
- // (proper solution would require to break objects by materials
- // similarly to regular rendering and then set corresponding
- // depth materials per each chunk instead of just once per object)
+ _renderer.setViewport( _vector4.x, _vector4.y, _vector4.z, _vector4.w );
- objectMaterial = getObjectMaterial(object);
+ _renderer.resetGLState();
- useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+ scope.needsUpdate = false;
- if (object.customDepthMaterial) {
+ };
- material = object.customDepthMaterial;
+ function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {
- } else if (useSkinning) {
+ var geometry = object.geometry;
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+ var newMaterial = null;
- } else if (useMorphing) {
+ var materialVariants = _depthMaterials;
+ var customMaterial = object.customDepthMaterial;
- material = _depthMaterialMorph;
+ if ( isPointLight ) {
- } else {
+ materialVariants = _distanceMaterials;
+ customMaterial = object.customDistanceMaterial;
- material = _depthMaterial;
+ }
- }
+ if ( ! customMaterial ) {
- _renderer.setMaterialFaces(objectMaterial);
+ var useMorphing = geometry.morphTargets !== undefined &&
+ geometry.morphTargets.length > 0 && material.morphTargets;
- if (buffer instanceof THREE.BufferGeometry) {
+ var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
- _renderer.renderBufferDirect(shadowCamera, _lights, fog, material, buffer, object);
+ var variantIndex = 0;
- } else {
+ if ( useMorphing ) variantIndex |= _MorphingFlag;
+ if ( useSkinning ) variantIndex |= _SkinningFlag;
- _renderer.renderBuffer(shadowCamera, _lights, fog, material, buffer, object);
+ newMaterial = materialVariants[ variantIndex ];
- }
+ } else {
- }
+ newMaterial = customMaterial;
- // set matrices and render immediate objects
+ }
- for (j = 0, jl = _webglObjectsImmediate.length; j < jl; j++) {
+ newMaterial.visible = material.visible;
+ newMaterial.wireframe = material.wireframe;
+ newMaterial.wireframeLinewidth = material.wireframeLinewidth;
- webglObject = _webglObjectsImmediate[j];
- object = webglObject.object;
+ if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) {
- if (object.visible && object.castShadow) {
+ newMaterial.uniforms.lightPos.value.copy( lightPositionWorld );
- object._modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
+ }
- _renderer.renderImmediateObject(shadowCamera, _lights, fog, _depthMaterial, object);
+ return newMaterial;
- }
+ }
- }
+ function projectObject( object, camera ) {
- }
+ if ( object.visible === false ) return;
- // restore GL state
+ if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) {
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
+ if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
- _gl.clearColor(clearColor.r, clearColor.g, clearColor.b, clearAlpha);
- _gl.enable(_gl.BLEND);
+ var material = object.material;
- if (scope.cullFace === THREE.CullFaceFront) {
+ if ( material.visible === true ) {
- _gl.cullFace(_gl.BACK);
+ object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+ _renderList.push( object );
- }
+ }
- _renderer.resetGLState();
+ }
- };
+ }
- function projectObject(scene, object, shadowCamera) {
+ var children = object.children;
- if (object.visible) {
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
- var webglObjects = _webglObjects[object.id];
+ projectObject( children[ i ], camera );
- if (webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject(object) === true)) {
+ }
- for (var i = 0, l = webglObjects.length; i < l; i++) {
+ }
- var webglObject = webglObjects[i];
+};
- object._modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
- _renderList.push(webglObject);
+// File:src/renderers/webgl/WebGLState.js
- }
+/**
+* @author mrdoob / http://mrdoob.com/
+*/
- }
+THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
- for (var i = 0, l = object.children.length; i < l; i++) {
+ var _this = this;
- projectObject(scene, object.children[i], shadowCamera);
+ var newAttributes = new Uint8Array( 16 );
+ var enabledAttributes = new Uint8Array( 16 );
+ var attributeDivisors = new Uint8Array( 16 );
- }
+ 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;
- function createVirtualLight(light, cascade) {
+ var currentDepthFunc = null;
+ var currentDepthWrite = null;
- var virtualLight = new THREE.DirectionalLight();
+ var currentColorWrite = null;
- virtualLight.isVirtual = true;
+ var currentFlipSided = null;
- virtualLight.onlyShadow = true;
- virtualLight.castShadow = true;
+ var currentLineWidth = null;
- virtualLight.shadowCameraNear = light.shadowCameraNear;
- virtualLight.shadowCameraFar = light.shadowCameraFar;
+ var currentPolygonOffsetFactor = null;
+ var currentPolygonOffsetUnits = null;
- virtualLight.shadowCameraLeft = light.shadowCameraLeft;
- virtualLight.shadowCameraRight = light.shadowCameraRight;
- virtualLight.shadowCameraBottom = light.shadowCameraBottom;
- virtualLight.shadowCameraTop = light.shadowCameraTop;
+ var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+ var currentTextureSlot = undefined;
+ var currentBoundTextures = {};
- virtualLight.shadowDarkness = light.shadowDarkness;
+ this.init = function () {
- virtualLight.shadowBias = light.shadowCascadeBias[cascade];
- virtualLight.shadowMapWidth = light.shadowCascadeWidth[cascade];
- virtualLight.shadowMapHeight = light.shadowCascadeHeight[cascade];
+ gl.clearColor( 0, 0, 0, 1 );
+ gl.clearDepth( 1 );
+ gl.clearStencil( 0 );
- virtualLight.pointsWorld = [];
- virtualLight.pointsFrustum = [];
+ this.enable( gl.DEPTH_TEST );
+ gl.depthFunc( gl.LEQUAL );
- var pointsWorld = virtualLight.pointsWorld,
- pointsFrustum = virtualLight.pointsFrustum;
+ gl.frontFace( gl.CCW );
+ gl.cullFace( gl.BACK );
+ this.enable( gl.CULL_FACE );
- for (var i = 0; i < 8; i++) {
+ this.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA );
- pointsWorld[i] = new THREE.Vector3();
- pointsFrustum[i] = new THREE.Vector3();
+ };
- }
+ this.initAttributes = function () {
- var nearZ = light.shadowCascadeNearZ[cascade];
- var farZ = light.shadowCascadeFarZ[cascade];
+ for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
- pointsFrustum[0].set(-1, -1, nearZ);
- pointsFrustum[1].set(1, -1, nearZ);
- pointsFrustum[2].set(-1, 1, nearZ);
- pointsFrustum[3].set(1, 1, nearZ);
+ newAttributes[ i ] = 0;
- pointsFrustum[4].set(-1, -1, farZ);
- pointsFrustum[5].set(1, -1, farZ);
- pointsFrustum[6].set(-1, 1, farZ);
- pointsFrustum[7].set(1, 1, farZ);
+ }
- return virtualLight;
+ };
- }
+ this.enableAttribute = function ( attribute ) {
- // Synchronize virtual light with the original light
+ newAttributes[ attribute ] = 1;
- function updateVirtualLight(light, cascade) {
+ if ( enabledAttributes[ attribute ] === 0 ) {
- var virtualLight = light.shadowCascadeArray[cascade];
+ gl.enableVertexAttribArray( attribute );
+ enabledAttributes[ attribute ] = 1;
- virtualLight.position.copy(light.position);
- virtualLight.target.position.copy(light.target.position);
- virtualLight.lookAt(virtualLight.target);
+ }
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
- virtualLight.shadowDarkness = light.shadowDarkness;
+ if ( attributeDivisors[ attribute ] !== 0 ) {
- virtualLight.shadowBias = light.shadowCascadeBias[cascade];
+ var extension = extensions.get( 'ANGLE_instanced_arrays' );
- var nearZ = light.shadowCascadeNearZ[cascade];
- var farZ = light.shadowCascadeFarZ[cascade];
+ extension.vertexAttribDivisorANGLE( attribute, 0 );
+ attributeDivisors[ attribute ] = 0;
- var pointsFrustum = virtualLight.pointsFrustum;
+ }
- pointsFrustum[0].z = nearZ;
- pointsFrustum[1].z = nearZ;
- pointsFrustum[2].z = nearZ;
- pointsFrustum[3].z = nearZ;
+ };
- pointsFrustum[4].z = farZ;
- pointsFrustum[5].z = farZ;
- pointsFrustum[6].z = farZ;
- pointsFrustum[7].z = farZ;
+ this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) {
- }
+ newAttributes[ attribute ] = 1;
- // Fit shadow camera's ortho frustum to camera frustum
+ if ( enabledAttributes[ attribute ] === 0 ) {
- function updateShadowCamera(camera, light) {
+ gl.enableVertexAttribArray( attribute );
+ enabledAttributes[ attribute ] = 1;
- var shadowCamera = light.shadowCamera,
- pointsFrustum = light.pointsFrustum,
- pointsWorld = light.pointsWorld;
+ }
- _min.set(Infinity, Infinity, Infinity);
- _max.set(-Infinity, -Infinity, -Infinity);
+ if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
- for (var i = 0; i < 8; i++) {
+ extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
+ attributeDivisors[ attribute ] = meshPerAttribute;
- var p = pointsWorld[i];
+ }
- p.copy(pointsFrustum[i]);
- p.unproject(camera);
+ };
- p.applyMatrix4(shadowCamera.matrixWorldInverse);
+ this.disableUnusedAttributes = function () {
- if (p.x < _min.x) _min.x = p.x;
- if (p.x > _max.x) _max.x = p.x;
+ for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) {
- if (p.y < _min.y) _min.y = p.y;
- if (p.y > _max.y) _max.y = p.y;
+ if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
- if (p.z < _min.z) _min.z = p.z;
- if (p.z > _max.z) _max.z = p.z;
+ gl.disableVertexAttribArray( i );
+ enabledAttributes[ i ] = 0;
- }
+ }
- shadowCamera.left = _min.x;
- shadowCamera.right = _max.x;
- shadowCamera.top = _max.y;
- shadowCamera.bottom = _min.y;
+ }
- // can't really fit near/far
- //shadowCamera.near = _min.z;
- //shadowCamera.far = _max.z;
+ };
- shadowCamera.updateProjectionMatrix();
+ this.enable = function ( id ) {
- }
+ if ( capabilities[ id ] !== true ) {
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use for shadow maps
+ gl.enable( id );
+ capabilities[ id ] = true;
- function getObjectMaterial(object) {
+ }
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[0]
- : object.material;
+ };
- }
+ this.disable = function ( id ) {
-};
+ if ( capabilities[ id ] !== false ) {
-// File:src/renderers/webgl/WebGLState.js
+ gl.disable( id );
+ capabilities[ id ] = false;
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ }
-THREE.WebGLState = function (gl, paramThreeToGL) {
+ };
- var _this = this;
+ this.getCompressedTextureFormats = function () {
- var newAttributes = new Uint8Array(16);
- var enabledAttributes = new Uint8Array(16);
+ if ( compressedTextureFormats === null ) {
- var currentBlending = null;
- var currentBlendEquation = null;
- var currentBlendSrc = null;
- var currentBlendDst = null;
- var currentBlendEquationAlpha = null;
- var currentBlendSrcAlpha = null;
- var currentBlendDstAlpha = null;
+ compressedTextureFormats = [];
- var currentDepthFunc = null;
- var currentDepthTest = null;
- var currentDepthWrite = null;
+ if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
+ extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
- var currentColorWrite = null;
+ var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
- var currentDoubleSided = null;
- var currentFlipSided = null;
+ for ( var i = 0; i < formats.length; i ++ ) {
- var currentLineWidth = null;
+ compressedTextureFormats.push( formats[ i ] );
- var currentPolygonOffset = null;
- var currentPolygonOffsetFactor = null;
- var currentPolygonOffsetUnits = null;
+ }
- var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
+ }
- var currentTextureSlot = undefined;
- var currentBoundTextures = {};
+ }
- this.initAttributes = function () {
+ return compressedTextureFormats;
- for (var i = 0, l = newAttributes.length; i < l; i++) {
+ };
- newAttributes[i] = 0;
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
- }
+ if ( blending !== currentBlending ) {
- };
+ if ( blending === THREE.NoBlending ) {
- this.enableAttribute = function (attribute) {
+ this.disable( gl.BLEND );
- newAttributes[attribute] = 1;
+ } else if ( blending === THREE.AdditiveBlending ) {
- if (enabledAttributes[attribute] === 0) {
+ this.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
- gl.enableVertexAttribArray(attribute);
- enabledAttributes[attribute] = 1;
+ } else if ( blending === THREE.SubtractiveBlending ) {
- }
+ // TODO: Find blendFuncSeparate() combination
- };
+ this.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
- this.disableUnusedAttributes = function () {
+ } else if ( blending === THREE.MultiplyBlending ) {
- for (var i = 0, l = enabledAttributes.length; i < l; i++) {
+ // TODO: Find blendFuncSeparate() combination
- if (enabledAttributes[i] !== newAttributes[i]) {
+ this.enable( gl.BLEND );
+ gl.blendEquation( gl.FUNC_ADD );
+ gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
- gl.disableVertexAttribArray(i);
- enabledAttributes[i] = 0;
+ } else if ( blending === THREE.CustomBlending ) {
- }
+ this.enable( gl.BLEND );
- }
+ } else {
- };
+ this.enable( gl.BLEND );
+ gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
+ gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
- this.setBlending = function (blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha) {
+ }
- if (blending !== currentBlending) {
+ currentBlending = blending;
- if (blending === THREE.NoBlending) {
+ }
- gl.disable(gl.BLEND);
+ if ( blending === THREE.CustomBlending ) {
- } else if (blending === THREE.AdditiveBlending) {
+ blendEquationAlpha = blendEquationAlpha || blendEquation;
+ blendSrcAlpha = blendSrcAlpha || blendSrc;
+ blendDstAlpha = blendDstAlpha || blendDst;
- gl.enable(gl.BLEND);
- gl.blendEquation(gl.FUNC_ADD);
- gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
+ if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
- } else if (blending === THREE.SubtractiveBlending) {
+ gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
- // TODO: Find blendFuncSeparate() combination
- gl.enable(gl.BLEND);
- gl.blendEquation(gl.FUNC_ADD);
- gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR);
+ currentBlendEquation = blendEquation;
+ currentBlendEquationAlpha = blendEquationAlpha;
- } else if (blending === THREE.MultiplyBlending) {
+ }
- // TODO: Find blendFuncSeparate() combination
- gl.enable(gl.BLEND);
- gl.blendEquation(gl.FUNC_ADD);
- gl.blendFunc(gl.ZERO, gl.SRC_COLOR);
+ if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
- } else if (blending === THREE.CustomBlending) {
+ gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
- gl.enable(gl.BLEND);
+ currentBlendSrc = blendSrc;
+ currentBlendDst = blendDst;
+ currentBlendSrcAlpha = blendSrcAlpha;
+ currentBlendDstAlpha = blendDstAlpha;
- } else {
+ }
- gl.enable(gl.BLEND);
- gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
- gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
+ } else {
- }
+ currentBlendEquation = null;
+ currentBlendSrc = null;
+ currentBlendDst = null;
+ currentBlendEquationAlpha = null;
+ currentBlendSrcAlpha = null;
+ currentBlendDstAlpha = null;
- currentBlending = blending;
+ }
- }
+ };
- if (blending === THREE.CustomBlending) {
+ this.setDepthFunc = function ( depthFunc ) {
- blendEquationAlpha = blendEquationAlpha || blendEquation;
- blendSrcAlpha = blendSrcAlpha || blendSrc;
- blendDstAlpha = blendDstAlpha || blendDst;
+ if ( currentDepthFunc !== depthFunc ) {
- if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
+ if ( depthFunc ) {
- gl.blendEquationSeparate(paramThreeToGL(blendEquation), paramThreeToGL(blendEquationAlpha));
+ switch ( depthFunc ) {
- currentBlendEquation = blendEquation;
- currentBlendEquationAlpha = blendEquationAlpha;
+ case THREE.NeverDepth:
- }
+ gl.depthFunc( gl.NEVER );
+ break;
- if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
+ case THREE.AlwaysDepth:
- gl.blendFuncSeparate(paramThreeToGL(blendSrc), paramThreeToGL(blendDst), paramThreeToGL(blendSrcAlpha), paramThreeToGL(blendDstAlpha));
+ gl.depthFunc( gl.ALWAYS );
+ break;
- currentBlendSrc = blendSrc;
- currentBlendDst = blendDst;
- currentBlendSrcAlpha = blendSrcAlpha;
- currentBlendDstAlpha = blendDstAlpha;
+ case THREE.LessDepth:
- }
+ gl.depthFunc( gl.LESS );
+ break;
- } else {
+ case THREE.LessEqualDepth:
- currentBlendEquation = null;
- currentBlendSrc = null;
- currentBlendDst = null;
- currentBlendEquationAlpha = null;
- currentBlendSrcAlpha = null;
- currentBlendDstAlpha = null;
+ gl.depthFunc( gl.LEQUAL );
+ break;
- }
+ case THREE.EqualDepth:
- };
+ gl.depthFunc( gl.EQUAL );
+ break;
- this.setDepthFunc = function (depthFunc) {
+ case THREE.GreaterEqualDepth:
- if (currentDepthFunc !== depthFunc) {
+ gl.depthFunc( gl.GEQUAL );
+ break;
- if (depthFunc) {
+ case THREE.GreaterDepth:
- switch (depthFunc) {
+ gl.depthFunc( gl.GREATER );
+ break;
- case THREE.NeverDepth:
+ case THREE.NotEqualDepth:
- gl.depthFunc(gl.NEVER);
- break;
+ gl.depthFunc( gl.NOTEQUAL );
+ break;
- case THREE.AlwaysDepth:
+ default:
- gl.depthFunc(gl.ALWAYS);
- break;
+ gl.depthFunc( gl.LEQUAL );
- case THREE.LessDepth:
+ }
- gl.depthFunc(gl.LESS);
- break;
+ } else {
- case THREE.LessEqualDepth:
+ gl.depthFunc( gl.LEQUAL );
- gl.depthFunc(gl.LEQUAL);
- break;
+ }
- case THREE.EqualDepth:
+ currentDepthFunc = depthFunc;
- gl.depthFunc(gl.EQUAL);
- break;
+ }
- case THREE.GreaterEqualDepth:
+ };
- gl.depthFunc(gl.GEQUAL);
- break;
+ this.setDepthTest = function ( depthTest ) {
- case THREE.GreaterDepth:
+ if ( depthTest ) {
- gl.depthFunc(gl.GREATER);
- break;
+ this.enable( gl.DEPTH_TEST );
- case THREE.NotEqualDepth:
+ } else {
- gl.depthFunc(gl.NOTEQUAL);
- break;
+ this.disable( gl.DEPTH_TEST );
- default:
+ }
- gl.depthFunc(gl.LEQUAL);
- }
+ };
- } else {
+ this.setDepthWrite = function ( depthWrite ) {
- gl.depthFunc(gl.LEQUAL);
+ if ( currentDepthWrite !== depthWrite ) {
- }
+ gl.depthMask( depthWrite );
+ currentDepthWrite = depthWrite;
- currentDepthFunc = depthFunc;
+ }
- }
+ };
- };
+ this.setColorWrite = function ( colorWrite ) {
- this.setDepthTest = function (depthTest) {
+ if ( currentColorWrite !== colorWrite ) {
- if (currentDepthTest !== depthTest) {
+ gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite );
+ currentColorWrite = colorWrite;
- if (depthTest) {
+ }
- gl.enable(gl.DEPTH_TEST);
+ };
- } else {
+ this.setFlipSided = function ( flipSided ) {
- gl.disable(gl.DEPTH_TEST);
+ if ( currentFlipSided !== flipSided ) {
- }
+ if ( flipSided ) {
- currentDepthTest = depthTest;
+ gl.frontFace( gl.CW );
- }
+ } else {
- };
+ gl.frontFace( gl.CCW );
- this.setDepthWrite = function (depthWrite) {
+ }
- if (currentDepthWrite !== depthWrite) {
+ currentFlipSided = flipSided;
- gl.depthMask(depthWrite);
- currentDepthWrite = depthWrite;
+ }
- }
+ };
- };
+ this.setLineWidth = function ( width ) {
- this.setColorWrite = function (colorWrite) {
+ if ( width !== currentLineWidth ) {
- if (currentColorWrite !== colorWrite) {
+ gl.lineWidth( width );
- gl.colorMask(colorWrite, colorWrite, colorWrite, colorWrite);
- currentColorWrite = colorWrite;
+ currentLineWidth = width;
- }
+ }
- };
+ };
- this.setDoubleSided = function (doubleSided) {
+ this.setPolygonOffset = function ( polygonOffset, factor, units ) {
- if (currentDoubleSided !== doubleSided) {
+ if ( polygonOffset ) {
- if (doubleSided) {
+ this.enable( gl.POLYGON_OFFSET_FILL );
- gl.disable(gl.CULL_FACE);
+ } else {
- } else {
+ this.disable( gl.POLYGON_OFFSET_FILL );
- gl.enable(gl.CULL_FACE);
+ }
- }
+ if ( polygonOffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) {
- currentDoubleSided = doubleSided;
+ gl.polygonOffset( factor, units );
- }
+ currentPolygonOffsetFactor = factor;
+ currentPolygonOffsetUnits = units;
- };
+ }
- this.setFlipSided = function (flipSided) {
+ };
- if (currentFlipSided !== flipSided) {
+ this.setScissorTest = function ( scissorTest ) {
- if (flipSided) {
+ if ( scissorTest ) {
- gl.frontFace(gl.CW);
+ this.enable( gl.SCISSOR_TEST );
- } else {
+ } else {
- gl.frontFace(gl.CCW);
+ this.disable( gl.SCISSOR_TEST );
- }
+ }
- currentFlipSided = flipSided;
+ };
- }
+ // texture
- };
+ this.activeTexture = function ( webglSlot ) {
- this.setLineWidth = function (width) {
+ if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
- if (width !== currentLineWidth) {
+ if ( currentTextureSlot !== webglSlot ) {
- gl.lineWidth(width);
+ gl.activeTexture( webglSlot );
+ currentTextureSlot = webglSlot;
- currentLineWidth = width;
+ }
- }
+ }
- };
+ this.bindTexture = function ( webglType, webglTexture ) {
- this.setPolygonOffset = function (polygonoffset, factor, units) {
+ if ( currentTextureSlot === undefined ) {
- if (currentPolygonOffset !== polygonoffset) {
+ _this.activeTexture();
- if (polygonoffset) {
+ }
- gl.enable(gl.POLYGON_OFFSET_FILL);
+ var boundTexture = currentBoundTextures[ currentTextureSlot ];
- } else {
+ if ( boundTexture === undefined ) {
- gl.disable(gl.POLYGON_OFFSET_FILL);
+ boundTexture = { type: undefined, texture: undefined };
+ currentBoundTextures[ currentTextureSlot ] = boundTexture;
- }
+ }
- currentPolygonOffset = polygonoffset;
+ if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
- }
+ gl.bindTexture( webglType, webglTexture );
- if (polygonoffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units )) {
+ boundTexture.type = webglType;
+ boundTexture.texture = webglTexture;
- gl.polygonOffset(factor, units);
+ }
- currentPolygonOffsetFactor = factor;
- currentPolygonOffsetUnits = units;
+ };
- }
+ this.compressedTexImage2D = function () {
- };
+ try {
- this.activeTexture = function (webglSlot) {
+ gl.compressedTexImage2D.apply( gl, arguments );
- if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1;
+ } catch ( error ) {
- if (currentTextureSlot !== webglSlot) {
+ console.error( error );
- gl.activeTexture(webglSlot);
- currentTextureSlot = webglSlot;
+ }
- }
+ };
- }
+ this.texImage2D = function () {
- this.bindTexture = function (webglType, webglTexture) {
+ try {
- if (currentTextureSlot === undefined) {
+ gl.texImage2D.apply( gl, arguments );
- _this.activeTexture();
+ } catch ( error ) {
- }
+ console.error( error );
- var boundTexture = currentBoundTextures[currentTextureSlot];
+ }
- if (boundTexture === undefined) {
+ };
- boundTexture = {type: undefined, texture: undefined};
- currentBoundTextures[currentTextureSlot] = boundTexture;
+ //
- }
+ this.reset = function () {
- if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
+ for ( var i = 0; i < enabledAttributes.length; i ++ ) {
- gl.bindTexture(webglType, webglTexture);
+ if ( enabledAttributes[ i ] === 1 ) {
- boundTexture.type = webglType;
- boundTexture.texture = webglTexture;
+ gl.disableVertexAttribArray( i );
+ enabledAttributes[ i ] = 0;
- }
+ }
- }
+ }
- this.reset = function () {
+ capabilities = {};
- for (var i = 0; i < enabledAttributes.length; i++) {
+ compressedTextureFormats = null;
- enabledAttributes[i] = 0;
+ currentBlending = null;
- }
+ currentDepthWrite = null;
+ currentColorWrite = null;
- currentBlending = null;
- currentDepthTest = null;
- currentDepthWrite = null;
- currentColorWrite = null;
- currentDoubleSided = null;
- currentFlipSided = null;
+ currentFlipSided = null;
- };
+ };
};
@@ -25238,470 +27626,473 @@ THREE.WebGLState = function (gl, paramThreeToGL) {
* @author alteredq / http://alteredqualia.com/
*/
-THREE.LensFlarePlugin = function (renderer, flares) {
+THREE.LensFlarePlugin = function ( renderer, flares ) {
- var gl = renderer.context;
+ var gl = renderer.context;
+ var state = renderer.state;
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
- var hasVertexTexture;
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
+ var hasVertexTexture;
- var tempTexture, occlusionTexture;
+ var tempTexture, occlusionTexture;
- var init = function () {
+ var init = function () {
- var vertices = new Float32Array([
- -1, -1, 0, 0,
- 1, -1, 1, 0,
- 1, 1, 1, 1,
- -1, 1, 0, 1
- ]);
+ 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
- ]);
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
- // buffers
+ // buffers
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+ 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);
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
- // textures
+ // textures
- tempTexture = gl.createTexture();
- occlusionTexture = gl.createTexture();
+ tempTexture = gl.createTexture();
+ occlusionTexture = gl.createTexture();
- renderer.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, 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 );
- renderer.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);
+ 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 );
- hasVertexTexture = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) > 0;
+ hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
- var shader;
+ var shader;
- if (hasVertexTexture) {
+ if ( hasVertexTexture ) {
- shader = {
+ shader = {
- vertexShader: [
+ vertexShader: [
- "uniform lowp int renderType;",
+ "uniform lowp int renderType;",
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
- "uniform sampler2D occlusionMap;",
+ "uniform sampler2D occlusionMap;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
- "void main() {",
+ "void main() {",
- "vUV = uv;",
+ "vUV = uv;",
- "vec2 pos = position;",
+ "vec2 pos = position;",
- "if( renderType == 2 ) {",
+ "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 ) );",
+ "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;",
+ "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;",
+ "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 );",
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
+ "}"
- ].join("\n"),
+ ].join( "\n" ),
- fragmentShader: [
+ fragmentShader: [
- "uniform lowp int renderType;",
+ "uniform lowp int renderType;",
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform vec3 color;",
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
- "void main() {",
+ "void main() {",
- // pink square
+ // pink square
- "if( renderType == 0 ) {",
+ "if( renderType == 0 ) {",
- "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
- // restore
+ // restore
- "} else if( renderType == 1 ) {",
+ "} else if( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
+ "gl_FragColor = texture2D( map, vUV );",
- // flare
+ // flare
- "} else {",
+ "} else {",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * vVisibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * vVisibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
- "}",
+ "}",
- "}"
+ "}"
- ].join("\n")
+ ].join( "\n" )
- };
+ };
- } else {
+ } else {
- shader = {
+ shader = {
- vertexShader: [
+ vertexShader: [
- "uniform lowp int renderType;",
+ "uniform lowp int renderType;",
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
- "varying vec2 vUV;",
+ "varying vec2 vUV;",
- "void main() {",
+ "void main() {",
- "vUV = uv;",
+ "vUV = uv;",
- "vec2 pos = position;",
+ "vec2 pos = position;",
- "if( renderType == 2 ) {",
+ "if( renderType == 2 ) {",
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+ "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 );",
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
+ "}"
- ].join("\n"),
+ ].join( "\n" ),
- fragmentShader: [
+ fragmentShader: [
- "precision mediump float;",
+ "precision mediump float;",
- "uniform lowp int renderType;",
+ "uniform lowp int renderType;",
- "uniform sampler2D map;",
- "uniform sampler2D occlusionMap;",
- "uniform float opacity;",
- "uniform vec3 color;",
+ "uniform sampler2D map;",
+ "uniform sampler2D occlusionMap;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
- "varying vec2 vUV;",
+ "varying vec2 vUV;",
- "void main() {",
+ "void main() {",
- // pink square
+ // pink square
- "if( renderType == 0 ) {",
+ "if( renderType == 0 ) {",
- "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+ "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
- // restore
+ // restore
- "} else if( renderType == 1 ) {",
+ "} else if( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
+ "gl_FragColor = texture2D( map, vUV );",
- // flare
+ // flare
- "} else {",
+ "} else {",
- "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
- "visibility = ( 1.0 - visibility / 4.0 );",
+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+ "visibility = ( 1.0 - visibility / 4.0 );",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * visibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * visibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
- "}",
+ "}",
- "}"
+ "}"
- ].join("\n")
+ ].join( "\n" )
- };
+ };
- }
+ }
- program = createProgram(shader);
+ program = createProgram( shader );
- attributes = {
- vertex: gl.getAttribLocation(program, "position"),
- uv: gl.getAttribLocation(program, "uv")
- };
+ 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")
- };
+ 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.
- */
+ /*
+ * Render lens flares
+ * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+ * reads these back and calculates occlusion.
+ */
- this.render = function (scene, camera, viewportWidth, viewportHeight) {
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
- if (flares.length === 0) return;
+ if ( flares.length === 0 ) return;
- var tempPosition = new THREE.Vector3();
+ var tempPosition = new THREE.Vector3();
- var invAspect = viewportHeight / viewportWidth,
- halfViewportWidth = viewportWidth * 0.5,
- halfViewportHeight = viewportHeight * 0.5;
+ var invAspect = viewportHeight / viewportWidth,
+ halfViewportWidth = viewportWidth * 0.5,
+ halfViewportHeight = viewportHeight * 0.5;
- var size = 16 / viewportHeight,
- scale = new THREE.Vector2(size * invAspect, size);
+ var size = 16 / viewportHeight,
+ scale = new THREE.Vector2( size * invAspect, size );
- var screenPosition = new THREE.Vector3(1, 1, 0),
- screenPositionPixels = new THREE.Vector2(1, 1);
+ var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+ screenPositionPixels = new THREE.Vector2( 1, 1 );
- if (program === undefined) {
+ if ( program === undefined ) {
- init();
+ init();
- }
+ }
- gl.useProgram(program);
+ gl.useProgram( program );
- renderer.state.initAttributes();
- renderer.state.enableAttribute(attributes.vertex);
- renderer.state.enableAttribute(attributes.uv);
- renderer.state.disableUnusedAttributes();
+ 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/unforms
+ // 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.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.ARRAY_BUFFER, vertexBuffer );
+ gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
+ gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elementBuffer);
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.disable(gl.CULL_FACE);
- gl.depthMask(false);
+ state.disable( gl.CULL_FACE );
+ gl.depthMask( false );
- for (var i = 0, l = flares.length; i < l; i++) {
+ for ( var i = 0, l = flares.length; i < l; i ++ ) {
- size = 16 / viewportHeight;
- scale.set(size * invAspect, size);
+ size = 16 / viewportHeight;
+ scale.set( size * invAspect, size );
- // calc object screen position
+ // calc object screen position
- var flare = flares[i];
+ var flare = flares[ i ];
- tempPosition.set(flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14]);
+ tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );
- tempPosition.applyMatrix4(camera.matrixWorldInverse);
- tempPosition.applyProjection(camera.projectionMatrix);
+ tempPosition.applyMatrix4( camera.matrixWorldInverse );
+ tempPosition.applyProjection( camera.projectionMatrix );
- // setup arrays for gl programs
+ // setup arrays for gl programs
- screenPosition.copy(tempPosition);
+ screenPosition.copy( tempPosition );
- screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
- screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+ screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+ screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
- // screen cull
+ // screen cull
- if (hasVertexTexture || (
- screenPositionPixels.x > 0 &&
- screenPositionPixels.x < viewportWidth &&
- screenPositionPixels.y > 0 &&
- screenPositionPixels.y < viewportHeight )) {
+ if ( hasVertexTexture || (
+ screenPositionPixels.x > 0 &&
+ screenPositionPixels.x < viewportWidth &&
+ screenPositionPixels.y > 0 &&
+ screenPositionPixels.y < viewportHeight ) ) {
- // save current RGB to temp texture
+ // save current RGB to temp texture
- renderer.state.activeTexture(gl.TEXTURE1);
- renderer.state.bindTexture(gl.TEXTURE_2D, tempTexture);
- gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0);
+ 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 - 8, screenPositionPixels.y - 8, 16, 16, 0 );
- // render pink quad
+ // render pink quad
- gl.uniform1i(uniforms.renderType, 0);
- gl.uniform2f(uniforms.scale, scale.x, scale.y);
- gl.uniform3f(uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z);
+ gl.uniform1i( uniforms.renderType, 0 );
+ gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- gl.disable(gl.BLEND);
- gl.enable(gl.DEPTH_TEST);
+ state.disable( gl.BLEND );
+ state.enable( gl.DEPTH_TEST );
- gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- // copy result to occlusionMap
+ // copy result to occlusionMap
- renderer.state.activeTexture(gl.TEXTURE0);
- renderer.state.bindTexture(gl.TEXTURE_2D, occlusionTexture);
- gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0);
+ state.activeTexture( gl.TEXTURE0 );
+ state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
- // restore graphics
+ // restore graphics
- gl.uniform1i(uniforms.renderType, 1);
- gl.disable(gl.DEPTH_TEST);
+ gl.uniform1i( uniforms.renderType, 1 );
+ state.disable( gl.DEPTH_TEST );
- renderer.state.activeTexture(gl.TEXTURE1);
- renderer.state.bindTexture(gl.TEXTURE_2D, tempTexture);
- gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ state.activeTexture( gl.TEXTURE1 );
+ state.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- // update object positions
+ // update object positions
- flare.positionScreen.copy(screenPosition);
+ flare.positionScreen.copy( screenPosition );
- if (flare.customUpdateCallback) {
+ if ( flare.customUpdateCallback ) {
- flare.customUpdateCallback(flare);
+ flare.customUpdateCallback( flare );
- } else {
+ } else {
- flare.updateLensFlares();
+ flare.updateLensFlares();
- }
+ }
- // render flares
+ // render flares
- gl.uniform1i(uniforms.renderType, 2);
- gl.enable(gl.BLEND);
+ gl.uniform1i( uniforms.renderType, 2 );
+ state.enable( gl.BLEND );
- for (var j = 0, jl = flare.lensFlares.length; j < jl; j++) {
+ for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
- var sprite = flare.lensFlares[j];
+ var sprite = flare.lensFlares[ j ];
- if (sprite.opacity > 0.001 && sprite.scale > 0.001) {
+ if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
- screenPosition.x = sprite.x;
- screenPosition.y = sprite.y;
- screenPosition.z = sprite.z;
+ screenPosition.x = sprite.x;
+ screenPosition.y = sprite.y;
+ screenPosition.z = sprite.z;
- size = sprite.size * sprite.scale / viewportHeight;
+ size = sprite.size * sprite.scale / viewportHeight;
- scale.x = size * invAspect;
- scale.y = size;
+ 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.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);
+ gl.uniform1f( uniforms.opacity, sprite.opacity );
+ gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
- renderer.state.setBlending(sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst);
- renderer.setTexture(sprite.texture, 1);
+ state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+ renderer.setTexture( sprite.texture, 1 );
- gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- }
+ }
- }
+ }
- }
+ }
- }
+ }
- // restore gl
+ // restore gl
- gl.enable(gl.CULL_FACE);
- gl.enable(gl.DEPTH_TEST);
- gl.depthMask(true);
+ state.enable( gl.CULL_FACE );
+ state.enable( gl.DEPTH_TEST );
+ gl.depthMask( true );
- renderer.resetGLState();
+ renderer.resetGLState();
- };
+ };
- function createProgram(shader) {
+ function createProgram ( shader ) {
- var program = gl.createProgram();
+ var program = gl.createProgram();
- var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
- var vertexShader = gl.createShader(gl.VERTEX_SHADER);
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
- var prefix = "precision " + renderer.getPrecision() + " float;\n";
+ var prefix = "precision " + renderer.getPrecision() + " float;\n";
- gl.shaderSource(fragmentShader, prefix + shader.fragmentShader);
- gl.shaderSource(vertexShader, prefix + shader.vertexShader);
+ gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ gl.shaderSource( vertexShader, prefix + shader.vertexShader );
- gl.compileShader(fragmentShader);
- gl.compileShader(vertexShader);
+ gl.compileShader( fragmentShader );
+ gl.compileShader( vertexShader );
- gl.attachShader(program, fragmentShader);
- gl.attachShader(program, vertexShader);
+ gl.attachShader( program, fragmentShader );
+ gl.attachShader( program, vertexShader );
- gl.linkProgram(program);
+ gl.linkProgram( program );
- return program;
+ return program;
- }
+ }
};
@@ -25712,365 +28103,366 @@ THREE.LensFlarePlugin = function (renderer, flares) {
* @author alteredq / http://alteredqualia.com/
*/
-THREE.SpritePlugin = function (renderer, sprites) {
+THREE.SpritePlugin = function ( renderer, sprites ) {
- var gl = renderer.context;
+ var gl = renderer.context;
+ var state = renderer.state;
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
- var texture;
+ var texture;
- // decompose matrixWorld
+ // decompose matrixWorld
- var spritePosition = new THREE.Vector3();
- var spriteRotation = new THREE.Quaternion();
- var spriteScale = new THREE.Vector3();
+ var spritePosition = new THREE.Vector3();
+ var spriteRotation = new THREE.Quaternion();
+ var spriteScale = new THREE.Vector3();
- var init = function () {
+ var init = function () {
- var vertices = new Float32Array([
- -0.5, -0.5, 0, 0,
- 0.5, -0.5, 1, 0,
- 0.5, 0.5, 1, 1,
- -0.5, 0.5, 0, 1
- ]);
+ var 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
- ]);
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
- gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+ 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);
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
- program = createProgram();
+ program = createProgram();
- attributes = {
- position: gl.getAttribLocation(program, 'position'),
- uv: gl.getAttribLocation(program, 'uv')
- };
+ attributes = {
+ position: gl.getAttribLocation ( program, 'position' ),
+ uv: gl.getAttribLocation ( program, 'uv' )
+ };
- uniforms = {
- uvOffset: gl.getUniformLocation(program, 'uvOffset'),
- uvScale: gl.getUniformLocation(program, 'uvScale'),
+ uniforms = {
+ uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
+ uvScale: gl.getUniformLocation( program, 'uvScale' ),
- rotation: gl.getUniformLocation(program, 'rotation'),
- scale: gl.getUniformLocation(program, 'scale'),
+ 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'),
+ 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'),
+ 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'),
+ 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')
- };
+ alphaTest: gl.getUniformLocation( program, 'alphaTest' )
+ };
- var canvas = document.createElement('canvas');
- canvas.width = 8;
- canvas.height = 8;
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = 8;
+ canvas.height = 8;
- var context = canvas.getContext('2d');
- context.fillStyle = 'white';
- context.fillRect(0, 0, 8, 8);
+ var context = canvas.getContext( '2d' );
+ context.fillStyle = 'white';
+ context.fillRect( 0, 0, 8, 8 );
- texture = new THREE.Texture(canvas);
- texture.needsUpdate = true;
+ texture = new THREE.Texture( canvas );
+ texture.needsUpdate = true;
- };
+ };
- this.render = function (scene, camera) {
+ this.render = function ( scene, camera ) {
- if (sprites.length === 0) return;
+ if ( sprites.length === 0 ) return;
- // setup gl
+ // setup gl
- if (program === undefined) {
+ if ( program === undefined ) {
- init();
+ init();
- }
+ }
- gl.useProgram(program);
+ gl.useProgram( program );
- renderer.state.initAttributes();
- renderer.state.enableAttribute(attributes.position);
- renderer.state.enableAttribute(attributes.uv);
- renderer.state.disableUnusedAttributes();
+ state.initAttributes();
+ state.enableAttribute( attributes.position );
+ state.enableAttribute( attributes.uv );
+ state.disableUnusedAttributes();
- gl.disable(gl.CULL_FACE);
- gl.enable(gl.BLEND);
+ 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.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.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.uniformMatrix4fv(uniforms.projectionMatrix, false, camera.projectionMatrix.elements);
+ gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
- renderer.state.activeTexture(gl.TEXTURE0);
- gl.uniform1i(uniforms.map, 0);
+ state.activeTexture( gl.TEXTURE0 );
+ gl.uniform1i( uniforms.map, 0 );
- var oldFogType = 0;
- var sceneFogType = 0;
- var fog = scene.fog;
+ var oldFogType = 0;
+ var sceneFogType = 0;
+ var fog = scene.fog;
- if (fog) {
+ if ( fog ) {
- gl.uniform3f(uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b);
+ gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
- if (fog instanceof THREE.Fog) {
+ if ( fog instanceof THREE.Fog ) {
- gl.uniform1f(uniforms.fogNear, fog.near);
- gl.uniform1f(uniforms.fogFar, fog.far);
+ gl.uniform1f( uniforms.fogNear, fog.near );
+ gl.uniform1f( uniforms.fogFar, fog.far );
- gl.uniform1i(uniforms.fogType, 1);
- oldFogType = 1;
- sceneFogType = 1;
+ gl.uniform1i( uniforms.fogType, 1 );
+ oldFogType = 1;
+ sceneFogType = 1;
- } else if (fog instanceof THREE.FogExp2) {
+ } else if ( fog instanceof THREE.FogExp2 ) {
- gl.uniform1f(uniforms.fogDensity, fog.density);
+ gl.uniform1f( uniforms.fogDensity, fog.density );
- gl.uniform1i(uniforms.fogType, 2);
- oldFogType = 2;
- sceneFogType = 2;
+ gl.uniform1i( uniforms.fogType, 2 );
+ oldFogType = 2;
+ sceneFogType = 2;
- }
+ }
- } else {
+ } else {
- gl.uniform1i(uniforms.fogType, 0);
- oldFogType = 0;
- sceneFogType = 0;
+ gl.uniform1i( uniforms.fogType, 0 );
+ oldFogType = 0;
+ sceneFogType = 0;
- }
+ }
- // update positions and sort
+ // update positions and sort
- for (var i = 0, l = sprites.length; i < l; i++) {
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
- var sprite = sprites[i];
+ var sprite = sprites[ i ];
- sprite._modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, sprite.matrixWorld);
- sprite.z = -sprite._modelViewMatrix.elements[14];
+ sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+ sprite.z = - sprite.modelViewMatrix.elements[ 14 ];
- }
+ }
- sprites.sort(painterSortStable);
+ sprites.sort( painterSortStable );
- // render all sprites
+ // render all sprites
- var scale = [];
+ var scale = [];
- for (var i = 0, l = sprites.length; i < l; i++) {
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
- var sprite = sprites[i];
- var material = sprite.material;
+ var sprite = sprites[ i ];
+ var material = sprite.material;
- gl.uniform1f(uniforms.alphaTest, material.alphaTest);
- gl.uniformMatrix4fv(uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements);
+ gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+ gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );
- sprite.matrixWorld.decompose(spritePosition, spriteRotation, spriteScale);
+ sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
- scale[0] = spriteScale.x;
- scale[1] = spriteScale.y;
+ scale[ 0 ] = spriteScale.x;
+ scale[ 1 ] = spriteScale.y;
- var fogType = 0;
+ var fogType = 0;
- if (scene.fog && material.fog) {
+ if ( scene.fog && material.fog ) {
- fogType = sceneFogType;
+ fogType = sceneFogType;
- }
+ }
- if (oldFogType !== fogType) {
+ if ( oldFogType !== fogType ) {
- gl.uniform1i(uniforms.fogType, fogType);
- oldFogType = fogType;
+ gl.uniform1i( uniforms.fogType, fogType );
+ oldFogType = fogType;
- }
+ }
- if (material.map !== null) {
+ 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);
+ 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 {
+ } else {
- gl.uniform2f(uniforms.uvOffset, 0, 0);
- gl.uniform2f(uniforms.uvScale, 1, 1);
+ 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.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);
+ gl.uniform1f( uniforms.rotation, material.rotation );
+ gl.uniform2fv( uniforms.scale, scale );
- renderer.state.setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst);
- renderer.state.setDepthTest(material.depthTest);
- renderer.state.setDepthWrite(material.depthWrite);
+ state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ state.setDepthTest( material.depthTest );
+ state.setDepthWrite( material.depthWrite );
- if (material.map && material.map.image && material.map.image.width) {
+ if ( material.map && material.map.image && material.map.image.width ) {
- renderer.setTexture(material.map, 0);
+ renderer.setTexture( material.map, 0 );
- } else {
+ } else {
- renderer.setTexture(texture, 0);
+ renderer.setTexture( texture, 0 );
- }
+ }
- gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
- }
+ }
- // restore gl
+ // restore gl
- gl.enable(gl.CULL_FACE);
+ state.enable( gl.CULL_FACE );
- renderer.resetGLState();
+ renderer.resetGLState();
- };
+ };
- function createProgram() {
+ function createProgram () {
- var program = gl.createProgram();
+ var program = gl.createProgram();
- var vertexShader = gl.createShader(gl.VERTEX_SHADER);
- var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
- gl.shaderSource(vertexShader, [
+ gl.shaderSource( vertexShader, [
- 'precision ' + renderer.getPrecision() + ' float;',
+ 'precision ' + renderer.getPrecision() + ' float;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform float rotation;',
- 'uniform vec2 scale;',
- 'uniform vec2 uvOffset;',
- 'uniform vec2 uvScale;',
+ 'uniform mat4 modelViewMatrix;',
+ 'uniform mat4 projectionMatrix;',
+ 'uniform float rotation;',
+ 'uniform vec2 scale;',
+ 'uniform vec2 uvOffset;',
+ 'uniform vec2 uvScale;',
- 'attribute vec2 position;',
- 'attribute vec2 uv;',
+ 'attribute vec2 position;',
+ 'attribute vec2 uv;',
- 'varying vec2 vUV;',
+ 'varying vec2 vUV;',
- 'void main() {',
+ 'void main() {',
- 'vUV = uvOffset + uv * uvScale;',
+ 'vUV = uvOffset + uv * uvScale;',
- 'vec2 alignedPosition = position * scale;',
+ '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;',
+ 'vec2 rotatedPosition;',
+ 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
+ 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
- 'vec4 finalPosition;',
+ 'vec4 finalPosition;',
- 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
- 'finalPosition.xy += rotatedPosition;',
- 'finalPosition = projectionMatrix * finalPosition;',
+ 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
+ 'finalPosition.xy += rotatedPosition;',
+ 'finalPosition = projectionMatrix * finalPosition;',
- 'gl_Position = finalPosition;',
+ 'gl_Position = finalPosition;',
- '}'
+ '}'
- ].join('\n'));
+ ].join( '\n' ) );
- gl.shaderSource(fragmentShader, [
+ gl.shaderSource( fragmentShader, [
- 'precision ' + renderer.getPrecision() + ' float;',
+ 'precision ' + renderer.getPrecision() + ' float;',
- 'uniform vec3 color;',
- 'uniform sampler2D map;',
- 'uniform float opacity;',
+ '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;',
+ 'uniform int fogType;',
+ 'uniform vec3 fogColor;',
+ 'uniform float fogDensity;',
+ 'uniform float fogNear;',
+ 'uniform float fogFar;',
+ 'uniform float alphaTest;',
- 'varying vec2 vUV;',
+ 'varying vec2 vUV;',
- 'void main() {',
+ 'void main() {',
- 'vec4 texture = texture2D( map, vUV );',
+ 'vec4 texture = texture2D( map, vUV );',
- 'if ( texture.a < alphaTest ) discard;',
+ 'if ( texture.a < alphaTest ) discard;',
- 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
+ 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
- 'if ( fogType > 0 ) {',
+ 'if ( fogType > 0 ) {',
- 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
- 'float fogFactor = 0.0;',
+ 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
+ 'float fogFactor = 0.0;',
- 'if ( fogType == 1 ) {',
+ 'if ( fogType == 1 ) {',
- 'fogFactor = smoothstep( fogNear, fogFar, depth );',
+ 'fogFactor = smoothstep( fogNear, fogFar, depth );',
- '} else {',
+ '} else {',
- 'const float LOG2 = 1.442695;',
- 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
- 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
+ '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 );',
+ 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
- '}',
+ '}',
- '}'
+ '}'
- ].join('\n'));
+ ].join( '\n' ) );
- gl.compileShader(vertexShader);
- gl.compileShader(fragmentShader);
+ gl.compileShader( vertexShader );
+ gl.compileShader( fragmentShader );
- gl.attachShader(program, vertexShader);
- gl.attachShader(program, fragmentShader);
+ gl.attachShader( program, vertexShader );
+ gl.attachShader( program, fragmentShader );
- gl.linkProgram(program);
+ gl.linkProgram( program );
- return program;
+ return program;
- }
+ }
- function painterSortStable(a, b) {
+ function painterSortStable ( a, b ) {
- if (a.z !== b.z) {
+ if ( a.z !== b.z ) {
- return b.z - a.z;
+ return b.z - a.z;
- } else {
+ } else {
- return b.id - a.id;
+ return b.id - a.id;
- }
+ }
- }
+ }
};
@@ -26082,31 +28474,31 @@ THREE.SpritePlugin = function (renderer, sprites) {
THREE.GeometryUtils = {
- merge: function (geometry1, geometry2, materialIndexOffset) {
+ merge: function ( geometry1, geometry2, materialIndexOffset ) {
- THREE.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.');
+ console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
- var matrix;
+ var matrix;
- if (geometry2 instanceof THREE.Mesh) {
+ if ( geometry2 instanceof THREE.Mesh ) {
- geometry2.matrixAutoUpdate && geometry2.updateMatrix();
+ geometry2.matrixAutoUpdate && geometry2.updateMatrix();
- matrix = geometry2.matrix;
- geometry2 = geometry2.geometry;
+ matrix = geometry2.matrix;
+ geometry2 = geometry2.geometry;
- }
+ }
- geometry1.merge(geometry2, matrix, materialIndexOffset);
+ geometry1.merge( geometry2, matrix, materialIndexOffset );
- },
+ },
- center: function (geometry) {
+ center: function ( geometry ) {
- THREE.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');
- return geometry.center();
+ console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
+ return geometry.center();
- }
+ }
};
@@ -26120,217 +28512,213 @@ THREE.GeometryUtils = {
THREE.ImageUtils = {
- crossOrigin: undefined,
-
- loadTexture: function (url, mapping, onLoad, onError) {
-
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
+ crossOrigin: undefined,
- var texture = new THREE.Texture(undefined, mapping);
+ loadTexture: function ( url, mapping, onLoad, onError ) {
- loader.load(url, function (image) {
+ var loader = new THREE.ImageLoader();
+ loader.crossOrigin = this.crossOrigin;
- texture.image = image;
- texture.needsUpdate = true;
+ var texture = new THREE.Texture( undefined, mapping );
- if (onLoad) onLoad(texture);
+ loader.load( url, function ( image ) {
- }, undefined, function (event) {
+ texture.image = image;
+ texture.needsUpdate = true;
- if (onError) onError(event);
+ if ( onLoad ) onLoad( texture );
- });
+ }, undefined, function ( event ) {
- texture.sourceFile = url;
+ if ( onError ) onError( event );
- return texture;
+ } );
- },
+ texture.sourceFile = url;
- loadTextureCube: function (array, mapping, onLoad, onError) {
+ return texture;
- var images = [];
+ },
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
+ loadTextureCube: function ( array, mapping, onLoad, onError ) {
- var texture = new THREE.CubeTexture(images, mapping);
+ var images = [];
- // no flipping needed for cube textures
+ var loader = new THREE.ImageLoader();
+ loader.crossOrigin = this.crossOrigin;
- texture.flipY = false;
+ var texture = new THREE.CubeTexture( images, mapping );
- var loaded = 0;
+ var loaded = 0;
- var loadTexture = function (i) {
+ var loadTexture = function ( i ) {
- loader.load(array[i], function (image) {
+ loader.load( array[ i ], function ( image ) {
- texture.images[i] = image;
+ texture.images[ i ] = image;
- loaded += 1;
+ loaded += 1;
- if (loaded === 6) {
+ if ( loaded === 6 ) {
- texture.needsUpdate = true;
+ texture.needsUpdate = true;
- if (onLoad) onLoad(texture);
+ if ( onLoad ) onLoad( texture );
- }
+ }
- }, undefined, onError);
+ }, undefined, onError );
- };
+ };
- for (var i = 0, il = array.length; i < il; ++i) {
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
- loadTexture(i);
+ loadTexture( i );
- }
+ }
- return texture;
+ return texture;
- },
+ },
- loadCompressedTexture: function () {
+ loadCompressedTexture: function () {
- THREE.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.')
+ console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
- },
+ },
- loadCompressedTextureCube: function () {
+ loadCompressedTextureCube: function () {
- THREE.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.')
+ console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
- },
+ },
- getNormalMap: function (image, depth) {
+ getNormalMap: function ( image, depth ) {
- // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+ // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
- var cross = function (a, b) {
+ var cross = function ( a, b ) {
- return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
+ return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
- };
+ };
- var subtract = function (a, b) {
+ var subtract = function ( a, b ) {
- return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
+ return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
- };
+ };
- var normalize = function (a) {
+ var normalize = function ( a ) {
- var l = Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
- return [a[0] / l, a[1] / l, a[2] / l];
+ var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+ return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
- };
+ };
- depth = depth | 1;
+ depth = depth | 1;
- var width = image.width;
- var height = image.height;
+ var width = image.width;
+ var height = image.height;
- var canvas = document.createElement('canvas');
- canvas.width = width;
- canvas.height = height;
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
- var context = canvas.getContext('2d');
- context.drawImage(image, 0, 0);
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0 );
- var data = context.getImageData(0, 0, width, height).data;
- var imageData = context.createImageData(width, height);
- var output = imageData.data;
+ var data = context.getImageData( 0, 0, width, height ).data;
+ var imageData = context.createImageData( width, height );
+ var output = imageData.data;
- for (var x = 0; x < width; x++) {
+ for ( var x = 0; x < width; x ++ ) {
- for (var y = 0; y < height; y++) {
+ for ( var y = 0; y < height; y ++ ) {
- var ly = y - 1 < 0 ? 0 : y - 1;
- var uy = y + 1 > height - 1 ? height - 1 : y + 1;
- var lx = x - 1 < 0 ? 0 : x - 1;
- var ux = x + 1 > width - 1 ? width - 1 : x + 1;
+ var ly = y - 1 < 0 ? 0 : y - 1;
+ var uy = y + 1 > height - 1 ? height - 1 : y + 1;
+ var lx = x - 1 < 0 ? 0 : x - 1;
+ var ux = x + 1 > width - 1 ? width - 1 : x + 1;
- var points = [];
- var origin = [0, 0, data[( y * width + x ) * 4] / 255 * depth];
- points.push([-1, 0, data[( y * width + lx ) * 4] / 255 * depth]);
- points.push([-1, -1, data[( ly * width + lx ) * 4] / 255 * depth]);
- points.push([0, -1, data[( ly * width + x ) * 4] / 255 * depth]);
- points.push([1, -1, data[( ly * width + ux ) * 4] / 255 * depth]);
- points.push([1, 0, data[( y * width + ux ) * 4] / 255 * depth]);
- points.push([1, 1, data[( uy * width + ux ) * 4] / 255 * depth]);
- points.push([0, 1, data[( uy * width + x ) * 4] / 255 * depth]);
- points.push([-1, 1, data[( uy * width + lx ) * 4] / 255 * depth]);
+ var points = [];
+ var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+ points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
- var normals = [];
- var num_points = points.length;
+ var normals = [];
+ var num_points = points.length;
- for (var i = 0; i < num_points; i++) {
+ for ( var i = 0; i < num_points; i ++ ) {
- var v1 = points[i];
- var v2 = points[( i + 1 ) % num_points];
- v1 = subtract(v1, origin);
- v2 = subtract(v2, origin);
- normals.push(normalize(cross(v1, v2)));
+ var v1 = points[ i ];
+ var v2 = points[ ( i + 1 ) % num_points ];
+ v1 = subtract( v1, origin );
+ v2 = subtract( v2, origin );
+ normals.push( normalize( cross( v1, v2 ) ) );
- }
+ }
- var normal = [0, 0, 0];
+ var normal = [ 0, 0, 0 ];
- for (var i = 0; i < normals.length; i++) {
+ for ( var i = 0; i < normals.length; i ++ ) {
- normal[0] += normals[i][0];
- normal[1] += normals[i][1];
- normal[2] += normals[i][2];
+ normal[ 0 ] += normals[ i ][ 0 ];
+ normal[ 1 ] += normals[ i ][ 1 ];
+ normal[ 2 ] += normals[ i ][ 2 ];
- }
+ }
- normal[0] /= normals.length;
- normal[1] /= normals.length;
- normal[2] /= normals.length;
+ normal[ 0 ] /= normals.length;
+ normal[ 1 ] /= normals.length;
+ normal[ 2 ] /= normals.length;
- var idx = ( y * width + x ) * 4;
+ var idx = ( y * width + x ) * 4;
- output[idx] = ( ( normal[0] + 1.0 ) / 2.0 * 255 ) | 0;
- output[idx + 1] = ( ( normal[1] + 1.0 ) / 2.0 * 255 ) | 0;
- output[idx + 2] = ( normal[2] * 255 ) | 0;
- output[idx + 3] = 255;
+ output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+ output[ idx + 3 ] = 255;
- }
+ }
- }
+ }
- context.putImageData(imageData, 0, 0);
+ context.putImageData( imageData, 0, 0 );
- return canvas;
+ return canvas;
- },
+ },
- generateDataTexture: function (width, height, color) {
+ generateDataTexture: function ( width, height, color ) {
- var size = width * height;
- var data = new Uint8Array(3 * size);
+ var size = width * height;
+ var data = new Uint8Array( 3 * size );
- var r = Math.floor(color.r * 255);
- var g = Math.floor(color.g * 255);
- var b = Math.floor(color.b * 255);
+ var r = Math.floor( color.r * 255 );
+ var g = Math.floor( color.g * 255 );
+ var b = Math.floor( color.b * 255 );
- for (var i = 0; i < size; i++) {
+ for ( var i = 0; i < size; i ++ ) {
- data[i * 3] = r;
- data[i * 3 + 1] = g;
- data[i * 3 + 2] = b;
+ data[ i * 3 ] = r;
+ data[ i * 3 + 1 ] = g;
+ data[ i * 3 + 2 ] = b;
- }
+ }
- var texture = new THREE.DataTexture(data, width, height, THREE.RGBFormat);
- texture.needsUpdate = true;
+ var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+ texture.needsUpdate = true;
- return texture;
+ return texture;
- }
+ }
};
@@ -26342,38 +28730,38 @@ THREE.ImageUtils = {
THREE.SceneUtils = {
- createMultiMaterialObject: function (geometry, materials) {
+ createMultiMaterialObject: function ( geometry, materials ) {
- var group = new THREE.Object3D();
+ var group = new THREE.Group();
- for (var i = 0, l = materials.length; i < l; i++) {
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
- group.add(new THREE.Mesh(geometry, materials[i]));
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
- }
+ }
- return group;
+ return group;
- },
+ },
- detach: function (child, parent, scene) {
+ detach: function ( child, parent, scene ) {
- child.applyMatrix(parent.matrixWorld);
- parent.remove(child);
- scene.add(child);
+ child.applyMatrix( parent.matrixWorld );
+ parent.remove( child );
+ scene.add( child );
- },
+ },
- attach: function (child, scene, parent) {
+ attach: function ( child, scene, parent ) {
- var matrixWorldInverse = new THREE.Matrix4();
- matrixWorldInverse.getInverse(parent.matrixWorld);
- child.applyMatrix(matrixWorldInverse);
+ var matrixWorldInverse = new THREE.Matrix4();
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+ child.applyMatrix( matrixWorldInverse );
- scene.remove(child);
- parent.add(child);
+ scene.remove( child );
+ parent.add( child );
- }
+ }
};
@@ -26387,262 +28775,264 @@ THREE.SceneUtils = {
*
* It uses techniques used in:
*
- * typeface.js and canvastext
- * For converting fonts and rendering with javascript
- * http://typeface.neocracy.org
+ * Triangulation ported from AS3
+ * Simple Polygon Triangulation
+ * http://actionsnippet.com/?p=1462
*
- * Triangulation ported from AS3
- * Simple Polygon Triangulation
- * http://actionsnippet.com/?p=1462
- *
- * A Method to triangulate shapes with holes
- * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ * A Method to triangulate shapes with holes
+ * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
*
*/
THREE.FontUtils = {
- faces: {},
+ faces: {},
- // Just for now. face[weight][style]
+ // Just for now. face[weight][style]
- face: 'helvetiker',
- weight: 'normal',
- style: 'normal',
- size: 150,
- divisions: 10,
+ face: 'helvetiker',
+ weight: 'normal',
+ style: 'normal',
+ size: 150,
+ divisions: 10,
- getFace: function () {
+ getFace: function () {
- try {
+ try {
- return this.faces[this.face][this.weight][this.style];
+ return this.faces[ this.face.toLowerCase() ][ this.weight ][ this.style ];
- } catch (e) {
+ } catch ( e ) {
- throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
+ throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
- }
+ }
- },
+ },
- loadFace: function (data) {
+ loadFace: function ( data ) {
- var family = data.familyName.toLowerCase();
+ var family = data.familyName.toLowerCase();
- var ThreeFont = this;
+ var ThreeFont = this;
- ThreeFont.faces[family] = ThreeFont.faces[family] || {};
+ ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
- ThreeFont.faces[family][data.cssFontWeight] = ThreeFont.faces[family][data.cssFontWeight] || {};
- ThreeFont.faces[family][data.cssFontWeight][data.cssFontStyle] = data;
+ ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
- ThreeFont.faces[family][data.cssFontWeight][data.cssFontStyle] = data;
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
- return data;
+ return data;
- },
+ },
- drawText: function (text) {
+ drawText: function ( text ) {
- // RenderText
+ // RenderText
- var i,
- face = this.getFace(),
- scale = this.size / face.resolution,
- offset = 0,
- chars = String(text).split(''),
- length = chars.length;
+ var i,
+ face = this.getFace(),
+ scale = this.size / face.resolution,
+ offset = 0,
+ chars = String( text ).split( '' ),
+ length = chars.length;
- var fontPaths = [];
+ var fontPaths = [];
- for (i = 0; i < length; i++) {
+ for ( i = 0; i < length; i ++ ) {
- var path = new THREE.Path();
+ var path = new THREE.Path();
- var ret = this.extractGlyphPoints(chars[i], face, scale, offset, path);
- offset += ret.offset;
+ var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+ offset += ret.offset;
- fontPaths.push(ret.path);
+ fontPaths.push( ret.path );
- }
+ }
- // get the width
+ // get the width
- var width = offset / 2;
- //
- // for ( p = 0; p < allPts.length; p++ ) {
- //
- // allPts[ p ].x -= width;
- //
- // }
+ var width = offset / 2;
+ //
+ // for ( p = 0; p < allPts.length; p++ ) {
+ //
+ // allPts[ p ].x -= width;
+ //
+ // }
- //var extract = this.extractPoints( allPts, characterPts );
- //extract.contour = allPts;
+ //var extract = this.extractPoints( allPts, characterPts );
+ //extract.contour = allPts;
- //extract.paths = fontPaths;
- //extract.offset = width;
+ //extract.paths = fontPaths;
+ //extract.offset = width;
- return {paths: fontPaths, offset: width};
+ return { paths: fontPaths, offset: width };
- },
+ },
- extractGlyphPoints: function (c, face, scale, offset, path) {
- var pts = [];
- var i, i2, divisions,
- outline, action, length,
- scaleX, scaleY,
- x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
- laste,
- glyph = face.glyphs[c] || face.glyphs['?'];
+ extractGlyphPoints: function ( c, face, scale, offset, path ) {
- if (!glyph) return;
+ var pts = [];
- if (glyph.o) {
+ var i, i2, divisions,
+ outline, action, length,
+ scaleX, scaleY,
+ x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+ laste,
+ glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
- outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split(' ') );
- length = outline.length;
+ if ( ! glyph ) return;
- scaleX = scale;
- scaleY = scale;
+ if ( glyph.o ) {
- for (i = 0; i < length;) {
+ outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+ length = outline.length;
- action = outline[i++];
+ scaleX = scale;
+ scaleY = scale;
- //THREE.log( action );
+ for ( i = 0; i < length; ) {
- switch (action) {
+ action = outline[ i ++ ];
- case 'm':
+ //console.log( action );
- // Move To
+ switch ( action ) {
- x = outline[i++] * scaleX + offset;
- y = outline[i++] * scaleY;
+ case 'm':
- path.moveTo(x, y);
- break;
+ // Move To
- case 'l':
+ x = outline[ i ++ ] * scaleX + offset;
+ y = outline[ i ++ ] * scaleY;
- // Line To
+ path.moveTo( x, y );
+ break;
- x = outline[i++] * scaleX + offset;
- y = outline[i++] * scaleY;
- path.lineTo(x, y);
- break;
+ case 'l':
- case 'q':
+ // Line To
- // QuadraticCurveTo
+ x = outline[ i ++ ] * scaleX + offset;
+ y = outline[ i ++ ] * scaleY;
+ path.lineTo( x, y );
+ break;
- cpx = outline[i++] * scaleX + offset;
- cpy = outline[i++] * scaleY;
- cpx1 = outline[i++] * scaleX + offset;
- cpy1 = outline[i++] * scaleY;
+ case 'q':
- path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
+ // QuadraticCurveTo
- laste = pts[pts.length - 1];
+ cpx = outline[ i ++ ] * scaleX + offset;
+ cpy = outline[ i ++ ] * scaleY;
+ cpx1 = outline[ i ++ ] * scaleX + offset;
+ cpy1 = outline[ i ++ ] * scaleY;
- if (laste) {
+ path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
- cpx0 = laste.x;
- cpy0 = laste.y;
+ laste = pts[ pts.length - 1 ];
- for (i2 = 1, divisions = this.divisions; i2 <= divisions; i2++) {
+ if ( laste ) {
- var t = i2 / divisions;
- THREE.Shape.Utils.b2(t, cpx0, cpx1, cpx);
- THREE.Shape.Utils.b2(t, cpy0, cpy1, cpy);
- }
+ cpx0 = laste.x;
+ cpy0 = laste.y;
- }
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
- break;
+ var t = i2 / divisions;
+ THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
- case 'b':
+ }
- // Cubic Bezier Curve
+ }
- cpx = outline[i++] * scaleX + offset;
- cpy = outline[i++] * scaleY;
- cpx1 = outline[i++] * scaleX + offset;
- cpy1 = outline[i++] * scaleY;
- cpx2 = outline[i++] * scaleX + offset;
- cpy2 = outline[i++] * scaleY;
+ break;
- path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);
+ case 'b':
- laste = pts[pts.length - 1];
+ // Cubic Bezier Curve
- if (laste) {
+ cpx = outline[ i ++ ] * scaleX + offset;
+ cpy = outline[ i ++ ] * scaleY;
+ cpx1 = outline[ i ++ ] * scaleX + offset;
+ cpy1 = outline[ i ++ ] * scaleY;
+ cpx2 = outline[ i ++ ] * scaleX + offset;
+ cpy2 = outline[ i ++ ] * scaleY;
- cpx0 = laste.x;
- cpy0 = laste.y;
+ path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
- for (i2 = 1, divisions = this.divisions; i2 <= divisions; i2++) {
+ laste = pts[ pts.length - 1 ];
- var t = i2 / divisions;
- THREE.Shape.Utils.b3(t, cpx0, cpx1, cpx2, cpx);
- THREE.Shape.Utils.b3(t, cpy0, cpy1, cpy2, cpy);
+ if ( laste ) {
- }
+ cpx0 = laste.x;
+ cpy0 = laste.y;
- }
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
- break;
+ var t = i2 / divisions;
+ THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
- }
+ }
- }
- }
+ }
+ break;
- return {offset: glyph.ha * scale, path: path};
- }
+ }
+
+ }
+
+ }
+
+
+
+ return { offset: glyph.ha * scale, path: path };
+
+ }
};
-THREE.FontUtils.generateShapes = function (text, parameters) {
+THREE.FontUtils.generateShapes = function ( text, parameters ) {
- // Parameters
+ // Parameters
- parameters = parameters || {};
+ parameters = parameters || {};
- var size = parameters.size !== undefined ? parameters.size : 100;
- var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
+ var size = parameters.size !== undefined ? parameters.size : 100;
+ var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
- var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
- var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
- var style = parameters.style !== undefined ? parameters.style : 'normal';
+ var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
+ var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
+ var style = parameters.style !== undefined ? parameters.style : 'normal';
- THREE.FontUtils.size = size;
- THREE.FontUtils.divisions = curveSegments;
+ THREE.FontUtils.size = size;
+ THREE.FontUtils.divisions = curveSegments;
- THREE.FontUtils.face = font;
- THREE.FontUtils.weight = weight;
- THREE.FontUtils.style = style;
+ THREE.FontUtils.face = font;
+ THREE.FontUtils.weight = weight;
+ THREE.FontUtils.style = style;
- // Get a Font data json object
+ // Get a Font data json object
- var data = THREE.FontUtils.drawText(text);
+ var data = THREE.FontUtils.drawText( text );
- var paths = data.paths;
- var shapes = [];
+ var paths = data.paths;
+ var shapes = [];
- for (var p = 0, pl = paths.length; p < pl; p++) {
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
- Array.prototype.push.apply(shapes, paths[p].toShapes());
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
- }
+ }
- return shapes;
+ return shapes;
};
@@ -26662,201 +29052,189 @@ THREE.FontUtils.generateShapes = function (text, parameters) {
*/
-(function (namespace) {
+( function ( namespace ) {
- var EPSILON = 0.0000000001;
+ var EPSILON = 0.0000000001;
- // takes in an contour array and returns
+ // takes in an contour array and returns
- var process = function (contour, indices) {
+ var process = function ( contour, indices ) {
- var n = contour.length;
+ var n = contour.length;
- if (n < 3) return null;
+ if ( n < 3 ) return null;
- var result = [],
- verts = [],
- vertIndices = [];
+ var result = [],
+ verts = [],
+ vertIndices = [];
- /* we want a counter-clockwise polygon in verts */
+ /* we want a counter-clockwise polygon in verts */
- var u, v, w;
+ var u, v, w;
- if (area(contour) > 0.0) {
+ if ( area( contour ) > 0.0 ) {
- for (v = 0; v < n; v++) verts[v] = v;
+ for ( v = 0; v < n; v ++ ) verts[ v ] = v;
- } else {
+ } else {
- for (v = 0; v < n; v++) verts[v] = ( n - 1 ) - v;
+ for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
- }
+ }
- var nv = n;
+ var nv = n;
- /* remove nv - 2 vertices, creating 1 triangle every time */
+ /* remove nv - 2 vertices, creating 1 triangle every time */
- var count = 2 * nv;
- /* error detection */
+ var count = 2 * nv; /* error detection */
- for (v = nv - 1; nv > 2;) {
+ for ( v = nv - 1; nv > 2; ) {
- /* if we loop, it is probably a non-simple polygon */
+ /* if we loop, it is probably a non-simple polygon */
- if (( count-- ) <= 0) {
+ if ( ( count -- ) <= 0 ) {
- //** Triangulate: ERROR - probable bad polygon!
+ //** Triangulate: ERROR - probable bad polygon!
- //throw ( "Warning, unable to triangulate polygon!" );
- //return null;
- // Sometimes warning is fine, especially polygons are triangulated in reverse.
- THREE.warn('THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()');
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ console.warn( 'THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()' );
- if (indices) return vertIndices;
- return result;
+ if ( indices ) return vertIndices;
+ return result;
- }
+ }
- /* three consecutive vertices in current polygon, */
+ /* 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 */
+ 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)) {
+ if ( snip( contour, u, v, w, nv, verts ) ) {
- var a, b, c, s, t;
+ var a, b, c, s, t;
- /* true names of the vertices */
+ /* true names of the vertices */
- a = verts[u];
- b = verts[v];
- c = verts[w];
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
- /* output Triangle */
+ /* output Triangle */
- result.push([contour[a],
- contour[b],
- contour[c]]);
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
- vertIndices.push([verts[u], verts[v], verts[w]]);
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
- /* remove v from the remaining polygon */
+ /* remove v from the remaining polygon */
- for (s = v, t = v + 1; t < nv; s++, t++) {
+ for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
- verts[s] = verts[t];
+ verts[ s ] = verts[ t ];
- }
+ }
- nv--;
+ nv --;
- /* reset error detection counter */
+ /* reset error detection counter */
- count = 2 * nv;
+ count = 2 * nv;
- }
+ }
- }
+ }
- if (indices) return vertIndices;
- return result;
+ if ( indices ) return vertIndices;
+ return result;
- };
+ };
- // calculate area of the contour polygon
+ // calculate area of the contour polygon
- var area = function (contour) {
+ var area = function ( contour ) {
- var n = contour.length;
- var a = 0.0;
+ var n = contour.length;
+ var a = 0.0;
- for (var p = n - 1, q = 0; q < n; p = q++) {
+ for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
- a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
- }
+ }
- return a * 0.5;
+ return a * 0.5;
- };
+ };
- var snip = function (contour, u, v, w, n, verts) {
+ var snip = function ( contour, u, v, w, n, verts ) {
- var p;
- var ax, ay, bx, by;
- var cx, cy, px, py;
+ var p;
+ var ax, ay, bx, by;
+ var cx, cy, px, py;
- ax = contour[verts[u]].x;
- ay = contour[verts[u]].y;
+ ax = contour[ verts[ u ] ].x;
+ ay = contour[ verts[ u ] ].y;
- bx = contour[verts[v]].x;
- by = contour[verts[v]].y;
+ bx = contour[ verts[ v ] ].x;
+ by = contour[ verts[ v ] ].y;
- cx = contour[verts[w]].x;
- cy = contour[verts[w]].y;
+ cx = contour[ verts[ w ] ].x;
+ cy = contour[ verts[ w ] ].y;
- if (EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) )) return false;
+ if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
- var aX, aY, bX, bY, cX, cY;
- var apx, apy, bpx, bpy, cpx, cpy;
- var cCROSSap, bCROSScp, aCROSSbp;
+ 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;
+ aX = cx - bx; aY = cy - by;
+ bX = ax - cx; bY = ay - cy;
+ cX = bx - ax; cY = by - ay;
- for (p = 0; p < n; p++) {
+ for ( p = 0; p < n; p ++ ) {
- px = contour[verts[p]].x;
- py = contour[verts[p]].y;
+ px = contour[ verts[ p ] ].x;
+ py = contour[ verts[ p ] ].y;
- if (( ( px === ax ) && ( py === ay ) ) ||
- ( ( px === bx ) && ( py === by ) ) ||
- ( ( px === cx ) && ( py === cy ) )) continue;
+ 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;
+ 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
+ // see if p is inside triangle abc
- aCROSSbp = aX * bpy - aY * bpx;
- cCROSSap = cX * apy - cY * apx;
- bCROSScp = bX * cpy - bY * cpx;
+ aCROSSbp = aX * bpy - aY * bpx;
+ cCROSSap = cX * apy - cY * apx;
+ bCROSScp = bX * cpy - bY * cpx;
- if (( aCROSSbp >= -EPSILON ) && ( bCROSScp >= -EPSILON ) && ( cCROSSap >= -EPSILON )) return false;
+ if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
- }
+ }
- return true;
+ return true;
- };
+ };
- namespace.Triangulate = process;
- namespace.Triangulate.area = area;
+ namespace.Triangulate = process;
+ namespace.Triangulate.area = area;
- return namespace;
+ return namespace;
-})(THREE.FontUtils);
+} )( THREE.FontUtils );
// To use the typeface.js face files, hook up the API
-self._typeface_js = {faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace};
-THREE.typeface_js = self._typeface_js;
+
+THREE.typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
+if ( typeof self !== 'undefined' ) self._typeface_js = THREE.typeface_js;
// File:src/extras/audio/Audio.js
@@ -26864,138 +29242,235 @@ THREE.typeface_js = self._typeface_js;
* @author mrdoob / http://mrdoob.com/
*/
-THREE.Audio = function (listener) {
+THREE.Audio = function ( listener ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'Audio';
+ this.type = 'Audio';
- this.context = listener.context;
- this.source = this.context.createBufferSource();
- this.source.onended = this.onEnded.bind(this);
+ this.context = listener.context;
+ this.source = this.context.createBufferSource();
+ this.source.onended = this.onEnded.bind( this );
- this.gain = this.context.createGain();
- this.gain.connect(this.context.destination);
+ this.gain = this.context.createGain();
+ this.gain.connect( this.context.destination );
- this.panner = this.context.createPanner();
- this.panner.connect(this.gain);
+ this.panner = this.context.createPanner();
+ this.panner.connect( this.gain );
- this.autoplay = false;
+ this.autoplay = false;
- this.startTime = 0;
- this.isPlaying = false;
+ this.startTime = 0;
+ this.playbackRate = 1;
+ this.isPlaying = false;
};
-THREE.Audio.prototype = Object.create(THREE.Object3D.prototype);
+THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
THREE.Audio.prototype.constructor = THREE.Audio;
-THREE.Audio.prototype.load = function (file) {
+THREE.Audio.prototype.load = function ( file ) {
- var scope = this;
+ var scope = this;
- var request = new XMLHttpRequest();
- request.open('GET', file, true);
- request.responseType = 'arraybuffer';
- request.onload = function (e) {
+ var request = new XMLHttpRequest();
+ request.open( 'GET', file, true );
+ request.responseType = 'arraybuffer';
+ request.onload = function ( e ) {
- scope.context.decodeAudioData(this.response, function (buffer) {
+ scope.context.decodeAudioData( this.response, function ( buffer ) {
- scope.source.buffer = buffer;
+ scope.source.buffer = buffer;
- if (scope.autoplay) scope.play();
+ if ( scope.autoplay ) scope.play();
- });
+ } );
- };
- request.send();
+ };
+ request.send();
- return this;
+ return this;
};
THREE.Audio.prototype.play = function () {
- if (this.isPlaying === true) {
+ if ( this.isPlaying === true ) {
- THREE.warn('THREE.Audio: Audio is already playing.');
- return;
+ console.warn( 'THREE.Audio: Audio is already playing.' );
+ return;
- }
+ }
+
+ var source = this.context.createBufferSource();
- 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;
- source.buffer = this.source.buffer;
- source.loop = this.source.loop;
- source.onended = this.source.onended;
- source.connect(this.panner);
- source.start(0, this.startTime);
+ this.isPlaying = true;
- this.isPlaying = true;
+ this.source = source;
- this.source = source;
+ this.connect();
};
THREE.Audio.prototype.pause = function () {
- this.source.stop();
- this.startTime = this.context.currentTime;
+ this.source.stop();
+ this.startTime = this.context.currentTime;
};
THREE.Audio.prototype.stop = function () {
- this.source.stop();
- this.startTime = 0;
+ this.source.stop();
+ this.startTime = 0;
+
+};
+
+THREE.Audio.prototype.connect = function () {
+
+ if ( this.filter !== undefined ) {
+
+ this.source.connect( this.filter );
+ this.filter.connect( this.panner );
+
+ } else {
+
+ this.source.connect( this.panner );
+
+ }
+
+};
+
+THREE.Audio.prototype.disconnect = function () {
+
+ if ( this.filter !== undefined ) {
+
+ this.source.disconnect( this.filter );
+ this.filter.disconnect( this.panner );
+
+ } else {
+
+ this.source.disconnect( this.panner );
+
+ }
+
+};
+
+THREE.Audio.prototype.setFilter = function ( value ) {
+
+ if ( this.isPlaying === true ) {
+
+ this.disconnect();
+ this.filter = value;
+ this.connect();
+
+ } else {
+
+ this.filter = value;
+
+ }
+
+};
+
+THREE.Audio.prototype.getFilter = function () {
+
+ return this.filter;
+
+};
+
+THREE.Audio.prototype.setPlaybackRate = function ( value ) {
+
+ this.playbackRate = value;
+
+ if ( this.isPlaying === true ) {
+
+ this.source.playbackRate.value = this.playbackRate;
+
+ }
+
+};
+
+THREE.Audio.prototype.getPlaybackRate = function () {
+
+ return this.playbackRate;
+
+};
+
+THREE.Audio.prototype.onEnded = function() {
+
+ this.isPlaying = false;
+
+};
+
+THREE.Audio.prototype.setLoop = function ( value ) {
+
+ this.source.loop = value;
+
+};
+
+THREE.Audio.prototype.getLoop = function () {
+
+ return this.source.loop;
+
+};
+
+THREE.Audio.prototype.setRefDistance = function ( value ) {
+
+ this.panner.refDistance = value;
};
-THREE.Audio.prototype.onEnded = function () {
+THREE.Audio.prototype.getRefDistance = function () {
- this.isPlaying = false;
+ return this.panner.refDistance;
};
-THREE.Audio.prototype.setLoop = function (value) {
+THREE.Audio.prototype.setRolloffFactor = function ( value ) {
- this.source.loop = value;
+ this.panner.rolloffFactor = value;
};
-THREE.Audio.prototype.setRefDistance = function (value) {
+THREE.Audio.prototype.getRolloffFactor = function () {
- this.panner.refDistance = value;
+ return this.panner.rolloffFactor;
};
-THREE.Audio.prototype.setRolloffFactor = function (value) {
+THREE.Audio.prototype.setVolume = function ( value ) {
- this.panner.rolloffFactor = value;
+ this.gain.gain.value = value;
};
-THREE.Audio.prototype.setVolume = function (value) {
+THREE.Audio.prototype.getVolume = function () {
- this.gain.gain.value = value;
+ return this.gain.gain.value;
};
-THREE.Audio.prototype.updateMatrixWorld = (function () {
+THREE.Audio.prototype.updateMatrixWorld = ( function () {
- var position = new THREE.Vector3();
+ var position = new THREE.Vector3();
- return function (force) {
+ return function updateMatrixWorld( force ) {
- THREE.Object3D.prototype.updateMatrixWorld.call(this, force);
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
- position.setFromMatrixPosition(this.matrixWorld);
+ position.setFromMatrixPosition( this.matrixWorld );
- this.panner.setPosition(position.x, position.y, position.z);
+ this.panner.setPosition( position.x, position.y, position.z );
- };
+ };
-})();
+} )();
// File:src/extras/audio/AudioListener.js
@@ -27005,42 +29480,42 @@ THREE.Audio.prototype.updateMatrixWorld = (function () {
THREE.AudioListener = function () {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.type = 'AudioListener';
+ this.type = 'AudioListener';
- this.context = new ( window.AudioContext || window.webkitAudioContext )();
+ this.context = new ( window.AudioContext || window.webkitAudioContext )();
};
-THREE.AudioListener.prototype = Object.create(THREE.Object3D.prototype);
+THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
THREE.AudioListener.prototype.constructor = THREE.AudioListener;
-THREE.AudioListener.prototype.updateMatrixWorld = (function () {
+THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
- var position = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3();
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3();
- var orientation = new THREE.Vector3();
+ var orientation = new THREE.Vector3();
- return function (force) {
+ return function updateMatrixWorld( force ) {
- THREE.Object3D.prototype.updateMatrixWorld.call(this, force);
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
- var listener = this.context.listener;
- var up = this.up;
+ var listener = this.context.listener;
+ var up = this.up;
- this.matrixWorld.decompose(position, quaternion, scale);
+ this.matrixWorld.decompose( position, quaternion, scale );
- orientation.set(0, 0, -1).applyQuaternion(quaternion);
+ 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);
+ listener.setPosition( position.x, position.y, position.z );
+ listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
- };
+ };
-})();
+} )();
// File:src/extras/core/Curve.js
@@ -27077,7 +29552,7 @@ THREE.AudioListener.prototype.updateMatrixWorld = (function () {
**/
/**************************************************************
- * Abstract Curve base class
+ * Abstract Curve base class
**************************************************************/
THREE.Curve = function () {
@@ -27087,56 +29562,56 @@ THREE.Curve = function () {
// Virtual base class method to overwrite and implement in subclasses
// - t [0 .. 1]
-THREE.Curve.prototype.getPoint = function (t) {
+THREE.Curve.prototype.getPoint = function ( t ) {
- THREE.warn("THREE.Curve: Warning, getPoint() not implemented!");
- return null;
+ console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
+ return null;
};
// Get point at relative position in curve according to arc length
// - u [0 .. 1]
-THREE.Curve.prototype.getPointAt = function (u) {
+THREE.Curve.prototype.getPointAt = function ( u ) {
- var t = this.getUtoTmapping(u);
- return this.getPoint(t);
+ var t = this.getUtoTmapping( u );
+ return this.getPoint( t );
};
// Get sequence of points using getPoint( t )
-THREE.Curve.prototype.getPoints = function (divisions) {
+THREE.Curve.prototype.getPoints = function ( divisions ) {
- if (!divisions) divisions = 5;
+ if ( ! divisions ) divisions = 5;
- var d, pts = [];
+ var d, pts = [];
- for (d = 0; d <= divisions; d++) {
+ for ( d = 0; d <= divisions; d ++ ) {
- pts.push(this.getPoint(d / divisions));
+ pts.push( this.getPoint( d / divisions ) );
- }
+ }
- return pts;
+ return pts;
};
// Get sequence of points using getPointAt( u )
-THREE.Curve.prototype.getSpacedPoints = function (divisions) {
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
- if (!divisions) divisions = 5;
+ if ( ! divisions ) divisions = 5;
- var d, pts = [];
+ var d, pts = [];
- for (d = 0; d <= divisions; d++) {
+ for ( d = 0; d <= divisions; d ++ ) {
- pts.push(this.getPointAt(d / divisions));
+ pts.push( this.getPointAt( d / divisions ) );
- }
+ }
- return pts;
+ return pts;
};
@@ -27144,133 +29619,135 @@ THREE.Curve.prototype.getSpacedPoints = function (divisions) {
THREE.Curve.prototype.getLength = function () {
- var lengths = this.getLengths();
- return lengths[lengths.length - 1];
+ var lengths = this.getLengths();
+ return lengths[ lengths.length - 1 ];
};
// Get list of cumulative segment lengths
-THREE.Curve.prototype.getLengths = function (divisions) {
+THREE.Curve.prototype.getLengths = function ( divisions ) {
- if (!divisions) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions) : 200;
+ if ( ! divisions ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;
- if (this.cacheArcLengths
- && ( this.cacheArcLengths.length == divisions + 1 )
- && !this.needsUpdate) {
+ if ( this.cacheArcLengths
+ && ( this.cacheArcLengths.length === divisions + 1 )
+ && ! this.needsUpdate ) {
- //THREE.log( "cached", this.cacheArcLengths );
- return this.cacheArcLengths;
+ //console.log( "cached", this.cacheArcLengths );
+ return this.cacheArcLengths;
- }
+ }
- this.needsUpdate = false;
+ this.needsUpdate = false;
- var cache = [];
- var current, last = this.getPoint(0);
- var p, sum = 0;
+ var cache = [];
+ var current, last = this.getPoint( 0 );
+ var p, sum = 0;
- cache.push(0);
+ cache.push( 0 );
- for (p = 1; p <= divisions; p++) {
+ for ( p = 1; p <= divisions; p ++ ) {
- current = this.getPoint(p / divisions);
- sum += current.distanceTo(last);
- cache.push(sum);
- last = current;
+ current = this.getPoint ( p / divisions );
+ sum += current.distanceTo( last );
+ cache.push( sum );
+ last = current;
- }
+ }
- this.cacheArcLengths = cache;
+ this.cacheArcLengths = cache;
- return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
};
-THREE.Curve.prototype.updateArcLengths = function () {
- this.needsUpdate = true;
- this.getLengths();
+THREE.Curve.prototype.updateArcLengths = function() {
+
+ this.needsUpdate = true;
+ this.getLengths();
+
};
-// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
-THREE.Curve.prototype.getUtoTmapping = function (u, distance) {
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
- var arcLengths = this.getLengths();
+ var arcLengths = this.getLengths();
- var i = 0, il = arcLengths.length;
+ var i = 0, il = arcLengths.length;
- var targetArcLength; // The targeted u distance value to get
+ var targetArcLength; // The targeted u distance value to get
- if (distance) {
+ if ( distance ) {
- targetArcLength = distance;
+ targetArcLength = distance;
- } else {
+ } else {
- targetArcLength = u * arcLengths[il - 1];
+ targetArcLength = u * arcLengths[ il - 1 ];
- }
+ }
- //var time = Date.now();
+ //var time = Date.now();
- // binary search for the index with largest value smaller than target u distance
+ // binary search for the index with largest value smaller than target u distance
- var low = 0, high = il - 1, comparison;
+ var low = 0, high = il - 1, comparison;
- while (low <= high) {
+ 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
+ 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;
+ comparison = arcLengths[ i ] - targetArcLength;
- if (comparison < 0) {
+ if ( comparison < 0 ) {
- low = i + 1;
+ low = i + 1;
- } else if (comparison > 0) {
+ } else if ( comparison > 0 ) {
- high = i - 1;
+ high = i - 1;
- } else {
+ } else {
- high = i;
- break;
+ high = i;
+ break;
- // DONE
+ // DONE
- }
+ }
- }
+ }
- i = high;
+ i = high;
- //THREE.log('b' , i, low, high, Date.now()- time);
+ //console.log('b' , i, low, high, Date.now()- time);
- if (arcLengths[i] == targetArcLength) {
+ if ( arcLengths[ i ] === targetArcLength ) {
- var t = i / ( il - 1 );
- return t;
+ var t = i / ( il - 1 );
+ return t;
- }
+ }
- // we could get finer grain at lengths, or use simple interpolatation between two points
+ // we could get finer grain at lengths, or use simple interpolation between two points
- var lengthBefore = arcLengths[i];
- var lengthAfter = arcLengths[i + 1];
+ var lengthBefore = arcLengths[ i ];
+ var lengthAfter = arcLengths[ i + 1 ];
- var segmentLength = lengthAfter - lengthBefore;
+ var segmentLength = lengthAfter - lengthBefore;
- // determine where we are between the 'before' and 'after' points
+ // determine where we are between the 'before' and 'after' points
- var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+ var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
- // add that fractional amount to t
+ // add that fractional amount to t
- var t = ( i + segmentFraction ) / ( il - 1 );
+ var t = ( i + segmentFraction ) / ( il - 1 );
- return t;
+ return t;
};
@@ -27279,81 +29756,84 @@ THREE.Curve.prototype.getUtoTmapping = function (u, distance) {
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation
-THREE.Curve.prototype.getTangent = function (t) {
+THREE.Curve.prototype.getTangent = function( t ) {
- var delta = 0.0001;
- var t1 = t - delta;
- var t2 = t + delta;
+ var delta = 0.0001;
+ var t1 = t - delta;
+ var t2 = t + delta;
- // Capping in case of danger
+ // Capping in case of danger
- if (t1 < 0) t1 = 0;
- if (t2 > 1) t2 = 1;
+ if ( t1 < 0 ) t1 = 0;
+ if ( t2 > 1 ) t2 = 1;
- var pt1 = this.getPoint(t1);
- var pt2 = this.getPoint(t2);
+ var pt1 = this.getPoint( t1 );
+ var pt2 = this.getPoint( t2 );
- var vec = pt2.clone().sub(pt1);
- return vec.normalize();
+ var vec = pt2.clone().sub( pt1 );
+ return vec.normalize();
};
-THREE.Curve.prototype.getTangentAt = function (u) {
+THREE.Curve.prototype.getTangentAt = function ( u ) {
- var t = this.getUtoTmapping(u);
- return this.getTangent(t);
+ var t = this.getUtoTmapping( u );
+ return this.getTangent( t );
};
+
+
+
/**************************************************************
- * Utils
+ * Utils
**************************************************************/
THREE.Curve.Utils = {
- tangentQuadraticBezier: function (t, p0, p1, p2) {
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
- return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
- },
+ },
- // Puay Bing, thanks for helping with this derivative!
+ // Puay Bing, thanks for helping with this derivative!
- tangentCubicBezier: function (t, p0, p1, p2, p3) {
+ 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;
+ 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) {
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
- // To check if my formulas are correct
+ // 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
+ 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;
+ return h00 + h10 + h01 + h11;
- },
+ },
- // Catmull-Rom
+ // Catmull-Rom
- interpolate: function (p0, p1, p2, p3, t) {
+ 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;
+ 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;
- }
+ }
};
@@ -27361,18 +29841,18 @@ THREE.Curve.Utils = {
// TODO: Transformation for Curves?
/**************************************************************
- * 3D Curves
+ * 3D Curves
**************************************************************/
// A Factory method for creating new curve subclasses
-THREE.Curve.create = function (constructor, getPointFunc) {
+THREE.Curve.create = function ( constructor, getPointFunc ) {
- constructor.prototype = Object.create(THREE.Curve.prototype);
- constructor.prototype.constructor = constructor;
- constructor.prototype.getPoint = getPointFunc;
+ constructor.prototype = Object.create( THREE.Curve.prototype );
+ constructor.prototype.constructor = constructor;
+ constructor.prototype.getPoint = getPointFunc;
- return constructor;
+ return constructor;
};
@@ -27383,3203 +29863,2673 @@ THREE.Curve.create = function (constructor, getPointFunc) {
*
**/
-/**************************************************************
- * Curved Path - a curve path is simply a array of connected
- * curves, but retains the api of a curve
- **************************************************************/
-
-THREE.CurvePath = function () {
-
- this.curves = [];
- this.bends = [];
-
- this.autoClose = false; // Automatically closes the path
-};
-
-THREE.CurvePath.prototype = Object.create(THREE.Curve.prototype);
-THREE.CurvePath.prototype.constructor = THREE.CurvePath;
-
-THREE.CurvePath.prototype.add = function (curve) {
-
- this.curves.push(curve);
-
-};
-
-THREE.CurvePath.prototype.checkConnection = function () {
- // TODO
- // If the ending of curve is not connected to the starting
- // or the next curve, then, this is not a real path
-};
-
-THREE.CurvePath.prototype.closePath = function () {
- // TODO Test
- // and verify for vector3 (needs to implement equals)
- // Add a line curve if start and end of lines are not connected
- var startPoint = this.curves[0].getPoint(0);
- var endPoint = this.curves[this.curves.length - 1].getPoint(1);
-
- if (!startPoint.equals(endPoint)) {
- this.curves.push(new THREE.LineCurve(endPoint, startPoint));
- }
-
-};
-
-// To get accurate point with reference to
-// entire path distance at time t,
-// following has to be done:
-
-// 1. Length of each sub path have to be known
-// 2. Locate and identify type of curve
-// 3. Get t for the curve
-// 4. Return curve.getPointAt(t')
-
-THREE.CurvePath.prototype.getPoint = function (t) {
-
- var d = t * this.getLength();
- var curveLengths = this.getCurveLengths();
- var i = 0, diff, curve;
-
- // To think about boundaries points.
-
- while (i < curveLengths.length) {
-
- if (curveLengths[i] >= d) {
-
- diff = curveLengths[i] - d;
- curve = this.curves[i];
-
- var u = 1 - diff / curve.getLength();
-
- return curve.getPointAt(u);
-
- }
-
- i++;
-
- }
-
- return null;
-
- // loop where sum != 0, sum > d , sum+1 maxX) maxX = p.x;
- else if (p.x < minX) minX = p.x;
-
- if (p.y > maxY) maxY = p.y;
- else if (p.y < minY) minY = p.y;
-
- if (v3) {
-
- if (p.z > maxZ) maxZ = p.z;
- else if (p.z < minZ) minZ = p.z;
-
- }
-
- sum.add(p);
-
- }
-
- var ret = {
-
- minX: minX,
- minY: minY,
- maxX: maxX,
- maxY: maxY
-
- };
-
- if (v3) {
-
- ret.maxZ = maxZ;
- ret.minZ = minZ;
-
- }
-
- return ret;
-
-};
-
-/**************************************************************
- * Create Geometries Helpers
- **************************************************************/
-
-/// Generate geometry from path points (for Line or Points objects)
-
-THREE.CurvePath.prototype.createPointsGeometry = function (divisions) {
-
- var pts = this.getPoints(divisions, true);
- return this.createGeometry(pts);
-
-};
-
-// Generate geometry from equidistance sampling along the path
-
-THREE.CurvePath.prototype.createSpacedPointsGeometry = function (divisions) {
-
- var pts = this.getSpacedPoints(divisions, true);
- return this.createGeometry(pts);
-
-};
-
-THREE.CurvePath.prototype.createGeometry = function (points) {
-
- var geometry = new THREE.Geometry();
-
- for (var i = 0; i < points.length; i++) {
-
- geometry.vertices.push(new THREE.Vector3(points[i].x, points[i].y, points[i].z || 0));
-
- }
-
- return geometry;
-
-};
-
-
-/**************************************************************
- * Bend / Wrap Helper Methods
- **************************************************************/
-
-// Wrap path / Bend modifiers?
-
-THREE.CurvePath.prototype.addWrapPath = function (bendpath) {
-
- this.bends.push(bendpath);
-
-};
-
-THREE.CurvePath.prototype.getTransformedPoints = function (segments, bends) {
-
- var oldPts = this.getPoints(segments); // getPoints getSpacedPoints
- var i, il;
-
- if (!bends) {
-
- bends = this.bends;
-
- }
-
- for (i = 0, il = bends.length; i < il; i++) {
-
- oldPts = this.getWrapPoints(oldPts, bends[i]);
-
- }
-
- return oldPts;
-
-};
-
-THREE.CurvePath.prototype.getTransformedSpacedPoints = function (segments, bends) {
-
- var oldPts = this.getSpacedPoints(segments);
-
- var i, il;
-
- if (!bends) {
-
- bends = this.bends;
-
- }
-
- for (i = 0, il = bends.length; i < il; i++) {
-
- oldPts = this.getWrapPoints(oldPts, bends[i]);
-
- }
-
- return oldPts;
-
-};
-
-// This returns getPoints() bend/wrapped around the contour of a path.
-// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+/**************************************************************
+ * Curved Path - a curve path is simply a array of connected
+ * curves, but retains the api of a curve
+ **************************************************************/
-THREE.CurvePath.prototype.getWrapPoints = function (oldPts, path) {
+THREE.CurvePath = function () {
- var bounds = this.getBoundingBox();
+ this.curves = [];
+ this.bends = [];
- var i, il, p, oldX, oldY, xNorm;
+ this.autoClose = false; // Automatically closes the path
- for (i = 0, il = oldPts.length; i < il; i++) {
+};
- p = oldPts[i];
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+THREE.CurvePath.prototype.constructor = THREE.CurvePath;
- oldX = p.x;
- oldY = p.y;
+THREE.CurvePath.prototype.add = function ( curve ) {
- xNorm = oldX / bounds.maxX;
+ this.curves.push( curve );
- // If using actual distance, for length > path, requires line extrusions
- //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+};
- xNorm = path.getUtoTmapping(xNorm, oldX);
+THREE.CurvePath.prototype.checkConnection = function() {
+ // TODO
+ // If the ending of curve is not connected to the starting
+ // or the next curve, then, this is not a real path
+};
- // check for out of bounds?
+THREE.CurvePath.prototype.closePath = function() {
- var pathPt = path.getPoint(xNorm);
- var normal = path.getTangent(xNorm);
- normal.set(-normal.y, normal.x).multiplyScalar(oldY);
+ // TODO Test
+ // and verify for vector3 (needs to implement equals)
+ // Add a line curve if start and end of lines are not connected
+ var startPoint = this.curves[ 0 ].getPoint( 0 );
+ var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
- p.x = pathPt.x + normal.x;
- p.y = pathPt.y + normal.y;
+ if ( ! startPoint.equals( endPoint ) ) {
- }
+ this.curves.push( new THREE.LineCurve( endPoint, startPoint ) );
- return oldPts;
+ }
};
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
-// File:src/extras/core/Gyroscope.js
+// 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')
-/**
- * @author alteredq / http://alteredqualia.com/
- */
+THREE.CurvePath.prototype.getPoint = function( t ) {
-THREE.Gyroscope = function () {
+ var d = t * this.getLength();
+ var curveLengths = this.getCurveLengths();
+ var i = 0, diff, curve;
- THREE.Object3D.call(this);
+ // To think about boundaries points.
-};
+ while ( i < curveLengths.length ) {
-THREE.Gyroscope.prototype = Object.create(THREE.Object3D.prototype);
-THREE.Gyroscope.prototype.constructor = THREE.Gyroscope;
+ if ( curveLengths[ i ] >= d ) {
-THREE.Gyroscope.prototype.updateMatrixWorld = ( function () {
+ diff = curveLengths[ i ] - d;
+ curve = this.curves[ i ];
- var translationObject = new THREE.Vector3();
- var quaternionObject = new THREE.Quaternion();
- var scaleObject = new THREE.Vector3();
+ var u = 1 - diff / curve.getLength();
- var translationWorld = new THREE.Vector3();
- var quaternionWorld = new THREE.Quaternion();
- var scaleWorld = new THREE.Vector3();
+ return curve.getPointAt( u );
- return function (force) {
+ }
- this.matrixAutoUpdate && this.updateMatrix();
+ i ++;
- // update matrixWorld
+ }
- if (this.matrixWorldNeedsUpdate || force) {
+ return null;
- if (this.parent) {
+ // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x;
+ else if ( p.x < minX ) minX = p.x;
- this.lineTo(vectors[v].x, vectors[v].y);
+ if ( p.y > maxY ) maxY = p.y;
+ else if ( p.y < minY ) minY = p.y;
- }
+ if ( v3 ) {
-};
+ if ( p.z > maxZ ) maxZ = p.z;
+ else if ( p.z < minZ ) minZ = p.z;
-// startPath() endPath()?
+ }
-THREE.Path.prototype.moveTo = function (x, y) {
+ sum.add( p );
- var args = Array.prototype.slice.call(arguments);
- this.actions.push({action: THREE.PathActions.MOVE_TO, args: args});
+ }
-};
+ var ret = {
-THREE.Path.prototype.lineTo = function (x, y) {
+ minX: minX,
+ minY: minY,
+ maxX: maxX,
+ maxY: maxY
- var args = Array.prototype.slice.call(arguments);
+ };
- var lastargs = this.actions[this.actions.length - 1].args;
+ if ( v3 ) {
- var x0 = lastargs[lastargs.length - 2];
- var y0 = lastargs[lastargs.length - 1];
+ ret.maxZ = maxZ;
+ ret.minZ = minZ;
- var curve = new THREE.LineCurve(new THREE.Vector2(x0, y0), new THREE.Vector2(x, y));
- this.curves.push(curve);
+ }
- this.actions.push({action: THREE.PathActions.LINE_TO, args: args});
+ return ret;
};
-THREE.Path.prototype.quadraticCurveTo = function (aCPx, aCPy, aX, aY) {
+/**************************************************************
+ * Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or Points objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
- var args = Array.prototype.slice.call(arguments);
+ var pts = this.getPoints( divisions, true );
+ return this.createGeometry( pts );
- var lastargs = this.actions[this.actions.length - 1].args;
+};
- var x0 = lastargs[lastargs.length - 2];
- var y0 = lastargs[lastargs.length - 1];
+// Generate geometry from equidistant sampling along the path
- var curve = new THREE.QuadraticBezierCurve(new THREE.Vector2(x0, y0),
- new THREE.Vector2(aCPx, aCPy),
- new THREE.Vector2(aX, aY));
- this.curves.push(curve);
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
- this.actions.push({action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args});
+ var pts = this.getSpacedPoints( divisions, true );
+ return this.createGeometry( pts );
};
-THREE.Path.prototype.bezierCurveTo = function (aCP1x, aCP1y,
- aCP2x, aCP2y,
- aX, aY) {
+THREE.CurvePath.prototype.createGeometry = function( points ) {
- var args = Array.prototype.slice.call(arguments);
+ var geometry = new THREE.Geometry();
- var lastargs = this.actions[this.actions.length - 1].args;
+ for ( var i = 0; i < points.length; i ++ ) {
- var x0 = lastargs[lastargs.length - 2];
- var y0 = lastargs[lastargs.length - 1];
+ geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0 ) );
- var curve = new THREE.CubicBezierCurve(new THREE.Vector2(x0, y0),
- new THREE.Vector2(aCP1x, aCP1y),
- new THREE.Vector2(aCP2x, aCP2y),
- new THREE.Vector2(aX, aY));
- this.curves.push(curve);
+ }
- this.actions.push({action: THREE.PathActions.BEZIER_CURVE_TO, args: args});
+ return geometry;
};
-THREE.Path.prototype.splineThru = function (pts /*Array of Vector*/) {
- var args = Array.prototype.slice.call(arguments);
- var lastargs = this.actions[this.actions.length - 1].args;
+/**************************************************************
+ * Bend / Wrap Helper Methods
+ **************************************************************/
- var x0 = lastargs[lastargs.length - 2];
- var y0 = lastargs[lastargs.length - 1];
-//---
- var npts = [new THREE.Vector2(x0, y0)];
- Array.prototype.push.apply(npts, pts);
+// Wrap path / Bend modifiers?
- var curve = new THREE.SplineCurve(npts);
- this.curves.push(curve);
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
- this.actions.push({action: THREE.PathActions.CSPLINE_THRU, args: args});
+ this.bends.push( bendpath );
};
-// FUTURE: Change the API or follow canvas API?
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
-THREE.Path.prototype.arc = function (aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise) {
+ var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+ var i, il;
- var lastargs = this.actions[this.actions.length - 1].args;
- var x0 = lastargs[lastargs.length - 2];
- var y0 = lastargs[lastargs.length - 1];
+ if ( ! bends ) {
- this.absarc(aX + x0, aY + y0, aRadius,
- aStartAngle, aEndAngle, aClockwise);
+ bends = this.bends;
-};
+ }
-THREE.Path.prototype.absarc = function (aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise) {
- this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
-};
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
-THREE.Path.prototype.ellipse = function (aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise) {
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
- var lastargs = this.actions[this.actions.length - 1].args;
- var x0 = lastargs[lastargs.length - 2];
- var y0 = lastargs[lastargs.length - 1];
+ }
- this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise);
+ return oldPts;
};
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
-THREE.Path.prototype.absellipse = function (aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise) {
-
- var args = Array.prototype.slice.call(arguments);
- var curve = new THREE.EllipseCurve(aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise);
- this.curves.push(curve);
-
- var lastPoint = curve.getPoint(1);
- args.push(lastPoint.x);
- args.push(lastPoint.y);
+ var oldPts = this.getSpacedPoints( segments );
- this.actions.push({action: THREE.PathActions.ELLIPSE, args: args});
+ var i, il;
-};
+ if ( ! bends ) {
-THREE.Path.prototype.getSpacedPoints = function (divisions, closedPath) {
+ bends = this.bends;
- if (!divisions) divisions = 40;
+ }
- var points = [];
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
- for (var i = 0; i < divisions; i++) {
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
- points.push(this.getPoint(i / divisions));
+ }
- //if( !this.getPoint( i / divisions ) ) throw "DIE";
+ return oldPts;
- }
+};
- // if ( closedPath ) {
- //
- // points.push( points[ 0 ] );
- //
- // }
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
- return points;
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
-};
+ var bounds = this.getBoundingBox();
-/* Return an array of vectors based on contour of the path */
+ var i, il, p, oldX, oldY, xNorm;
-THREE.Path.prototype.getPoints = function (divisions, closedPath) {
+ for ( i = 0, il = oldPts.length; i < il; i ++ ) {
- if (this.useSpacedPoints) {
- THREE.log('tata');
- return this.getSpacedPoints(divisions, closedPath);
- }
+ p = oldPts[ i ];
- divisions = divisions || 12;
+ oldX = p.x;
+ oldY = p.y;
- var points = [];
+ xNorm = oldX / bounds.maxX;
- var i, il, item, action, args;
- var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
- laste, j,
- t, tx, ty;
+ // If using actual distance, for length > path, requires line extrusions
+ //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
- for (i = 0, il = this.actions.length; i < il; i++) {
+ xNorm = path.getUtoTmapping( xNorm, oldX );
- item = this.actions[i];
+ // check for out of bounds?
- action = item.action;
- args = item.args;
+ var pathPt = path.getPoint( xNorm );
+ var normal = path.getTangent( xNorm );
+ normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
- switch (action) {
+ p.x = pathPt.x + normal.x;
+ p.y = pathPt.y + normal.y;
- case THREE.PathActions.MOVE_TO:
+ }
- points.push(new THREE.Vector2(args[0], args[1]));
+ return oldPts;
- break;
+};
- case THREE.PathActions.LINE_TO:
+// File:src/extras/core/Path.js
- points.push(new THREE.Vector2(args[0], args[1]));
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
- break;
+THREE.Path = function ( points ) {
- case THREE.PathActions.QUADRATIC_CURVE_TO:
+ THREE.CurvePath.call( this );
- cpx = args[2];
- cpy = args[3];
+ this.actions = [];
- cpx1 = args[0];
- cpy1 = args[1];
+ if ( points ) {
- if (points.length > 0) {
+ this.fromPoints( points );
- laste = points[points.length - 1];
+ }
- cpx0 = laste.x;
- cpy0 = laste.y;
+};
- } else {
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+THREE.Path.prototype.constructor = THREE.Path;
- laste = this.actions[i - 1].args;
+THREE.PathActions = {
- cpx0 = laste[laste.length - 2];
- cpy0 = laste[laste.length - 1];
+ MOVE_TO: 'moveTo',
+ LINE_TO: 'lineTo',
+ QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+ BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
+ CSPLINE_THRU: 'splineThru', // Catmull-Rom spline
+ ARC: 'arc', // Circle
+ ELLIPSE: 'ellipse'
+};
- }
+// TODO Clean up PATH API
- for (j = 1; j <= divisions; j++) {
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
- t = j / divisions;
+THREE.Path.prototype.fromPoints = function ( vectors ) {
- tx = THREE.Shape.Utils.b2(t, cpx0, cpx1, cpx);
- ty = THREE.Shape.Utils.b2(t, cpy0, cpy1, cpy);
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
- points.push(new THREE.Vector2(tx, ty));
+ for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
- }
+ this.lineTo( vectors[ v ].x, vectors[ v ].y );
- break;
+ }
- case THREE.PathActions.BEZIER_CURVE_TO:
+};
- cpx = args[4];
- cpy = args[5];
+// startPath() endPath()?
- cpx1 = args[0];
- cpy1 = args[1];
+THREE.Path.prototype.moveTo = function ( x, y ) {
- cpx2 = args[2];
- cpy2 = args[3];
+ var args = Array.prototype.slice.call( arguments );
+ this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
- if (points.length > 0) {
+};
- laste = points[points.length - 1];
+THREE.Path.prototype.lineTo = function ( x, y ) {
- cpx0 = laste.x;
- cpy0 = laste.y;
+ var args = Array.prototype.slice.call( arguments );
- } else {
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
- laste = this.actions[i - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
- cpx0 = laste[laste.length - 2];
- cpy0 = laste[laste.length - 1];
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+ this.curves.push( curve );
- }
+ this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+};
- for (j = 1; j <= divisions; j++) {
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
- t = j / divisions;
+ var args = Array.prototype.slice.call( arguments );
- tx = THREE.Shape.Utils.b3(t, cpx0, cpx1, cpx2, cpx);
- ty = THREE.Shape.Utils.b3(t, cpy0, cpy1, cpy2, cpy);
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
- points.push(new THREE.Vector2(tx, ty));
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
- }
+ var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCPx, aCPy ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
- break;
+ this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
- case THREE.PathActions.CSPLINE_THRU:
+};
- laste = this.actions[i - 1].args;
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+ aCP2x, aCP2y,
+ aX, aY ) {
- var last = new THREE.Vector2(laste[laste.length - 2], laste[laste.length - 1]);
- var spts = [last];
+ var args = Array.prototype.slice.call( arguments );
- var n = divisions * args[0].length;
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
- spts = spts.concat(args[0]);
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
- var spline = new THREE.SplineCurve(spts);
+ var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCP1x, aCP1y ),
+ new THREE.Vector2( aCP2x, aCP2y ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
- for (j = 1; j <= n; j++) {
+ this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
- points.push(spline.getPointAt(j / n));
+};
- }
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
- break;
+ var args = Array.prototype.slice.call( arguments );
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
- case THREE.PathActions.ARC:
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+ //---
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
+ Array.prototype.push.apply( npts, pts );
- var aX = args[0], aY = args[1],
- aRadius = args[2],
- aStartAngle = args[3], aEndAngle = args[4],
- aClockwise = !!args[5];
+ var curve = new THREE.SplineCurve( npts );
+ this.curves.push( curve );
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
+ this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
- for (j = 1; j <= tdivisions; j++) {
+};
- t = j / tdivisions;
+// FUTURE: Change the API or follow canvas API?
- if (!aClockwise) {
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
- t = 1 - t;
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
- }
+ this.absarc( aX + x0, aY + y0, aRadius,
+ aStartAngle, aEndAngle, aClockwise );
- angle = aStartAngle + t * deltaAngle;
+ };
- tx = aX + aRadius * Math.cos(angle);
- ty = aY + aRadius * Math.sin(angle);
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
- //THREE.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+ this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- points.push(new THREE.Vector2(tx, ty));
+ };
- }
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise, aRotation ) {
- //THREE.log(points);
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
- break;
+ this.absellipse( aX + x0, aY + y0, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise, aRotation );
- case THREE.PathActions.ELLIPSE:
+ };
- var aX = args[0], aY = args[1],
- xRadius = args[2],
- yRadius = args[3],
- aStartAngle = args[4], aEndAngle = args[5],
- aClockwise = !!args[6];
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise, aRotation ) {
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
+ var args = [
+ aX, aY,
+ xRadius, yRadius,
+ aStartAngle, aEndAngle,
+ aClockwise,
+ aRotation || 0 // aRotation is optional.
+ ];
+ var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise, aRotation );
+ this.curves.push( curve );
- for (j = 1; j <= tdivisions; j++) {
+ var lastPoint = curve.getPoint( 1 );
+ args.push( lastPoint.x );
+ args.push( lastPoint.y );
- t = j / tdivisions;
+ this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
- if (!aClockwise) {
+ };
- t = 1 - t;
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
- }
+ if ( ! divisions ) divisions = 40;
- angle = aStartAngle + t * deltaAngle;
+ var points = [];
- tx = aX + xRadius * Math.cos(angle);
- ty = aY + yRadius * Math.sin(angle);
+ for ( var i = 0; i < divisions; i ++ ) {
- //THREE.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+ points.push( this.getPoint( i / divisions ) );
- points.push(new THREE.Vector2(tx, ty));
+ //if( !this.getPoint( i / divisions ) ) throw "DIE";
- }
+ }
- //THREE.log(points);
+ // if ( closedPath ) {
+ //
+ // points.push( points[ 0 ] );
+ //
+ // }
- break;
+ return points;
- } // end switch
+};
- }
+/* Return an array of vectors based on contour of the path */
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
- // Normalize to remove the closing point by default.
- var lastPoint = points[points.length - 1];
- var EPSILON = 0.0000000001;
- if (Math.abs(lastPoint.x - points[0].x) < EPSILON &&
- Math.abs(lastPoint.y - points[0].y) < EPSILON)
- points.splice(points.length - 1, 1);
- if (closedPath) {
+ if ( this.useSpacedPoints ) {
- points.push(points[0]);
+ return this.getSpacedPoints( divisions, closedPath );
- }
+ }
- return points;
+ divisions = divisions || 12;
-};
+ var points = [];
-//
-// Breaks path into shapes
-//
-// Assumptions (if parameter isCCW==true the opposite holds):
-// - solid shapes are defined clockwise (CW)
-// - holes are defined counterclockwise (CCW)
-//
-// If parameter noHoles==true:
-// - all subPaths are regarded as solid shapes
-// - definition order CW/CCW has no relevance
-//
+ var i, il, item, action, args;
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+ laste, j,
+ t, tx, ty;
-THREE.Path.prototype.toShapes = function (isCCW, noHoles) {
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- function extractSubpaths(inActions) {
+ item = this.actions[ i ];
- var i, il, item, action, args;
+ action = item.action;
+ args = item.args;
- var subPaths = [], lastPath = new THREE.Path();
+ switch ( action ) {
- for (i = 0, il = inActions.length; i < il; i++) {
+ case THREE.PathActions.MOVE_TO:
- item = inActions[i];
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- args = item.args;
- action = item.action;
+ break;
- if (action == THREE.PathActions.MOVE_TO) {
+ case THREE.PathActions.LINE_TO:
- if (lastPath.actions.length != 0) {
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- subPaths.push(lastPath);
- lastPath = new THREE.Path();
+ break;
- }
+ case THREE.PathActions.QUADRATIC_CURVE_TO:
- }
+ cpx = args[ 2 ];
+ cpy = args[ 3 ];
- lastPath[action].apply(lastPath, args);
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
- }
+ if ( points.length > 0 ) {
- if (lastPath.actions.length != 0) {
+ laste = points[ points.length - 1 ];
- subPaths.push(lastPath);
+ cpx0 = laste.x;
+ cpy0 = laste.y;
- }
+ } else {
- // THREE.log(subPaths);
+ laste = this.actions[ i - 1 ].args;
- return subPaths;
- }
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
- function toShapesNoHoles(inSubpaths) {
+ }
- var shapes = [];
+ for ( j = 1; j <= divisions; j ++ ) {
- for (var i = 0, il = inSubpaths.length; i < il; i++) {
+ t = j / divisions;
- var tmpPath = inSubpaths[i];
+ tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
- var tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
+ points.push( new THREE.Vector2( tx, ty ) );
- shapes.push(tmpShape);
- }
+ }
- //THREE.log("shape", shapes);
+ break;
- return shapes;
- }
+ case THREE.PathActions.BEZIER_CURVE_TO:
- function isPointInsidePolygon(inPt, inPolygon) {
- var EPSILON = 0.0000000001;
-
- var polyLen = inPolygon.length;
-
- // inPt on polygon contour => immediate success or
- // toggling of inside/outside at every single! intersection point of an edge
- // with the horizontal line through inPt, left of inPt
- // not counting lowerY endpoints of edges and whole edges on that line
- var inside = false;
- for (var p = polyLen - 1, q = 0; q < polyLen; p = q++) {
- var edgeLowPt = inPolygon[p];
- var edgeHighPt = inPolygon[q];
-
- var edgeDx = edgeHighPt.x - edgeLowPt.x;
- var edgeDy = edgeHighPt.y - edgeLowPt.y;
-
- if (Math.abs(edgeDy) > EPSILON) { // not parallel
- if (edgeDy < 0) {
- edgeLowPt = inPolygon[q];
- edgeDx = -edgeDx;
- edgeHighPt = inPolygon[p];
- edgeDy = -edgeDy;
- }
- if (( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y )) continue;
-
- if (inPt.y == edgeLowPt.y) {
- if (inPt.x == edgeLowPt.x) return true; // inPt is on contour ?
- // continue; // no intersection or edgeLowPt => doesn't count !!!
- } else {
- var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
- if (perpEdge == 0) return true; // inPt is on contour ?
- if (perpEdge < 0) continue;
- inside = !inside; // true intersection left of inPt
- }
- } else { // parallel or colinear
- if (inPt.y != edgeLowPt.y) continue; // parallel
- // egde lies on the same horizontal line as inPt
- if (( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
- ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) )) return true; // inPt: Point on contour !
- // continue;
- }
- }
-
- return inside;
- }
+ cpx = args[ 4 ];
+ cpy = args[ 5 ];
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
- var subPaths = extractSubpaths(this.actions);
- if (subPaths.length == 0) return [];
+ cpx2 = args[ 2 ];
+ cpy2 = args[ 3 ];
- if (noHoles === true) return toShapesNoHoles(subPaths);
+ if ( points.length > 0 ) {
+ laste = points[ points.length - 1 ];
- var solid, tmpPath, tmpShape, shapes = [];
+ cpx0 = laste.x;
+ cpy0 = laste.y;
- if (subPaths.length == 1) {
+ } else {
- tmpPath = subPaths[0];
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push(tmpShape);
- return shapes;
+ laste = this.actions[ i - 1 ].args;
- }
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
- var holesFirst = !THREE.Shape.Utils.isClockWise(subPaths[0].getPoints());
- holesFirst = isCCW ? !holesFirst : holesFirst;
+ }
- // THREE.log("Holes first", holesFirst);
- var betterShapeHoles = [];
- var newShapes = [];
- var newShapeHoles = [];
- var mainIdx = 0;
- var tmpPoints;
+ for ( j = 1; j <= divisions; j ++ ) {
- newShapes[mainIdx] = undefined;
- newShapeHoles[mainIdx] = [];
+ t = j / divisions;
- var i, il;
+ tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
- for (i = 0, il = subPaths.length; i < il; i++) {
+ points.push( new THREE.Vector2( tx, ty ) );
- tmpPath = subPaths[i];
- tmpPoints = tmpPath.getPoints();
- solid = THREE.Shape.Utils.isClockWise(tmpPoints);
- solid = isCCW ? !solid : solid;
+ }
- if (solid) {
+ break;
- if ((!holesFirst ) && ( newShapes[mainIdx] )) mainIdx++;
+ case THREE.PathActions.CSPLINE_THRU:
- newShapes[mainIdx] = {s: new THREE.Shape(), p: tmpPoints};
- newShapes[mainIdx].s.actions = tmpPath.actions;
- newShapes[mainIdx].s.curves = tmpPath.curves;
+ laste = this.actions[ i - 1 ].args;
- if (holesFirst) mainIdx++;
- newShapeHoles[mainIdx] = [];
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+ var spts = [ last ];
- //THREE.log('cw', i);
+ var n = divisions * args[ 0 ].length;
- } else {
+ spts = spts.concat( args[ 0 ] );
- newShapeHoles[mainIdx].push({h: tmpPath, p: tmpPoints[0]});
+ var spline = new THREE.SplineCurve( spts );
- //THREE.log('ccw', i);
+ for ( j = 1; j <= n; j ++ ) {
- }
+ points.push( spline.getPointAt( j / n ) );
- }
+ }
- // only Holes? -> probably all Shapes with wrong orientation
- if (!newShapes[0]) return toShapesNoHoles(subPaths);
-
-
- if (newShapes.length > 1) {
- var ambigious = false;
- var toChange = [];
-
- for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
- betterShapeHoles[sIdx] = [];
- }
- for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
- var sho = newShapeHoles[sIdx];
- for (var hIdx = 0; hIdx < sho.length; hIdx++) {
- var ho = sho[hIdx];
- var hole_unassigned = true;
- for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
- if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
- if (sIdx != s2Idx) toChange.push({froms: sIdx, tos: s2Idx, hole: hIdx});
- if (hole_unassigned) {
- hole_unassigned = false;
- betterShapeHoles[s2Idx].push(ho);
- } else {
- ambigious = true;
- }
- }
- }
- if (hole_unassigned) {
- betterShapeHoles[sIdx].push(ho);
- }
- }
- }
- // THREE.log("ambigious: ", ambigious);
- if (toChange.length > 0) {
- // THREE.log("to change: ", toChange);
- if (!ambigious) newShapeHoles = betterShapeHoles;
- }
- }
+ break;
- var tmpHoles, j, jl;
- for (i = 0, il = newShapes.length; i < il; i++) {
- tmpShape = newShapes[i].s;
- shapes.push(tmpShape);
- tmpHoles = newShapeHoles[i];
- for (j = 0, jl = tmpHoles.length; j < jl; j++) {
- tmpShape.holes.push(tmpHoles[j].h);
- }
- }
+ case THREE.PathActions.ARC:
- //THREE.log("shape", shapes);
+ var aX = args[ 0 ], aY = args[ 1 ],
+ aRadius = args[ 2 ],
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+ aClockwise = !! args[ 5 ];
- return shapes;
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
-};
+ for ( j = 1; j <= tdivisions; j ++ ) {
-// File:src/extras/core/Shape.js
+ t = j / tdivisions;
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
+ if ( ! aClockwise ) {
-// 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.
+ t = 1 - t;
-THREE.Shape = function () {
+ }
- THREE.Path.apply(this, arguments);
- this.holes = [];
+ angle = aStartAngle + t * deltaAngle;
-};
+ tx = aX + aRadius * Math.cos( angle );
+ ty = aY + aRadius * Math.sin( angle );
-THREE.Shape.prototype = Object.create(THREE.Path.prototype);
-THREE.Shape.prototype.constructor = THREE.Shape;
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-// Convenience method to return ExtrudeGeometry
+ points.push( new THREE.Vector2( tx, ty ) );
-THREE.Shape.prototype.extrude = function (options) {
+ }
- var extruded = new THREE.ExtrudeGeometry(this, options);
- return extruded;
+ //console.log(points);
-};
+ break;
-// Convenience method to return ShapeGeometry
+ case THREE.PathActions.ELLIPSE:
-THREE.Shape.prototype.makeGeometry = function (options) {
+ var aX = args[ 0 ], aY = args[ 1 ],
+ xRadius = args[ 2 ],
+ yRadius = args[ 3 ],
+ aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+ aClockwise = !! args[ 6 ],
+ aRotation = args[ 7 ];
- var geometry = new THREE.ShapeGeometry(this, options);
- return geometry;
-};
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
-// Get points of holes
+ var cos, sin;
+ if ( aRotation !== 0 ) {
+
+ cos = Math.cos( aRotation );
+ sin = Math.sin( aRotation );
-THREE.Shape.prototype.getPointsHoles = function (divisions) {
+ }
- var i, il = this.holes.length, holesPts = [];
+ for ( j = 1; j <= tdivisions; j ++ ) {
- for (i = 0; i < il; i++) {
+ t = j / tdivisions;
- holesPts[i] = this.holes[i].getTransformedPoints(divisions, this.bends);
+ if ( ! aClockwise ) {
- }
+ t = 1 - t;
- return holesPts;
+ }
-};
+ angle = aStartAngle + t * deltaAngle;
-// Get points of holes (spaced by regular distance)
+ tx = aX + xRadius * Math.cos( angle );
+ ty = aY + yRadius * Math.sin( angle );
-THREE.Shape.prototype.getSpacedPointsHoles = function (divisions) {
+ if ( aRotation !== 0 ) {
- var i, il = this.holes.length, holesPts = [];
+ var x = tx, y = ty;
- for (i = 0; i < il; i++) {
+ // Rotate the point about the center of the ellipse.
+ tx = ( x - aX ) * cos - ( y - aY ) * sin + aX;
+ ty = ( x - aX ) * sin + ( y - aY ) * cos + aY;
- holesPts[i] = this.holes[i].getTransformedSpacedPoints(divisions, this.bends);
+ }
- }
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
- return holesPts;
+ points.push( new THREE.Vector2( tx, ty ) );
-};
+ }
+ //console.log(points);
-// Get points of shape and holes (keypoints based on segments parameter)
+ break;
-THREE.Shape.prototype.extractAllPoints = function (divisions) {
+ } // end switch
- return {
+ }
- shape: this.getTransformedPoints(divisions),
- holes: this.getPointsHoles(divisions)
- };
-};
+ // Normalize to remove the closing point by default.
+ var lastPoint = points[ points.length - 1 ];
+ var EPSILON = 0.0000000001;
+ if ( Math.abs( lastPoint.x - points[ 0 ].x ) < EPSILON &&
+ Math.abs( lastPoint.y - points[ 0 ].y ) < EPSILON )
+ points.splice( points.length - 1, 1 );
+ if ( closedPath ) {
-THREE.Shape.prototype.extractPoints = function (divisions) {
+ points.push( points[ 0 ] );
- if (this.useSpacedPoints) {
- return this.extractAllSpacedPoints(divisions);
- }
+ }
- return this.extractAllPoints(divisions);
+ return points;
};
//
-// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
-//
-// return {
+// Breaks path into shapes
//
-// shape: this.transform( bend, divisions ),
-// holes: this.getPointsHoles( divisions, bend )
+// Assumptions (if parameter isCCW==true the opposite holds):
+// - solid shapes are defined clockwise (CW)
+// - holes are defined counterclockwise (CCW)
//
-// };
+// If parameter noHoles==true:
+// - all subPaths are regarded as solid shapes
+// - definition order CW/CCW has no relevance
//
-// };
-
-// Get points of shape and holes (spaced by regular distance)
-THREE.Shape.prototype.extractAllSpacedPoints = function (divisions) {
+THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
- return {
+ function extractSubpaths( inActions ) {
- shape: this.getTransformedSpacedPoints(divisions),
- holes: this.getSpacedPointsHoles(divisions)
+ var i, il, item, action, args;
- };
+ var subPaths = [], lastPath = new THREE.Path();
-};
-
-/**************************************************************
- * Utils
- **************************************************************/
+ for ( i = 0, il = inActions.length; i < il; i ++ ) {
-THREE.Shape.Utils = {
-
- triangulateShape: function (contour, holes) {
-
- function point_in_segment_2D_colin(inSegPt1, inSegPt2, inOtherPt) {
- // inOtherPt needs to be colinear to the inSegment
- if (inSegPt1.x != inSegPt2.x) {
- if (inSegPt1.x < inSegPt2.x) {
- return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
- } else {
- return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
- }
- } else {
- if (inSegPt1.y < inSegPt2.y) {
- return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
- } else {
- return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
- }
- }
- }
-
- function intersect_segments_2D(inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs) {
- var EPSILON = 0.0000000001;
-
- var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
- var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
-
- var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
- var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
-
- var limit = seg1dy * seg2dx - seg1dx * seg2dy;
- var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
-
- if (Math.abs(limit) > EPSILON) { // not parallel
-
- var perpSeg2;
- if (limit > 0) {
- if (( perpSeg1 < 0 ) || ( perpSeg1 > limit )) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if (( perpSeg2 < 0 ) || ( perpSeg2 > limit )) return [];
- } else {
- if (( perpSeg1 > 0 ) || ( perpSeg1 < limit )) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if (( perpSeg2 > 0 ) || ( perpSeg2 < limit )) return [];
- }
-
- // i.e. to reduce rounding errors
- // intersection at endpoint of segment#1?
- if (perpSeg2 == 0) {
- if (( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) )) return [];
- return [inSeg1Pt1];
- }
- if (perpSeg2 == limit) {
- if (( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) )) return [];
- return [inSeg1Pt2];
- }
- // intersection at endpoint of segment#2?
- if (perpSeg1 == 0) return [inSeg2Pt1];
- if (perpSeg1 == limit) return [inSeg2Pt2];
-
- // return real intersection point
- var factorSeg1 = perpSeg2 / limit;
- return [{
- x: inSeg1Pt1.x + factorSeg1 * seg1dx,
- y: inSeg1Pt1.y + factorSeg1 * seg1dy
- }];
-
- } else { // parallel or colinear
- if (( perpSeg1 != 0 ) ||
- ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy )) return [];
-
- // they are collinear or degenerate
- var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
- var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
- // both segments are points
- if (seg1Pt && seg2Pt) {
- if ((inSeg1Pt1.x != inSeg2Pt1.x) ||
- (inSeg1Pt1.y != inSeg2Pt1.y)) return []; // they are distinct points
- return [inSeg1Pt1]; // they are the same point
- }
- // segment#1 is a single point
- if (seg1Pt) {
- if (!point_in_segment_2D_colin(inSeg2Pt1, inSeg2Pt2, inSeg1Pt1)) return []; // but not in segment#2
- return [inSeg1Pt1];
- }
- // segment#2 is a single point
- if (seg2Pt) {
- if (!point_in_segment_2D_colin(inSeg1Pt1, inSeg1Pt2, inSeg2Pt1)) return []; // but not in segment#1
- return [inSeg2Pt1];
- }
-
- // they are collinear segments, which might overlap
- var seg1min, seg1max, seg1minVal, seg1maxVal;
- var seg2min, seg2max, seg2minVal, seg2maxVal;
- if (seg1dx != 0) { // the segments are NOT on a vertical line
- if (inSeg1Pt1.x < inSeg1Pt2.x) {
- seg1min = inSeg1Pt1;
- seg1minVal = inSeg1Pt1.x;
- seg1max = inSeg1Pt2;
- seg1maxVal = inSeg1Pt2.x;
- } else {
- seg1min = inSeg1Pt2;
- seg1minVal = inSeg1Pt2.x;
- seg1max = inSeg1Pt1;
- seg1maxVal = inSeg1Pt1.x;
- }
- if (inSeg2Pt1.x < inSeg2Pt2.x) {
- seg2min = inSeg2Pt1;
- seg2minVal = inSeg2Pt1.x;
- seg2max = inSeg2Pt2;
- seg2maxVal = inSeg2Pt2.x;
- } else {
- seg2min = inSeg2Pt2;
- seg2minVal = inSeg2Pt2.x;
- seg2max = inSeg2Pt1;
- seg2maxVal = inSeg2Pt1.x;
- }
- } else { // the segments are on a vertical line
- if (inSeg1Pt1.y < inSeg1Pt2.y) {
- seg1min = inSeg1Pt1;
- seg1minVal = inSeg1Pt1.y;
- seg1max = inSeg1Pt2;
- seg1maxVal = inSeg1Pt2.y;
- } else {
- seg1min = inSeg1Pt2;
- seg1minVal = inSeg1Pt2.y;
- seg1max = inSeg1Pt1;
- seg1maxVal = inSeg1Pt1.y;
- }
- if (inSeg2Pt1.y < inSeg2Pt2.y) {
- seg2min = inSeg2Pt1;
- seg2minVal = inSeg2Pt1.y;
- seg2max = inSeg2Pt2;
- seg2maxVal = inSeg2Pt2.y;
- } else {
- seg2min = inSeg2Pt2;
- seg2minVal = inSeg2Pt2.y;
- seg2max = inSeg2Pt1;
- seg2maxVal = inSeg2Pt1.y;
- }
- }
- if (seg1minVal <= seg2minVal) {
- if (seg1maxVal < seg2minVal) return [];
- if (seg1maxVal == seg2minVal) {
- if (inExcludeAdjacentSegs) return [];
- return [seg2min];
- }
- if (seg1maxVal <= seg2maxVal) return [seg2min, seg1max];
- return [seg2min, seg2max];
- } else {
- if (seg1minVal > seg2maxVal) return [];
- if (seg1minVal == seg2maxVal) {
- if (inExcludeAdjacentSegs) return [];
- return [seg1min];
- }
- if (seg1maxVal <= seg2maxVal) return [seg1min, seg1max];
- return [seg1min, seg2max];
- }
- }
- }
-
- function isPointInsideAngle(inVertex, inLegFromPt, inLegToPt, inOtherPt) {
- // The order of legs is important
-
- var EPSILON = 0.0000000001;
-
- // translation of all points, so that Vertex is at (0,0)
- var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
- var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
- var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
-
- // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
- var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
- var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
-
- if (Math.abs(from2toAngle) > EPSILON) { // angle != 180 deg.
-
- var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
- // THREE.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.
- // THREE.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) {
- // THREE.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) {
- // THREE.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;
- }
+ item = inActions[ i ];
- var holeIndex, shapeIndex,
- shapePt, holePt,
- holeIdx, cutKey, failedCuts = [],
- tmpShape1, tmpShape2,
- tmpHole1, tmpHole2;
+ args = item.args;
+ action = item.action;
- for (var h = 0, hl = holes.length; h < hl; h++) {
+ if ( action === THREE.PathActions.MOVE_TO ) {
- indepHoles.push(h);
+ if ( lastPath.actions.length !== 0 ) {
- }
+ subPaths.push( lastPath );
+ lastPath = new THREE.Path();
- var minShapeIndex = 0;
- var counter = indepHoles.length * 2;
- while (indepHoles.length > 0) {
- counter--;
- if (counter < 0) {
- THREE.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;
+ lastPath[ action ].apply( lastPath, args );
- // 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;
+ if ( lastPath.actions.length !== 0 ) {
- 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;
+ subPaths.push( lastPath );
- 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);
+ // console.log(subPaths);
- shape = tmpShape1.concat(tmpHole1).concat(tmpHole2).concat(tmpShape2);
+ return subPaths;
- minShapeIndex = shapeIndex;
+ }
- // Debug only, to show the selected cuts
- // glob_CutLines.push( [ shapePt, holePt ] );
+ function toShapesNoHoles( inSubpaths ) {
- break;
- }
- if (holeIndex >= 0) break; // hole-vertex found
+ var shapes = [];
- failedCuts[cutKey] = true; // remember failure
- }
- if (holeIndex >= 0) break; // hole-vertex found
- }
- }
+ for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
- return shape;
- /* shape with no holes */
- }
+ var tmpPath = inSubpaths[ i ];
+ var tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
- var i, il, f, face,
- key, index,
- allPointsMap = {};
+ shapes.push( tmpShape );
- // 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();
+ //console.log("shape", shapes);
- for (var h = 0, hl = holes.length; h < hl; h++) {
+ return shapes;
- Array.prototype.push.apply(allpoints, holes[h]);
+ }
- }
+ function isPointInsidePolygon( inPt, inPolygon ) {
- //THREE.log( "allpoints",allpoints, allpoints.length );
+ var EPSILON = 0.0000000001;
- // prepare all points map
+ var polyLen = inPolygon.length;
- for (i = 0, il = allpoints.length; i < il; i++) {
+ // 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 ++ ) {
- key = allpoints[i].x + ":" + allpoints[i].y;
+ var edgeLowPt = inPolygon[ p ];
+ var edgeHighPt = inPolygon[ q ];
- if (allPointsMap[key] !== undefined) {
+ var edgeDx = edgeHighPt.x - edgeLowPt.x;
+ var edgeDy = edgeHighPt.y - edgeLowPt.y;
- THREE.warn("THREE.Shape: Duplicate point", key);
+ if ( Math.abs( edgeDy ) > EPSILON ) {
- }
+ // not parallel
+ if ( edgeDy < 0 ) {
- allPointsMap[key] = i;
+ edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
+ edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
- }
+ }
+ if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
- // remove holes by cutting paths to holes and adding them to the shape
- var shapeWithoutHoles = removeHoles(contour, holes);
+ if ( inPt.y === edgeLowPt.y ) {
- var triangles = THREE.FontUtils.Triangulate(shapeWithoutHoles, false); // True returns indices for points of spooled shape
- //THREE.log( "triangles",triangles, triangles.length );
+ if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
+ // continue; // no intersection or edgeLowPt => doesn't count !!!
- // check all face vertices against all points map
+ } else {
- for (i = 0, il = triangles.length; i < il; i++) {
+ 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
- face = triangles[i];
+ }
- for (f = 0; f < 3; f++) {
+ } else {
- key = face[f].x + ":" + face[f].y;
+ // 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;
- index = allPointsMap[key];
+ }
- if (index !== undefined) {
+ }
- face[f] = index;
+ return inside;
- }
+ }
- }
- }
+ var subPaths = extractSubpaths( this.actions );
+ if ( subPaths.length === 0 ) return [];
- return triangles.concat();
+ if ( noHoles === true ) return toShapesNoHoles( subPaths );
- },
- isClockWise: function (pts) {
+ var solid, tmpPath, tmpShape, shapes = [];
- return THREE.FontUtils.Triangulate.area(pts) < 0;
+ if ( subPaths.length === 1 ) {
- },
+ tmpPath = subPaths[ 0 ];
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+ shapes.push( tmpShape );
+ return shapes;
- // Bezier Curves formulas obtained from
- // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+ }
- // Quad Bezier Functions
+ var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+ holesFirst = isCCW ? ! holesFirst : holesFirst;
- b2p0: function (t, p) {
+ // console.log("Holes first", holesFirst);
- var k = 1 - t;
- return k * k * p;
+ var betterShapeHoles = [];
+ var newShapes = [];
+ var newShapeHoles = [];
+ var mainIdx = 0;
+ var tmpPoints;
- },
+ newShapes[ mainIdx ] = undefined;
+ newShapeHoles[ mainIdx ] = [];
- b2p1: function (t, p) {
+ var i, il;
- return 2 * ( 1 - t ) * t * p;
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
- },
+ tmpPath = subPaths[ i ];
+ tmpPoints = tmpPath.getPoints();
+ solid = THREE.Shape.Utils.isClockWise( tmpPoints );
+ solid = isCCW ? ! solid : solid;
- b2p2: function (t, p) {
+ if ( solid ) {
- return t * t * p;
+ if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
- },
+ newShapes[ mainIdx ] = { s: new THREE.Shape(), p: tmpPoints };
+ newShapes[ mainIdx ].s.actions = tmpPath.actions;
+ newShapes[ mainIdx ].s.curves = tmpPath.curves;
- b2: function (t, p0, p1, p2) {
+ if ( holesFirst ) mainIdx ++;
+ newShapeHoles[ mainIdx ] = [];
- return this.b2p0(t, p0) + this.b2p1(t, p1) + this.b2p2(t, p2);
+ //console.log('cw', i);
- },
+ } else {
- // Cubic Bezier Functions
+ newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
- b3p0: function (t, p) {
+ //console.log('ccw', i);
- var k = 1 - t;
- return k * k * k * p;
+ }
- },
+ }
- b3p1: function (t, p) {
+ // only Holes? -> probably all Shapes with wrong orientation
+ if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
- var k = 1 - t;
- return 3 * k * k * t * p;
- },
+ if ( newShapes.length > 1 ) {
- b3p2: function (t, p) {
+ var ambiguous = false;
+ var toChange = [];
- var k = 1 - t;
- return 3 * k * t * t * p;
+ for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- },
+ betterShapeHoles[ sIdx ] = [];
- b3p3: function (t, p) {
+ }
+ for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- return t * t * t * p;
+ 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 ++ ) {
- b3: function (t, p0, p1, p2, p3) {
+ if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
- return this.b3p0(t, p0) + this.b3p1(t, p1) + this.b3p2(t, p2) + this.b3p3(t, p3);
+ if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
+ if ( hole_unassigned ) {
- }
+ hole_unassigned = false;
+ betterShapeHoles[ s2Idx ].push( ho );
-};
+ } else {
+ ambiguous = true;
-// File:src/extras/curves/LineCurve.js
+ }
-/**************************************************************
- * Line
- **************************************************************/
+ }
-THREE.LineCurve = function (v1, v2) {
+ }
+ if ( hole_unassigned ) {
- this.v1 = v1;
- this.v2 = v2;
+ betterShapeHoles[ sIdx ].push( ho );
-};
+ }
-THREE.LineCurve.prototype = Object.create(THREE.Curve.prototype);
-THREE.LineCurve.prototype.constructor = THREE.LineCurve;
+ }
-THREE.LineCurve.prototype.getPoint = function (t) {
+ }
+ // console.log("ambiguous: ", ambiguous);
+ if ( toChange.length > 0 ) {
- var point = this.v2.clone().sub(this.v1);
- point.multiplyScalar(t).add(this.v1);
+ // console.log("to change: ", toChange);
+ if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
- return point;
+ }
-};
+ }
-// Line curve is linear, so we can overwrite default getPointAt
+ var tmpHoles, j, jl;
+ for ( i = 0, il = newShapes.length; i < il; i ++ ) {
-THREE.LineCurve.prototype.getPointAt = function (u) {
+ tmpShape = newShapes[ i ].s;
+ shapes.push( tmpShape );
+ tmpHoles = newShapeHoles[ i ];
+ for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
- return this.getPoint(u);
+ tmpShape.holes.push( tmpHoles[ j ].h );
-};
+ }
-THREE.LineCurve.prototype.getTangent = function (t) {
+ }
- var tangent = this.v2.clone().sub(this.v1);
+ //console.log("shape", shapes);
- return tangent.normalize();
+ return shapes;
};
-// File:src/extras/curves/QuadraticBezierCurve.js
+// File:src/extras/core/Shape.js
-/**************************************************************
- * Quadratic Bezier curve
- **************************************************************/
+/**
+ * @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.QuadraticBezierCurve = function (v0, v1, v2) {
+THREE.Shape = function () {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
+ THREE.Path.apply( this, arguments );
+ this.holes = [];
};
-THREE.QuadraticBezierCurve.prototype = Object.create(THREE.Curve.prototype);
-THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
-
-
-THREE.QuadraticBezierCurve.prototype.getPoint = function (t) {
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+THREE.Shape.prototype.constructor = THREE.Shape;
- var vector = new THREE.Vector2();
+// Convenience method to return ExtrudeGeometry
- vector.x = THREE.Shape.Utils.b2(t, this.v0.x, this.v1.x, this.v2.x);
- vector.y = THREE.Shape.Utils.b2(t, this.v0.y, this.v1.y, this.v2.y);
+THREE.Shape.prototype.extrude = function ( options ) {
- return vector;
+ var extruded = new THREE.ExtrudeGeometry( this, options );
+ return extruded;
};
+// Convenience method to return ShapeGeometry
-THREE.QuadraticBezierCurve.prototype.getTangent = function (t) {
-
- var vector = new THREE.Vector2();
-
- vector.x = THREE.Curve.Utils.tangentQuadraticBezier(t, this.v0.x, this.v1.x, this.v2.x);
- vector.y = THREE.Curve.Utils.tangentQuadraticBezier(t, this.v0.y, this.v1.y, this.v2.y);
-
- // returns unit vector
+THREE.Shape.prototype.makeGeometry = function ( options ) {
- return vector.normalize();
+ var geometry = new THREE.ShapeGeometry( this, options );
+ return geometry;
};
-// File:src/extras/curves/CubicBezierCurve.js
-
-/**************************************************************
- * Cubic Bezier curve
- **************************************************************/
+// Get points of holes
-THREE.CubicBezierCurve = function (v0, v1, v2, v3) {
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
+ var i, il = this.holes.length, holesPts = [];
-};
+ for ( i = 0; i < il; i ++ ) {
-THREE.CubicBezierCurve.prototype = Object.create(THREE.Curve.prototype);
-THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
+ holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
-THREE.CubicBezierCurve.prototype.getPoint = function (t) {
+ }
- var tx, ty;
+ return holesPts;
- tx = THREE.Shape.Utils.b3(t, this.v0.x, this.v1.x, this.v2.x, this.v3.x);
- ty = THREE.Shape.Utils.b3(t, this.v0.y, this.v1.y, this.v2.y, this.v3.y);
+};
- return new THREE.Vector2(tx, ty);
+// Get points of holes (spaced by regular distance)
-};
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
-THREE.CubicBezierCurve.prototype.getTangent = function (t) {
+ var i, il = this.holes.length, holesPts = [];
- var tx, ty;
+ for ( i = 0; i < il; i ++ ) {
- tx = THREE.Curve.Utils.tangentCubicBezier(t, this.v0.x, this.v1.x, this.v2.x, this.v3.x);
- ty = THREE.Curve.Utils.tangentCubicBezier(t, this.v0.y, this.v1.y, this.v2.y, this.v3.y);
+ holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
- var tangent = new THREE.Vector2(tx, ty);
- tangent.normalize();
+ }
- return tangent;
+ return holesPts;
};
-// File:src/extras/curves/SplineCurve.js
-
-/**************************************************************
- * Spline curve
- **************************************************************/
-THREE.SplineCurve = function (points /* array of Vector2 */) {
+// Get points of shape and holes (keypoints based on segments parameter)
- this.points = ( points == undefined ) ? [] : points;
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
-};
+ return {
-THREE.SplineCurve.prototype = Object.create(THREE.Curve.prototype);
-THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
+ shape: this.getTransformedPoints( divisions ),
+ holes: this.getPointsHoles( divisions )
-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;
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
- 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];
+ if ( this.useSpacedPoints ) {
- var vector = new THREE.Vector2();
+ return this.extractAllSpacedPoints( divisions );
- vector.x = THREE.Curve.Utils.interpolate(point0.x, point1.x, point2.x, point3.x, weight);
- vector.y = THREE.Curve.Utils.interpolate(point0.y, point1.y, point2.y, point3.y, weight);
+ }
- return vector;
+ return this.extractAllPoints( divisions );
};
-// File:src/extras/curves/EllipseCurve.js
-
-/**************************************************************
- * Ellipse curve
- **************************************************************/
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// return {
+//
+// shape: this.transform( bend, divisions ),
+// holes: this.getPointsHoles( divisions, bend )
+//
+// };
+//
+// };
-THREE.EllipseCurve = function (aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise) {
+// Get points of shape and holes (spaced by regular distance)
- this.aX = aX;
- this.aY = aY;
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
- this.xRadius = xRadius;
- this.yRadius = yRadius;
+ return {
- this.aStartAngle = aStartAngle;
- this.aEndAngle = aEndAngle;
+ shape: this.getTransformedSpacedPoints( divisions ),
+ holes: this.getSpacedPointsHoles( divisions )
- this.aClockwise = aClockwise;
+ };
};
-THREE.EllipseCurve.prototype = Object.create(THREE.Curve.prototype);
-THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
+/**************************************************************
+ * Utils
+ **************************************************************/
-THREE.EllipseCurve.prototype.getPoint = function (t) {
+THREE.Shape.Utils = {
- var deltaAngle = this.aEndAngle - this.aStartAngle;
+ triangulateShape: function ( contour, holes ) {
- if (deltaAngle < 0) deltaAngle += Math.PI * 2;
- if (deltaAngle > Math.PI * 2) deltaAngle -= Math.PI * 2;
+ function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
- var angle;
+ // inOtherPt needs to be collinear to the inSegment
+ if ( inSegPt1.x !== inSegPt2.x ) {
- if (this.aClockwise === true) {
+ if ( inSegPt1.x < inSegPt2.x ) {
- angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
+ return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
- } else {
+ } else {
- angle = this.aStartAngle + t * deltaAngle;
+ return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
- }
+ }
- var vector = new THREE.Vector2();
+ } else {
- vector.x = this.aX + this.xRadius * Math.cos(angle);
- vector.y = this.aY + this.yRadius * Math.sin(angle);
+ if ( inSegPt1.y < inSegPt2.y ) {
- return vector;
+ return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
-};
+ } else {
-// File:src/extras/curves/ArcCurve.js
+ return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
-/**************************************************************
- * 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;
+ function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
-// File:src/extras/curves/LineCurve3.js
+ var EPSILON = 0.0000000001;
-/**************************************************************
- * Line3D
- **************************************************************/
+ var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
+ var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
-THREE.LineCurve3 = THREE.Curve.create(
- function (v1, v2) {
+ var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
+ var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
- this.v1 = v1;
- this.v2 = v2;
+ var limit = seg1dy * seg2dx - seg1dx * seg2dy;
+ var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
- },
+ if ( Math.abs( limit ) > EPSILON ) {
- function (t) {
+ // not parallel
- var vector = new THREE.Vector3();
+ var perpSeg2;
+ if ( limit > 0 ) {
- vector.subVectors(this.v2, this.v1); // diff
- vector.multiplyScalar(t);
- vector.add(this.v1);
+ if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
- return vector;
+ } else {
- }
-);
+ if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
-// File:src/extras/curves/QuadraticBezierCurve3.js
+ }
-/**************************************************************
- * Quadratic Bezier 3D curve
- **************************************************************/
+ // i.e. to reduce rounding errors
+ // intersection at endpoint of segment#1?
+ if ( perpSeg2 === 0 ) {
-THREE.QuadraticBezierCurve3 = THREE.Curve.create(
- function (v0, v1, v2) {
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
+ return [ inSeg1Pt1 ];
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
+ }
+ if ( perpSeg2 === limit ) {
- },
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) ) return [];
+ return [ inSeg1Pt2 ];
- function (t) {
+ }
+ // intersection at endpoint of segment#2?
+ if ( perpSeg1 === 0 ) return [ inSeg2Pt1 ];
+ if ( perpSeg1 === limit ) return [ inSeg2Pt2 ];
- var vector = new THREE.Vector3();
+ // return real intersection point
+ var factorSeg1 = perpSeg2 / limit;
+ return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
+ y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
- vector.x = THREE.Shape.Utils.b2(t, this.v0.x, this.v1.x, this.v2.x);
- vector.y = THREE.Shape.Utils.b2(t, this.v0.y, this.v1.y, this.v2.y);
- vector.z = THREE.Shape.Utils.b2(t, this.v0.z, this.v1.z, this.v2.z);
+ } else {
- return vector;
+ // 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 ) {
-// File:src/extras/curves/CubicBezierCurve3.js
+ if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
+ ( inSeg1Pt1.y !== inSeg2Pt1.y ) ) return []; // they are distinct points
+ return [ inSeg1Pt1 ]; // they are the same point
-/**************************************************************
- * Cubic Bezier 3D curve
- **************************************************************/
+ }
+ // segment#1 is a single point
+ if ( seg1Pt ) {
-THREE.CubicBezierCurve3 = THREE.Curve.create(
- function (v0, v1, v2, v3) {
+ if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
+ return [ inSeg1Pt1 ];
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
+ }
+ // 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 ];
- function (t) {
+ }
- var vector = new THREE.Vector3();
+ // they are collinear segments, which might overlap
+ var seg1min, seg1max, seg1minVal, seg1maxVal;
+ var seg2min, seg2max, seg2minVal, seg2maxVal;
+ if ( seg1dx !== 0 ) {
- vector.x = THREE.Shape.Utils.b3(t, this.v0.x, this.v1.x, this.v2.x, this.v3.x);
- vector.y = THREE.Shape.Utils.b3(t, this.v0.y, this.v1.y, this.v2.y, this.v3.y);
- vector.z = THREE.Shape.Utils.b3(t, this.v0.z, this.v1.z, this.v2.z, this.v3.z);
+ // the segments are NOT on a vertical line
+ if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
- return vector;
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
- }
-);
+ } else {
-// File:src/extras/curves/SplineCurve3.js
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
-/**************************************************************
- * Spline 3D curve
- **************************************************************/
+ }
+ if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
-THREE.SplineCurve3 = THREE.Curve.create(
- function (points /* array of Vector3 */) {
+ } else {
- this.points = ( points == undefined ) ? [] : points;
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
- },
+ }
- function (t) {
+ } else {
- var points = this.points;
- var point = ( points.length - 1 ) * t;
+ // the segments are on a vertical line
+ if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
- var intPoint = Math.floor(point);
- var weight = point - intPoint;
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
- 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];
+ } else {
- var vector = new THREE.Vector3();
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
- vector.x = THREE.Curve.Utils.interpolate(point0.x, point1.x, point2.x, point3.x, weight);
- vector.y = THREE.Curve.Utils.interpolate(point0.y, point1.y, point2.y, point3.y, weight);
- vector.z = THREE.Curve.Utils.interpolate(point0.z, point1.z, point2.z, point3.z, weight);
+ }
+ if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
- return vector;
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
- }
-);
+ } else {
-// File:src/extras/curves/ClosedSplineCurve3.js
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
-/**************************************************************
- * Closed Spline 3D curve
- **************************************************************/
+ }
+ }
+ if ( seg1minVal <= seg2minVal ) {
-THREE.ClosedSplineCurve3 = THREE.Curve.create(
- function (points /* array of Vector3 */) {
+ if ( seg1maxVal < seg2minVal ) return [];
+ if ( seg1maxVal === seg2minVal ) {
- this.points = ( points == undefined ) ? [] : points;
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg2min ];
- },
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
+ return [ seg2min, seg2max ];
- function (t) {
+ } else {
- var points = this.points;
- var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
+ if ( seg1minVal > seg2maxVal ) return [];
+ if ( seg1minVal === seg2maxVal ) {
- var intPoint = Math.floor(point);
- var weight = point - intPoint;
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg1min ];
- intPoint += intPoint > 0 ? 0 : ( Math.floor(Math.abs(intPoint) / points.length) + 1 ) * points.length;
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
+ return [ seg1min, seg2max ];
- var point0 = points[( intPoint - 1 ) % points.length];
- var point1 = points[( intPoint ) % points.length];
- var point2 = points[( intPoint + 1 ) % points.length];
- var point3 = points[( intPoint + 2 ) % points.length];
+ }
- var vector = new THREE.Vector3();
+ }
- vector.x = THREE.Curve.Utils.interpolate(point0.x, point1.x, point2.x, point3.x, weight);
- vector.y = THREE.Curve.Utils.interpolate(point0.y, point1.y, point2.y, point3.y, weight);
- vector.z = THREE.Curve.Utils.interpolate(point0.z, point1.z, point2.z, point3.z, weight);
+ }
- return vector;
+ function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
- }
-);
+ // The order of legs is important
-// File:src/extras/animation/AnimationHandler.js
+ var EPSILON = 0.0000000001;
-/**
- * @author mikael emtinger / http://gomo.se/
- */
+ // 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;
-THREE.AnimationHandler = {
+ // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
+ var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
+ var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
- LINEAR: 0,
- CATMULLROM: 1,
- CATMULLROM_FORWARD: 2,
+ if ( Math.abs( from2toAngle ) > EPSILON ) {
- //
+ // angle != 180 deg.
- add: function () {
- THREE.warn('THREE.AnimationHandler.add() has been deprecated.');
- },
- get: function () {
- THREE.warn('THREE.AnimationHandler.get() has been deprecated.');
- },
- remove: function () {
- THREE.warn('THREE.AnimationHandler.remove() has been deprecated.');
- },
+ var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
+ // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
- //
+ if ( from2toAngle > 0 ) {
- animations: [],
+ // main angle < 180 deg.
+ return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
- init: function (data) {
+ } else {
- if (data.initialized === true) return data;
+ // main angle > 180 deg.
+ return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
- // loop through all keys
+ }
- for (var h = 0; h < data.hierarchy.length; h++) {
+ } else {
- for (var k = 0; k < data.hierarchy[h].keys.length; k++) {
+ // angle == 180 deg.
+ // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
+ return ( from2otherAngle > 0 );
- // remove minus times
+ }
- if (data.hierarchy[h].keys[k].time < 0) {
+ }
- data.hierarchy[h].keys[k].time = 0;
- }
+ function removeHoles( contour, holes ) {
- // create quaternions
+ var shape = contour.concat(); // work on this shape
+ var hole;
- if (data.hierarchy[h].keys[k].rot !== undefined && !( data.hierarchy[h].keys[k].rot instanceof THREE.Quaternion )) {
+ function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
- var quat = data.hierarchy[h].keys[k].rot;
- data.hierarchy[h].keys[k].rot = new THREE.Quaternion().fromArray(quat);
+ // 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;
- // prepare morph target keys
+ var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
+ if ( ! insideAngle ) {
- if (data.hierarchy[h].keys.length && data.hierarchy[h].keys[0].morphTargets !== undefined) {
+ // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
+ return false;
- // get all used
+ }
- var usedMorphTargets = {};
+ // Check if shape point lies within angle around hole point
+ var lastHoleIdx = hole.length - 1;
- for (var k = 0; k < data.hierarchy[h].keys.length; k++) {
+ var prevHoleIdx = inHoleIdx - 1;
+ if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
- for (var m = 0; m < data.hierarchy[h].keys[k].morphTargets.length; m++) {
+ var nextHoleIdx = inHoleIdx + 1;
+ if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
- var morphTargetName = data.hierarchy[h].keys[k].morphTargets[m];
- usedMorphTargets[morphTargetName] = -1;
+ 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;
- }
+ }
- data.hierarchy[h].usedMorphTargets = usedMorphTargets;
+ return true;
+ }
- // set all used on all frames
+ function intersectsShapeEdge( inShapePt, inHolePt ) {
- for (var k = 0; k < data.hierarchy[h].keys.length; k++) {
+ // checks for intersections with shape edges
+ var sIdx, nextIdx, intersection;
+ for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
- var influences = {};
+ nextIdx = sIdx + 1; nextIdx %= shape.length;
+ intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
+ if ( intersection.length > 0 ) return true;
- for (var morphTargetName in usedMorphTargets) {
+ }
- for (var m = 0; m < data.hierarchy[h].keys[k].morphTargets.length; m++) {
+ return false;
- if (data.hierarchy[h].keys[k].morphTargets[m] === morphTargetName) {
+ }
- influences[morphTargetName] = data.hierarchy[h].keys[k].morphTargetsInfluences[m];
- break;
+ 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 ++ ) {
- if (m === data.hierarchy[h].keys[k].morphTargets.length) {
+ chkHole = holes[ indepHoles[ ihIdx ]];
+ for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
- influences[morphTargetName] = 0;
+ 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;
- data.hierarchy[h].keys[k].morphTargetsInfluences = influences;
+ }
- }
+ 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 );
- // remove all keys that are on the same time
+ }
- for (var k = 1; k < data.hierarchy[h].keys.length; k++) {
+ var minShapeIndex = 0;
+ var counter = indepHoles.length * 2;
+ while ( indepHoles.length > 0 ) {
- if (data.hierarchy[h].keys[k].time === data.hierarchy[h].keys[k - 1].time) {
+ counter --;
+ if ( counter < 0 ) {
- data.hierarchy[h].keys.splice(k, 1);
- k--;
+ 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;
- // set index
+ // search for hole which can be reached without intersections
+ for ( var h = 0; h < indepHoles.length; h ++ ) {
- for (var k = 0; k < data.hierarchy[h].keys.length; k++) {
+ holeIdx = indepHoles[ h ];
- data.hierarchy[h].keys[k].index = k;
+ // 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;
- data.initialized = true;
+ holeIndex = h2;
+ indepHoles.splice( h, 1 );
- return data;
+ 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 );
- parse: function (root) {
+ minShapeIndex = shapeIndex;
- var parseRecurseHierarchy = function (root, hierarchy) {
+ // Debug only, to show the selected cuts
+ // glob_CutLines.push( [ shapePt, holePt ] );
- hierarchy.push(root);
+ break;
- for (var c = 0; c < root.children.length; c++)
- parseRecurseHierarchy(root.children[c], hierarchy);
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
- };
+ failedCuts[ cutKey ] = true; // remember failure
- // setup hierarchy
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
- var hierarchy = [];
+ }
- if (root instanceof THREE.SkinnedMesh) {
+ }
- for (var b = 0; b < root.skeleton.bones.length; b++) {
+ return shape; /* shape with no holes */
- hierarchy.push(root.skeleton.bones[b]);
+ }
- }
- } else {
+ var i, il, f, face,
+ key, index,
+ allPointsMap = {};
- parseRecurseHierarchy(root, hierarchy);
+ // 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();
- return hierarchy;
+ for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
- },
+ Array.prototype.push.apply( allpoints, holes[ h ] );
- play: function (animation) {
+ }
- if (this.animations.indexOf(animation) === -1) {
+ //console.log( "allpoints",allpoints, allpoints.length );
- this.animations.push(animation);
+ // prepare all points map
- }
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
- },
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
- stop: function (animation) {
+ if ( allPointsMap[ key ] !== undefined ) {
- var index = this.animations.indexOf(animation);
+ console.warn( "THREE.Shape: Duplicate point", key );
- if (index !== -1) {
+ }
- this.animations.splice(index, 1);
+ allPointsMap[ key ] = i;
- }
+ }
- },
+ // remove holes by cutting paths to holes and adding them to the shape
+ var shapeWithoutHoles = removeHoles( contour, holes );
- update: function (deltaTimeMS) {
+ var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
+ //console.log( "triangles",triangles, triangles.length );
- for (var i = 0; i < this.animations.length; i++) {
+ // check all face vertices against all points map
- this.animations[i].resetBlendWeights();
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
- }
+ face = triangles[ i ];
- for (var i = 0; i < this.animations.length; i++) {
+ for ( f = 0; f < 3; f ++ ) {
- this.animations[i].update(deltaTimeMS);
+ key = face[ f ].x + ":" + face[ f ].y;
- }
+ index = allPointsMap[ key ];
- }
+ if ( index !== undefined ) {
-};
+ face[ f ] = index;
-// File:src/extras/animation/Animation.js
+ }
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
+ }
-THREE.Animation = function (root, data) {
+ }
- this.root = root;
- this.data = THREE.AnimationHandler.init(data);
- this.hierarchy = THREE.AnimationHandler.parse(root);
+ return triangles.concat();
- this.currentTime = 0;
- this.timeScale = 1;
+ },
- this.isPlaying = false;
- this.loop = true;
- this.weight = 0;
+ isClockWise: function ( pts ) {
- this.interpolationType = THREE.AnimationHandler.LINEAR;
+ return THREE.FontUtils.Triangulate.area( pts ) < 0;
-};
+ },
-THREE.Animation.prototype = {
+ // Bezier Curves formulas obtained from
+ // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
- constructor: THREE.Animation,
+ // Quad Bezier Functions
- keyTypes: ["pos", "rot", "scl"],
+ b2p0: function ( t, p ) {
- play: function (startTime, weight) {
+ var k = 1 - t;
+ return k * k * p;
- this.currentTime = startTime !== undefined ? startTime : 0;
- this.weight = weight !== undefined ? weight : 1;
+ },
- this.isPlaying = true;
+ b2p1: function ( t, p ) {
- this.reset();
+ return 2 * ( 1 - t ) * t * p;
- THREE.AnimationHandler.play(this);
+ },
- },
+ b2p2: function ( t, p ) {
- stop: function () {
+ return t * t * p;
- this.isPlaying = false;
+ },
- THREE.AnimationHandler.stop(this);
+ b2: function ( t, p0, p1, p2 ) {
- },
+ return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
- reset: function () {
+ },
- for (var h = 0, hl = this.hierarchy.length; h < hl; h++) {
+ // Cubic Bezier Functions
- var object = this.hierarchy[h];
+ b3p0: function ( t, p ) {
- if (object.animationCache === undefined) {
+ var k = 1 - t;
+ return k * k * k * p;
- object.animationCache = {
- animations: {},
- blending: {
- positionWeight: 0.0,
- quaternionWeight: 0.0,
- scaleWeight: 0.0
- }
- };
- }
+ },
- var name = this.data.name;
- var animations = object.animationCache.animations;
- var animationCache = animations[name];
+ b3p1: function ( t, p ) {
- if (animationCache === undefined) {
+ var k = 1 - t;
+ return 3 * k * k * t * p;
- animationCache = {
- prevKey: {pos: 0, rot: 0, scl: 0},
- nextKey: {pos: 0, rot: 0, scl: 0},
- originalMatrix: object.matrix
- };
+ },
- animations[name] = animationCache;
+ b3p2: function ( t, p ) {
- }
+ var k = 1 - t;
+ return 3 * k * t * t * p;
- // Get keys to match our current time
+ },
- for (var t = 0; t < 3; t++) {
+ b3p3: function ( t, p ) {
- var type = this.keyTypes[t];
+ return t * t * t * p;
- var prevKey = this.data.hierarchy[h].keys[0];
- var nextKey = this.getNextKeyWith(type, h, 1);
+ },
- while (nextKey.time < this.currentTime && nextKey.index > prevKey.index) {
+ b3: function ( t, p0, p1, p2, p3 ) {
- prevKey = nextKey;
- nextKey = this.getNextKeyWith(type, h, nextKey.index + 1);
+ return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
- }
+ }
- animationCache.prevKey[type] = prevKey;
- animationCache.nextKey[type] = nextKey;
+};
- }
+// File:src/extras/curves/LineCurve.js
- }
+/**************************************************************
+ * Line
+ **************************************************************/
- },
+THREE.LineCurve = function ( v1, v2 ) {
- resetBlendWeights: function () {
+ this.v1 = v1;
+ this.v2 = v2;
- for (var h = 0, hl = this.hierarchy.length; h < hl; h++) {
+};
- var object = this.hierarchy[h];
- var animationCache = object.animationCache;
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.LineCurve.prototype.constructor = THREE.LineCurve;
- if (animationCache !== undefined) {
+THREE.LineCurve.prototype.getPoint = function ( t ) {
- var blending = animationCache.blending;
+ var point = this.v2.clone().sub( this.v1 );
+ point.multiplyScalar( t ).add( this.v1 );
- blending.positionWeight = 0.0;
- blending.quaternionWeight = 0.0;
- blending.scaleWeight = 0.0;
+ return point;
- }
+};
- }
+// Line curve is linear, so we can overwrite default getPointAt
- },
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
- update: (function () {
+ return this.getPoint( u );
- var points = [];
- var target = new THREE.Vector3();
- var newVector = new THREE.Vector3();
- var newQuat = new THREE.Quaternion();
+};
- // Catmull-Rom spline
+THREE.LineCurve.prototype.getTangent = function( t ) {
- var interpolateCatmullRom = function (points, scale) {
+ var tangent = this.v2.clone().sub( this.v1 );
- var c = [], v3 = [],
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
+ return tangent.normalize();
- point = ( points.length - 1 ) * scale;
- intPoint = Math.floor(point);
- weight = point - intPoint;
+};
- c[0] = intPoint === 0 ? intPoint : intPoint - 1;
- c[1] = intPoint;
- c[2] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
- c[3] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+// File:src/extras/curves/QuadraticBezierCurve.js
- pa = points[c[0]];
- pb = points[c[1]];
- pc = points[c[2]];
- pd = points[c[3]];
+/**************************************************************
+ * Quadratic Bezier curve
+ **************************************************************/
- w2 = weight * weight;
- w3 = weight * w2;
- v3[0] = interpolate(pa[0], pb[0], pc[0], pd[0], weight, w2, w3);
- v3[1] = interpolate(pa[1], pb[1], pc[1], pd[1], weight, w2, w3);
- v3[2] = interpolate(pa[2], pb[2], pc[2], pd[2], weight, w2, w3);
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
- return v3;
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
- };
+};
- var interpolate = function (p0, p1, p2, p3, t, t2, t3) {
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
- 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;
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
- };
+ var vector = new THREE.Vector2();
- return function (delta) {
+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
- if (this.isPlaying === false) return;
+ return vector;
- this.currentTime += delta * this.timeScale;
+};
- if (this.weight === 0)
- return;
- //
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
- var duration = this.data.length;
+ var vector = new THREE.Vector2();
- if (this.currentTime > duration || this.currentTime < 0) {
+ vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
- if (this.loop) {
+ // returns unit vector
- this.currentTime %= duration;
+ return vector.normalize();
- if (this.currentTime < 0)
- this.currentTime += duration;
+};
- this.reset();
+// File:src/extras/curves/CubicBezierCurve.js
- } else {
+/**************************************************************
+ * Cubic Bezier curve
+ **************************************************************/
- this.stop();
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
- }
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
- }
+};
- for (var h = 0, hl = this.hierarchy.length; h < hl; h++) {
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
- var object = this.hierarchy[h];
- var animationCache = object.animationCache.animations[this.data.name];
- var blending = object.animationCache.blending;
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
- // loop through pos/rot/scl
+ var tx, ty;
- for (var t = 0; t < 3; t++) {
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
- // get keys
+ return new THREE.Vector2( tx, ty );
- var type = this.keyTypes[t];
- var prevKey = animationCache.prevKey[type];
- var nextKey = animationCache.nextKey[type];
+};
- if (( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
- ( this.timeScale < 0 && prevKey.time >= this.currentTime )) {
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
- prevKey = this.data.hierarchy[h].keys[0];
- nextKey = this.getNextKeyWith(type, h, 1);
+ var tx, ty;
- while (nextKey.time < this.currentTime && nextKey.index > prevKey.index) {
+ tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
- prevKey = nextKey;
- nextKey = this.getNextKeyWith(type, h, nextKey.index + 1);
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
- }
+ return tangent;
- animationCache.prevKey[type] = prevKey;
- animationCache.nextKey[type] = nextKey;
+};
- }
+// File:src/extras/curves/SplineCurve.js
- var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+/**************************************************************
+ * Spline curve
+ **************************************************************/
- var prevXYZ = prevKey[type];
- var nextXYZ = nextKey[type];
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
- if (scale < 0) scale = 0;
- if (scale > 1) scale = 1;
+ this.points = ( points == undefined ) ? [] : points;
- // interpolate
+};
- if (type === "pos") {
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
- if (this.interpolationType === THREE.AnimationHandler.LINEAR) {
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
- newVector.x = prevXYZ[0] + ( nextXYZ[0] - prevXYZ[0] ) * scale;
- newVector.y = prevXYZ[1] + ( nextXYZ[1] - prevXYZ[1] ) * scale;
- newVector.z = prevXYZ[2] + ( nextXYZ[2] - prevXYZ[2] ) * scale;
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
- // blend
- var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
- object.position.lerp(newVector, proportionalWeight);
- blending.positionWeight += this.weight;
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
- } else if (this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD) {
+ 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 ];
- points[0] = this.getPrevKeyWith("pos", h, prevKey.index - 1)["pos"];
- points[1] = prevXYZ;
- points[2] = nextXYZ;
- points[3] = this.getNextKeyWith("pos", h, nextKey.index + 1)["pos"];
+ var vector = new THREE.Vector2();
- scale = scale * 0.33 + 0.33;
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
- var currentPoint = interpolateCatmullRom(points, scale);
- var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
- blending.positionWeight += this.weight;
+ return vector;
- // blend
+};
- var vector = object.position;
+// File:src/extras/curves/EllipseCurve.js
- vector.x = vector.x + ( currentPoint[0] - vector.x ) * proportionalWeight;
- vector.y = vector.y + ( currentPoint[1] - vector.y ) * proportionalWeight;
- vector.z = vector.z + ( currentPoint[2] - vector.z ) * proportionalWeight;
+/**************************************************************
+ * Ellipse curve
+ **************************************************************/
- if (this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD) {
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
- var forwardPoint = interpolateCatmullRom(points, scale * 1.01);
+ this.aX = aX;
+ this.aY = aY;
- target.set(forwardPoint[0], forwardPoint[1], forwardPoint[2]);
- target.sub(vector);
- target.y = 0;
- target.normalize();
+ this.xRadius = xRadius;
+ this.yRadius = yRadius;
- var angle = Math.atan2(target.x, target.z);
- object.rotation.set(0, angle, 0);
+ this.aStartAngle = aStartAngle;
+ this.aEndAngle = aEndAngle;
- }
+ this.aClockwise = aClockwise;
+
+ this.aRotation = aRotation || 0;
- }
+};
- } else if (type === "rot") {
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
- THREE.Quaternion.slerp(prevXYZ, nextXYZ, newQuat, scale);
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
- // Avoid paying the cost of an additional slerp if we don't have to
- if (blending.quaternionWeight === 0) {
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
- object.quaternion.copy(newQuat);
- blending.quaternionWeight = this.weight;
+ if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
+ if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
- } else {
+ var angle;
- var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
- THREE.Quaternion.slerp(object.quaternion, newQuat, object.quaternion, proportionalWeight);
- blending.quaternionWeight += this.weight;
+ if ( this.aClockwise === true ) {
- }
+ angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
- } else if (type === "scl") {
+ } else {
- newVector.x = prevXYZ[0] + ( nextXYZ[0] - prevXYZ[0] ) * scale;
- newVector.y = prevXYZ[1] + ( nextXYZ[1] - prevXYZ[1] ) * scale;
- newVector.z = prevXYZ[2] + ( nextXYZ[2] - prevXYZ[2] ) * scale;
+ angle = this.aStartAngle + t * deltaAngle;
- var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
- object.scale.lerp(newVector, proportionalWeight);
- blending.scaleWeight += this.weight;
+ }
+
+ 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, ty = y;
- return true;
+ // Rotate the point about the center of the ellipse.
+ x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX;
+ y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY;
- };
+ }
- })(),
+ return new THREE.Vector2( x, y );
- getNextKeyWith: function (type, h, key) {
+};
- var keys = this.data.hierarchy[h].keys;
+// File:src/extras/curves/ArcCurve.js
- if (this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD) {
+/**************************************************************
+ * Arc curve
+ **************************************************************/
- key = key < keys.length - 1 ? key : keys.length - 1;
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- } else {
+ THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- key = key % keys.length;
+};
- }
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
- for (; key < keys.length; key++) {
+// File:src/extras/curves/LineCurve3.js
- if (keys[key][type] !== undefined) {
+/**************************************************************
+ * Line3D
+ **************************************************************/
- return keys[key];
+THREE.LineCurve3 = THREE.Curve.create(
- }
+ function ( v1, v2 ) {
- }
+ this.v1 = v1;
+ this.v2 = v2;
- return this.data.hierarchy[h].keys[0];
+ },
- },
+ function ( t ) {
- getPrevKeyWith: function (type, h, key) {
+ var vector = new THREE.Vector3();
- var keys = this.data.hierarchy[h].keys;
+ vector.subVectors( this.v2, this.v1 ); // diff
+ vector.multiplyScalar( t );
+ vector.add( this.v1 );
- if (this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD) {
+ return vector;
- key = key > 0 ? key : 0;
+ }
- } else {
+);
- key = key >= 0 ? key : key + keys.length;
+// File:src/extras/curves/QuadraticBezierCurve3.js
- }
+/**************************************************************
+ * Quadratic Bezier 3D curve
+ **************************************************************/
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
- for (; key >= 0; key--) {
+ function ( v0, v1, v2 ) {
- if (keys[key][type] !== undefined) {
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
- return keys[key];
+ },
- }
+ function ( t ) {
- }
+ var vector = new THREE.Vector3();
- return this.data.hierarchy[h].keys[keys.length - 1];
+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+ vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
- }
+ return vector;
-};
+ }
-// File:src/extras/animation/KeyFrameAnimation.js
+);
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author khang duong
- * @author erik kitson
- */
+// File:src/extras/curves/CubicBezierCurve3.js
-THREE.KeyFrameAnimation = function (data) {
+/**************************************************************
+ * Cubic Bezier 3D curve
+ **************************************************************/
- this.root = data.node;
- this.data = THREE.AnimationHandler.init(data);
- this.hierarchy = THREE.AnimationHandler.parse(this.root);
- this.currentTime = 0;
- this.timeScale = 0.001;
- this.isPlaying = false;
- this.isPaused = true;
- this.loop = true;
+THREE.CubicBezierCurve3 = THREE.Curve.create(
- // initialize to first keyframes
+ function ( v0, v1, v2, v3 ) {
- for (var h = 0, hl = this.hierarchy.length; h < hl; h++) {
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
- var keys = this.data.hierarchy[h].keys,
- sids = this.data.hierarchy[h].sids,
- obj = this.hierarchy[h];
+ },
- if (keys.length && sids) {
+ function ( t ) {
- for (var s = 0; s < sids.length; s++) {
+ var vector = new THREE.Vector3();
- var sid = sids[s],
- next = this.getNextKeyWith(sid, h, 0);
+ vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+ vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
- if (next) {
+ return vector;
- next.apply(sid);
+ }
- }
+);
- }
+// File:src/extras/curves/SplineCurve3.js
- obj.matrixAutoUpdate = false;
- this.data.hierarchy[h].node.updateMatrix();
- obj.matrixWorldNeedsUpdate = true;
+/**************************************************************
+ * Spline 3D curve
+ **************************************************************/
- }
- }
+THREE.SplineCurve3 = THREE.Curve.create(
-};
+ function ( points /* array of Vector3 */ ) {
-THREE.KeyFrameAnimation.prototype = {
+ console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' );
+ this.points = ( points == undefined ) ? [] : points;
- constructor: THREE.KeyFrameAnimation,
+ },
- play: function (startTime) {
+ function ( t ) {
- this.currentTime = startTime !== undefined ? startTime : 0;
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
- if (this.isPlaying === false) {
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
- this.isPlaying = true;
+ 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 ];
- // reset key cache
+ var vector = new THREE.Vector3();
- var h, hl = this.hierarchy.length,
- object,
- node;
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
- for (h = 0; h < hl; h++) {
+ return vector;
- object = this.hierarchy[h];
- node = this.data.hierarchy[h];
+ }
- if (node.animationCache === undefined) {
+);
- node.animationCache = {};
- node.animationCache.prevKey = null;
- node.animationCache.nextKey = null;
- node.animationCache.originalMatrix = object.matrix;
+// 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
+ */
- var keys = this.data.hierarchy[h].keys;
+THREE.CatmullRomCurve3 = ( function() {
- if (keys.length) {
+ var
+ tmp = new THREE.Vector3(),
+ px = new CubicPoly(),
+ py = new CubicPoly(),
+ pz = new CubicPoly();
- node.animationCache.prevKey = keys[0];
- node.animationCache.nextKey = keys[1];
+ /*
+ 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.startTime = Math.min(keys[0].time, this.startTime);
- this.endTime = Math.max(keys[keys.length - 1].time, this.endTime);
+ 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() {
- }
+ }
- this.update(0);
+ /*
+ * 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;
- this.isPaused = false;
+ };
- THREE.AnimationHandler.play(this);
+ 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;
- stop: function () {
+ // rescale tangents for parametrization in [0,1]
+ t1 *= dt1;
+ t2 *= dt1;
- this.isPlaying = false;
- this.isPaused = false;
+ // initCubicPoly
+ this.init( x1, x2, t1, t2 );
- THREE.AnimationHandler.stop(this);
+ };
- // reset JIT matrix and remove cache
+ // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4
+ CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) {
- for (var h = 0; h < this.data.hierarchy.length; h++) {
+ this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
- var obj = this.hierarchy[h];
- var node = this.data.hierarchy[h];
+ };
- if (node.animationCache !== undefined) {
+ CubicPoly.prototype.calc = function( t ) {
- var original = node.animationCache.originalMatrix;
+ var t2 = t * t;
+ var t3 = t2 * t;
+ return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3;
- original.copy(obj.matrix);
- obj.matrix = original;
+ };
- delete node.animationCache;
+ // Subclass Three.js curve
+ return THREE.Curve.create(
- }
+ function ( p /* array of Vector3 */ ) {
- }
+ this.points = p || [];
- },
+ },
- update: function (delta) {
+ function ( t ) {
- if (this.isPlaying === false) return;
+ var points = this.points,
+ point, intPoint, weight, l;
- this.currentTime += delta * this.timeScale;
+ l = points.length;
- //
+ if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
- var duration = this.data.length;
+ point = ( l - 1 ) * t;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
- if (this.loop === true && this.currentTime > duration) {
+ if ( weight === 0 && intPoint === l - 1 ) {
- this.currentTime %= duration;
+ intPoint = l - 2;
+ weight = 1;
- }
+ }
- this.currentTime = Math.min(this.currentTime, duration);
+ var p0, p1, p2, p3;
- for (var h = 0, hl = this.hierarchy.length; h < hl; h++) {
+ if ( intPoint === 0 ) {
- var object = this.hierarchy[h];
- var node = this.data.hierarchy[h];
+ // extrapolate first point
+ tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
+ p0 = tmp;
- var keys = node.keys,
- animationCache = node.animationCache;
+ } else {
+ p0 = points[ intPoint - 1 ];
- if (keys.length) {
+ }
- var prevKey = animationCache.prevKey;
- var nextKey = animationCache.nextKey;
+ p1 = points[ intPoint ];
+ p2 = points[ intPoint + 1 ];
- if (nextKey.time <= this.currentTime) {
+ if ( intPoint + 2 < l ) {
- while (nextKey.time < this.currentTime && nextKey.index > prevKey.index) {
+ p3 = points[ intPoint + 2 ]
- prevKey = nextKey;
- nextKey = keys[prevKey.index + 1];
+ } else {
- }
+ // extrapolate last point
+ tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 2 ] );
+ p3 = tmp;
- animationCache.prevKey = prevKey;
- animationCache.nextKey = nextKey;
+ }
- }
+ if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {
- if (nextKey.time >= this.currentTime) {
+ // 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 );
- prevKey.interpolate(nextKey, this.currentTime);
+ // safety check for repeated points
+ if ( dt1 < 1e-4 ) dt1 = 1.0;
+ if ( dt0 < 1e-4 ) dt0 = dt1;
+ if ( dt2 < 1e-4 ) dt2 = dt1;
- } else {
+ 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 );
- prevKey.interpolate(nextKey, nextKey.time);
+ } 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 );
- this.data.hierarchy[h].node.updateMatrix();
- object.matrixWorldNeedsUpdate = true;
+ }
- }
+ var v = new THREE.Vector3(
+ px.calc( weight ),
+ py.calc( weight ),
+ pz.calc( weight )
+ );
- }
+ return v;
- },
+ }
- getNextKeyWith: function (sid, h, key) {
+ );
- var keys = this.data.hierarchy[h].keys;
- key = key % keys.length;
+} )();
- for (; key < keys.length; key++) {
+// File:src/extras/curves/ClosedSplineCurve3.js
- if (keys[key].hasTarget(sid)) {
+/**************************************************************
+ * Closed Spline 3D curve
+ **************************************************************/
- return keys[key];
- }
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
- }
+ function ( points /* array of Vector3 */ ) {
- return keys[0];
+ this.points = ( points == undefined ) ? [] : points;
- },
+ },
- getPrevKeyWith: function (sid, h, key) {
+ function ( t ) {
- var keys = this.data.hierarchy[h].keys;
- key = key >= 0 ? key : key + keys.length;
+ var points = this.points;
+ var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
- for (; key >= 0; key--) {
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
- if (keys[key].hasTarget(sid)) {
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
- return keys[key];
+ var point0 = points[ ( intPoint - 1 ) % points.length ];
+ var point1 = points[ ( intPoint ) % points.length ];
+ var point2 = points[ ( intPoint + 1 ) % points.length ];
+ var point3 = points[ ( intPoint + 2 ) % points.length ];
- }
+ var vector = new THREE.Vector3();
- }
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
- return keys[keys.length - 1];
+ return vector;
- }
+ }
-};
+);
-// File:src/extras/animation/MorphAnimation.js
+// File:src/extras/geometries/BoxGeometry.js
/**
- * @author mrdoob / http://mrdoob.com
- * @author willy-vvu / http://willy-vvu.github.io
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
*/
-THREE.MorphAnimation = function (mesh) {
+THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- this.mesh = mesh;
- this.frames = mesh.morphTargetInfluences.length;
- this.currentTime = 0;
- this.duration = 1000;
- this.loop = true;
- this.lastFrame = 0;
- this.currentFrame = 0;
+ THREE.Geometry.call( this );
- this.isPlaying = false;
+ this.type = 'BoxGeometry';
-};
+ this.parameters = {
+ width: width,
+ height: height,
+ depth: depth,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ depthSegments: depthSegments
+ };
-THREE.MorphAnimation.prototype = {
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+ this.depthSegments = depthSegments || 1;
- constructor: THREE.MorphAnimation,
+ var scope = this;
- play: function () {
+ var width_half = width / 2;
+ var height_half = height / 2;
+ var depth_half = depth / 2;
- this.isPlaying = true;
+ buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
+ buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
+ buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
+ buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
+ buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
+ buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
- },
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
- pause: function () {
+ var w, ix, iy,
+ gridX = scope.widthSegments,
+ gridY = scope.heightSegments,
+ width_half = width / 2,
+ height_half = height / 2,
+ offset = scope.vertices.length;
- this.isPlaying = false;
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
- },
+ w = 'z';
- update: function (delta) {
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
- if (this.isPlaying === false) return;
+ w = 'y';
+ gridY = scope.depthSegments;
- this.currentTime += delta;
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
- if (this.loop === true && this.currentTime > this.duration) {
+ w = 'x';
+ gridX = scope.depthSegments;
- this.currentTime %= this.duration;
+ }
- }
+ var gridX1 = gridX + 1,
+ gridY1 = gridY + 1,
+ segment_width = width / gridX,
+ segment_height = height / gridY,
+ normal = new THREE.Vector3();
- this.currentTime = Math.min(this.currentTime, this.duration);
+ normal[ w ] = depth > 0 ? 1 : - 1;
- var interpolation = this.duration / this.frames;
- var frame = Math.floor(this.currentTime / interpolation);
+ for ( iy = 0; iy < gridY1; iy ++ ) {
- var influences = this.mesh.morphTargetInfluences;
+ for ( ix = 0; ix < gridX1; ix ++ ) {
- if (frame != this.currentFrame) {
+ var vector = new THREE.Vector3();
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+ vector[ w ] = depth;
- influences[this.lastFrame] = 0;
- influences[this.currentFrame] = 1;
- influences[frame] = 0;
+ scope.vertices.push( vector );
- this.lastFrame = this.currentFrame;
- this.currentFrame = frame;
+ }
- }
+ }
- influences[frame] = ( this.currentTime % interpolation ) / interpolation;
- influences[this.lastFrame] = 1 - influences[frame];
+ for ( iy = 0; iy < gridY; iy ++ ) {
- }
+ for ( ix = 0; ix < gridX; ix ++ ) {
-};
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
-// File:src/extras/geometries/BoxGeometry.js
+ var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
+ var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
+ var face = new THREE.Face3( a + offset, b + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-THREE.BoxGeometry = function (width, height, depth, widthSegments, heightSegments, depthSegments) {
+ face = new THREE.Face3( b + offset, c + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
- THREE.Geometry.call(this);
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
- this.type = 'BoxGeometry';
+ }
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
+ }
- this.widthSegments = widthSegments || 1;
- this.heightSegments = heightSegments || 1;
- this.depthSegments = depthSegments || 1;
+ }
- var scope = this;
+ this.mergeVertices();
- var width_half = width / 2;
- var height_half = height / 2;
- var depth_half = depth / 2;
+};
- buildPlane('z', 'y', -1, -1, depth, height, width_half); // px
- buildPlane('z', 'y', 1, -1, depth, height, -width_half); // nx
- buildPlane('x', 'z', 1, 1, width, depth, height_half); // py
- buildPlane('x', 'z', 1, -1, width, depth, -height_half); // ny
- buildPlane('x', 'y', 1, -1, width, height, depth_half); // pz
- buildPlane('x', 'y', -1, -1, width, height, -depth_half); // nz
+THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
- function buildPlane(u, v, udir, vdir, width, height, depth) {
+THREE.BoxGeometry.prototype.clone = function () {
- var w, ix, iy,
- gridX = scope.widthSegments,
- gridY = scope.heightSegments,
- width_half = width / 2,
- height_half = height / 2,
- offset = scope.vertices.length;
+ var geometry = new THREE.BoxGeometry(
+ this.parameters.width,
+ this.parameters.height,
+ this.parameters.depth,
+ this.parameters.widthSegments,
+ this.parameters.heightSegments,
+ this.parameters.depthSegments
+ );
- if (( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' )) {
+ return geometry;
- w = 'z';
+};
- } else if (( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' )) {
+THREE.CubeGeometry = THREE.BoxGeometry; // backwards compatibility
- w = 'y';
- gridY = scope.depthSegments;
+// File:src/extras/geometries/CircleGeometry.js
- } else if (( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' )) {
+/**
+ * @author hughes
+ */
- w = 'x';
- gridX = scope.depthSegments;
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
- }
+ THREE.Geometry.call( this );
- var gridX1 = gridX + 1,
- gridY1 = gridY + 1,
- segment_width = width / gridX,
- segment_height = height / gridY,
- normal = new THREE.Vector3();
+ this.type = 'CircleGeometry';
- normal[w] = depth > 0 ? 1 : -1;
+ this.parameters = {
+ radius: radius,
+ segments: segments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
- for (iy = 0; iy < gridY1; iy++) {
+ radius = radius || 50;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
- for (ix = 0; ix < gridX1; ix++) {
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- var vector = new THREE.Vector3();
- vector[u] = ( ix * segment_width - width_half ) * udir;
- vector[v] = ( iy * segment_height - height_half ) * vdir;
- vector[w] = depth;
+ var i, uvs = [],
+ center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
- scope.vertices.push(vector);
+ this.vertices.push( center );
+ uvs.push( centerUV );
- }
+ for ( i = 0; i <= segments; i ++ ) {
- }
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + i / segments * thetaLength;
- for (iy = 0; iy < gridY; iy++) {
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
- for (ix = 0; ix < gridX; ix++) {
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
- var a = ix + gridX1 * iy;
- var b = ix + gridX1 * ( iy + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = ( ix + 1 ) + gridX1 * iy;
+ }
- var uva = new THREE.Vector2(ix / gridX, 1 - iy / gridY);
- var uvb = new THREE.Vector2(ix / gridX, 1 - ( iy + 1 ) / gridY);
- var uvc = new THREE.Vector2(( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY);
- var uvd = new THREE.Vector2(( ix + 1 ) / gridX, 1 - iy / gridY);
+ var n = new THREE.Vector3( 0, 0, 1 );
- var face = new THREE.Face3(a + offset, b + offset, d + offset);
- face.normal.copy(normal);
- face.vertexNormals.push(normal.clone(), normal.clone(), normal.clone());
+ for ( i = 1; i <= segments; i ++ ) {
- scope.faces.push(face);
- scope.faceVertexUvs[0].push([uva, uvb, uvd]);
+ this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
- face = new THREE.Face3(b + offset, c + offset, d + offset);
- face.normal.copy(normal);
- face.vertexNormals.push(normal.clone(), normal.clone(), normal.clone());
+ }
- scope.faces.push(face);
- scope.faceVertexUvs[0].push([uvb.clone(), uvc, uvd.clone()]);
+ this.computeFaceNormals();
- }
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
- }
+};
- }
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
- this.mergeVertices();
+THREE.CircleGeometry.prototype.clone = function () {
-};
+ var geometry = new THREE.CircleGeometry(
+ this.parameters.radius,
+ this.parameters.segments,
+ this.parameters.thetaStart,
+ this.parameters.thetaLength
+ );
-THREE.BoxGeometry.prototype = Object.create(THREE.Geometry.prototype);
-THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
+ return geometry;
-THREE.CubeGeometry = THREE.BoxGeometry; // backwards compatibility
+};
-// File:src/extras/geometries/CircleGeometry.js
+// File:src/extras/geometries/CircleBufferGeometry.js
/**
- * @author hughes
+ * @author benaadams / https://twitter.com/ben_a_adams
*/
-THREE.CircleGeometry = function (radius, segments, thetaStart, thetaLength) {
+THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) {
- THREE.Geometry.call(this);
+ THREE.BufferGeometry.call( this );
- this.type = 'CircleGeometry';
+ this.type = 'CircleBufferGeometry';
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
+ this.parameters = {
+ radius: radius,
+ segments: segments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
- radius = radius || 50;
- segments = segments !== undefined ? Math.max(3, segments) : 8;
+ radius = radius || 50;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- var i, uvs = [],
- center = new THREE.Vector3(), centerUV = new THREE.Vector2(0.5, 0.5);
+ var vertices = segments + 2;
- this.vertices.push(center);
- uvs.push(centerUV);
+ var positions = new Float32Array( vertices * 3 );
+ var normals = new Float32Array( vertices * 3 );
+ var uvs = new Float32Array( vertices * 2 );
- for (i = 0; i <= segments; i++) {
+ // center data is already zero, but need to set a few extras
+ normals[ 3 ] = 1.0;
+ uvs[ 0 ] = 0.5;
+ uvs[ 1 ] = 0.5;
- var vertex = new THREE.Vector3();
- var segment = thetaStart + i / segments * thetaLength;
+ for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) {
- vertex.x = radius * Math.cos(segment);
- vertex.y = radius * Math.sin(segment);
+ var segment = thetaStart + s / segments * thetaLength;
- this.vertices.push(vertex);
- uvs.push(new THREE.Vector2(( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2));
+ positions[ i ] = radius * Math.cos( segment );
+ positions[ i + 1 ] = radius * Math.sin( segment );
- }
+ normals[ i + 2 ] = 1; // normal z
- var n = new THREE.Vector3(0, 0, 1);
+ uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2;
+ uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2;
- for (i = 1; i <= segments; i++) {
+ }
- this.faces.push(new THREE.Face3(i, i + 1, 0, [n.clone(), n.clone(), n.clone()]));
- this.faceVertexUvs[0].push([uvs[i].clone(), uvs[i + 1].clone(), centerUV.clone()]);
+ var indices = [];
- }
+ for ( var i = 1; i <= segments; i ++ ) {
+
+ indices.push( i );
+ indices.push( i + 1 );
+ indices.push( 0 );
+
+ }
- this.computeFaceNormals();
+ 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);
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
};
-THREE.CircleGeometry.prototype = Object.create(THREE.Geometry.prototype);
-THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
+THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry;
+
+THREE.CircleBufferGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.CircleBufferGeometry(
+ this.parameters.radius,
+ this.parameters.segments,
+ this.parameters.thetaStart,
+ this.parameters.thetaLength
+ );
+
+ geometry.copy( this );
+
+ return geometry;
+
+};
// File:src/extras/geometries/CylinderGeometry.js
@@ -30587,272 +32537,287 @@ THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
* @author mrdoob / http://mrdoob.com/
*/
-THREE.CylinderGeometry = function (radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'CylinderGeometry';
+ this.type = 'CylinderGeometry';
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
+ this.parameters = {
+ radiusTop: radiusTop,
+ radiusBottom: radiusBottom,
+ height: height,
+ radialSegments: radialSegments,
+ heightSegments: heightSegments,
+ openEnded: openEnded,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
- radiusTop = radiusTop !== undefined ? radiusTop : 20;
- radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
- height = height !== undefined ? height : 100;
+ radiusTop = radiusTop !== undefined ? radiusTop : 20;
+ radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+ height = height !== undefined ? height : 100;
- radialSegments = radialSegments || 8;
- heightSegments = heightSegments || 1;
+ radialSegments = radialSegments || 8;
+ heightSegments = heightSegments || 1;
- openEnded = openEnded !== undefined ? openEnded : false;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
+ openEnded = openEnded !== undefined ? openEnded : false;
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
- var heightHalf = height / 2;
+ var heightHalf = height / 2;
- var x, y, vertices = [], uvs = [];
+ var x, y, vertices = [], uvs = [];
- for (y = 0; y <= heightSegments; y++) {
+ for ( y = 0; y <= heightSegments; y ++ ) {
- var verticesRow = [];
- var uvsRow = [];
+ var verticesRow = [];
+ var uvsRow = [];
- var v = y / heightSegments;
- var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+ var v = y / heightSegments;
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
- for (x = 0; x <= radialSegments; x++) {
+ for ( x = 0; x <= radialSegments; x ++ ) {
- var u = x / radialSegments;
+ var u = x / radialSegments;
- var vertex = new THREE.Vector3();
- vertex.x = radius * Math.sin(u * thetaLength + thetaStart);
- vertex.y = -v * height + heightHalf;
- vertex.z = radius * Math.cos(u * thetaLength + thetaStart);
+ var vertex = new THREE.Vector3();
+ vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
+ vertex.y = - v * height + heightHalf;
+ vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
- this.vertices.push(vertex);
+ this.vertices.push( vertex );
- verticesRow.push(this.vertices.length - 1);
- uvsRow.push(new THREE.Vector2(u, 1 - v));
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
- }
+ }
- vertices.push(verticesRow);
- uvs.push(uvsRow);
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
- }
+ }
- var tanTheta = ( radiusBottom - radiusTop ) / height;
- var na, nb;
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
+ var na, nb;
- for (x = 0; x < radialSegments; x++) {
+ for ( x = 0; x < radialSegments; x ++ ) {
- if (radiusTop !== 0) {
+ if ( radiusTop !== 0 ) {
- na = this.vertices[vertices[0][x]].clone();
- nb = this.vertices[vertices[0][x + 1]].clone();
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
- } else {
+ } else {
- na = this.vertices[vertices[1][x]].clone();
- nb = this.vertices[vertices[1][x + 1]].clone();
+ na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
- }
+ }
- na.setY(Math.sqrt(na.x * na.x + na.z * na.z) * tanTheta).normalize();
- nb.setY(Math.sqrt(nb.x * nb.x + nb.z * nb.z) * tanTheta).normalize();
+ na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+ nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
- for (y = 0; y < heightSegments; y++) {
+ for ( y = 0; y < heightSegments; y ++ ) {
- var v1 = vertices[y][x];
- var v2 = vertices[y + 1][x];
- var v3 = vertices[y + 1][x + 1];
- var v4 = vertices[y][x + 1];
+ var v1 = vertices[ y ][ x ];
+ var v2 = vertices[ y + 1 ][ x ];
+ var v3 = vertices[ y + 1 ][ x + 1 ];
+ var v4 = vertices[ y ][ x + 1 ];
- var n1 = na.clone();
- var n2 = na.clone();
- var n3 = nb.clone();
- var n4 = nb.clone();
+ var n1 = na.clone();
+ var n2 = na.clone();
+ var n3 = nb.clone();
+ var n4 = nb.clone();
- var uv1 = uvs[y][x].clone();
- var uv2 = uvs[y + 1][x].clone();
- var uv3 = uvs[y + 1][x + 1].clone();
- var uv4 = uvs[y][x + 1].clone();
+ var uv1 = uvs[ y ][ x ].clone();
+ var uv2 = uvs[ y + 1 ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+ var uv4 = uvs[ y ][ x + 1 ].clone();
- this.faces.push(new THREE.Face3(v1, v2, v4, [n1, n2, n4]));
- this.faceVertexUvs[0].push([uv1, uv2, uv4]);
+ this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
- this.faces.push(new THREE.Face3(v2, v3, v4, [n2.clone(), n3, n4.clone()]));
- this.faceVertexUvs[0].push([uv2.clone(), uv3, uv4.clone()]);
+ this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
- }
+ }
- }
+ }
- // top cap
+ // top cap
- if (openEnded === false && radiusTop > 0) {
+ if ( openEnded === false && radiusTop > 0 ) {
- this.vertices.push(new THREE.Vector3(0, heightHalf, 0));
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
- for (x = 0; x < radialSegments; x++) {
+ for ( x = 0; x < radialSegments; x ++ ) {
- var v1 = vertices[0][x];
- var v2 = vertices[0][x + 1];
- var v3 = this.vertices.length - 1;
+ var v1 = vertices[ 0 ][ x ];
+ var v2 = vertices[ 0 ][ x + 1 ];
+ var v3 = this.vertices.length - 1;
- var n1 = new THREE.Vector3(0, 1, 0);
- var n2 = new THREE.Vector3(0, 1, 0);
- var n3 = new THREE.Vector3(0, 1, 0);
+ var n1 = new THREE.Vector3( 0, 1, 0 );
+ var n2 = new THREE.Vector3( 0, 1, 0 );
+ var n3 = new THREE.Vector3( 0, 1, 0 );
- var uv1 = uvs[0][x].clone();
- var uv2 = uvs[0][x + 1].clone();
- var uv3 = new THREE.Vector2(uv2.x, 0);
+ var uv1 = uvs[ 0 ][ x ].clone();
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 0 );
- this.faces.push(new THREE.Face3(v1, v2, v3, [n1, n2, n3]));
- this.faceVertexUvs[0].push([uv1, uv2, uv3]);
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 1 ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
- }
+ }
- }
+ }
- // bottom cap
+ // bottom cap
- if (openEnded === false && radiusBottom > 0) {
+ if ( openEnded === false && radiusBottom > 0 ) {
- this.vertices.push(new THREE.Vector3(0, -heightHalf, 0));
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
- for (x = 0; x < radialSegments; x++) {
+ for ( x = 0; x < radialSegments; x ++ ) {
- var v1 = vertices[heightSegments][x + 1];
- var v2 = vertices[heightSegments][x];
- var v3 = this.vertices.length - 1;
+ var v1 = vertices[ heightSegments ][ x + 1 ];
+ var v2 = vertices[ heightSegments ][ x ];
+ var v3 = this.vertices.length - 1;
- var n1 = new THREE.Vector3(0, -1, 0);
- var n2 = new THREE.Vector3(0, -1, 0);
- var n3 = new THREE.Vector3(0, -1, 0);
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
- var uv1 = uvs[heightSegments][x + 1].clone();
- var uv2 = uvs[heightSegments][x].clone();
- var uv3 = new THREE.Vector2(uv2.x, 1);
+ var uv1 = uvs[ heightSegments ][ x + 1 ].clone();
+ var uv2 = uvs[ heightSegments ][ x ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 1 );
- this.faces.push(new THREE.Face3(v1, v2, v3, [n1, n2, n3]));
- this.faceVertexUvs[0].push([uv1, uv2, uv3]);
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ], undefined, 2 ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
- }
+ }
- }
+ }
- this.computeFaceNormals();
+ this.computeFaceNormals();
};
-THREE.CylinderGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
+THREE.CylinderGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.CylinderGeometry(
+ this.parameters.radiusTop,
+ this.parameters.radiusBottom,
+ this.parameters.height,
+ this.parameters.radialSegments,
+ this.parameters.heightSegments,
+ this.parameters.openEnded,
+ this.parameters.thetaStart,
+ this.parameters.thetaLength
+ );
+
+ return geometry;
+
+};
+
// File:src/extras/geometries/EdgesGeometry.js
/**
* @author WestLangley / http://github.com/WestLangley
*/
-THREE.EdgesGeometry = function (geometry, thresholdAngle) {
+THREE.EdgesGeometry = function ( geometry, thresholdAngle ) {
- THREE.BufferGeometry.call(this);
+ THREE.BufferGeometry.call( this );
- thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
+ thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
- var thresholdDot = Math.cos(THREE.Math.degToRad(thresholdAngle));
+ var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
- var edge = [0, 0], hash = {};
- var sortFunction = function (a, b) {
- return a - b
- };
+ var edge = [ 0, 0 ], hash = {};
+ var sortFunction = function ( a, b ) {
- var keys = ['a', 'b', 'c'];
+ return a - b;
- var geometry2;
+ };
- if (geometry instanceof THREE.BufferGeometry) {
+ var keys = [ 'a', 'b', 'c' ];
- geometry2 = new THREE.Geometry();
- geometry2.fromBufferGeometry(geometry);
+ var geometry2;
- } else {
+ if ( geometry instanceof THREE.BufferGeometry ) {
- geometry2 = geometry.clone();
+ geometry2 = new THREE.Geometry();
+ geometry2.fromBufferGeometry( geometry );
- }
+ } else {
- geometry2.mergeVertices();
- geometry2.computeFaceNormals();
+ geometry2 = geometry.clone();
- var vertices = geometry2.vertices;
- var faces = geometry2.faces;
- var numEdges = 0;
+ }
- for (var i = 0, l = faces.length; i < l; i++) {
+ geometry2.mergeVertices();
+ geometry2.computeFaceNormals();
- var face = faces[i];
+ var vertices = geometry2.vertices;
+ var faces = geometry2.faces;
- for (var j = 0; j < 3; j++) {
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
- edge[0] = face[keys[j]];
- edge[1] = face[keys[( j + 1 ) % 3]];
- edge.sort(sortFunction);
+ var face = faces[ i ];
- var key = edge.toString();
+ for ( var j = 0; j < 3; j ++ ) {
- if (hash[key] === undefined) {
+ edge[ 0 ] = face[ keys[ j ] ];
+ edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge.sort( sortFunction );
- hash[key] = {vert1: edge[0], vert2: edge[1], face1: i, face2: undefined};
- numEdges++;
+ var key = edge.toString();
- } else {
+ if ( hash[ key ] === undefined ) {
- hash[key].face2 = i;
+ hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
- }
+ } else {
- }
+ hash[ key ].face2 = i;
- }
+ }
- var coords = new Float32Array(numEdges * 2 * 3);
+ }
- var index = 0;
+ }
- for (var key in hash) {
+ var coords = [];
- var h = hash[key];
+ for ( var key in hash ) {
- if (h.face2 === undefined || faces[h.face1].normal.dot(faces[h.face2].normal) <= thresholdDot) {
+ var h = hash[ key ];
- var vertex = vertices[h.vert1];
- coords[index++] = vertex.x;
- coords[index++] = vertex.y;
- coords[index++] = vertex.z;
+ if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
- vertex = vertices[h.vert2];
- coords[index++] = vertex.x;
- coords[index++] = vertex.y;
- coords[index++] = vertex.z;
+ 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(coords, 3));
+ this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) );
};
-THREE.EdgesGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
+THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
// File:src/extras/geometries/ExtrudeGeometry.js
@@ -30865,7 +32830,7 @@ THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
* parameters = {
*
* curveSegments: , // number of points on the curves
- * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ * 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
@@ -30881,647 +32846,687 @@ THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry;
* }
**/
-THREE.ExtrudeGeometry = function (shapes, options) {
+THREE.ExtrudeGeometry = function ( shapes, options ) {
- if (typeof( shapes ) === "undefined") {
- shapes = [];
- return;
- }
+ if ( typeof( shapes ) === "undefined" ) {
+
+ shapes = [];
+ return;
- THREE.Geometry.call(this);
+ }
- this.type = 'ExtrudeGeometry';
+ THREE.Geometry.call( this );
- shapes = shapes instanceof Array ? shapes : [shapes];
+ this.type = 'ExtrudeGeometry';
- this.addShapeList(shapes, options);
+ shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
- this.computeFaceNormals();
+ this.addShapeList( shapes, options );
- // can't really use automatic vertex normals
- // as then front and back sides get smoothed too
- // should do separate smoothing just for sides
+ this.computeFaceNormals();
- //this.computeVertexNormals();
+ // can't really use automatic vertex normals
+ // as then front and back sides get smoothed too
+ // should do separate smoothing just for sides
- //THREE.log( "took", ( Date.now() - startTime ) );
+ //this.computeVertexNormals();
+
+ //console.log( "took", ( Date.now() - startTime ) );
};
-THREE.ExtrudeGeometry.prototype = Object.create(THREE.Geometry.prototype);
+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;
+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 );
+
+ }
- for (var s = 0; s < sl; s++) {
- var shape = shapes[s];
- this.addShape(shape, options);
- }
};
-THREE.ExtrudeGeometry.prototype.addShape = function (shape, options) {
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
- var amount = options.amount !== undefined ? options.amount : 100;
+ 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 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 bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
- var steps = options.steps !== undefined ? options.steps : 1;
+ var steps = options.steps !== undefined ? options.steps : 1;
- var extrudePath = options.extrudePath;
- var extrudePts, extrudeByPath = false;
+ 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;
+ // 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) {
+ var splineTube, binormal, normal, position2;
+ if ( extrudePath ) {
- extrudePts = extrudePath.getSpacedPoints(steps);
+ extrudePts = extrudePath.getSpacedPoints( steps );
- extrudeByPath = true;
- bevelEnabled = false; // bevels not supported for path extrusion
+ extrudeByPath = true;
+ bevelEnabled = false; // bevels not supported for path extrusion
- // SETUP TNB variables
+ // SETUP TNB variables
- // Reuse TNB from TubeGeomtry for now.
- // TODO1 - have a .isClosed in spline?
+ // 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);
+ splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames( extrudePath, steps, false );
- // THREE.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+ // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
- binormal = new THREE.Vector3();
- normal = new THREE.Vector3();
- position2 = new THREE.Vector3();
+ binormal = new THREE.Vector3();
+ normal = new THREE.Vector3();
+ position2 = new THREE.Vector3();
- }
+ }
- // Safeguards if bevels are not enabled
+ // Safeguards if bevels are not enabled
- if (!bevelEnabled) {
+ if ( ! bevelEnabled ) {
- bevelSegments = 0;
- bevelThickness = 0;
- bevelSize = 0;
+ bevelSegments = 0;
+ bevelThickness = 0;
+ bevelSize = 0;
- }
+ }
- // Variables initalization
+ // Variables initialization
- var ahole, h, hl; // looping of holes
- var scope = this;
+ var ahole, h, hl; // looping of holes
+ var scope = this;
- var shapesOffset = this.vertices.length;
+ var shapesOffset = this.vertices.length;
- var shapePoints = shape.extractPoints(curveSegments);
+ var shapePoints = shape.extractPoints( curveSegments );
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
- var reverse = !THREE.Shape.Utils.isClockWise(vertices);
+ var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
- if (reverse) {
+ if ( reverse ) {
- vertices = vertices.reverse();
+ vertices = vertices.reverse();
- // Maybe we should also check if holes are in the opposite direction, just to be safe ...
+ // 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++) {
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[h];
+ ahole = holes[ h ];
- if (THREE.Shape.Utils.isClockWise(ahole)) {
+ if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
- holes[h] = ahole.reverse();
+ holes[ h ] = ahole.reverse();
- }
+ }
- }
+ }
- reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
+ reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
- }
+ }
- var faces = THREE.Shape.Utils.triangulateShape(vertices, holes);
+ var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
- /* Vertices */
+ /* Vertices */
- var contour = vertices; // vertices has all points but contour has only points of circumference
+ var contour = vertices; // vertices has all points but contour has only points of circumference
- for (h = 0, hl = holes.length; h < hl; h++) {
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[h];
+ ahole = holes[ h ];
- vertices = vertices.concat(ahole);
+ vertices = vertices.concat( ahole );
- }
+ }
- function scalePt2(pt, vec, size) {
+ function scalePt2 ( pt, vec, size ) {
- if (!vec) THREE.error("THREE.ExtrudeGeometry: vec does not exist");
+ if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
- return vec.clone().multiplyScalar(size).add(pt);
+ return vec.clone().multiplyScalar( size ).add( pt );
- }
+ }
- var b, bs, t, z,
- vert, vlen = vertices.length,
- face, flen = faces.length;
+ var b, bs, t, z,
+ vert, vlen = vertices.length,
+ face, flen = faces.length;
- // Find directions for point movement
+ // Find directions for point movement
- function getBevelVec(inPt, inPrev, inNext) {
+ function getBevelVec( inPt, inPrev, inNext ) {
- var EPSILON = 0.0000000001;
+ var EPSILON = 0.0000000001;
- // computes for inPt the corresponding point inPt' on a new contour
- // shiftet by 1 unit (length of normalized vector) to the left
- // if we walk along contour clockwise, this new contour is outside the old one
- //
- // inPt' is the intersection of the two lines parallel to the two
- // adjacent edges of inPt at a distance of 1 unit on the left side.
+ // 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
+ 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
+ // 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_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 );
+ var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
- // check for colinear edges
- var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+ // check for collinear edges
+ var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
- if (Math.abs(colinear0) > EPSILON) { // not colinear
+ if ( Math.abs( collinear0 ) > EPSILON ) {
- // length of vectors for normalizing
+ // not collinear
- 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);
+ // length of vectors for normalizing
- // shift adjacent points by unit vectors to the left
+ 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 );
- var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
- var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
+ // shift adjacent points by unit vectors to the left
- var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
- var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
+ var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
+ var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
- // scaling factor for v_prev to intersection point
+ var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
+ var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
- 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 );
+ // scaling factor for v_prev to intersection point
- // vector from inPt 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 );
- v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
- v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
+ // vector from inPt to intersection point
- // 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);
- }
+ v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
+ v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
- } else { // handle special case of colinear edges
+ // 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 ) {
- var direction_eq = false; // assumes: opposite
- if (v_prev_x > EPSILON) {
- if (v_next_x > EPSILON) {
- direction_eq = true;
- }
- } else {
- if (v_prev_x < -EPSILON) {
- if (v_next_x < -EPSILON) {
- direction_eq = true;
- }
- } else {
- if (Math.sign(v_prev_y) == Math.sign(v_next_y)) {
- direction_eq = true;
- }
- }
- }
+ return new THREE.Vector2( v_trans_x, v_trans_y );
- if (direction_eq) {
- // THREE.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 {
- // THREE.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);
- }
+ } else {
- }
+ shrink_by = Math.sqrt( v_trans_lensq / 2 );
- return new THREE.Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
+ }
- }
+ } else {
+ // handle special case of collinear edges
- var contourMovements = [];
+ var direction_eq = false; // assumes: opposite
+ if ( v_prev_x > EPSILON ) {
- for (var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
+ if ( v_next_x > EPSILON ) {
- if (j === il) j = 0;
- if (k === il) k = 0;
+ direction_eq = true;
- // (j)---(i)---(k)
- // THREE.log('i,j,k', i, j , k)
+ }
- contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
+ } else {
- }
+ if ( v_prev_x < - EPSILON ) {
- var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+ if ( v_next_x < - EPSILON ) {
- for (h = 0, hl = holes.length; h < hl; h++) {
+ direction_eq = true;
- ahole = holes[h];
+ }
- oneHoleMovements = [];
+ } else {
- for (i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
+ if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
- if (j === il) j = 0;
- if (k === il) k = 0;
+ direction_eq = true;
- // (j)---(i)---(k)
- oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
+ }
- }
+ }
- holesMovements.push(oneHoleMovements);
- verticesMovements = verticesMovements.concat(oneHoleMovements);
+ }
- }
+ 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 );
- // Loop bevelSegments, 1 for the front, 1 for the back
+ } else {
- for (b = 0; b < bevelSegments; b++) {
- //for ( b = bevelSegments; b > 0; b -- ) {
+ // 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 );
- 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
+ return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
- for (i = 0, il = contour.length; i < il; i++) {
+ }
- vert = scalePt2(contour[i], contourMovements[i], bs);
- v(vert.x, vert.y, -z);
+ var contourMovements = [];
- }
+ for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- // expand holes
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
- for (h = 0, hl = holes.length; h < hl; h++) {
+ // (j)---(i)---(k)
+ // console.log('i,j,k', i, j , k)
- ahole = holes[h];
- oneHoleMovements = holesMovements[h];
+ contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
- for (i = 0, il = ahole.length; i < il; i++) {
+ }
- vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
+ var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
- v(vert.x, vert.y, -z);
+ 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 ++ ) {
- bs = bevelSize;
+ if ( j === il ) j = 0;
+ if ( k === il ) k = 0;
- // Back facing vertices
+ // (j)---(i)---(k)
+ oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
- for (i = 0; i < vlen; i++) {
+ }
- vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
+ holesMovements.push( oneHoleMovements );
+ verticesMovements = verticesMovements.concat( oneHoleMovements );
- if (!extrudeByPath) {
+ }
- v(vert.x, vert.y, 0);
- } else {
+ // Loop bevelSegments, 1 for the front, 1 for the back
- // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+ for ( b = 0; b < bevelSegments; b ++ ) {
- normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
- binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
+ //for ( b = bevelSegments; b > 0; b -- ) {
- position2.copy(extrudePts[0]).add(normal).add(binormal);
+ t = b / bevelSegments;
+ z = bevelThickness * ( 1 - t );
- v(position2.x, position2.y, position2.z);
+ //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 ++ ) {
- // Add stepped vertices...
- // Including front facing vertices
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- var s;
+ v( vert.x, vert.y, - z );
- for (s = 1; s <= steps; s++) {
+ }
- for (i = 0; i < vlen; i++) {
+ // expand holes
- vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- if (!extrudeByPath) {
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
- v(vert.x, vert.y, amount / steps * s);
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
- } else {
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+ v( vert.x, vert.y, - z );
- 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);
+ }
- }
+ bs = bevelSize;
- }
+ // Back facing vertices
- }
+ for ( i = 0; i < vlen; i ++ ) {
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- // Add bevel segments planes
+ if ( ! extrudeByPath ) {
- //for ( b = 1; b <= bevelSegments; b ++ ) {
- for (b = bevelSegments - 1; b >= 0; b--) {
+ v( vert.x, vert.y, 0 );
- 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);
+ } else {
- // contract shape
+ // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
- for (i = 0, il = contour.length; i < il; i++) {
+ normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
+ binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
- vert = scalePt2(contour[i], contourMovements[i], bs);
- v(vert.x, vert.y, amount + z);
+ position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
- }
+ v( position2.x, position2.y, position2.z );
- // expand holes
+ }
- for (h = 0, hl = holes.length; h < hl; h++) {
+ }
- ahole = holes[h];
- oneHoleMovements = holesMovements[h];
+ // Add stepped vertices...
+ // Including front facing vertices
- for (i = 0, il = ahole.length; i < il; i++) {
+ var s;
- vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
+ for ( s = 1; s <= steps; s ++ ) {
- if (!extrudeByPath) {
+ for ( i = 0; i < vlen; i ++ ) {
- v(vert.x, vert.y, amount + z);
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- } else {
+ if ( ! extrudeByPath ) {
- v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
+ 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 );
- /* Faces */
+ v( position2.x, position2.y, position2.z );
- // Top and bottom faces
+ }
- buildLidFaces();
+ }
- // Sides faces
+ }
- buildSideFaces();
+ // Add bevel segments planes
- ///// Internal functions
+ //for ( b = 1; b <= bevelSegments; b ++ ) {
+ for ( b = bevelSegments - 1; b >= 0; b -- ) {
- function buildLidFaces() {
+ 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 );
- if (bevelEnabled) {
+ // contract shape
- var layer = 0; // steps + 1
- var offset = vlen * layer;
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
- // Bottom faces
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+ v( vert.x, vert.y, amount + z );
- for (i = 0; i < flen; i++) {
+ }
- face = faces[i];
- f3(face[2] + offset, face[1] + offset, face[0] + offset);
+ // expand holes
- }
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- layer = steps + bevelSegments * 2;
- offset = vlen * layer;
+ ahole = holes[ h ];
+ oneHoleMovements = holesMovements[ h ];
- // Top faces
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
- for (i = 0; i < flen; i++) {
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- face = faces[i];
- f3(face[0] + offset, face[1] + offset, face[2] + offset);
+ if ( ! extrudeByPath ) {
- }
+ v( vert.x, vert.y, amount + z );
- } else {
+ } else {
- // Bottom faces
+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
- for (i = 0; i < flen; i++) {
+ }
- face = faces[i];
- f3(face[2], face[1], face[0]);
+ }
- }
+ }
- // Top faces
+ }
- for (i = 0; i < flen; i++) {
+ /* Faces */
- face = faces[i];
- f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
+ // Top and bottom faces
- }
- }
+ buildLidFaces();
- }
+ // Sides faces
- // Create faces for the z-sides of the shape
+ buildSideFaces();
- function buildSideFaces() {
- var layeroffset = 0;
- sidewalls(contour, layeroffset);
- layeroffset += contour.length;
+ ///// Internal functions
- for (h = 0, hl = holes.length; h < hl; h++) {
+ function buildLidFaces() {
- ahole = holes[h];
- sidewalls(ahole, layeroffset);
+ if ( bevelEnabled ) {
- //, true
- layeroffset += ahole.length;
+ var layer = 0; // steps + 1
+ var offset = vlen * layer;
- }
+ // Bottom faces
- }
+ for ( i = 0; i < flen; i ++ ) {
- function sidewalls(contour, layeroffset) {
+ face = faces[ i ];
+ f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
- var j, k;
- i = contour.length;
+ }
- while (--i >= 0) {
+ layer = steps + bevelSegments * 2;
+ offset = vlen * layer;
- j = i;
- k = i - 1;
- if (k < 0) k = contour.length - 1;
+ // Top faces
- //THREE.log('b', i,j, i-1, k,vertices.length);
+ for ( i = 0; i < flen; i ++ ) {
- var s = 0, sl = steps + bevelSegments * 2;
+ face = faces[ i ];
+ f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
- for (s = 0; s < sl; s++) {
+ }
- var slen1 = vlen * s;
- var slen2 = vlen * ( s + 1 );
+ } else {
- var a = layeroffset + j + slen1,
- b = layeroffset + k + slen1,
- c = layeroffset + k + slen2,
- d = layeroffset + j + slen2;
+ // Bottom faces
- f4(a, b, c, d, contour, s, sl, j, k);
+ for ( i = 0; i < flen; i ++ ) {
- }
- }
+ face = faces[ i ];
+ f3( face[ 2 ], face[ 1 ], face[ 0 ] );
- }
+ }
+ // Top faces
- function v(x, y, z) {
+ for ( i = 0; i < flen; i ++ ) {
- scope.vertices.push(new THREE.Vector3(x, y, z));
+ face = faces[ i ];
+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
- }
+ }
- function f3(a, b, c) {
+ }
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
+ }
- scope.faces.push(new THREE.Face3(a, b, c));
+ // Create faces for the z-sides of the shape
- var uvs = uvgen.generateTopUV(scope, a, b, c);
+ function buildSideFaces() {
- scope.faceVertexUvs[0].push(uvs);
+ var layeroffset = 0;
+ sidewalls( contour, layeroffset );
+ layeroffset += contour.length;
- }
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- function f4(a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2) {
+ ahole = holes[ h ];
+ sidewalls( ahole, layeroffset );
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
- d += shapesOffset;
+ //, true
+ layeroffset += ahole.length;
- scope.faces.push(new THREE.Face3(a, b, d));
- scope.faces.push(new THREE.Face3(b, c, d));
+ }
- 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]]);
+ 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 ) );
+
+ 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 ) );
+ scope.faces.push( new THREE.Face3( b, c, d ) );
+
+ 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)
- ];
- }
- }
+ 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
@@ -31542,121 +33547,119 @@ THREE.ExtrudeGeometry.WorldUVGenerator = {
* }
**/
-THREE.ShapeGeometry = function (shapes, options) {
+THREE.ShapeGeometry = function ( shapes, options ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'ShapeGeometry';
+ this.type = 'ShapeGeometry';
- if (shapes instanceof Array === false) shapes = [shapes];
+ if ( Array.isArray( shapes ) === false ) shapes = [ shapes ];
- this.addShapeList(shapes, options);
+ this.addShapeList( shapes, options );
- this.computeFaceNormals();
+ this.computeFaceNormals();
};
-THREE.ShapeGeometry.prototype = Object.create(THREE.Geometry.prototype);
+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) {
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
- for (var i = 0, l = shapes.length; i < l; i++) {
+ for ( var i = 0, l = shapes.length; i < l; i ++ ) {
- this.addShape(shapes[i], options);
+ this.addShape( shapes[ i ], options );
- }
+ }
- return this;
+ return this;
};
/**
* Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
*/
-THREE.ShapeGeometry.prototype.addShape = function (shape, options) {
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
- if (options === undefined) options = {};
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+ 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 material = options.material;
+ var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
- //
+ //
- var i, l, hole;
+ var i, l, hole;
- var shapesOffset = this.vertices.length;
- var shapePoints = shape.extractPoints(curveSegments);
+ var shapesOffset = this.vertices.length;
+ var shapePoints = shape.extractPoints( curveSegments );
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
+ var vertices = shapePoints.shape;
+ var holes = shapePoints.holes;
- var reverse = !THREE.Shape.Utils.isClockWise(vertices);
+ var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
- if (reverse) {
+ if ( reverse ) {
- vertices = vertices.reverse();
+ vertices = vertices.reverse();
- // Maybe we should also check if holes are in the opposite direction, just to be safe...
+ // 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++) {
+ for ( i = 0, l = holes.length; i < l; i ++ ) {
- hole = holes[i];
+ hole = holes[ i ];
- if (THREE.Shape.Utils.isClockWise(hole)) {
+ if ( THREE.Shape.Utils.isClockWise( hole ) ) {
- holes[i] = hole.reverse();
+ holes[ i ] = hole.reverse();
- }
+ }
- }
+ }
- reverse = false;
+ reverse = false;
- }
-
- var faces = THREE.Shape.Utils.triangulateShape(vertices, holes);
+ }
- // Vertices
+ var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
- var contour = vertices;
+ // Vertices
- for (i = 0, l = holes.length; i < l; i++) {
+ for ( i = 0, l = holes.length; i < l; i ++ ) {
- hole = holes[i];
- vertices = vertices.concat(hole);
+ hole = holes[ i ];
+ vertices = vertices.concat( hole );
- }
+ }
- //
+ //
- var vert, vlen = vertices.length;
- var face, flen = faces.length;
+ var vert, vlen = vertices.length;
+ var face, flen = faces.length;
- for (i = 0; i < vlen; i++) {
+ for ( i = 0; i < vlen; i ++ ) {
- vert = vertices[i];
+ vert = vertices[ i ];
- this.vertices.push(new THREE.Vector3(vert.x, vert.y, 0));
+ this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
- }
+ }
- for (i = 0; i < flen; i++) {
+ for ( i = 0; i < flen; i ++ ) {
- face = faces[i];
+ face = faces[ i ];
- var a = face[0] + shapesOffset;
- var b = face[1] + shapesOffset;
- var c = face[2] + shapesOffset;
+ 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));
+ this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
+ this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) );
- }
+ }
};
@@ -31665,7 +33668,7 @@ THREE.ShapeGeometry.prototype.addShape = function (shape, options) {
/**
* @author astrodud / http://astrodud.isgreat.org/
* @author zz85 / https://github.com/zz85
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*/
// points - to create a closed torus, one must use a set of points
@@ -31675,432 +33678,409 @@ THREE.ShapeGeometry.prototype.addShape = function (shape, options) {
// phiLength - the radian (0 to 2*PI) range of the lathed section
// 2*pi is a closed lathe, less than 2PI is a portion.
-THREE.LatheGeometry = function (points, segments, phiStart, phiLength) {
+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'LatheGeometry';
+ this.type = 'LatheGeometry';
- this.parameters = {
- points: points,
- segments: segments,
- phiStart: phiStart,
- phiLength: phiLength
- };
+ this.parameters = {
+ points: points,
+ segments: segments,
+ phiStart: phiStart,
+ phiLength: phiLength
+ };
- segments = segments || 12;
- phiStart = phiStart || 0;
- phiLength = phiLength || 2 * Math.PI;
+ segments = segments || 12;
+ phiStart = phiStart || 0;
+ phiLength = phiLength || 2 * Math.PI;
- var inversePointLength = 1.0 / ( points.length - 1 );
- var inverseSegments = 1.0 / segments;
+ var inversePointLength = 1.0 / ( points.length - 1 );
+ var inverseSegments = 1.0 / segments;
- for (var i = 0, il = segments; i <= il; i++) {
+ for ( var i = 0, il = segments; i <= il; i ++ ) {
- var phi = phiStart + i * inverseSegments * phiLength;
+ var phi = phiStart + i * inverseSegments * phiLength;
- var c = Math.cos(phi),
- s = Math.sin(phi);
+ var c = Math.cos( phi ),
+ s = Math.sin( phi );
- for (var j = 0, jl = points.length; j < jl; j++) {
+ for ( var j = 0, jl = points.length; j < jl; j ++ ) {
- var pt = points[j];
+ var pt = points[ j ];
- var vertex = new THREE.Vector3();
+ var vertex = new THREE.Vector3();
- vertex.x = c * pt.x - s * pt.y;
- vertex.y = s * pt.x + c * pt.y;
- vertex.z = pt.z;
+ vertex.x = c * pt.x - s * pt.y;
+ vertex.y = s * pt.x + c * pt.y;
+ vertex.z = pt.z;
- this.vertices.push(vertex);
+ this.vertices.push( vertex );
- }
+ }
- }
+ }
- var np = points.length;
+ var np = points.length;
- for (var i = 0, il = segments; i < il; i++) {
+ for ( var i = 0, il = segments; i < il; i ++ ) {
- for (var j = 0, jl = points.length - 1; j < jl; j++) {
+ for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
- var base = j + np * i;
- var a = base;
- var b = base + np;
- var c = base + 1 + np;
- var d = base + 1;
+ var base = j + np * i;
+ var a = base;
+ var b = base + np;
+ var c = base + 1 + np;
+ var d = base + 1;
- var u0 = i * inverseSegments;
- var v0 = j * inversePointLength;
- var u1 = u0 + inverseSegments;
- var v1 = v0 + inversePointLength;
+ var u0 = i * inverseSegments;
+ var v0 = j * inversePointLength;
+ var u1 = u0 + inverseSegments;
+ var v1 = v0 + inversePointLength;
- this.faces.push(new THREE.Face3(a, b, d));
+ this.faces.push( new THREE.Face3( a, b, d ) );
- this.faceVertexUvs[0].push([
+ this.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2(u0, v0),
- new THREE.Vector2(u1, v0),
- new THREE.Vector2(u0, v1)
+ new THREE.Vector2( u0, v0 ),
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u0, v1 )
- ]);
+ ] );
- this.faces.push(new THREE.Face3(b, c, d));
+ this.faces.push( new THREE.Face3( b, c, d ) );
- this.faceVertexUvs[0].push([
+ this.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2(u1, v0),
- new THREE.Vector2(u1, v1),
- new THREE.Vector2(u0, v1)
+ new THREE.Vector2( u1, v0 ),
+ new THREE.Vector2( u1, v1 ),
+ new THREE.Vector2( u0, v1 )
- ]);
+ ] );
- }
+ }
- }
+ }
- this.mergeVertices();
- this.computeFaceNormals();
- this.computeVertexNormals();
+ this.mergeVertices();
+ this.computeFaceNormals();
+ this.computeVertexNormals();
};
-THREE.LatheGeometry.prototype = Object.create(THREE.Geometry.prototype);
+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.log('THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.');
-
- THREE.Geometry.call(this);
-
- this.type = 'PlaneGeometry';
-
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
-
- this.fromBufferGeometry(new THREE.PlaneBufferGeometry(width, height, widthSegments, heightSegments));
-
-};
-
-THREE.PlaneGeometry.prototype = Object.create(THREE.Geometry.prototype);
-THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
-
-// File:src/extras/geometries/PlaneBufferGeometry.js
+// 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.PlaneBufferGeometry = function (width, height, widthSegments, heightSegments) {
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
- THREE.BufferGeometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'PlaneBufferGeometry';
+ this.type = 'PlaneGeometry';
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
+ this.parameters = {
+ width: width,
+ height: height,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments
+ };
- var width_half = width / 2;
- var height_half = height / 2;
+ this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
- var gridX = widthSegments || 1;
- var gridY = heightSegments || 1;
+};
- var gridX1 = gridX + 1;
- var gridY1 = gridY + 1;
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
- var segment_width = width / gridX;
- var segment_height = height / gridY;
+THREE.PlaneGeometry.prototype.clone = function () {
- var vertices = new Float32Array(gridX1 * gridY1 * 3);
- var normals = new Float32Array(gridX1 * gridY1 * 3);
- var uvs = new Float32Array(gridX1 * gridY1 * 2);
+ var geometry = new THREE.PlaneGeometry(
+ this.parameters.width,
+ this.parameters.height,
+ this.parameters.widthSegments,
+ this.parameters.heightSegments
+ );
- var offset = 0;
- var offset2 = 0;
+ return geometry;
- for (var iy = 0; iy < gridY1; iy++) {
+};
- var y = iy * segment_height - height_half;
+// File:src/extras/geometries/PlaneBufferGeometry.js
- for (var ix = 0; ix < gridX1; ix++) {
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
- var x = ix * segment_width - width_half;
+THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
- vertices[offset] = x;
- vertices[offset + 1] = -y;
+ THREE.BufferGeometry.call( this );
- normals[offset + 2] = 1;
+ this.type = 'PlaneBufferGeometry';
- uvs[offset2] = ix / gridX;
- uvs[offset2 + 1] = 1 - ( iy / gridY );
+ this.parameters = {
+ width: width,
+ height: height,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments
+ };
- offset += 3;
- offset2 += 2;
+ 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;
- offset = 0;
+ var segment_width = width / gridX;
+ var segment_height = height / gridY;
- var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )(gridX * gridY * 6);
+ var vertices = new Float32Array( gridX1 * gridY1 * 3 );
+ var normals = new Float32Array( gridX1 * gridY1 * 3 );
+ var uvs = new Float32Array( gridX1 * gridY1 * 2 );
- for (var iy = 0; iy < gridY; iy++) {
+ var offset = 0;
+ var offset2 = 0;
- for (var ix = 0; ix < gridX; ix++) {
+ for ( var iy = 0; iy < gridY1; iy ++ ) {
- var a = ix + gridX1 * iy;
- var b = ix + gridX1 * ( iy + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = ( ix + 1 ) + gridX1 * iy;
+ var y = iy * segment_height - height_half;
- indices[offset] = a;
- indices[offset + 1] = b;
- indices[offset + 2] = d;
+ for ( var ix = 0; ix < gridX1; ix ++ ) {
- indices[offset + 3] = b;
- indices[offset + 4] = c;
- indices[offset + 5] = d;
+ var x = ix * segment_width - width_half;
- offset += 6;
+ vertices[ offset ] = x;
+ vertices[ offset + 1 ] = - y;
- }
+ normals[ offset + 2 ] = 1;
- }
+ uvs[ offset2 ] = ix / gridX;
+ uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
- this.addAttribute('index', new THREE.BufferAttribute(indices, 1));
- this.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
- this.addAttribute('normal', new THREE.BufferAttribute(normals, 3));
- this.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
+ offset += 3;
+ offset2 += 2;
-};
+ }
-THREE.PlaneBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
-THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
+ }
-// File:src/extras/geometries/RingGeometry.js
+ offset = 0;
-/**
- * @author Kaleb Murphy
- */
+ var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
-THREE.RingGeometry = function (innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {
+ for ( var iy = 0; iy < gridY; iy ++ ) {
- THREE.Geometry.call(this);
+ for ( var ix = 0; ix < gridX; ix ++ ) {
- this.type = 'RingGeometry';
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
- this.parameters = {
- innerRadius: innerRadius,
- outerRadius: outerRadius,
- thetaSegments: thetaSegments,
- phiSegments: phiSegments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
+ indices[ offset ] = a;
+ indices[ offset + 1 ] = b;
+ indices[ offset + 2 ] = d;
- innerRadius = innerRadius || 0;
- outerRadius = outerRadius || 50;
+ indices[ offset + 3 ] = b;
+ indices[ offset + 4 ] = c;
+ indices[ offset + 5 ] = d;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+ offset += 6;
- thetaSegments = thetaSegments !== undefined ? Math.max(3, thetaSegments) : 8;
- phiSegments = phiSegments !== undefined ? Math.max(1, phiSegments) : 8;
+ }
- var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
+ }
- for (i = 0; i < phiSegments + 1; i++) { // concentric circles inside ring
+ 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 ) );
- for (o = 0; o < thetaSegments + 1; o++) { // number of segments per circle
+};
- var vertex = new THREE.Vector3();
- var segment = thetaStart + o / thetaSegments * thetaLength;
- vertex.x = radius * Math.cos(segment);
- vertex.y = radius * Math.sin(segment);
+THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
+THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
- this.vertices.push(vertex);
- uvs.push(new THREE.Vector2(( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2));
- }
+THREE.PlaneBufferGeometry.prototype.clone = function () {
- radius += radiusStep;
+ var geometry = new THREE.PlaneBufferGeometry(
+ this.parameters.width,
+ this.parameters.height,
+ this.parameters.widthSegments,
+ this.parameters.heightSegments
+ );
- }
+ geometry.copy( this );
- var n = new THREE.Vector3(0, 0, 1);
+ return geometry;
- for (i = 0; i < phiSegments; i++) { // concentric circles inside ring
+};
- var thetaSegment = i * (thetaSegments + 1);
+// File:src/extras/geometries/RingGeometry.js
- for (o = 0; o < thetaSegments; o++) { // number of segments per circle
+/**
+ * @author Kaleb Murphy
+ */
- var segment = o + thetaSegment;
+THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
- var v1 = segment;
- var v2 = segment + thetaSegments + 1;
- var v3 = segment + thetaSegments + 2;
+ THREE.Geometry.call( this );
- this.faces.push(new THREE.Face3(v1, v2, v3, [n.clone(), n.clone(), n.clone()]));
- this.faceVertexUvs[0].push([uvs[v1].clone(), uvs[v2].clone(), uvs[v3].clone()]);
+ this.type = 'RingGeometry';
- v1 = segment;
- v2 = segment + thetaSegments + 2;
- v3 = segment + 1;
+ this.parameters = {
+ innerRadius: innerRadius,
+ outerRadius: outerRadius,
+ thetaSegments: thetaSegments,
+ phiSegments: phiSegments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
- this.faces.push(new THREE.Face3(v1, v2, v3, [n.clone(), n.clone(), n.clone()]));
- this.faceVertexUvs[0].push([uvs[v1].clone(), uvs[v2].clone(), uvs[v3].clone()]);
+ innerRadius = innerRadius || 0;
+ outerRadius = outerRadius || 50;
- }
- }
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- this.computeFaceNormals();
+ thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
+ phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
- this.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius);
+ var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
-};
+ for ( i = 0; i < phiSegments + 1; i ++ ) {
-THREE.RingGeometry.prototype = Object.create(THREE.Geometry.prototype);
-THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
+ // concentric circles inside ring
+ for ( o = 0; o < thetaSegments + 1; o ++ ) {
-// File:src/extras/geometries/SphereGeometry.js
+ // number of segments per circle
-/**
- * @author mrdoob / http://mrdoob.com/
- */
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + o / thetaSegments * thetaLength;
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
-THREE.SphereGeometry = function (radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
- THREE.log('THREE.SphereGeometry: Consider using THREE.SphereBufferGeometry for lower memory footprint.');
+ }
- THREE.Geometry.call(this);
+ radius += radiusStep;
- this.type = 'SphereGeometry';
+ }
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
+ var n = new THREE.Vector3( 0, 0, 1 );
- radius = radius || 50;
+ for ( i = 0; i < phiSegments; i ++ ) {
- widthSegments = Math.max(3, Math.floor(widthSegments) || 8);
- heightSegments = Math.max(2, Math.floor(heightSegments) || 6);
+ // concentric circles inside ring
- phiStart = phiStart !== undefined ? phiStart : 0;
- phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+ var thetaSegment = i * ( thetaSegments + 1 );
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+ for ( o = 0; o < thetaSegments ; o ++ ) {
- var x, y, vertices = [], uvs = [];
+ // number of segments per circle
- for (y = 0; y <= heightSegments; y++) {
+ var segment = o + thetaSegment;
- var verticesRow = [];
- var uvsRow = [];
+ var v1 = segment;
+ var v2 = segment + thetaSegments + 1;
+ var v3 = segment + thetaSegments + 2;
- for (x = 0; x <= widthSegments; x++) {
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] );
- var u = x / widthSegments;
- var v = y / heightSegments;
+ v1 = segment;
+ v2 = segment + thetaSegments + 2;
+ v3 = segment + 1;
- var vertex = new THREE.Vector3();
- vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
- vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
- vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ] );
- this.vertices.push(vertex);
+ }
- verticesRow.push(this.vertices.length - 1);
- uvsRow.push(new THREE.Vector2(u, 1 - v));
+ }
- }
+ this.computeFaceNormals();
- vertices.push(verticesRow);
- uvs.push(uvsRow);
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
- }
+};
- for (y = 0; y < heightSegments; y++) {
+THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
+THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
- for (x = 0; x < widthSegments; x++) {
+THREE.RingGeometry.prototype.clone = function () {
- var v1 = vertices[y][x + 1];
- var v2 = vertices[y][x];
- var v3 = vertices[y + 1][x];
- var v4 = vertices[y + 1][x + 1];
+ var geometry = new THREE.RingGeometry(
+ this.parameters.innerRadius,
+ this.parameters.outerRadius,
+ this.parameters.thetaSegments,
+ this.parameters.phiSegments,
+ this.parameters.thetaStart,
+ this.parameters.thetaLength
+ );
- var n1 = this.vertices[v1].clone().normalize();
- var n2 = this.vertices[v2].clone().normalize();
- var n3 = this.vertices[v3].clone().normalize();
- var n4 = this.vertices[v4].clone().normalize();
+ return geometry;
- var uv1 = uvs[y][x + 1].clone();
- var uv2 = uvs[y][x].clone();
- var uv3 = uvs[y + 1][x].clone();
- var uv4 = uvs[y + 1][x + 1].clone();
+};
- if (Math.abs(this.vertices[v1].y) === radius) {
+// File:src/extras/geometries/SphereGeometry.js
- uv1.x = ( uv1.x + uv2.x ) / 2;
- this.faces.push(new THREE.Face3(v1, v3, v4, [n1, n3, n4]));
- this.faceVertexUvs[0].push([uv1, uv3, uv4]);
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- } else if (Math.abs(this.vertices[v3].y) === radius) {
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
- uv3.x = ( uv3.x + uv4.x ) / 2;
- this.faces.push(new THREE.Face3(v1, v2, v3, [n1, n2, n3]));
- this.faceVertexUvs[0].push([uv1, uv2, uv3]);
+ THREE.Geometry.call( this );
- } else {
+ this.type = 'SphereGeometry';
- this.faces.push(new THREE.Face3(v1, v2, v4, [n1, n2, n4]));
- this.faceVertexUvs[0].push([uv1, uv2, uv4]);
+ this.parameters = {
+ radius: radius,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ phiStart: phiStart,
+ phiLength: phiLength,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
- this.faces.push(new THREE.Face3(v2, v3, v4, [n2.clone(), n3, n4.clone()]));
- this.faceVertexUvs[0].push([uv2.clone(), uv3, uv4.clone()]);
+ 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;
- }
+THREE.SphereGeometry.prototype.clone = function () {
- this.computeFaceNormals();
+ var geometry = new THREE.SphereGeometry(
+ this.parameters.radius,
+ this.parameters.widthSegments,
+ this.parameters.heightSegments,
+ this.parameters.phiStart,
+ this.parameters.phiLength,
+ this.parameters.thetaStart,
+ this.parameters.thetaLength
+ );
- this.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius);
+ return geometry;
};
-THREE.SphereGeometry.prototype = Object.create(THREE.Geometry.prototype);
-THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
-
// File:src/extras/geometries/SphereBufferGeometry.js
/**
@@ -32108,112 +34088,121 @@ THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
* based on THREE.SphereGeometry
*/
-THREE.SphereBufferGeometry = function (radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {
+THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
- THREE.BufferGeometry.call(this);
+ THREE.BufferGeometry.call( this );
- this.type = 'SphereBufferGeometry';
+ this.type = 'SphereBufferGeometry';
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
+ this.parameters = {
+ radius: radius,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ phiStart: phiStart,
+ phiLength: phiLength,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
- radius = radius || 50;
+ radius = radius || 50;
- widthSegments = Math.max(3, Math.floor(widthSegments) || 8);
- heightSegments = Math.max(2, Math.floor(heightSegments) || 6);
+ 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;
+ phiStart = phiStart !== undefined ? phiStart : 0;
+ phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
- var stride = ( 3 + 3 + 2 );
- var vertexBuffer = new THREE.InterleavedBuffer(new Float32Array(( ( widthSegments + 1 ) * ( heightSegments + 1 ) ) * stride), stride);
+ var thetaEnd = thetaStart + thetaLength;
- var positions = new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0);
- this.addAttribute('position', positions);
- var normals = new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 3);
- this.addAttribute('normal', normals);
- var uvs = new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 6);
- this.addAttribute('uv', uvs);
+ var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) );
- var x, y, u, v, px, py, pz, index = 0, vertices = [], normal = new THREE.Vector3();
+ 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 );
- for (y = 0; y <= heightSegments; y++) {
+ var index = 0, vertices = [], normal = new THREE.Vector3();
- var verticesRow = [];
+ for ( var y = 0; y <= heightSegments; y ++ ) {
- v = y / heightSegments;
+ var verticesRow = [];
- for (x = 0; x <= widthSegments; x++) {
+ var v = y / heightSegments;
- u = x / widthSegments;
+ for ( var x = 0; x <= widthSegments; x ++ ) {
- px = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
- py = radius * Math.cos(thetaStart + v * thetaLength);
- pz = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
+ var u = x / widthSegments;
- normal.set(px, py, pz).normalize();
+ 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 );
- positions.setXYZ(index, px, py, pz);
- normals.setXYZ(index, normal.x, normal.y, normal.z);
- uvs.setXY(index, u, 1 - v);
+ normal.set( px, py, pz ).normalize();
- verticesRow.push(index);
+ positions.setXYZ( index, px, py, pz );
+ normals.setXYZ( index, normal.x, normal.y, normal.z );
+ uvs.setXY( index, u, 1 - v );
- index++;
+ verticesRow.push( index );
- }
+ index ++;
- vertices.push(verticesRow);
+ }
- }
+ vertices.push( verticesRow );
- var indices = [];
- var ul;
- for (y = 0, ul = heightSegments - 1; y < ul; y++) {
+ }
- for (x = 0; x < widthSegments; x++) {
+ var indices = [];
- var v1 = vertices[y][x + 1];
- var v2 = vertices[y][x];
- var v3 = vertices[y + 1][x];
- var v4 = vertices[y + 1][x + 1];
+ for ( var y = 0; y < heightSegments; y ++ ) {
- if (y !== 0) indices.push(v1, v2, v4);
- indices.push(v2, v3, v4);
+ 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 ];
- y = heightSegments;
+ if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 );
+ if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 );
- for (x = 0; x < widthSegments; x++) {
+ }
- var v2 = vertices[y][x];
- var v3 = vertices[y - 1][x];
- var v4 = vertices[y - 1][x + 1];
+ }
- indices.push(v2, v4, v3);
+ this.setIndex( new THREE.BufferAttribute( new Uint16Array( 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;
+
+THREE.SphereBufferGeometry.prototype.clone = function () {
- this.addAttribute('index', new THREE.BufferAttribute(new Uint16Array(indices), 1));
+ var geometry = new THREE.SphereBufferGeometry(
+ this.parameters.radius,
+ this.parameters.widthSegments,
+ this.parameters.heightSegments,
+ this.parameters.phiStart,
+ this.parameters.phiLength,
+ this.parameters.thetaStart,
+ this.parameters.thetaLength
+ );
- this.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius);
+ geometry.copy( this );
+
+ return geometry;
};
-THREE.SphereBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);
-THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry;
// File:src/extras/geometries/TextGeometry.js
/**
@@ -32242,41 +34231,41 @@ THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry;
/* Usage Examples
- // TextGeometry wrapper
+ // TextGeometry wrapper
- var text3d = new TextGeometry( text, options );
+ var text3d = new TextGeometry( text, options );
- // Complete manner
+ // Complete manner
- var textShapes = THREE.FontUtils.generateShapes( text, options );
- var text3d = new ExtrudeGeometry( textShapes, options );
+ var textShapes = THREE.FontUtils.generateShapes( text, options );
+ var text3d = new ExtrudeGeometry( textShapes, options );
- */
+*/
-THREE.TextGeometry = function (text, parameters) {
+THREE.TextGeometry = function ( text, parameters ) {
- parameters = parameters || {};
+ parameters = parameters || {};
- var textShapes = THREE.FontUtils.generateShapes(text, parameters);
+ var textShapes = THREE.FontUtils.generateShapes( text, parameters );
- // translate parameters to ExtrudeGeometry API
+ // translate parameters to ExtrudeGeometry API
- parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+ parameters.amount = parameters.height !== undefined ? parameters.height : 50;
- // defaults
+ // defaults
- if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;
- if (parameters.bevelSize === undefined) parameters.bevelSize = 8;
- if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;
+ if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+ if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+ if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
- THREE.ExtrudeGeometry.call(this, textShapes, parameters);
+ THREE.ExtrudeGeometry.call( this, textShapes, parameters );
- this.type = 'TextGeometry';
+ this.type = 'TextGeometry';
};
-THREE.TextGeometry.prototype = Object.create(THREE.ExtrudeGeometry.prototype);
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
// File:src/extras/geometries/TorusGeometry.js
@@ -32287,80 +34276,94 @@ THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
* 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.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'TorusGeometry';
+ this.type = 'TorusGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
+ this.parameters = {
+ radius: radius,
+ tube: tube,
+ radialSegments: radialSegments,
+ tubularSegments: tubularSegments,
+ arc: arc
+ };
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = radialSegments || 8;
- tubularSegments = tubularSegments || 6;
- arc = arc || Math.PI * 2;
+ radius = radius || 100;
+ tube = tube || 40;
+ radialSegments = radialSegments || 8;
+ tubularSegments = tubularSegments || 6;
+ arc = arc || Math.PI * 2;
- var center = new THREE.Vector3(), uvs = [], normals = [];
+ var center = new THREE.Vector3(), uvs = [], normals = [];
- for (var j = 0; j <= radialSegments; j++) {
+ for ( var j = 0; j <= radialSegments; j ++ ) {
- for (var i = 0; i <= tubularSegments; i++) {
+ for ( var i = 0; i <= tubularSegments; i ++ ) {
- var u = i / tubularSegments * arc;
- var v = j / radialSegments * Math.PI * 2;
+ var u = i / tubularSegments * arc;
+ var v = j / radialSegments * Math.PI * 2;
- center.x = radius * Math.cos(u);
- center.y = radius * Math.sin(u);
+ center.x = radius * Math.cos( u );
+ center.y = radius * Math.sin( u );
- var vertex = new THREE.Vector3();
- vertex.x = ( radius + tube * Math.cos(v) ) * Math.cos(u);
- vertex.y = ( radius + tube * Math.cos(v) ) * Math.sin(u);
- vertex.z = tube * Math.sin(v);
+ var vertex = new THREE.Vector3();
+ vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
+ vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
+ vertex.z = tube * Math.sin( v );
- this.vertices.push(vertex);
+ this.vertices.push( vertex );
- uvs.push(new THREE.Vector2(i / tubularSegments, j / radialSegments));
- normals.push(vertex.clone().sub(center).normalize());
+ uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
+ normals.push( vertex.clone().sub( center ).normalize() );
- }
+ }
- }
+ }
- for (var j = 1; j <= radialSegments; j++) {
+ for ( var j = 1; j <= radialSegments; j ++ ) {
- for (var i = 1; i <= tubularSegments; i++) {
+ for ( var i = 1; i <= tubularSegments; i ++ ) {
- var a = ( tubularSegments + 1 ) * j + i - 1;
- var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
- var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
- var d = ( tubularSegments + 1 ) * j + i;
+ var a = ( tubularSegments + 1 ) * j + i - 1;
+ var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+ var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
+ var d = ( tubularSegments + 1 ) * j + i;
- var face = new THREE.Face3(a, b, d, [normals[a].clone(), normals[b].clone(), normals[d].clone()]);
- this.faces.push(face);
- this.faceVertexUvs[0].push([uvs[a].clone(), uvs[b].clone(), uvs[d].clone()]);
+ var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
- face = new THREE.Face3(b, c, d, [normals[b].clone(), normals[c].clone(), normals[d].clone()]);
- this.faces.push(face);
- this.faceVertexUvs[0].push([uvs[b].clone(), uvs[c].clone(), uvs[d].clone()]);
+ face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
+ this.faces.push( face );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
- }
+ }
- }
+ }
- this.computeFaceNormals();
+ this.computeFaceNormals();
};
-THREE.TorusGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
+THREE.TorusGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.TorusGeometry(
+ this.parameters.radius,
+ this.parameters.tube,
+ this.parameters.radialSegments,
+ this.parameters.tubularSegments,
+ this.parameters.arc
+ );
+
+ return geometry;
+
+};
+
// File:src/extras/geometries/TorusKnotGeometry.js
/**
@@ -32368,115 +34371,132 @@ THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
* based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
*/
-THREE.TorusKnotGeometry = function (radius, tube, radialSegments, tubularSegments, p, q, heightScale) {
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'TorusKnotGeometry';
+ this.type = 'TorusKnotGeometry';
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- p: p,
- q: q,
- heightScale: heightScale
- };
+ this.parameters = {
+ radius: radius,
+ tube: tube,
+ radialSegments: radialSegments,
+ tubularSegments: tubularSegments,
+ p: p,
+ q: q,
+ heightScale: heightScale
+ };
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = radialSegments || 64;
- tubularSegments = tubularSegments || 8;
- p = p || 2;
- q = q || 3;
- heightScale = heightScale || 1;
+ radius = radius || 100;
+ tube = tube || 40;
+ radialSegments = radialSegments || 64;
+ tubularSegments = tubularSegments || 8;
+ p = p || 2;
+ q = q || 3;
+ heightScale = heightScale || 1;
- var grid = new Array(radialSegments);
- var tang = new THREE.Vector3();
- var n = new THREE.Vector3();
- var bitan = new THREE.Vector3();
+ var grid = new Array( radialSegments );
+ var tang = new THREE.Vector3();
+ var n = new THREE.Vector3();
+ var bitan = new THREE.Vector3();
- for (var i = 0; i < radialSegments; ++i) {
+ for ( var i = 0; i < radialSegments; ++ i ) {
- grid[i] = new Array(tubularSegments);
- var u = i / radialSegments * 2 * p * Math.PI;
- var p1 = getPos(u, q, p, radius, heightScale);
- var p2 = getPos(u + 0.01, q, p, radius, heightScale);
- tang.subVectors(p2, p1);
- n.addVectors(p2, p1);
+ grid[ i ] = new Array( tubularSegments );
+ var u = i / radialSegments * 2 * p * Math.PI;
+ var p1 = getPos( u, q, p, radius, heightScale );
+ var p2 = getPos( u + 0.01, q, p, radius, heightScale );
+ tang.subVectors( p2, p1 );
+ n.addVectors( p2, p1 );
- bitan.crossVectors(tang, n);
- n.crossVectors(bitan, tang);
- bitan.normalize();
- n.normalize();
+ bitan.crossVectors( tang, n );
+ n.crossVectors( bitan, tang );
+ bitan.normalize();
+ n.normalize();
- for (var j = 0; j < tubularSegments; ++j) {
+ for ( var j = 0; j < tubularSegments; ++ j ) {
- var v = j / tubularSegments * 2 * Math.PI;
- var cx = -tube * Math.cos(v); // TODO: Hack: Negating it so it faces outside.
- var cy = tube * Math.sin(v);
+ var v = j / tubularSegments * 2 * Math.PI;
+ var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+ var cy = tube * Math.sin( v );
- var pos = new THREE.Vector3();
- pos.x = p1.x + cx * n.x + cy * bitan.x;
- pos.y = p1.y + cx * n.y + cy * bitan.y;
- pos.z = p1.z + cx * n.z + cy * bitan.z;
+ var pos = new THREE.Vector3();
+ pos.x = p1.x + cx * n.x + cy * bitan.x;
+ pos.y = p1.y + cx * n.y + cy * bitan.y;
+ pos.z = p1.z + cx * n.z + cy * bitan.z;
- grid[i][j] = this.vertices.push(pos) - 1;
+ grid[ i ][ j ] = this.vertices.push( pos ) - 1;
- }
+ }
- }
+ }
- for (var i = 0; i < radialSegments; ++i) {
+ for ( var i = 0; i < radialSegments; ++ i ) {
- for (var j = 0; j < tubularSegments; ++j) {
+ for ( var j = 0; j < tubularSegments; ++ j ) {
- var ip = ( i + 1 ) % radialSegments;
- var jp = ( j + 1 ) % tubularSegments;
+ var ip = ( i + 1 ) % radialSegments;
+ var jp = ( j + 1 ) % tubularSegments;
- var a = grid[i][j];
- var b = grid[ip][j];
- var c = grid[ip][jp];
- var d = grid[i][jp];
+ var a = grid[ i ][ j ];
+ var b = grid[ ip ][ j ];
+ var c = grid[ ip ][ jp ];
+ var d = grid[ i ][ jp ];
- var uva = new THREE.Vector2(i / radialSegments, j / tubularSegments);
- var uvb = new THREE.Vector2(( i + 1 ) / radialSegments, j / tubularSegments);
- var uvc = new THREE.Vector2(( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments);
- var uvd = new THREE.Vector2(i / radialSegments, ( j + 1 ) / tubularSegments);
+ var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
+ var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
+ var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
+ var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
- this.faces.push(new THREE.Face3(a, b, d));
- this.faceVertexUvs[0].push([uva, uvb, uvd]);
+ this.faces.push( new THREE.Face3( 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.faces.push( new THREE.Face3( b, c, d ) );
+ this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
- }
- }
+ }
- this.computeFaceNormals();
- this.computeVertexNormals();
+ }
- function getPos(u, in_q, in_p, radius, heightScale) {
+ this.computeFaceNormals();
+ this.computeVertexNormals();
- var cu = Math.cos(u);
- var su = Math.sin(u);
- var quOverP = in_q / in_p * u;
- var cs = Math.cos(quOverP);
+ function getPos( u, in_q, in_p, radius, heightScale ) {
- var tx = radius * ( 2 + cs ) * 0.5 * cu;
- var ty = radius * ( 2 + cs ) * su * 0.5;
- var tz = heightScale * radius * Math.sin(quOverP) * 0.5;
+ var cu = Math.cos( u );
+ var su = Math.sin( u );
+ var quOverP = in_q / in_p * u;
+ var cs = Math.cos( quOverP );
- return new THREE.Vector3(tx, ty, tz);
+ var tx = radius * ( 2 + cs ) * 0.5 * cu;
+ var ty = radius * ( 2 + cs ) * su * 0.5;
+ var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
- }
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
};
-THREE.TorusKnotGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
+THREE.TorusKnotGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.TorusKnotGeometry(
+ this.parameters.radius,
+ this.parameters.tube,
+ this.parameters.radialSegments,
+ this.parameters.tubularSegments,
+ this.parameters.p,
+ this.parameters.q,
+ this.parameters.heightScale
+ );
+
+ return geometry;
+
+};
+
// File:src/extras/geometries/TubeGeometry.js
/**
@@ -32493,285 +34513,296 @@ THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
* http://www.cs.indiana.edu/pub/techreports/TR425.pdf
*/
-THREE.TubeGeometry = function (path, segments, radius, radialSegments, closed, taper) {
+THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'TubeGeometry';
+ this.type = 'TubeGeometry';
- this.parameters = {
- path: path,
- segments: segments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
+ this.parameters = {
+ path: path,
+ segments: segments,
+ radius: radius,
+ radialSegments: radialSegments,
+ closed: closed
+ };
- segments = segments || 64;
- radius = radius || 1;
- radialSegments = radialSegments || 8;
- closed = closed || false;
- taper = taper || THREE.TubeGeometry.NoTaper;
+ segments = segments || 64;
+ radius = radius || 1;
+ radialSegments = radialSegments || 8;
+ closed = closed || false;
+ taper = taper || THREE.TubeGeometry.NoTaper;
- var grid = [];
+ var grid = [];
- var scope = this,
+ var scope = this,
- tangent,
- normal,
- binormal,
+ tangent,
+ normal,
+ binormal,
- numpoints = segments + 1,
+ numpoints = segments + 1,
- u, v, r,
+ u, v, r,
- cx, cy,
- pos, pos2 = new THREE.Vector3(),
- i, j,
- ip, jp,
- a, b, c, d,
- uva, uvb, uvc, uvd;
+ 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;
+ 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;
+ // proxy internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
- function vert(x, y, z) {
+ function vert( x, y, z ) {
- return scope.vertices.push(new THREE.Vector3(x, y, z)) - 1;
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
- }
+ }
- // consruct the grid
+ // construct the grid
- for (i = 0; i < numpoints; i++) {
+ for ( i = 0; i < numpoints; i ++ ) {
- grid[i] = [];
+ grid[ i ] = [];
- u = i / ( numpoints - 1 );
+ u = i / ( numpoints - 1 );
- pos = path.getPointAt(u);
+ pos = path.getPointAt( u );
- tangent = tangents[i];
- normal = normals[i];
- binormal = binormals[i];
+ tangent = tangents[ i ];
+ normal = normals[ i ];
+ binormal = binormals[ i ];
- r = radius * taper(u);
+ r = radius * taper( u );
- for (j = 0; j < radialSegments; j++) {
+ for ( j = 0; j < radialSegments; j ++ ) {
- v = j / radialSegments * 2 * Math.PI;
+ v = j / radialSegments * 2 * Math.PI;
- cx = -r * Math.cos(v); // TODO: Hack: Negating it so it faces outside.
- cy = r * Math.sin(v);
+ 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;
+ 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);
+ grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
- }
- }
+ }
+ }
- // construct the mesh
- for (i = 0; i < segments; i++) {
+ // construct the mesh
- for (j = 0; j < radialSegments; j++) {
+ for ( i = 0; i < segments; i ++ ) {
- ip = ( closed ) ? (i + 1) % segments : i + 1;
- jp = (j + 1) % radialSegments;
+ for ( j = 0; j < radialSegments; j ++ ) {
- a = grid[i][j]; // *** NOT NECESSARILY PLANAR ! ***
- b = grid[ip][j];
- c = grid[ip][jp];
- d = grid[i][jp];
+ ip = ( closed ) ? ( i + 1 ) % segments : i + 1;
+ jp = ( j + 1 ) % radialSegments;
- 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);
+ a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
+ b = grid[ ip ][ j ];
+ c = grid[ ip ][ jp ];
+ d = grid[ i ][ jp ];
- this.faces.push(new THREE.Face3(a, b, d));
- this.faceVertexUvs[0].push([uva, uvb, uvd]);
+ 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(b, c, d));
- this.faceVertexUvs[0].push([uvb.clone(), uvc, uvd.clone()]);
+ 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();
+ }
+
+ }
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
};
-THREE.TubeGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
-THREE.TubeGeometry.NoTaper = function (u) {
+THREE.TubeGeometry.NoTaper = function ( u ) {
- return 1;
+ return 1;
};
-THREE.TubeGeometry.SinusoidalTaper = function (u) {
+THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
- return Math.sin(Math.PI * 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) {
+THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
- var normal = new THREE.Vector3(),
+ var normal = new THREE.Vector3(),
- tangents = [],
- normals = [],
- binormals = [],
+ tangents = [],
+ normals = [],
+ binormals = [],
- vec = new THREE.Vector3(),
- mat = new THREE.Matrix4(),
+ vec = new THREE.Vector3(),
+ mat = new THREE.Matrix4(),
- numpoints = segments + 1,
- theta,
- epsilon = 0.0001,
- smallest,
+ numpoints = segments + 1,
+ theta,
+ epsilon = 0.0001,
+ smallest,
- tx, ty, tz,
- i, u;
+ tx, ty, tz,
+ i, u;
- // expose internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
+ // expose internals
+ this.tangents = tangents;
+ this.normals = normals;
+ this.binormals = binormals;
- // compute the tangent vectors for each segment on the path
+ // compute the tangent vectors for each segment on the path
- for (i = 0; i < numpoints; i++) {
+ for ( i = 0; i < numpoints; i ++ ) {
- u = i / ( numpoints - 1 );
+ u = i / ( numpoints - 1 );
- tangents[i] = path.getTangentAt(u);
- tangents[i].normalize();
+ tangents[ i ] = path.getTangentAt( u );
+ tangents[ i ].normalize();
- }
+ }
- initialNormal3();
+ 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 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() {
+ function initialNormal2() {
- // This uses the Frenet-Serret formula for deriving binormal
- var t2 = path.getTangentAt( epsilon );
+ // 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 ] = 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();
+ normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
- }
- */
+ }
+ */
- function initialNormal3() {
- // select an initial normal vector perpenicular to the first tangent vector,
- // and in the direction of the smallest tangent xyz component
+ function initialNormal3() {
- 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);
+ // select an initial normal vector perpendicular to the first tangent vector,
+ // and in the direction of the smallest tangent xyz component
- if (tx <= smallest) {
- smallest = tx;
- normal.set(1, 0, 0);
- }
+ 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 (ty <= smallest) {
- smallest = ty;
- normal.set(0, 1, 0);
- }
+ if ( tx <= smallest ) {
- if (tz <= smallest) {
- normal.set(0, 0, 1);
- }
+ smallest = tx;
+ normal.set( 1, 0, 0 );
- vec.crossVectors(tangents[0], normal).normalize();
+ }
- normals[0].crossVectors(tangents[0], vec);
- binormals[0].crossVectors(tangents[0], normals[0]);
- }
+ if ( ty <= smallest ) {
+ smallest = ty;
+ normal.set( 0, 1, 0 );
- // compute the slowly-varying normal and binormal vectors for each segment on the path
+ }
- for (i = 1; i < numpoints; i++) {
+ if ( tz <= smallest ) {
- normals[i] = normals[i - 1].clone();
+ normal.set( 0, 0, 1 );
- binormals[i] = binormals[i - 1].clone();
+ }
- vec.crossVectors(tangents[i - 1], tangents[i]);
+ vec.crossVectors( tangents[ 0 ], normal ).normalize();
- if (vec.length() > epsilon) {
+ normals[ 0 ].crossVectors( tangents[ 0 ], vec );
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
- 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));
+ // compute the slowly-varying normal and binormal vectors for each segment on the path
- }
+ for ( i = 1; i < numpoints; i ++ ) {
- binormals[i].crossVectors(tangents[i], normals[i]);
+ normals[ i ] = normals[ i - 1 ].clone();
- }
+ binormals[ i ] = binormals[ i - 1 ].clone();
+ vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+ if ( vec.length() > epsilon ) {
- if (closed) {
+ vec.normalize();
- theta = Math.acos(THREE.Math.clamp(normals[0].dot(normals[numpoints - 1]), -1, 1));
- theta /= ( numpoints - 1 );
+ theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
- if (tangents[0].dot(vec.crossVectors(normals[0], normals[numpoints - 1])) > 0) {
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
- theta = -theta;
+ }
- }
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
- 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]);
- }
+ // 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
@@ -32780,397 +34811,474 @@ THREE.TubeGeometry.FrenetFrames = function (path, segments, closed) {
* @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.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'PolyhedronGeometry';
+ this.type = 'PolyhedronGeometry';
- this.parameters = {
- vertices: vertices,
- indices: indices,
- radius: radius,
- detail: detail
- };
+ this.parameters = {
+ vertices: vertices,
+ indices: indices,
+ radius: radius,
+ detail: detail
+ };
- radius = radius || 1;
- detail = detail || 0;
+ radius = radius || 1;
+ detail = detail || 0;
- var that = this;
+ var that = this;
- for (var i = 0, l = vertices.length; i < l; i += 3) {
+ for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
- prepare(new THREE.Vector3(vertices[i], vertices[i + 1], vertices[i + 2]));
+ prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
- }
+ }
- var p = this.vertices;
+ var p = this.vertices;
- var faces = [];
+ var faces = [];
- for (var i = 0, j = 0, l = indices.length; i < l; i += 3, j++) {
+ 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]];
+ 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()]);
+ faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, j );
- }
+ }
- var centroid = new THREE.Vector3();
+ var centroid = new THREE.Vector3();
- for (var i = 0, l = faces.length; i < l; i++) {
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
- subdivide(faces[i], detail);
+ subdivide( faces[ i ], detail );
- }
+ }
- // Handle case when face straddles the seam
+ // Handle case when face straddles the seam
- for (var i = 0, l = this.faceVertexUvs[0].length; i < l; i++) {
+ for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
- var uvs = this.faceVertexUvs[0][i];
+ var uvs = this.faceVertexUvs[ 0 ][ i ];
- var x0 = uvs[0].x;
- var x1 = uvs[1].x;
- var x2 = uvs[2].x;
+ var x0 = uvs[ 0 ].x;
+ var x1 = uvs[ 1 ].x;
+ var x2 = uvs[ 2 ].x;
- var max = Math.max(x0, Math.max(x1, x2));
- var min = Math.min(x0, Math.min(x1, x2));
+ var max = Math.max( x0, Math.max( x1, x2 ) );
+ var min = Math.min( x0, Math.min( x1, x2 ) );
- if (max > 0.9 && min < 0.1) { // 0.9 is somewhat arbitrary
+ if ( max > 0.9 && min < 0.1 ) {
- if (x0 < 0.2) uvs[0].x += 1;
- if (x1 < 0.2) uvs[1].x += 1;
- if (x2 < 0.2) uvs[2].x += 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++) {
+ // Apply radius
- this.vertices[i].multiplyScalar(radius);
+ for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
- }
+ this.vertices[ i ].multiplyScalar( radius );
+ }
- // Merge vertices
- this.mergeVertices();
+ // Merge vertices
- this.computeFaceNormals();
+ this.mergeVertices();
- this.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius);
+ this.computeFaceNormals();
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
- // Project vector onto sphere's surface
- function prepare(vector) {
+ // Project vector onto sphere's surface
- var vertex = vector.normalize().clone();
- vertex.index = that.vertices.push(vertex) - 1;
+ function prepare( vector ) {
- // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+ var vertex = vector.normalize().clone();
+ vertex.index = that.vertices.push( vertex ) - 1;
- 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);
+ // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
- return vertex;
+ 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) {
+ // Approximate a curved face with recursively sub-divided triangles.
- var face = new THREE.Face3(v1.index, v2.index, v3.index, [v1.clone(), v2.clone(), v3.clone()]);
- that.faces.push(face);
+ function make( v1, v2, v3, materialIndex ) {
- centroid.copy(v1).add(v2).add(v3).divideScalar(3);
+ var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, materialIndex );
+ that.faces.push( face );
- var azi = azimuth(centroid);
+ centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
- that.faceVertexUvs[0].push([
- correctUV(v1.uv, v1, azi),
- correctUV(v2.uv, v2, azi),
- correctUV(v3.uv, v3, azi)
- ]);
+ 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) {
+ // Analytically subdivide a face to the required detail level.
- 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 = [];
+ function subdivide( face, detail ) {
- // Construct all of the vertices for this subdivision.
+ 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 = [];
- for (var i = 0; i <= cols; i++) {
+ var materialIndex = face.materialIndex;
- v[i] = [];
+ // Construct all of the vertices for this subdivision.
- var aj = prepare(a.clone().lerp(c, i / cols));
- var bj = prepare(b.clone().lerp(c, i / cols));
- var rows = cols - i;
+ for ( var i = 0 ; i <= cols; i ++ ) {
- for (var j = 0; j <= rows; j++) {
+ v[ i ] = [];
- if (j == 0 && i == cols) {
+ var aj = prepare( a.clone().lerp( c, i / cols ) );
+ var bj = prepare( b.clone().lerp( c, i / cols ) );
+ var rows = cols - i;
- v[i][j] = aj;
+ for ( var j = 0; j <= rows; j ++ ) {
- } else {
+ if ( j === 0 && i === cols ) {
- v[i][j] = prepare(aj.clone().lerp(bj, j / rows));
+ 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++) {
+ // Construct all of the faces.
- var k = Math.floor(j / 2);
+ for ( var i = 0; i < cols ; i ++ ) {
- if (j % 2 == 0) {
+ for ( var j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
- make(
- v[i][k + 1],
- v[i + 1][k],
- v[i][k]
- );
+ var k = Math.floor( j / 2 );
- } else {
+ if ( j % 2 === 0 ) {
- make(
- v[i][k + 1],
- v[i + 1][k + 1],
- v[i + 1][k]
- );
+ make(
+ v[ i ][ k + 1 ],
+ v[ i + 1 ][ k ],
+ v[ i ][ k ],
+ materialIndex
+ );
- }
+ } else {
- }
+ make(
+ v[ i ][ k + 1 ],
+ v[ i + 1 ][ k + 1 ],
+ v[ i + 1 ][ k ],
+ materialIndex
+ );
- }
+ }
- }
+ }
+ }
- // Angle around the Y axis, counter-clockwise when looking from above.
+ }
- function azimuth(vector) {
- return Math.atan2(vector.z, -vector.x);
+ // 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 )));
+ // 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();
+ // 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 = Object.create( THREE.Geometry.prototype );
THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
+THREE.PolyhedronGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.PolyhedronGeometry(
+ this.parameters.vertices,
+ this.parameters.indices,
+ this.parameters.radius,
+ this.parameters.detail
+ );
+
+ return geometry.copy( this );
+
+};
+
+THREE.PolyhedronGeometry.prototype.copy = function ( source ) {
+
+ THREE.Geometry.prototype.copy.call( this, source );
+ return this;
+
+};
+
// File:src/extras/geometries/DodecahedronGeometry.js
/**
* @author Abe Pazos / https://hamoid.com
*/
-THREE.DodecahedronGeometry = function (radius, detail) {
+THREE.DodecahedronGeometry = function ( radius, detail ) {
- this.parameters = {
- radius: radius,
- detail: detail
- };
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+ var r = 1 / t;
- var t = ( 1 + Math.sqrt(5) ) / 2;
- var r = 1 / t;
+ var vertices = [
- 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,
- // (±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,
- // (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,
- // (±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
+ ];
- // (±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
+ ];
- var indices = [
- 3, 11, 7, 3, 7, 15, 3, 15, 13,
- 7, 19, 17, 7, 17, 6, 7, 6, 15,
- 17, 4, 8, 17, 8, 10, 17, 10, 6,
- 8, 0, 16, 8, 16, 2, 8, 2, 10,
- 0, 12, 1, 0, 1, 18, 0, 18, 16,
- 6, 10, 2, 6, 2, 13, 6, 13, 15,
- 2, 16, 18, 2, 18, 3, 2, 3, 13,
- 18, 1, 9, 18, 9, 11, 18, 11, 3,
- 4, 14, 12, 4, 12, 0, 4, 0, 8,
- 11, 9, 5, 11, 5, 19, 11, 19, 7,
- 19, 5, 14, 19, 14, 4, 19, 4, 17,
- 1, 12, 14, 1, 14, 5, 1, 5, 9
- ];
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
- THREE.PolyhedronGeometry.call(this, vertices, indices, radius, detail);
+ this.type = 'DodecahedronGeometry';
+
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
};
-THREE.DodecahedronGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
+THREE.DodecahedronGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.DodecahedronGeometry(
+ this.parameters.radius,
+ this.parameters.detail
+ );
+
+ geometry.copy( this );
+
+ return geometry;
+
+};
+
// File:src/extras/geometries/IcosahedronGeometry.js
/**
* @author timothypratley / https://github.com/timothypratley
*/
-THREE.IcosahedronGeometry = function (radius, detail) {
+THREE.IcosahedronGeometry = function ( radius, detail ) {
+
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
- 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 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
+ ];
- 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 );
- THREE.PolyhedronGeometry.call(this, vertices, indices, radius, detail);
+ this.type = 'IcosahedronGeometry';
- this.type = 'IcosahedronGeometry';
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
- this.parameters = {
- radius: radius,
- detail: detail
- };
};
-THREE.IcosahedronGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
+THREE.IcosahedronGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.IcosahedronGeometry(
+ this.parameters.radius,
+ this.parameters.detail
+ );
+
+ geometry.copy( this );
+
+ return geometry;
+
+};
+
// File:src/extras/geometries/OctahedronGeometry.js
/**
* @author timothypratley / https://github.com/timothypratley
*/
-THREE.OctahedronGeometry = function (radius, detail) {
+THREE.OctahedronGeometry = function ( radius, detail ) {
- this.parameters = {
- radius: radius,
- detail: detail
- };
+ var vertices = [
+ 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1
+ ];
- var 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
+ ];
- 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 );
- THREE.PolyhedronGeometry.call(this, vertices, indices, radius, detail);
+ this.type = 'OctahedronGeometry';
- this.type = 'OctahedronGeometry';
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
- this.parameters = {
- radius: radius,
- detail: detail
- };
};
-THREE.OctahedronGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.OctahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
+THREE.OctahedronGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.OctahedronGeometry(
+ this.parameters.radius,
+ this.parameters.detail
+ );
+
+ geometry.copy( this );
+
+ return geometry;
+
+};
+
// File:src/extras/geometries/TetrahedronGeometry.js
/**
* @author timothypratley / https://github.com/timothypratley
*/
-THREE.TetrahedronGeometry = function (radius, detail) {
+THREE.TetrahedronGeometry = function ( radius, detail ) {
- var vertices = [
- 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
- ];
+ 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
- ];
+ var indices = [
+ 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
+ ];
- THREE.PolyhedronGeometry.call(this, vertices, indices, radius, detail);
+ THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
- this.type = 'TetrahedronGeometry';
+ this.type = 'TetrahedronGeometry';
- this.parameters = {
- radius: radius,
- detail: detail
- };
+ this.parameters = {
+ radius: radius,
+ detail: detail
+ };
};
-THREE.TetrahedronGeometry.prototype = Object.create(THREE.Geometry.prototype);
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.prototype );
THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
+THREE.TetrahedronGeometry.prototype.clone = function () {
+
+ var geometry = new THREE.TetrahedronGeometry(
+ this.parameters.radius,
+ this.parameters.detail
+ );
+
+ geometry.copy( this );
+
+ return geometry;
+
+};
+
// File:src/extras/geometries/ParametricGeometry.js
/**
@@ -33182,80 +35290,81 @@ THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
*
*/
-THREE.ParametricGeometry = function (func, slices, stacks) {
+THREE.ParametricGeometry = function ( func, slices, stacks ) {
- THREE.Geometry.call(this);
+ THREE.Geometry.call( this );
- this.type = 'ParametricGeometry';
+ this.type = 'ParametricGeometry';
- this.parameters = {
- func: func,
- slices: slices,
- stacks: stacks
- };
+ this.parameters = {
+ func: func,
+ slices: slices,
+ stacks: stacks
+ };
- var verts = this.vertices;
- var faces = this.faces;
- var uvs = this.faceVertexUvs[0];
+ var verts = this.vertices;
+ var faces = this.faces;
+ var uvs = this.faceVertexUvs[ 0 ];
- var i, j, p;
- var u, v;
+ var i, j, p;
+ var u, v;
- var sliceCount = slices + 1;
+ var sliceCount = slices + 1;
- for (i = 0; i <= stacks; i++) {
+ for ( i = 0; i <= stacks; i ++ ) {
- v = i / stacks;
+ v = i / stacks;
- for (j = 0; j <= slices; j++) {
+ for ( j = 0; j <= slices; j ++ ) {
- u = j / slices;
+ u = j / slices;
- p = func(u, v);
- verts.push(p);
+ p = func( u, v );
+ verts.push( p );
- }
- }
+ }
- var a, b, c, d;
- var uva, uvb, uvc, uvd;
+ }
- for (i = 0; i < stacks; i++) {
+ var a, b, c, d;
+ var uva, uvb, uvc, uvd;
- for (j = 0; j < slices; j++) {
+ for ( i = 0; i < stacks; i ++ ) {
- a = i * sliceCount + j;
- b = i * sliceCount + j + 1;
- c = (i + 1) * sliceCount + j + 1;
- d = (i + 1) * sliceCount + j;
+ for ( j = 0; j < slices; 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);
+ a = i * sliceCount + j;
+ b = i * sliceCount + j + 1;
+ c = ( i + 1 ) * sliceCount + j + 1;
+ d = ( i + 1 ) * sliceCount + j;
- faces.push(new THREE.Face3(a, b, d));
- uvs.push([uva, uvb, uvd]);
+ 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(b, c, d));
- uvs.push([uvb.clone(), uvc, uvd.clone()]);
+ 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() ] );
- }
+ }
- // THREE.log(this);
+ }
- // magic bullet
- // var diff = this.mergeVertices();
- // THREE.log('removed ', diff, ' vertices by merging');
+ // console.log(this);
- this.computeFaceNormals();
- this.computeVertexNormals();
+ // 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 = Object.create( THREE.Geometry.prototype );
THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
// File:src/extras/geometries/WireframeGeometry.js
@@ -33264,175 +35373,182 @@ THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
* @author mrdoob / http://mrdoob.com/
*/
-THREE.WireframeGeometry = function (geometry) {
+THREE.WireframeGeometry = function ( geometry ) {
- THREE.BufferGeometry.call(this);
+ THREE.BufferGeometry.call( this );
- var edge = [0, 0], hash = {};
- var sortFunction = function (a, b) {
- return a - b
- };
+ var edge = [ 0, 0 ], hash = {};
+ var sortFunction = function ( a, b ) {
- var keys = ['a', 'b', 'c'];
+ return a - b;
- if (geometry instanceof THREE.Geometry) {
+ };
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var numEdges = 0;
+ var keys = [ 'a', 'b', 'c' ];
- // allocate maximal size
- var edges = new Uint32Array(6 * faces.length);
+ if ( geometry instanceof THREE.Geometry ) {
- for (var i = 0, l = faces.length; i < l; i++) {
+ var vertices = geometry.vertices;
+ var faces = geometry.faces;
+ var numEdges = 0;
- var face = faces[i];
+ // allocate maximal size
+ var edges = new Uint32Array( 6 * faces.length );
- for (var j = 0; j < 3; j++) {
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
- edge[0] = face[keys[j]];
- edge[1] = face[keys[( j + 1 ) % 3]];
- edge.sort(sortFunction);
+ var face = faces[ i ];
- var key = edge.toString();
+ for ( var j = 0; j < 3; j ++ ) {
- if (hash[key] === undefined) {
+ edge[ 0 ] = face[ keys[ j ] ];
+ edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
+ edge.sort( sortFunction );
- edges[2 * numEdges] = edge[0];
- edges[2 * numEdges + 1] = edge[1];
- hash[key] = true;
- numEdges++;
+ 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 coords = new Float32Array( numEdges * 2 * 3 );
- var vertex = vertices[edges [2 * i + j]];
+ for ( var i = 0, l = numEdges; i < l; i ++ ) {
- var index = 6 * i + 3 * j;
- coords[index + 0] = vertex.x;
- coords[index + 1] = vertex.y;
- coords[index + 2] = vertex.z;
+ 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.attributes.index !== undefined) { // Indexed BufferGeometry
+ this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
- var vertices = geometry.attributes.position;
- var indices = geometry.attributes.index.array;
- var drawcalls = geometry.drawcalls;
- var numEdges = 0;
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
- if (drawcalls.length === 0) {
+ if ( geometry.index !== null ) {
- drawcalls = [{count: indices.length, index: 0, start: 0}];
+ // Indexed BufferGeometry
- }
+ var indices = geometry.index.array;
+ var vertices = geometry.attributes.position;
+ var drawcalls = geometry.drawcalls;
+ var numEdges = 0;
- // allocate maximal size
- var edges = new Uint32Array(2 * indices.length);
+ if ( drawcalls.length === 0 ) {
- for (var o = 0, ol = drawcalls.length; o < ol; ++o) {
+ geometry.addGroup( 0, indices.length );
- var start = drawcalls[o].start;
- var count = drawcalls[o].count;
- var index = drawcalls[o].index;
+ }
- for (var i = start, il = start + count; i < il; i += 3) {
+ // allocate maximal size
+ var edges = new Uint32Array( 2 * indices.length );
- for (var j = 0; j < 3; j++) {
+ for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
- edge[0] = index + indices[i + j];
- edge[1] = index + indices[i + ( j + 1 ) % 3];
- edge.sort(sortFunction);
+ var drawcall = drawcalls[ o ];
- var key = edge.toString();
+ var start = drawcall.start;
+ var count = drawcall.count;
- if (hash[key] === undefined) {
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
- edges[2 * numEdges] = edge[0];
- edges[2 * numEdges + 1] = edge[1];
- hash[key] = true;
- numEdges++;
+ 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);
+ var coords = new Float32Array( numEdges * 2 * 3 );
- }
+ for ( var i = 0, l = numEdges; i < l; i ++ ) {
- }
+ for ( var j = 0; j < 2; j ++ ) {
- this.addAttribute('position', new THREE.BufferAttribute(coords, 3));
+ var index = 6 * i + 3 * j;
+ var index2 = edges[ 2 * i + j ];
- } else { // non-indexed BufferGeometry
+ coords[ index + 0 ] = vertices.getX( index2 );
+ coords[ index + 1 ] = vertices.getY( index2 );
+ coords[ index + 2 ] = vertices.getZ( index2 );
- 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++) {
+ this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
- for (var j = 0; j < 3; j++) {
+ } else {
- var index = 18 * i + 6 * j;
+ // non-indexed BufferGeometry
- var index1 = 9 * i + 3 * j;
- coords[index + 0] = vertices[index1];
- coords[index + 1] = vertices[index1 + 1];
- coords[index + 2] = vertices[index1 + 2];
+ var vertices = geometry.attributes.position.array;
+ var numEdges = vertices.length / 3;
+ var numTris = numEdges / 3;
- 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];
+ var coords = new Float32Array( numEdges * 2 * 3 );
- }
+ for ( var i = 0, l = numTris; i < l; i ++ ) {
- }
+ for ( var j = 0; j < 3; j ++ ) {
- this.addAttribute('position', new THREE.BufferAttribute(coords, 3));
+ 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 = Object.create( THREE.BufferGeometry.prototype );
THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry;
// File:src/extras/helpers/AxisHelper.js
@@ -33442,33 +35558,33 @@ THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry;
* @author mrdoob / http://mrdoob.com/
*/
-THREE.AxisHelper = function (size) {
+THREE.AxisHelper = function ( size ) {
- size = size || 1;
+ 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 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 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 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});
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
- THREE.Line.call(this, geometry, material, THREE.LinePieces);
+ THREE.LineSegments.call( this, geometry, material );
};
-THREE.AxisHelper.prototype = Object.create(THREE.Line.prototype);
+THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
// File:src/extras/helpers/ArrowHelper.js
@@ -33476,7 +35592,7 @@ THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
/**
* @author WestLangley / http://github.com/WestLangley
* @author zz85 / http://github.com/zz85
- * @author bhouston / http://exocortex.com
+ * @author bhouston / http://clara.io
*
* Creates an arrow for visualizing directions
*
@@ -33491,92 +35607,96 @@ THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
THREE.ArrowHelper = ( function () {
- var lineGeometry = new THREE.Geometry();
- lineGeometry.vertices.push(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 1, 0));
-
- var coneGeometry = new THREE.CylinderGeometry(0, 0.5, 1, 5, 1);
- coneGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(0, -0.5, 0));
+ var lineGeometry = new THREE.Geometry();
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
- return function (dir, origin, length, color, headLength, headWidth) {
+ var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
+ coneGeometry.translate( 0, - 0.5, 0 );
- // dir is assumed to be normalized
+ return function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
- THREE.Object3D.call(this);
+ // dir is assumed to be normalized
- if (color === undefined) color = 0xffff00;
- if (length === undefined) length = 1;
- if (headLength === undefined) headLength = 0.2 * length;
- if (headWidth === undefined) headWidth = 0.2 * headLength;
+ THREE.Object3D.call( this );
- this.position.copy(origin);
+ 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.line = new THREE.Line(lineGeometry, new THREE.LineBasicMaterial({color: color}));
- this.line.matrixAutoUpdate = false;
- this.add(this.line);
+ this.position.copy( origin );
+
+ if ( headLength < length ) {
+ 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.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);
+ this.setDirection( dir );
+ this.setLength( length, headLength, headWidth );
- }
+ }
}() );
-THREE.ArrowHelper.prototype = Object.create(THREE.Object3D.prototype);
+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;
+ var axis = new THREE.Vector3();
+ var radians;
- return function (dir) {
+ return function setDirection( dir ) {
- // dir is assumed to be normalized
+ // dir is assumed to be normalized
- if (dir.y > 0.99999) {
+ if ( dir.y > 0.99999 ) {
- this.quaternion.set(0, 0, 0, 1);
+ this.quaternion.set( 0, 0, 0, 1 );
- } else if (dir.y < -0.99999) {
+ } else if ( dir.y < - 0.99999 ) {
- this.quaternion.set(1, 0, 0, 0);
+ this.quaternion.set( 1, 0, 0, 0 );
- } else {
+ } else {
- axis.set(dir.z, 0, -dir.x).normalize();
+ axis.set( dir.z, 0, - dir.x ).normalize();
- radians = Math.acos(dir.y);
+ radians = Math.acos( dir.y );
- this.quaternion.setFromAxisAngle(axis, radians);
+ this.quaternion.setFromAxisAngle( axis, radians );
- }
+ }
- };
+ };
}() );
-THREE.ArrowHelper.prototype.setLength = function (length, headLength, headWidth) {
+THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
- if (headLength === undefined) headLength = 0.2 * length;
- if (headWidth === undefined) headWidth = 0.2 * headLength;
+ if ( headLength === undefined ) headLength = 0.2 * length;
+ if ( headWidth === undefined ) headWidth = 0.2 * headLength;
- this.line.scale.set(1, length - headLength, 1);
- this.line.updateMatrix();
+ if ( headLength < length ){
+ this.line.scale.set( 1, length - headLength, 1 );
+ this.line.updateMatrix();
+ }
- this.cone.scale.set(headWidth, headLength, headWidth);
- this.cone.position.y = length;
- this.cone.updateMatrix();
+ this.cone.scale.set( headWidth, headLength, headWidth );
+ this.cone.position.y = length;
+ this.cone.updateMatrix();
};
-THREE.ArrowHelper.prototype.setColor = function (color) {
+THREE.ArrowHelper.prototype.setColor = function ( color ) {
- this.line.material.color.set(color);
- this.cone.material.color.set(color);
+ if ( this.line !== undefined ) this.line.material.color.set( color );
+ this.cone.material.color.set( color );
};
@@ -33586,151 +35706,76 @@ THREE.ArrowHelper.prototype.setColor = function (color) {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.BoxHelper = function (object) {
+THREE.BoxHelper = function ( object ) {
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(72), 3));
+ 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 );
- THREE.Line.call(this, geometry, new THREE.LineBasicMaterial({color: 0xffff00}), THREE.LinePieces);
+ var geometry = new THREE.BufferGeometry();
+ geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- if (object !== undefined) {
+ THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) );
- this.update(object);
+ if ( object !== undefined ) {
- }
+ this.update( object );
+
+ }
};
-THREE.BoxHelper.prototype = Object.create(THREE.Line.prototype);
+THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
-THREE.BoxHelper.prototype.update = function (object) {
+THREE.BoxHelper.prototype.update = ( function () {
- var geometry = object.geometry;
+ var box = new THREE.Box3();
- if (geometry.boundingBox === null) {
+ return function ( object ) {
- geometry.computeBoundingBox();
+ box.setFromObject( object );
- }
+ if ( box.empty() ) return;
- var min = geometry.boundingBox.min;
- var max = geometry.boundingBox.max;
-
- /*
- 5____4
- 1/___0/|
- | 6__|_7
- 2/___3/
-
- 0: max.x, max.y, max.z
- 1: min.x, max.y, max.z
- 2: min.x, min.y, max.z
- 3: max.x, min.y, max.z
- 4: max.x, max.y, min.z
- 5: min.x, max.y, min.z
- 6: min.x, min.y, min.z
- 7: max.x, min.y, min.z
- */
-
- var vertices = this.geometry.attributes.position.array;
-
- vertices[0] = max.x;
- vertices[1] = max.y;
- vertices[2] = max.z;
- vertices[3] = min.x;
- vertices[4] = max.y;
- vertices[5] = max.z;
-
- vertices[6] = min.x;
- vertices[7] = max.y;
- vertices[8] = max.z;
- vertices[9] = min.x;
- vertices[10] = min.y;
- vertices[11] = max.z;
-
- vertices[12] = min.x;
- vertices[13] = min.y;
- vertices[14] = max.z;
- vertices[15] = max.x;
- vertices[16] = min.y;
- vertices[17] = max.z;
-
- vertices[18] = max.x;
- vertices[19] = min.y;
- vertices[20] = max.z;
- vertices[21] = max.x;
- vertices[22] = max.y;
- vertices[23] = max.z;
-
- //
-
- vertices[24] = max.x;
- vertices[25] = max.y;
- vertices[26] = min.z;
- vertices[27] = min.x;
- vertices[28] = max.y;
- vertices[29] = min.z;
-
- vertices[30] = min.x;
- vertices[31] = max.y;
- vertices[32] = min.z;
- vertices[33] = min.x;
- vertices[34] = min.y;
- vertices[35] = min.z;
-
- vertices[36] = min.x;
- vertices[37] = min.y;
- vertices[38] = min.z;
- vertices[39] = max.x;
- vertices[40] = min.y;
- vertices[41] = min.z;
-
- vertices[42] = max.x;
- vertices[43] = min.y;
- vertices[44] = min.z;
- vertices[45] = max.x;
- vertices[46] = max.y;
- vertices[47] = min.z;
-
- //
-
- vertices[48] = max.x;
- vertices[49] = max.y;
- vertices[50] = max.z;
- vertices[51] = max.x;
- vertices[52] = max.y;
- vertices[53] = min.z;
-
- vertices[54] = min.x;
- vertices[55] = max.y;
- vertices[56] = max.z;
- vertices[57] = min.x;
- vertices[58] = max.y;
- vertices[59] = min.z;
-
- vertices[60] = min.x;
- vertices[61] = min.y;
- vertices[62] = max.z;
- vertices[63] = min.x;
- vertices[64] = min.y;
- vertices[65] = min.z;
-
- vertices[66] = max.x;
- vertices[67] = min.y;
- vertices[68] = max.z;
- vertices[69] = max.x;
- vertices[70] = min.y;
- vertices[71] = min.z;
-
- this.geometry.attributes.position.needsUpdate = true;
-
- this.geometry.computeBoundingSphere();
-
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
+ 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
@@ -33740,28 +35785,28 @@ THREE.BoxHelper.prototype.update = function (object) {
// a helper to show the world-axis-aligned bounding box for an object
-THREE.BoundingBoxHelper = function (object, hex) {
+THREE.BoundingBoxHelper = function ( object, hex ) {
- var color = ( hex !== undefined ) ? hex : 0x888888;
+ var color = ( hex !== undefined ) ? hex : 0x888888;
- this.object = object;
+ this.object = object;
- this.box = new THREE.Box3();
+ this.box = new THREE.Box3();
- THREE.Mesh.call(this, new THREE.BoxGeometry(1, 1, 1), new THREE.MeshBasicMaterial({color: color, wireframe: true}));
+ 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 = Object.create( THREE.Mesh.prototype );
THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
THREE.BoundingBoxHelper.prototype.update = function () {
- this.box.setFromObject(this.object);
+ this.box.setFromObject( this.object );
- this.box.size(this.scale);
+ this.box.size( this.scale );
- this.box.center(this.position);
+ this.box.center( this.position );
};
@@ -33770,188 +35815,188 @@ THREE.BoundingBoxHelper.prototype.update = function () {
/**
* @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
+ * - shows frustum, line of sight and up of the camera
+ * - suitable for fast updates
+ * - based on frustum visualization in lightgl.js shadowmap example
+ * http://evanw.github.com/lightgl.js/tests/shadowmap.html
*/
-THREE.CameraHelper = function (camera) {
+THREE.CameraHelper = function ( camera ) {
- var geometry = new THREE.Geometry();
- var material = new THREE.LineBasicMaterial({color: 0xffffff, vertexColors: THREE.FaceColors});
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
- var pointMap = {};
+ var pointMap = {};
- // colors
+ // colors
- var hexFrustum = 0xffaa00;
- var hexCone = 0xff0000;
- var hexUp = 0x00aaff;
- var hexTarget = 0xffffff;
- var hexCross = 0x333333;
+ var hexFrustum = 0xffaa00;
+ var hexCone = 0xff0000;
+ var hexUp = 0x00aaff;
+ var hexTarget = 0xffffff;
+ var hexCross = 0x333333;
- // near
+ // near
- addLine("n1", "n2", hexFrustum);
- addLine("n2", "n4", hexFrustum);
- addLine("n4", "n3", hexFrustum);
- addLine("n3", "n1", hexFrustum);
+ addLine( "n1", "n2", hexFrustum );
+ addLine( "n2", "n4", hexFrustum );
+ addLine( "n4", "n3", hexFrustum );
+ addLine( "n3", "n1", hexFrustum );
- // far
+ // far
- addLine("f1", "f2", hexFrustum);
- addLine("f2", "f4", hexFrustum);
- addLine("f4", "f3", hexFrustum);
- addLine("f3", "f1", hexFrustum);
+ addLine( "f1", "f2", hexFrustum );
+ addLine( "f2", "f4", hexFrustum );
+ addLine( "f4", "f3", hexFrustum );
+ addLine( "f3", "f1", hexFrustum );
- // sides
+ // sides
- addLine("n1", "f1", hexFrustum);
- addLine("n2", "f2", hexFrustum);
- addLine("n3", "f3", hexFrustum);
- addLine("n4", "f4", hexFrustum);
+ addLine( "n1", "f1", hexFrustum );
+ addLine( "n2", "f2", hexFrustum );
+ addLine( "n3", "f3", hexFrustum );
+ addLine( "n4", "f4", hexFrustum );
- // cone
+ // cone
- addLine("p", "n1", hexCone);
- addLine("p", "n2", hexCone);
- addLine("p", "n3", hexCone);
- addLine("p", "n4", hexCone);
+ addLine( "p", "n1", hexCone );
+ addLine( "p", "n2", hexCone );
+ addLine( "p", "n3", hexCone );
+ addLine( "p", "n4", hexCone );
- // up
+ // up
- addLine("u1", "u2", hexUp);
- addLine("u2", "u3", hexUp);
- addLine("u3", "u1", hexUp);
+ addLine( "u1", "u2", hexUp );
+ addLine( "u2", "u3", hexUp );
+ addLine( "u3", "u1", hexUp );
- // target
+ // target
- addLine("c", "t", hexTarget);
- addLine("p", "c", hexCross);
+ addLine( "c", "t", hexTarget );
+ addLine( "p", "c", hexCross );
- // cross
+ // cross
- addLine("cn1", "cn2", hexCross);
- addLine("cn3", "cn4", hexCross);
+ addLine( "cn1", "cn2", hexCross );
+ addLine( "cn3", "cn4", hexCross );
- addLine("cf1", "cf2", hexCross);
- addLine("cf3", "cf4", hexCross);
+ addLine( "cf1", "cf2", hexCross );
+ addLine( "cf3", "cf4", hexCross );
- function addLine(a, b, hex) {
+ function addLine( a, b, hex ) {
- addPoint(a, hex);
- addPoint(b, hex);
+ addPoint( a, hex );
+ addPoint( b, hex );
- }
+ }
- function addPoint(id, hex) {
+ function addPoint( id, hex ) {
- geometry.vertices.push(new THREE.Vector3());
- geometry.colors.push(new THREE.Color(hex));
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.colors.push( new THREE.Color( hex ) );
- if (pointMap[id] === undefined) {
+ if ( pointMap[ id ] === undefined ) {
- pointMap[id] = [];
+ pointMap[ id ] = [];
- }
+ }
- pointMap[id].push(geometry.vertices.length - 1);
+ pointMap[ id ].push( geometry.vertices.length - 1 );
- }
+ }
- THREE.Line.call(this, geometry, material, THREE.LinePieces);
+ THREE.LineSegments.call( this, geometry, material );
- this.camera = camera;
- this.matrix = camera.matrixWorld;
- this.matrixAutoUpdate = false;
+ this.camera = camera;
+ this.matrix = camera.matrixWorld;
+ this.matrixAutoUpdate = false;
- this.pointMap = pointMap;
+ this.pointMap = pointMap;
- this.update();
+ this.update();
};
-THREE.CameraHelper.prototype = Object.create(THREE.Line.prototype);
+THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
THREE.CameraHelper.prototype.update = function () {
- var geometry, pointMap;
+ var geometry, pointMap;
- var vector = new THREE.Vector3();
- var camera = new THREE.Camera();
+ var vector = new THREE.Vector3();
+ var camera = new THREE.Camera();
- var setPoint = function (point, x, y, z) {
+ var setPoint = function ( point, x, y, z ) {
- vector.set(x, y, z).unproject(camera);
+ vector.set( x, y, z ).unproject( camera );
- var points = pointMap[point];
+ var points = pointMap[ point ];
- if (points !== undefined) {
+ if ( points !== undefined ) {
- for (var i = 0, il = points.length; i < il; i++) {
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
- geometry.vertices[points[i]].copy(vector);
+ geometry.vertices[ points[ i ] ].copy( vector );
- }
+ }
- }
+ }
- };
+ };
- return function () {
+ return function () {
- geometry = this.geometry;
- pointMap = this.pointMap;
+ geometry = this.geometry;
+ pointMap = this.pointMap;
- var w = 1, h = 1;
+ var w = 1, h = 1;
- // we need just camera projection matrix
- // world matrix must be identity
+ // we need just camera projection matrix
+ // world matrix must be identity
- camera.projectionMatrix.copy(this.camera.projectionMatrix);
+ camera.projectionMatrix.copy( this.camera.projectionMatrix );
- // center / target
+ // center / target
- setPoint("c", 0, 0, -1);
- setPoint("t", 0, 0, 1);
+ setPoint( "c", 0, 0, - 1 );
+ setPoint( "t", 0, 0, 1 );
- // near
+ // near
- setPoint("n1", -w, -h, -1);
- setPoint("n2", w, -h, -1);
- setPoint("n3", -w, h, -1);
- setPoint("n4", w, h, -1);
+ setPoint( "n1", - w, - h, - 1 );
+ setPoint( "n2", w, - h, - 1 );
+ setPoint( "n3", - w, h, - 1 );
+ setPoint( "n4", w, h, - 1 );
- // far
+ // far
- setPoint("f1", -w, -h, 1);
- setPoint("f2", w, -h, 1);
- setPoint("f3", -w, h, 1);
- setPoint("f4", w, h, 1);
+ setPoint( "f1", - w, - h, 1 );
+ setPoint( "f2", w, - h, 1 );
+ setPoint( "f3", - w, h, 1 );
+ setPoint( "f4", w, h, 1 );
- // up
+ // 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);
+ 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
+ // cross
- setPoint("cf1", -w, 0, 1);
- setPoint("cf2", w, 0, 1);
- setPoint("cf3", 0, -h, 1);
- setPoint("cf4", 0, h, 1);
+ 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);
+ setPoint( "cn1", - w, 0, - 1 );
+ setPoint( "cn2", w, 0, - 1 );
+ setPoint( "cn3", 0, - h, - 1 );
+ setPoint( "cn4", 0, h, - 1 );
- geometry.verticesNeedUpdate = true;
+ geometry.verticesNeedUpdate = true;
- };
+ };
}();
@@ -33963,80 +36008,81 @@ THREE.CameraHelper.prototype.update = function () {
* @author WestLangley / http://github.com/WestLangley
*/
-THREE.DirectionalLightHelper = function (light, size) {
+THREE.DirectionalLightHelper = function ( light, size ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
+ this.light = light;
+ this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
- size = size || 1;
+ size = size || 1;
- var geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3(-size, size, 0),
- new THREE.Vector3(size, size, 0),
- new THREE.Vector3(size, -size, 0),
- new THREE.Vector3(-size, -size, 0),
- new THREE.Vector3(-size, size, 0)
- );
+ var geometry = new THREE.Geometry();
+ geometry.vertices.push(
+ new THREE.Vector3( - size, size, 0 ),
+ new THREE.Vector3( size, size, 0 ),
+ new THREE.Vector3( size, - size, 0 ),
+ new THREE.Vector3( - size, - size, 0 ),
+ new THREE.Vector3( - size, size, 0 )
+ );
- var material = new THREE.LineBasicMaterial({fog: false});
- material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
+ var material = new THREE.LineBasicMaterial( { fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- this.lightPlane = new THREE.Line(geometry, material);
- this.add(this.lightPlane);
+ this.lightPlane = new THREE.Line( geometry, material );
+ this.add( this.lightPlane );
- geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3(),
- new THREE.Vector3()
- );
+ geometry = new THREE.Geometry();
+ geometry.vertices.push(
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ );
- material = new THREE.LineBasicMaterial({fog: false});
- material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
+ material = new THREE.LineBasicMaterial( { fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- this.targetLine = new THREE.Line(geometry, material);
- this.add(this.targetLine);
+ this.targetLine = new THREE.Line( geometry, material );
+ this.add( this.targetLine );
- this.update();
+ this.update();
};
-THREE.DirectionalLightHelper.prototype = Object.create(THREE.Object3D.prototype);
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
THREE.DirectionalLightHelper.prototype.dispose = function () {
- this.lightPlane.geometry.dispose();
- this.lightPlane.material.dispose();
- this.targetLine.geometry.dispose();
- this.targetLine.material.dispose();
+ this.lightPlane.geometry.dispose();
+ this.lightPlane.material.dispose();
+ this.targetLine.geometry.dispose();
+ this.targetLine.material.dispose();
+
};
THREE.DirectionalLightHelper.prototype.update = function () {
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
- var v3 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var v3 = new THREE.Vector3();
- return function () {
+ return function () {
- v1.setFromMatrixPosition(this.light.matrixWorld);
- v2.setFromMatrixPosition(this.light.target.matrixWorld);
- v3.subVectors(v2, v1);
+ v1.setFromMatrixPosition( this.light.matrixWorld );
+ v2.setFromMatrixPosition( this.light.target.matrixWorld );
+ v3.subVectors( v2, v1 );
- this.lightPlane.lookAt(v3);
- this.lightPlane.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
+ this.lightPlane.lookAt( v3 );
+ this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- this.targetLine.geometry.vertices[1].copy(v3);
- this.targetLine.geometry.verticesNeedUpdate = true;
- this.targetLine.material.color.copy(this.lightPlane.material.color);
+ this.targetLine.geometry.vertices[ 1 ].copy( v3 );
+ this.targetLine.geometry.verticesNeedUpdate = true;
+ this.targetLine.material.color.copy( this.lightPlane.material.color );
- };
+ };
}();
@@ -34046,24 +36092,24 @@ THREE.DirectionalLightHelper.prototype.update = function () {
* @author WestLangley / http://github.com/WestLangley
* @param object THREE.Mesh whose geometry will be used
* @param hex line color
- * @param thresholdAngle the minimim angle (in degrees),
+ * @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) {
+THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
- var color = ( hex !== undefined ) ? hex : 0xffffff;
+ var color = ( hex !== undefined ) ? hex : 0xffffff;
- THREE.Line.call(this, new THREE.EdgesGeometry(object.geometry, thresholdAngle), new THREE.LineBasicMaterial({color: color}), THREE.LinePieces);
+ THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) );
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
};
-THREE.EdgesHelper.prototype = Object.create(THREE.Line.prototype);
+THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
// File:src/extras/helpers/FaceNormalsHelper.js
@@ -34071,78 +36117,113 @@ THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
- */
+*/
-THREE.FaceNormalsHelper = function (object, size, hex, linewidth) {
+THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
- this.object = object;
+ // FaceNormalsHelper only supports THREE.Geometry
- this.size = ( size !== undefined ) ? size : 1;
+ this.object = object;
- var color = ( hex !== undefined ) ? hex : 0xffff00;
+ this.size = ( size !== undefined ) ? size : 1;
- var width = ( linewidth !== undefined ) ? linewidth : 1;
+ var color = ( hex !== undefined ) ? hex : 0xffff00;
- var geometry = new THREE.Geometry();
+ var width = ( linewidth !== undefined ) ? linewidth : 1;
- var faces = this.object.geometry.faces;
+ //
- for (var i = 0, l = faces.length; i < l; i++) {
+ var nNormals = 0;
- geometry.vertices.push(new THREE.Vector3(), new THREE.Vector3());
+ var objGeometry = this.object.geometry;
- }
+ if ( objGeometry instanceof THREE.Geometry ) {
+
+ nNormals = objGeometry.faces.length;
- THREE.Line.call(this, geometry, new THREE.LineBasicMaterial({color: color, linewidth: width}), THREE.LinePieces);
+ } else {
- this.matrixAutoUpdate = false;
+ console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
- this.normalMatrix = new THREE.Matrix3();
+ }
- this.update();
+ //
+
+ 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.Line.prototype);
+THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
-THREE.FaceNormalsHelper.prototype.update = function () {
+THREE.FaceNormalsHelper.prototype.update = ( function () {
- var vertices = this.geometry.vertices;
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var normalMatrix = new THREE.Matrix3();
- var object = this.object;
- var objectVertices = object.geometry.vertices;
- var objectFaces = object.geometry.faces;
- var objectWorldMatrix = object.matrixWorld;
+ return function update() {
- object.updateMatrixWorld(true);
+ this.object.updateMatrixWorld( true );
- this.normalMatrix.getNormalMatrix(objectWorldMatrix);
+ normalMatrix.getNormalMatrix( this.object.matrixWorld );
- for (var i = 0, i2 = 0, l = objectFaces.length; i < l; i++, i2 += 2) {
+ var matrixWorld = this.object.matrixWorld;
- var face = objectFaces[i];
+ var position = this.geometry.attributes.position;
- vertices[i2].copy(objectVertices[face.a])
- .add(objectVertices[face.b])
- .add(objectVertices[face.c])
- .divideScalar(3)
- .applyMatrix4(objectWorldMatrix);
+ //
- vertices[i2 + 1].copy(face.normal)
- .applyMatrix3(this.normalMatrix)
- .normalize()
- .multiplyScalar(this.size)
- .add(vertices[i2]);
+ var objGeometry = this.object.geometry;
- }
+ var vertices = objGeometry.vertices;
- this.geometry.verticesNeedUpdate = true;
+ var faces = objGeometry.faces;
- return this;
+ 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
@@ -34150,40 +36231,40 @@ THREE.FaceNormalsHelper.prototype.update = function () {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.GridHelper = function (size, step) {
+THREE.GridHelper = function ( size, step ) {
- var geometry = new THREE.Geometry();
- var material = new THREE.LineBasicMaterial({vertexColors: THREE.VertexColors});
+ var geometry = new THREE.Geometry();
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
- this.color1 = new THREE.Color(0x444444);
- this.color2 = new THREE.Color(0x888888);
+ this.color1 = new THREE.Color( 0x444444 );
+ this.color2 = new THREE.Color( 0x888888 );
- for (var i = -size; i <= size; i += step) {
+ for ( var i = - size; i <= size; i += step ) {
- geometry.vertices.push(
- new THREE.Vector3(-size, 0, i), new THREE.Vector3(size, 0, i),
- new THREE.Vector3(i, 0, -size), new THREE.Vector3(i, 0, size)
- );
+ geometry.vertices.push(
+ new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
+ new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
+ );
- var color = i === 0 ? this.color1 : this.color2;
+ var color = i === 0 ? this.color1 : this.color2;
- geometry.colors.push(color, color, color, color);
+ geometry.colors.push( color, color, color, color );
- }
+ }
- THREE.Line.call(this, geometry, material, THREE.LinePieces);
+ THREE.LineSegments.call( this, geometry, material );
};
-THREE.GridHelper.prototype = Object.create(THREE.Line.prototype);
+THREE.GridHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.GridHelper.prototype.constructor = THREE.GridHelper;
-THREE.GridHelper.prototype.setColors = function (colorCenterLine, colorGrid) {
+THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
- this.color1.set(colorCenterLine);
- this.color2.set(colorGrid);
+ this.color1.set( colorCenterLine );
+ this.color2.set( colorGrid );
- this.geometry.colorsNeedUpdate = true;
+ this.geometry.colorsNeedUpdate = true;
};
@@ -34194,57 +36275,59 @@ THREE.GridHelper.prototype.setColors = function (colorCenterLine, colorGrid) {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.HemisphereLightHelper = function (light, sphereSize) {
+THREE.HemisphereLightHelper = function ( light, sphereSize ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
+ this.light = light;
+ this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
- this.colors = [new THREE.Color(), new THREE.Color()];
+ this.colors = [ new THREE.Color(), new THREE.Color() ];
- var geometry = new THREE.SphereGeometry(sphereSize, 4, 2);
- geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2));
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ geometry.rotateX( - Math.PI / 2 );
- for (var i = 0, il = 8; i < il; i++) {
+ for ( var i = 0, il = 8; i < il; i ++ ) {
- geometry.faces[i].color = this.colors[i < 4 ? 0 : 1];
+ geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
- }
+ }
- var material = new THREE.MeshBasicMaterial({vertexColors: THREE.FaceColors, wireframe: true});
+ var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
- this.lightSphere = new THREE.Mesh(geometry, material);
- this.add(this.lightSphere);
+ this.lightSphere = new THREE.Mesh( geometry, material );
+ this.add( this.lightSphere );
- this.update();
+ this.update();
};
-THREE.HemisphereLightHelper.prototype = Object.create(THREE.Object3D.prototype);
+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();
+
+ this.lightSphere.geometry.dispose();
+ this.lightSphere.material.dispose();
+
};
THREE.HemisphereLightHelper.prototype.update = function () {
- var vector = new THREE.Vector3();
+ var vector = new THREE.Vector3();
- return function () {
+ return function () {
- this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);
- this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);
+ this.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;
+ this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
+ this.lightSphere.geometry.colorsNeedUpdate = true;
- }
+ }
}();
@@ -34255,71 +36338,72 @@ THREE.HemisphereLightHelper.prototype.update = function () {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.PointLightHelper = function (light, sphereSize) {
+THREE.PointLightHelper = function ( light, sphereSize ) {
- this.light = light;
- this.light.updateMatrixWorld();
+ this.light = light;
+ this.light.updateMatrixWorld();
- var geometry = new THREE.SphereGeometry(sphereSize, 4, 2);
- var material = new THREE.MeshBasicMaterial({wireframe: true, fog: false});
- material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
+ var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- THREE.Mesh.call(this, geometry, material);
+ THREE.Mesh.call( this, geometry, material );
- this.matrix = this.light.matrixWorld;
- this.matrixAutoUpdate = false;
+ 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 } );
+ /*
+ 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 );
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+ this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
- var d = light.distance;
+ var d = light.distance;
- if ( d === 0.0 ) {
+ if ( d === 0.0 ) {
- this.lightDistance.visible = false;
+ this.lightDistance.visible = false;
- } else {
+ } else {
- this.lightDistance.scale.set( d, d, d );
+ this.lightDistance.scale.set( d, d, d );
- }
+ }
- this.add( this.lightDistance );
- */
+ this.add( this.lightDistance );
+ */
};
-THREE.PointLightHelper.prototype = Object.create(THREE.Mesh.prototype);
+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();
+ this.geometry.dispose();
+ this.material.dispose();
+
};
THREE.PointLightHelper.prototype.update = function () {
- this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
+ this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- /*
- var d = this.light.distance;
+ /*
+ var d = this.light.distance;
- if ( d === 0.0 ) {
+ if ( d === 0.0 ) {
- this.lightDistance.visible = false;
+ this.lightDistance.visible = false;
- } else {
+ } else {
- this.lightDistance.visible = true;
- this.lightDistance.scale.set( d, d, d );
+ this.lightDistance.visible = true;
+ this.lightDistance.scale.set( d, d, d );
- }
- */
+ }
+ */
};
@@ -34332,100 +36416,97 @@ THREE.PointLightHelper.prototype.update = function () {
* @author ikerr / http://verold.com
*/
-THREE.SkeletonHelper = function (object) {
+THREE.SkeletonHelper = function ( object ) {
- this.bones = this.getBoneList(object);
+ this.bones = this.getBoneList( object );
- var geometry = new THREE.Geometry();
+ var geometry = new THREE.Geometry();
- for (var i = 0; i < this.bones.length; i++) {
+ for ( var i = 0; i < this.bones.length; i ++ ) {
- var bone = this.bones[i];
+ var bone = this.bones[ i ];
- if (bone.parent instanceof THREE.Bone) {
+ 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.vertices.push( new THREE.Vector3() );
+ geometry.vertices.push( new THREE.Vector3() );
+ geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
+ geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
- }
+ }
- }
+ }
- var material = new THREE.LineBasicMaterial({
- vertexColors: THREE.VertexColors,
- depthTest: false,
- depthWrite: false,
- transparent: true
- });
+ geometry.dynamic = true;
- THREE.Line.call(this, geometry, material, THREE.LinePieces);
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
- this.root = object;
+ THREE.LineSegments.call( this, geometry, material );
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
+ this.root = object;
- this.update();
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.update();
};
-THREE.SkeletonHelper.prototype = Object.create(THREE.Line.prototype);
+THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
-THREE.SkeletonHelper.prototype.getBoneList = function (object) {
+THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
- var boneList = [];
+ var boneList = [];
- if (object instanceof THREE.Bone) {
+ if ( object instanceof THREE.Bone ) {
- boneList.push(object);
+ boneList.push( object );
- }
+ }
- for (var i = 0; i < object.children.length; i++) {
+ for ( var i = 0; i < object.children.length; i ++ ) {
- boneList.push.apply(boneList, this.getBoneList(object.children[i]));
+ boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
- }
+ }
- return boneList;
+ return boneList;
};
THREE.SkeletonHelper.prototype.update = function () {
- var geometry = this.geometry;
+ var geometry = this.geometry;
- var matrixWorldInv = new THREE.Matrix4().getInverse(this.root.matrixWorld);
+ var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
- var boneMatrix = new THREE.Matrix4();
+ var boneMatrix = new THREE.Matrix4();
- var j = 0;
+ var j = 0;
- for (var i = 0; i < this.bones.length; i++) {
+ for ( var i = 0; i < this.bones.length; i ++ ) {
- var bone = this.bones[i];
+ var bone = this.bones[ i ];
- if (bone.parent instanceof THREE.Bone) {
+ if ( bone.parent instanceof THREE.Bone ) {
- boneMatrix.multiplyMatrices(matrixWorldInv, bone.matrixWorld);
- geometry.vertices[j].setFromMatrixPosition(boneMatrix);
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
+ geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
- boneMatrix.multiplyMatrices(matrixWorldInv, bone.parent.matrixWorld);
- geometry.vertices[j + 1].setFromMatrixPosition(boneMatrix);
+ boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
+ geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
- j += 2;
+ j += 2;
- }
+ }
- }
+ }
- geometry.verticesNeedUpdate = true;
+ geometry.verticesNeedUpdate = true;
- geometry.computeBoundingSphere();
+ geometry.computeBoundingSphere();
};
@@ -34435,60 +36516,62 @@ THREE.SkeletonHelper.prototype.update = function () {
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
- */
+*/
-THREE.SpotLightHelper = function (light) {
+THREE.SpotLightHelper = function ( light ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.light = light;
- this.light.updateMatrixWorld();
+ this.light = light;
+ this.light.updateMatrixWorld();
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
+ this.matrix = light.matrixWorld;
+ this.matrixAutoUpdate = false;
- var geometry = new THREE.CylinderGeometry(0, 1, 1, 8, 1, true);
+ var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
- geometry.applyMatrix(new THREE.Matrix4().makeTranslation(0, -0.5, 0));
- geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2));
+ geometry.translate( 0, - 0.5, 0 );
+ geometry.rotateX( - Math.PI / 2 );
- var material = new THREE.MeshBasicMaterial({wireframe: true, fog: false});
+ var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
- this.cone = new THREE.Mesh(geometry, material);
- this.add(this.cone);
+ this.cone = new THREE.Mesh( geometry, material );
+ this.add( this.cone );
- this.update();
+ this.update();
};
-THREE.SpotLightHelper.prototype = Object.create(THREE.Object3D.prototype);
+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();
+
+ this.cone.geometry.dispose();
+ this.cone.material.dispose();
+
};
THREE.SpotLightHelper.prototype.update = function () {
- var vector = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
+ var vector = new THREE.Vector3();
+ var vector2 = new THREE.Vector3();
- return function () {
+ return function () {
- var coneLength = this.light.distance ? this.light.distance : 10000;
- var coneWidth = coneLength * Math.tan(this.light.angle);
+ var coneLength = this.light.distance ? this.light.distance : 10000;
+ var coneWidth = coneLength * Math.tan( this.light.angle );
- this.cone.scale.set(coneWidth, coneWidth, coneLength);
+ this.cone.scale.set( coneWidth, coneWidth, coneLength );
- vector.setFromMatrixPosition(this.light.matrixWorld);
- vector2.setFromMatrixPosition(this.light.target.matrixWorld);
+ vector.setFromMatrixPosition( this.light.matrixWorld );
+ vector2.setFromMatrixPosition( this.light.target.matrixWorld );
- this.cone.lookAt(vector2.sub(vector));
+ this.cone.lookAt( vector2.sub( vector ) );
- this.cone.material.color.copy(this.light.color).multiplyScalar(this.light.intensity);
+ this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
- };
+ };
}();
@@ -34497,199 +36580,148 @@ THREE.SpotLightHelper.prototype.update = function () {
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.VertexNormalsHelper = function (object, size, hex, linewidth) {
-
- this.object = object;
-
- this.size = ( size !== undefined ) ? size : 1;
-
- var color = ( hex !== undefined ) ? hex : 0xff0000;
-
- var width = ( linewidth !== undefined ) ? linewidth : 1;
-
- var geometry = new THREE.Geometry();
-
- var faces = object.geometry.faces;
-
- for (var i = 0, l = faces.length; i < l; i++) {
-
- var face = faces[i];
-
- for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {
-
- geometry.vertices.push(new THREE.Vector3(), new THREE.Vector3());
-
- }
-
- }
-
- THREE.Line.call(this, geometry, new THREE.LineBasicMaterial({color: color, linewidth: width}), THREE.LinePieces);
-
- this.matrixAutoUpdate = false;
-
- this.normalMatrix = new THREE.Matrix3();
-
- this.update();
-
-};
+*/
-THREE.VertexNormalsHelper.prototype = Object.create(THREE.Line.prototype);
-THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
-
-THREE.VertexNormalsHelper.prototype.update = ( function (object) {
-
- var v1 = new THREE.Vector3();
-
- return function (object) {
+THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
- var keys = ['a', 'b', 'c', 'd'];
+ this.object = object;
- this.object.updateMatrixWorld(true);
+ this.size = ( size !== undefined ) ? size : 1;
- this.normalMatrix.getNormalMatrix(this.object.matrixWorld);
+ var color = ( hex !== undefined ) ? hex : 0xff0000;
- var vertices = this.geometry.vertices;
+ var width = ( linewidth !== undefined ) ? linewidth : 1;
- var verts = this.object.geometry.vertices;
+ //
- var faces = this.object.geometry.faces;
+ var nNormals = 0;
- var worldMatrix = this.object.matrixWorld;
+ var objGeometry = this.object.geometry;
- var idx = 0;
+ if ( objGeometry instanceof THREE.Geometry ) {
- for (var i = 0, l = faces.length; i < l; i++) {
+ nNormals = objGeometry.faces.length * 3;
- var face = faces[i];
+ } else if ( objGeometry instanceof THREE.BufferGeometry ) {
- for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {
+ nNormals = objGeometry.attributes.normal.count
- var vertexId = face[keys[j]];
- var vertex = verts[vertexId];
+ }
- var normal = face.vertexNormals[j];
+ //
- vertices[idx].copy(vertex).applyMatrix4(worldMatrix);
+ var geometry = new THREE.BufferGeometry();
- v1.copy(normal).applyMatrix3(this.normalMatrix).normalize().multiplyScalar(this.size);
+ var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 );
- v1.add(vertices[idx]);
- idx = idx + 1;
+ geometry.addAttribute( 'position', positions );
- vertices[idx].copy(v1);
- idx = idx + 1;
+ THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) );
- }
+ //
- }
+ this.matrixAutoUpdate = false;
- this.geometry.verticesNeedUpdate = true;
+ this.update();
- return this;
+};
- }
+THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype );
+THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
-}());
+THREE.VertexNormalsHelper.prototype.update = ( function () {
-// File:src/extras/helpers/VertexTangentsHelper.js
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var normalMatrix = new THREE.Matrix3();
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
+ return function update() {
-THREE.VertexTangentsHelper = function (object, size, hex, linewidth) {
+ var keys = [ 'a', 'b', 'c' ];
- this.object = object;
+ this.object.updateMatrixWorld( true );
- this.size = ( size !== undefined ) ? size : 1;
+ normalMatrix.getNormalMatrix( this.object.matrixWorld );
- var color = ( hex !== undefined ) ? hex : 0x0000ff;
+ var matrixWorld = this.object.matrixWorld;
- var width = ( linewidth !== undefined ) ? linewidth : 1;
+ var position = this.geometry.attributes.position;
- var geometry = new THREE.Geometry();
+ //
- var faces = object.geometry.faces;
+ var objGeometry = this.object.geometry;
- for (var i = 0, l = faces.length; i < l; i++) {
+ if ( objGeometry instanceof THREE.Geometry ) {
- var face = faces[i];
+ var vertices = objGeometry.vertices;
- for (var j = 0, jl = face.vertexTangents.length; j < jl; j++) {
+ var faces = objGeometry.faces;
- geometry.vertices.push(new THREE.Vector3());
- geometry.vertices.push(new THREE.Vector3());
+ var idx = 0;
- }
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
- }
+ var face = faces[ i ];
- THREE.Line.call(this, geometry, new THREE.LineBasicMaterial({color: color, linewidth: width}), THREE.LinePieces);
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- this.matrixAutoUpdate = false;
+ var vertex = vertices[ face[ keys[ j ] ] ];
- this.update();
+ var normal = face.vertexNormals[ j ];
-};
+ v1.copy( vertex ).applyMatrix4( matrixWorld );
-THREE.VertexTangentsHelper.prototype = Object.create(THREE.Line.prototype);
-THREE.VertexTangentsHelper.prototype.constructor = THREE.VertexTangentsHelper;
+ v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
-THREE.VertexTangentsHelper.prototype.update = ( function (object) {
+ position.setXYZ( idx, v1.x, v1.y, v1.z );
- var v1 = new THREE.Vector3();
+ idx = idx + 1;
- return function (object) {
+ position.setXYZ( idx, v2.x, v2.y, v2.z );
- var keys = ['a', 'b', 'c', 'd'];
+ idx = idx + 1;
- this.object.updateMatrixWorld(true);
+ }
- var vertices = this.geometry.vertices;
+ }
- var verts = this.object.geometry.vertices;
+ } else if ( objGeometry instanceof THREE.BufferGeometry ) {
- var faces = this.object.geometry.faces;
+ var objPos = objGeometry.attributes.position;
- var worldMatrix = this.object.matrixWorld;
+ var objNorm = objGeometry.attributes.normal;
- var idx = 0;
+ var idx = 0;
- for (var i = 0, l = faces.length; i < l; i++) {
+ // for simplicity, ignore index and drawcalls, and render every normal
- var face = faces[i];
+ for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
- for (var j = 0, jl = face.vertexTangents.length; j < jl; j++) {
+ v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
- var vertexId = face[keys[j]];
- var vertex = verts[vertexId];
+ v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
- var tangent = face.vertexTangents[j];
+ v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
- vertices[idx].copy(vertex).applyMatrix4(worldMatrix);
+ position.setXYZ( idx, v1.x, v1.y, v1.z );
- v1.copy(tangent).transformDirection(worldMatrix).multiplyScalar(this.size);
+ idx = idx + 1;
- v1.add(vertices[idx]);
- idx = idx + 1;
+ position.setXYZ( idx, v2.x, v2.y, v2.z );
- vertices[idx].copy(v1);
- idx = idx + 1;
+ idx = idx + 1;
- }
+ }
- }
+ }
- this.geometry.verticesNeedUpdate = true;
+ position.needsUpdate = true;
- return this;
+ return this;
- }
+ }
-}());
+}() );
// File:src/extras/helpers/WireframeHelper.js
@@ -34697,18 +36729,18 @@ THREE.VertexTangentsHelper.prototype.update = ( function (object) {
* @author mrdoob / http://mrdoob.com/
*/
-THREE.WireframeHelper = function (object, hex) {
+THREE.WireframeHelper = function ( object, hex ) {
- var color = ( hex !== undefined ) ? hex : 0xffffff;
+ var color = ( hex !== undefined ) ? hex : 0xffffff;
- THREE.Line.call(this, new THREE.WireframeGeometry(object.geometry), new THREE.LineBasicMaterial({color: color}), THREE.LinePieces);
+ THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) );
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
+ this.matrix = object.matrixWorld;
+ this.matrixAutoUpdate = false;
};
-THREE.WireframeHelper.prototype = Object.create(THREE.Line.prototype);
+THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype );
THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
// File:src/extras/objects/ImmediateRenderObject.js
@@ -34717,16 +36749,16 @@ THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
* @author alteredq / http://alteredqualia.com/
*/
-THREE.ImmediateRenderObject = function () {
+THREE.ImmediateRenderObject = function ( material ) {
- THREE.Object3D.call(this);
+ THREE.Object3D.call( this );
- this.render = function (renderCallback) {
- };
+ this.material = material;
+ this.render = function ( renderCallback ) {};
};
-THREE.ImmediateRenderObject.prototype = Object.create(THREE.Object3D.prototype);
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
// File:src/extras/objects/MorphBlendMesh.js
@@ -34735,307 +36767,315 @@ THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
* @author alteredq / http://alteredqualia.com/
*/
-THREE.MorphBlendMesh = function (geometry, material) {
+THREE.MorphBlendMesh = function( geometry, material ) {
- THREE.Mesh.call(this, geometry, material);
+ THREE.Mesh.call( this, geometry, material );
- this.animationsMap = {};
- this.animationsList = [];
+ this.animationsMap = {};
+ this.animationsList = [];
- // prepare default animation
- // (all frames played together in 1 second)
+ // prepare default animation
+ // (all frames played together in 1 second)
- var numFrames = this.geometry.morphTargets.length;
+ var numFrames = this.geometry.morphTargets.length;
- var name = "__default";
+ var name = "__default";
- var startFrame = 0;
- var endFrame = numFrames - 1;
+ var startFrame = 0;
+ var endFrame = numFrames - 1;
- var fps = numFrames / 1;
+ var fps = numFrames / 1;
- this.createAnimation(name, startFrame, endFrame, fps);
- this.setAnimationWeight(name, 1);
+ this.createAnimation( name, startFrame, endFrame, fps );
+ this.setAnimationWeight( name, 1 );
};
-THREE.MorphBlendMesh.prototype = Object.create(THREE.Mesh.prototype);
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh;
-THREE.MorphBlendMesh.prototype.createAnimation = function (name, start, end, fps) {
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
- var animation = {
+ var animation = {
- startFrame: start,
- endFrame: end,
+ start: start,
+ end: end,
- length: end - start + 1,
+ length: end - start + 1,
- fps: fps,
- duration: ( end - start ) / fps,
+ fps: fps,
+ duration: ( end - start ) / fps,
- lastFrame: 0,
- currentFrame: 0,
+ lastFrame: 0,
+ currentFrame: 0,
- active: false,
+ active: false,
- time: 0,
- direction: 1,
- weight: 1,
+ time: 0,
+ direction: 1,
+ weight: 1,
- directionBackwards: false,
- mirroredLoop: false
+ directionBackwards: false,
+ mirroredLoop: false
- };
+ };
- this.animationsMap[name] = animation;
- this.animationsList.push(animation);
+ this.animationsMap[ name ] = animation;
+ this.animationsList.push( animation );
};
-THREE.MorphBlendMesh.prototype.autoCreateAnimations = function (fps) {
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
- var pattern = /([a-z]+)_?(\d+)/;
+ var pattern = /([a-z]+)_?(\d+)/;
- var firstAnimation, frameRanges = {};
+ var firstAnimation, frameRanges = {};
- var geometry = this.geometry;
+ var geometry = this.geometry;
- for (var i = 0, il = geometry.morphTargets.length; i < il; i++) {
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
- var morph = geometry.morphTargets[i];
- var chunks = morph.name.match(pattern);
+ var morph = geometry.morphTargets[ i ];
+ var chunks = morph.name.match( pattern );
- if (chunks && chunks.length > 1) {
+ if ( chunks && chunks.length > 1 ) {
- var name = chunks[1];
+ var name = chunks[ 1 ];
- if (!frameRanges[name]) frameRanges[name] = {start: Infinity, end: -Infinity};
+ if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
- var range = frameRanges[name];
+ var range = frameRanges[ name ];
- if (i < range.start) range.start = i;
- if (i > range.end) range.end = i;
+ if ( i < range.start ) range.start = i;
+ if ( i > range.end ) range.end = i;
- if (!firstAnimation) firstAnimation = name;
+ if ( ! firstAnimation ) firstAnimation = name;
- }
+ }
- }
+ }
- for (var name in frameRanges) {
+ for ( var name in frameRanges ) {
- var range = frameRanges[name];
- this.createAnimation(name, range.start, range.end, fps);
+ var range = frameRanges[ name ];
+ this.createAnimation( name, range.start, range.end, fps );
- }
+ }
- this.firstAnimation = firstAnimation;
+ this.firstAnimation = firstAnimation;
};
-THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function (name) {
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.direction = 1;
- animation.directionBackwards = false;
+ animation.direction = 1;
+ animation.directionBackwards = false;
- }
+ }
};
-THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function (name) {
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.direction = -1;
- animation.directionBackwards = true;
+ animation.direction = - 1;
+ animation.directionBackwards = true;
- }
+ }
};
-THREE.MorphBlendMesh.prototype.setAnimationFPS = function (name, fps) {
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.fps = fps;
- animation.duration = ( animation.end - animation.start ) / animation.fps;
+ animation.fps = fps;
+ animation.duration = ( animation.end - animation.start ) / animation.fps;
- }
+ }
};
-THREE.MorphBlendMesh.prototype.setAnimationDuration = function (name, duration) {
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.duration = duration;
- animation.fps = ( animation.end - animation.start ) / animation.duration;
+ animation.duration = duration;
+ animation.fps = ( animation.end - animation.start ) / animation.duration;
- }
+ }
};
-THREE.MorphBlendMesh.prototype.setAnimationWeight = function (name, weight) {
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.weight = weight;
+ animation.weight = weight;
- }
+ }
};
-THREE.MorphBlendMesh.prototype.setAnimationTime = function (name, time) {
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.time = time;
+ animation.time = time;
- }
+ }
};
-THREE.MorphBlendMesh.prototype.getAnimationTime = function (name) {
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
- var time = 0;
+ var time = 0;
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- time = animation.time;
+ time = animation.time;
- }
+ }
- return time;
+ return time;
};
-THREE.MorphBlendMesh.prototype.getAnimationDuration = function (name) {
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
- var duration = -1;
+ var duration = - 1;
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- duration = animation.duration;
+ duration = animation.duration;
- }
+ }
- return duration;
+ return duration;
};
-THREE.MorphBlendMesh.prototype.playAnimation = function (name) {
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.time = 0;
- animation.active = true;
+ animation.time = 0;
+ animation.active = true;
- } else {
+ } else {
- THREE.warn("THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()");
+ console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
- }
+ }
};
-THREE.MorphBlendMesh.prototype.stopAnimation = function (name) {
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
- var animation = this.animationsMap[name];
+ var animation = this.animationsMap[ name ];
- if (animation) {
+ if ( animation ) {
- animation.active = false;
+ animation.active = false;
- }
+ }
};
-THREE.MorphBlendMesh.prototype.update = function (delta) {
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
- for (var i = 0, il = this.animationsList.length; i < il; i++) {
+ for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
- var animation = this.animationsList[i];
+ var animation = this.animationsList[ i ];
- if (!animation.active) continue;
+ if ( ! animation.active ) continue;
- var frameTime = animation.duration / animation.length;
+ var frameTime = animation.duration / animation.length;
- animation.time += animation.direction * delta;
+ animation.time += animation.direction * delta;
- if (animation.mirroredLoop) {
+ if ( animation.mirroredLoop ) {
- if (animation.time > animation.duration || animation.time < 0) {
+ if ( animation.time > animation.duration || animation.time < 0 ) {
- animation.direction *= -1;
+ animation.direction *= - 1;
- if (animation.time > animation.duration) {
+ if ( animation.time > animation.duration ) {
- animation.time = animation.duration;
- animation.directionBackwards = true;
+ animation.time = animation.duration;
+ animation.directionBackwards = true;
- }
+ }
- if (animation.time < 0) {
+ if ( animation.time < 0 ) {
- animation.time = 0;
- animation.directionBackwards = false;
+ animation.time = 0;
+ animation.directionBackwards = false;
- }
+ }
- }
+ }
- } else {
+ } else {
- animation.time = animation.time % animation.duration;
+ animation.time = animation.time % animation.duration;
- if (animation.time < 0) animation.time += animation.duration;
+ if ( animation.time < 0 ) animation.time += animation.duration;
- }
+ }
- var keyframe = animation.startFrame + THREE.Math.clamp(Math.floor(animation.time / frameTime), 0, animation.length - 1);
- var weight = animation.weight;
+ var keyframe = animation.start + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
+ var weight = animation.weight;
- if (keyframe !== animation.currentFrame) {
+ if ( keyframe !== animation.currentFrame ) {
- this.morphTargetInfluences[animation.lastFrame] = 0;
- this.morphTargetInfluences[animation.currentFrame] = 1 * weight;
+ this.morphTargetInfluences[ animation.lastFrame ] = 0;
+ this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
- this.morphTargetInfluences[keyframe] = 0;
+ this.morphTargetInfluences[ keyframe ] = 0;
- animation.lastFrame = animation.currentFrame;
- animation.currentFrame = keyframe;
+ animation.lastFrame = animation.currentFrame;
+ animation.currentFrame = keyframe;
- }
+ }
- var mix = ( animation.time % frameTime ) / frameTime;
+ var mix = ( animation.time % frameTime ) / frameTime;
- if (animation.directionBackwards) mix = 1 - mix;
+ if ( animation.directionBackwards ) mix = 1 - mix;
- this.morphTargetInfluences[animation.currentFrame] = mix * weight;
- this.morphTargetInfluences[animation.lastFrame] = ( 1 - mix ) * weight;
+ 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/webapp/shaders/conservative_model_proj.frag b/webapp/shaders/conservative_model_proj.frag
new file mode 100644
index 00000000..9cb7dc1f
--- /dev/null
+++ b/webapp/shaders/conservative_model_proj.frag
@@ -0,0 +1,29 @@
+#extension GL_EXT_frag_depth : require
+varying vec3 AABB_min;
+varying vec3 AABB_max;
+varying vec3 positionK;
+// depth encoding : http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+highp float factor = (exp2(24.0) - 1.0) / exp2(24.0);
+vec3 EncodeFloatRGB(highp float v) {
+ vec3 enc = fract(vec3(1.0, 255.0, 255.0 * 255.0) * factor * v);
+ enc -= enc.yzz * vec3(1.0 / 255.0, 1.0 / 255.0, 0.0);
+ return enc;
+}
+highp float DecodeFloatRGB(vec3 rgb) {
+ return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 255.0 / 255.0)) / factor;
+}
+void main() {
+ vec2 pos = positionK.xy;
+//lets destroy the fragments that are really out there between the input corner and the dilated corner
+ if(any(bvec4(lessThan(pos, AABB_min.xy), greaterThan(pos, AABB_max.xy))))
+ discard;
+// ok, we were pessimistic, but one thing still holds:
+// the true Z value can never ever be higher or lower than any Z value of the input vertices,
+// so we clip to get back to some reality
+ float z = clamp(positionK.z, AABB_min.z, AABB_max.z);
+// go back to fragment world
+ z = (0.5 * z + 0.5);
+// update the depth buffer, since what was a nice triangle is now a triangle with 2 bent corners (flattened by the Z clamp).
+ gl_FragDepthEXT = z;
+ gl_FragData[0] = vec4(1.0 - z, 0.0, 0.0, 1.0);
+}
\ No newline at end of file
diff --git a/webapp/shaders/conservative_model_proj.vert b/webapp/shaders/conservative_model_proj.vert
new file mode 100644
index 00000000..6cd5179e
--- /dev/null
+++ b/webapp/shaders/conservative_model_proj.vert
@@ -0,0 +1,59 @@
+attribute vec3 prevPoint;
+attribute vec3 nextPoint;
+uniform vec2 hPixel;
+uniform vec2 hPixelWorld;
+varying vec3 AABB_min;
+varying vec3 AABB_max;
+varying vec3 positionK;
+
+float cross2d(vec2 v1, vec2 v2) {
+ return v1.x * v2.y - v1.y * v2.x;
+}
+
+// http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter42.html
+void main() {
+ vec3 eyeDirection = vec3(0.0, 0.0, -1.0);
+ vec3 p1 = prevPoint, p2 = position, p3 = nextPoint;
+ vec2 e1 = normalize(p2.xy - p1.xy);
+ vec2 e2 = normalize(p2.xy - p3.xy);
+// project the side on the bisector
+// http://stackoverflow.com/a/32515402/72637
+ float halfsine = sqrt((1.0 - dot(e1, e2)) / 2.0);
+ vec2 resultPoint2D = p2.xy + length(hPixelWorld) / halfsine * normalize(e1 + e2);
+
+// project the 2D point to the triangle plane in 3D
+// grab the triangle normal
+ vec3 normal = normalize(cross(p2.xyz - p1.xyz, p3.xyz - p2.xyz));
+// grab the Z for (x=0, y=0)
+ float d = dot(normal, p2.xyz);
+// the new Z is the distance from the 2D projected point to its projection on the triangle plane
+ float t = (dot(normal, vec3(resultPoint2D, 0.0)) - d) / (dot(normal, eyeDirection));
+
+//I suspect the normalize() function is a bit off and sometimes give a number slightly bigger than 1, and sqrt() is unhappy
+ float normalZSquared = clamp(normal.z * normal.z, 0.0, 1.0);
+//shift the whole triangle up because Z is sampled at pixel center, but the maximum Z is at a corner.
+//A mostly vertical triangle might send the Z very high or very low, well clamp that in the fragment shader
+ float cornerPessimization = sqrt(1.0 - normalZSquared) * length(hPixelWorld);
+ vec4 shiftedPosition = vec4(resultPoint2D, t + cornerPessimization, 1.0);
+ vec4 projectedShiftedPosition = projectionMatrix * modelViewMatrix * shiftedPosition;
+
+//compute the Axis Aligned bounding box
+ vec4 prevPos = projectionMatrix * modelViewMatrix * vec4(p1, 1.0);
+ vec4 currPos = projectionMatrix * modelViewMatrix * vec4(p2, 1.0);
+ vec4 nextPos = projectionMatrix * modelViewMatrix * vec4(p3, 1.0);
+ vec3 minBounds = prevPos.xyz;
+ minBounds = min(currPos.xyz, minBounds);
+ minBounds = min(nextPos.xyz, minBounds);
+ vec3 maxBounds = prevPos.xyz;
+ maxBounds = max(currPos.xyz, maxBounds);
+ maxBounds = max(nextPos.xyz, maxBounds);
+// extend the box by one pixel
+ minBounds = minBounds - vec3(hPixel, 0.0);
+ maxBounds = maxBounds + vec3(hPixel, 0.0);
+
+ AABB_min = minBounds;
+ AABB_max = maxBounds;
+ gl_PointSize = 10.0;
+ positionK = projectedShiftedPosition.xyz;
+ gl_Position = projectedShiftedPosition;
+}
\ No newline at end of file
diff --git a/webapp/shaders/model_proj.frag b/webapp/shaders/model_proj.frag
new file mode 100644
index 00000000..8a8901f7
--- /dev/null
+++ b/webapp/shaders/model_proj.frag
@@ -0,0 +1,3 @@
+void main() {
+ gl_FragData[0] = vec4(1.0 - gl_FragCoord.z, 0.0, 0.0, 1.0);
+}
\ No newline at end of file
diff --git a/webapp/shaders/model_proj.vert b/webapp/shaders/model_proj.vert
new file mode 100644
index 00000000..efdfe723
--- /dev/null
+++ b/webapp/shaders/model_proj.vert
@@ -0,0 +1,5 @@
+attribute vec3 prevPoint;
+attribute vec3 nextPoint;
+void main() {
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
+}
\ No newline at end of file
diff --git a/webgcode.xcodeproj/project.pbxproj b/webgcode.xcodeproj/project.pbxproj
index 07622892..4508dced 100644
--- a/webgcode.xcodeproj/project.pbxproj
+++ b/webgcode.xcodeproj/project.pbxproj
@@ -165,6 +165,7 @@
DDAA52AFFAE054B9E7D1FA72 /* cnc.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = cnc.h; sourceTree = ""; };
DDAA52B1A4915275E73497A2 /* box2.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = box2.js; sourceTree = ""; };
DDAA52CAC3926B8B4F4B829A /* threeDView.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; name = threeDView.js; path = ui/threeDView.js; sourceTree = ""; };
+ DDAA52DF37746F4522541880 /* median.frag */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.glsl; name = median.frag; path = shaders/median.frag; sourceTree = ""; };
DDAA52E5A7394BAD5D0799D3 /* build-sandbox.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = "build-sandbox.js"; sourceTree = ""; };
DDAA52F3574050B6296E6814 /* test_pycam.ngc */ = {isa = PBXFileReference; lastKnownFileType = file.ngc; path = test_pycam.ngc; sourceTree = ""; };
DDAA531F684874FDE40B5CDE /* morphology.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = morphology.js; sourceTree = ""; };
@@ -200,6 +201,7 @@
DDAA5583FA74E90180E93A59 /* jobView.hbs */ = {isa = PBXFileReference; lastKnownFileType = file.handlebars; path = jobView.hbs; sourceTree = ""; };
DDAA558DB0228EB233245972 /* cam.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; name = cam.js; path = cam/cam.js; sourceTree = ""; };
DDAA55AE23998F53B255B243 /* visucamTest.html */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.html; path = visucamTest.html; sourceTree = ""; };
+ DDAA55B32FE868406218682F /* model_proj.vert */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.glsl; name = model_proj.vert; path = shaders/model_proj.vert; sourceTree = ""; };
DDAA55B330007C9773B22298 /* palette.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; path = palette.png; sourceTree = ""; };
DDAA55BC4AF31055E9F8A697 /* worker.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; name = worker.js; path = webapp/worker.js; sourceTree = ""; };
DDAA55C1BC3E322FEB4DDDDE /* contourExtractor.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = contourExtractor.js; sourceTree = ""; };
@@ -265,6 +267,7 @@
DDAA5A99ECD28BC66706A677 /* manifest.json */ = {isa = PBXFileReference; lastKnownFileType = file.json; name = manifest.json; path = webapp/manifest.json; sourceTree = ""; };
DDAA5AAFC3B9C67160FA662D /* geometry.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; name = geometry.js; path = gcode/geometry.js; sourceTree = ""; };
DDAA5AC14AAD3A2C784B1419 /* yenc.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; name = yenc.js; path = libs/yenc.js; sourceTree = ""; };
+ DDAA5ADCFC9042BDEE4DA768 /* conservative_model_proj.frag */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.glsl; name = conservative_model_proj.frag; path = shaders/conservative_model_proj.frag; sourceTree = ""; };
DDAA5B08E58D8D0CDBC74EAA /* cam.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = cam.js; sourceTree = ""; };
DDAA5B32ABEAC29E2C09425A /* tux.ngc */ = {isa = PBXFileReference; lastKnownFileType = file.ngc; path = tux.ngc; sourceTree = ""; };
DDAA5B453A7758A947C1B962 /* loading.hbs */ = {isa = PBXFileReference; lastKnownFileType = file.hbs; path = loading.hbs; sourceTree = ""; };
@@ -293,6 +296,7 @@
DDAA5DA7202D3250BD94C922 /* contour.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = contour.js; sourceTree = ""; };
DDAA5DAA497AA174431D8606 /* index.html */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.html; name = index.html; path = webapp/index.html; sourceTree = ""; };
DDAA5DADF1563A99CFD20E6D /* geometry.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = geometry.js; sourceTree = ""; };
+ DDAA5DBBB429009377B8802F /* conservative_model_proj.vert */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.glsl; name = conservative_model_proj.vert; path = shaders/conservative_model_proj.vert; sourceTree = ""; };
DDAA5DBED23BB93B2FA59786 /* util.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = util.js; sourceTree = ""; };
DDAA5DFFCA6C2A31934FF748 /* job.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = job.js; sourceTree = ""; };
DDAA5E122DE608E329B07F71 /* compile_ember.sh */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.script.sh; path = compile_ember.sh; sourceTree = ""; };
@@ -307,6 +311,7 @@
DDAA5F0312AAB5E2ACBE6A7A /* view.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = view.js; sourceTree = ""; };
DDAA5F0C5AECEECBCBD8D9E4 /* icon_fraise_128.png */ = {isa = PBXFileReference; lastKnownFileType = image.png; path = icon_fraise_128.png; sourceTree = ""; };
DDAA5F11D1C935F6D795348A /* test_3D.html */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.html; path = test_3D.html; sourceTree = ""; };
+ DDAA5F16C318EC66400EED7E /* model_proj.frag */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.glsl; name = model_proj.frag; path = shaders/model_proj.frag; sourceTree = ""; };
DDAA5F1FE345E1887B17F30E /* test_3D_stream.html */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.html; path = test_3D_stream.html; sourceTree = ""; };
DDAA5F329B72AC25F4AAA0F4 /* toolpath.js */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.javascript; path = toolpath.js; sourceTree = ""; };
DDAA5F376DB68FEFFF7FC133 /* CAM.html */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text.html; name = CAM.html; path = webapp/CAM.html; sourceTree = ""; };
@@ -630,6 +635,11 @@
DDAA5BFCED9419518BAD691A /* medial_axis.frag */,
DDAA53CBCFE5DFFC2B401675 /* simple.frag */,
DDAA55F3A85B6FDBC03F92FA /* max_value.frag */,
+ DDAA52DF37746F4522541880 /* median.frag */,
+ DDAA55B32FE868406218682F /* model_proj.vert */,
+ DDAA5DBBB429009377B8802F /* conservative_model_proj.vert */,
+ DDAA5ADCFC9042BDEE4DA768 /* conservative_model_proj.frag */,
+ DDAA5F16C318EC66400EED7E /* model_proj.frag */,
);
path = webapp;
sourceTree = "";