diff --git a/build/three.js b/build/three.js
index 147a1ea0899104..f001a056d5d406 100644
--- a/build/three.js
+++ b/build/three.js
@@ -1,36302 +1,36332 @@
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author Larry Battle / http://bateru.com/news
- */
-
-var THREE = THREE || { REVISION: '54dev' };
-
-self.console = self.console || {
-
- info: function () {},
- log: function () {},
- debug: function () {},
- warn: function () {},
- error: function () {}
-
-};
-
-self.Int32Array = self.Int32Array || Array;
-self.Float32Array = self.Float32Array || Array;
-
-// Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
-// not sure we should have this, or at least not have it here
-
-// http://stackoverflow.com/questions/646628/javascript-startswith
-// http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
-// http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras
-
-String.prototype.startsWith = String.prototype.startsWith || function ( str ) {
-
- return this.slice( 0, str.length ) === str;
-
-};
-
-String.prototype.endsWith = String.prototype.endsWith || function ( str ) {
-
- var t = String( str );
- var index = this.lastIndexOf( t );
- return ( -1 < index && index ) === (this.length - t.length);
-
-};
-
-String.prototype.trim = String.prototype.trim || function () {
-
- return this.replace( /^\s+|\s+$/g, '' );
-
-};
-
-
-// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
-// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
-
-// requestAnimationFrame polyfill by Erik Möller
-// fixes from Paul Irish and Tino Zijdel
-
-( function () {
-
- var lastTime = 0;
- var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
-
- for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
-
- window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
- window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
-
- }
-
- if ( window.requestAnimationFrame === undefined ) {
-
- window.requestAnimationFrame = function ( callback, element ) {
-
- var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
- var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
- lastTime = currTime + timeToCall;
- return id;
-
- };
-
- }
-
- window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
-
-}() );
-
-// GL STATE CONSTANTS
-
-THREE.CullFaceNone = 0;
-THREE.CullFaceBack = 1;
-THREE.CullFaceFront = 2;
-THREE.CullFaceFrontBack = 3;
-
-THREE.FrontFaceDirectionCW = 0;
-THREE.FrontFaceDirectionCCW = 1;
-
-// SHADOWING TYPES
-
-THREE.BasicShadowMap = 0;
-THREE.PCFShadowMap = 1;
-THREE.PCFSoftShadowMap = 2;
-
-// MATERIAL CONSTANTS
-
-// side
-
-THREE.FrontSide = 0;
-THREE.BackSide = 1;
-THREE.DoubleSide = 2;
-
-// shading
-
-THREE.NoShading = 0;
-THREE.FlatShading = 1;
-THREE.SmoothShading = 2;
-
-// colors
-
-THREE.NoColors = 0;
-THREE.FaceColors = 1;
-THREE.VertexColors = 2;
-
-// blending modes
-
-THREE.NoBlending = 0;
-THREE.NormalBlending = 1;
-THREE.AdditiveBlending = 2;
-THREE.SubtractiveBlending = 3;
-THREE.MultiplyBlending = 4;
-THREE.CustomBlending = 5;
-
-// custom blending equations
-// (numbers start from 100 not to clash with other
-// mappings to OpenGL constants defined in Texture.js)
-
-THREE.AddEquation = 100;
-THREE.SubtractEquation = 101;
-THREE.ReverseSubtractEquation = 102;
-
-// custom blending destination factors
-
-THREE.ZeroFactor = 200;
-THREE.OneFactor = 201;
-THREE.SrcColorFactor = 202;
-THREE.OneMinusSrcColorFactor = 203;
-THREE.SrcAlphaFactor = 204;
-THREE.OneMinusSrcAlphaFactor = 205;
-THREE.DstAlphaFactor = 206;
-THREE.OneMinusDstAlphaFactor = 207;
-
-// custom blending source factors
-
-//THREE.ZeroFactor = 200;
-//THREE.OneFactor = 201;
-//THREE.SrcAlphaFactor = 204;
-//THREE.OneMinusSrcAlphaFactor = 205;
-//THREE.DstAlphaFactor = 206;
-//THREE.OneMinusDstAlphaFactor = 207;
-THREE.DstColorFactor = 208;
-THREE.OneMinusDstColorFactor = 209;
-THREE.SrcAlphaSaturateFactor = 210;
-
-
-// TEXTURE CONSTANTS
-
-THREE.MultiplyOperation = 0;
-THREE.MixOperation = 1;
-THREE.AddOperation = 2;
-
-// Mapping modes
-
-THREE.UVMapping = function () {};
-
-THREE.CubeReflectionMapping = function () {};
-THREE.CubeRefractionMapping = function () {};
-
-THREE.SphericalReflectionMapping = function () {};
-THREE.SphericalRefractionMapping = function () {};
-
-// Wrapping modes
-
-THREE.RepeatWrapping = 1000;
-THREE.ClampToEdgeWrapping = 1001;
-THREE.MirroredRepeatWrapping = 1002;
-
-// Filters
-
-THREE.NearestFilter = 1003;
-THREE.NearestMipMapNearestFilter = 1004;
-THREE.NearestMipMapLinearFilter = 1005;
-THREE.LinearFilter = 1006;
-THREE.LinearMipMapNearestFilter = 1007;
-THREE.LinearMipMapLinearFilter = 1008;
-
-// Data types
-
-THREE.UnsignedByteType = 1009;
-THREE.ByteType = 1010;
-THREE.ShortType = 1011;
-THREE.UnsignedShortType = 1012;
-THREE.IntType = 1013;
-THREE.UnsignedIntType = 1014;
-THREE.FloatType = 1015;
-
-// Pixel types
-
-//THREE.UnsignedByteType = 1009;
-THREE.UnsignedShort4444Type = 1016;
-THREE.UnsignedShort5551Type = 1017;
-THREE.UnsignedShort565Type = 1018;
-
-// Pixel formats
-
-THREE.AlphaFormat = 1019;
-THREE.RGBFormat = 1020;
-THREE.RGBAFormat = 1021;
-THREE.LuminanceFormat = 1022;
-THREE.LuminanceAlphaFormat = 1023;
-
-// Compressed texture formats
-
-THREE.RGB_S3TC_DXT1_Format = 2001;
-THREE.RGBA_S3TC_DXT1_Format = 2002;
-THREE.RGBA_S3TC_DXT3_Format = 2003;
-THREE.RGBA_S3TC_DXT5_Format = 2004;
-
-/*
-// Potential future PVRTC compressed texture formats
-THREE.RGB_PVRTC_4BPPV1_Format = 2100;
-THREE.RGB_PVRTC_2BPPV1_Format = 2101;
-THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
-THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
-*/
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Color = function ( value ) {
-
- if ( value !== undefined ) this.set( value );
-
- return this;
-
-};
-
-THREE.Color.prototype = {
-
- constructor: THREE.Color,
-
- r: 1, g: 1, b: 1,
-
- copy: function ( color ) {
-
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
-
- return this;
-
- },
-
- copyGammaToLinear: function ( color ) {
-
- this.r = color.r * color.r;
- this.g = color.g * color.g;
- this.b = color.b * color.b;
-
- return this;
-
- },
-
- copyLinearToGamma: function ( color ) {
-
- this.r = Math.sqrt( color.r );
- this.g = Math.sqrt( color.g );
- this.b = Math.sqrt( color.b );
-
- return this;
-
- },
-
- convertGammaToLinear: function () {
-
- var r = this.r, g = this.g, b = this.b;
-
- this.r = r * r;
- this.g = g * g;
- this.b = b * b;
-
- return this;
-
- },
-
- convertLinearToGamma: function () {
-
- this.r = Math.sqrt( this.r );
- this.g = Math.sqrt( this.g );
- this.b = Math.sqrt( this.b );
-
- return this;
-
- },
-
- set: function ( value ) {
-
- switch ( typeof value ) {
-
- case "number":
- this.setHex( value );
- break;
-
- case "string":
- this.setStyle( value );
- break;
-
- }
-
- },
-
- setRGB: function ( r, g, b ) {
-
- this.r = r;
- this.g = g;
- this.b = b;
-
- return this;
-
- },
-
- setHSV: function ( h, s, v ) {
-
- // based on MochiKit implementation by Bob Ippolito
- // h,s,v ranges are < 0.0 - 1.0 >
-
- var i, f, p, q, t;
-
- if ( v === 0 ) {
-
- this.r = this.g = this.b = 0;
-
- } else {
-
- i = Math.floor( h * 6 );
- f = ( h * 6 ) - i;
- p = v * ( 1 - s );
- q = v * ( 1 - ( s * f ) );
- t = v * ( 1 - ( s * ( 1 - f ) ) );
-
- if ( i === 0 ) {
-
- this.r = v;
- this.g = t;
- this.b = p;
-
- } else if ( i === 1 ) {
-
- this.r = q;
- this.g = v;
- this.b = p;
-
- } else if ( i === 2 ) {
-
- this.r = p;
- this.g = v;
- this.b = t;
-
- } else if ( i === 3 ) {
-
- this.r = p;
- this.g = q;
- this.b = v;
-
- } else if ( i === 4 ) {
-
- this.r = t;
- this.g = p;
- this.b = v;
-
- } else if ( i === 5 ) {
-
- this.r = v;
- this.g = p;
- this.b = q;
-
- }
-
- }
-
- return this;
-
- },
-
- getHex: function () {
-
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
-
- },
-
- setHex: function ( hex ) {
-
- hex = Math.floor( hex );
-
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
-
- return this;
-
- },
-
- getHexString: function () {
-
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
-
- },
-
- getStyle: function () {
-
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
-
- },
-
- setStyle: function ( style ) {
-
- // rgb(255,0,0)
-
- if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {
-
- var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );
-
- 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;
-
- return this;
-
- }
-
- // rgb(100%,0%,0%)
-
- if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {
-
- var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );
-
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
-
- return this;
-
- }
-
- // #ff0000
-
- if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
-
- var color = /^\#([0-9a-f]{6})$/i.exec( style );
-
- this.setHex( parseInt( color[ 1 ], 16 ) );
-
- return this;
-
- }
-
- // #f00
-
- if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
-
- var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
-
- this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
-
- return this;
-
- }
-
- // red
-
- if ( /^(\w+)$/i.test( style ) ) {
-
- this.setHex( THREE.ColorKeywords[ style ] );
-
- return this;
-
- }
-
-
- },
-
- getHSV: function ( hsv ) {
-
- // based on MochiKit implementation by Bob Ippolito
- // h,s,v ranges are < 0.0 - 1.0 >
-
- var r = this.r;
- var g = this.g;
- var b = this.b;
-
- var max = Math.max( Math.max( r, g ), b );
- var min = Math.min( Math.min( r, g ), b );
-
- var hue;
- var saturation;
- var value = max;
-
- if ( min === max ) {
-
- hue = 0;
- saturation = 0;
-
- } else {
-
- var delta = ( max - min );
- saturation = delta / max;
-
- if ( r === max ) {
-
- hue = ( g - b ) / delta;
-
- } else if ( g === max ) {
-
- hue = 2 + ( ( b - r ) / delta );
-
- } else {
-
- hue = 4 + ( ( r - g ) / delta );
- }
-
- hue /= 6;
-
- if ( hue < 0 ) {
-
- hue += 1;
-
- }
-
- if ( hue > 1 ) {
-
- hue -= 1;
-
- }
-
- }
-
- if ( hsv === undefined ) {
-
- hsv = { h: 0, s: 0, v: 0 };
-
- }
-
- hsv.h = hue;
- hsv.s = saturation;
- hsv.v = value;
-
- return hsv;
-
- },
-
- lerpSelf: function ( color, alpha ) {
-
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Color().setRGB( this.r, this.g, this.b );
-
- }
-
-};
-
-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 };
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.Vector2 = function ( x, y ) {
-
- this.x = x || 0;
- this.y = y || 0;
-
-};
-
-THREE.Vector2.prototype = {
-
- constructor: THREE.Vector2,
-
- set: function ( x, y ) {
-
- this.x = x;
- this.y = y;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
-
- return this;
-
- },
-
- add: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
-
- return this;
-
- },
-
- addSelf: function ( v ) {
-
- this.x += v.x;
- this.y += v.y;
-
- return this;
-
- },
-
- sub: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
-
- return this;
-
- },
-
- subSelf: function ( v ) {
-
- this.x -= v.x;
- this.y -= v.y;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.x *= s;
- this.y *= s;
-
- return this;
-
- },
-
- divideScalar: function ( s ) {
-
- if ( s ) {
-
- this.x /= s;
- this.y /= s;
-
- } else {
-
- this.set( 0, 0 );
-
- }
-
- return this;
-
- },
-
- minSelf: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- maxSelf: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- clampSelf: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- return this;
-
- },
-
- negate: function() {
-
- return this.multiplyScalar( - 1 );
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.lengthSq() );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
-
- },
-
- setLength: function ( l ) {
-
- return this.normalize().multiplyScalar( l );
-
- },
-
- lerpSelf: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
-
- return this;
-
- },
-
- equals: function( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
-
- },
-
- clone: function () {
-
- return new THREE.Vector2( this.x, this.y );
-
- }
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector3 = function ( x, y, z ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
-
-};
-
-
-THREE.Vector3.prototype = {
-
- constructor: THREE.Vector3,
-
- set: function ( x, y, z ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
-
- return this;
-
- },
-
- add: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
-
- return this;
-
- },
-
- addSelf: function ( v ) {
-
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
-
- return this;
-
- },
-
- sub: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
-
- return this;
-
- },
-
- subSelf: function ( v ) {
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
-
- return this;
-
- },
-
- multiply: function ( a, b ) {
-
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
-
- return this;
-
- },
-
- multiplySelf: function ( v ) {
-
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.x *= s;
- this.y *= s;
- this.z *= s;
-
- return this;
-
- },
-
- divideSelf: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
-
- return this;
-
- },
-
- divideScalar: function ( s ) {
-
- if ( s ) {
-
- this.x /= s;
- this.y /= s;
- this.z /= s;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
-
- }
-
- return this;
-
- },
-
- minSelf: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z > v.z ) {
-
- this.z = v.z;
-
- }
-
- return this;
-
- },
-
- maxSelf: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z < v.z ) {
-
- this.z = v.z;
-
- }
-
- return this;
-
- },
-
- clampSelf: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- if ( this.z < min.z ) {
-
- this.z = min.z;
-
- } else if ( this.z > max.z ) {
-
- this.z = max.z;
-
- }
-
- return this;
-
- },
-
- negate: function() {
-
- return this.multiplyScalar( - 1 );
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.lengthSq() );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( l ) {
-
- return this.normalize().multiplyScalar( l );
-
- },
-
- lerpSelf: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
-
- return this;
-
- },
-
- cross: function ( a, b ) {
-
- this.x = a.y * b.z - a.z * b.y;
- this.y = a.z * b.x - a.x * b.z;
- this.z = a.x * b.y - a.y * b.x;
-
- return this;
-
- },
-
- crossSelf: function ( v ) {
-
- var x = this.x, y = this.y, z = this.z;
-
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
-
- return this;
-
- },
-
- angleTo: function ( v ) {
-
- return Math.acos( this.dot( v ) / this.length() / v.length() );
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x;
- var dy = this.y - v.y;
- var dz = this.z - v.z;
-
- return dx * dx + dy * dy + dz * dz;
-
- },
-
- getPositionFromMatrix: function ( m ) {
-
- this.x = m.elements[12];
- this.y = m.elements[13];
- this.z = m.elements[14];
-
- return this;
-
- },
-
- setEulerFromRotationMatrix: function ( m, order ) {
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- // clamp, to handle numerical problems
-
- function clamp( x ) {
-
- return Math.min( Math.max( x, -1 ), 1 );
-
- }
-
- 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];
-
- if ( order === undefined || order === 'XYZ' ) {
-
- this.y = Math.asin( clamp( m13 ) );
-
- if ( Math.abs( m13 ) < 0.99999 ) {
-
- this.x = Math.atan2( - m23, m33 );
- this.z = Math.atan2( - m12, m11 );
-
- } else {
-
- this.x = Math.atan2( m32, m22 );
- this.z = 0;
-
- }
-
- } else if ( order === 'YXZ' ) {
-
- this.x = Math.asin( - clamp( m23 ) );
-
- if ( Math.abs( m23 ) < 0.99999 ) {
-
- this.y = Math.atan2( m13, m33 );
- this.z = Math.atan2( m21, m22 );
-
- } else {
-
- this.y = Math.atan2( - m31, m11 );
- this.z = 0;
-
- }
-
- } else if ( order === 'ZXY' ) {
-
- this.x = Math.asin( clamp( m32 ) );
-
- if ( Math.abs( m32 ) < 0.99999 ) {
-
- this.y = Math.atan2( - m31, m33 );
- this.z = Math.atan2( - m12, m22 );
-
- } else {
-
- this.y = 0;
- this.z = Math.atan2( m21, m11 );
-
- }
-
- } else if ( order === 'ZYX' ) {
-
- this.y = Math.asin( - clamp( m31 ) );
-
- if ( Math.abs( m31 ) < 0.99999 ) {
-
- this.x = Math.atan2( m32, m33 );
- this.z = Math.atan2( m21, m11 );
-
- } else {
-
- this.x = 0;
- this.z = Math.atan2( - m12, m22 );
-
- }
-
- } else if ( order === 'YZX' ) {
-
- this.z = Math.asin( clamp( m21 ) );
-
- if ( Math.abs( m21 ) < 0.99999 ) {
-
- this.x = Math.atan2( - m23, m22 );
- this.y = Math.atan2( - m31, m11 );
-
- } else {
-
- this.x = 0;
- this.y = Math.atan2( m13, m33 );
-
- }
-
- } else if ( order === 'XZY' ) {
-
- this.z = Math.asin( - clamp( m12 ) );
-
- if ( Math.abs( m12 ) < 0.99999 ) {
-
- this.x = Math.atan2( m32, m22 );
- this.y = Math.atan2( m13, m11 );
-
- } else {
-
- this.x = Math.atan2( - m23, m33 );
- this.y = 0;
-
- }
-
- }
-
- return this;
-
- },
-
- setEulerFromQuaternion: function ( q, order ) {
-
- // q is assumed to be normalized
-
- // clamp, to handle numerical problems
-
- function clamp( x ) {
-
- return Math.min( Math.max( x, -1 ), 1 );
-
- }
-
- // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
-
- var sqx = q.x * q.x;
- var sqy = q.y * q.y;
- var sqz = q.z * q.z;
- var sqw = q.w * q.w;
-
- if ( order === undefined || order === 'XYZ' ) {
-
- this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
- this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
- this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
-
- } else if ( order === 'YXZ' ) {
-
- this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
- this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
- this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
-
- } else if ( order === 'ZXY' ) {
-
- this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
- this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
- this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
-
- } else if ( order === 'ZYX' ) {
-
- this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
- this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
- this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
-
- } else if ( order === 'YZX' ) {
-
- this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
- this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
- this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
-
- } else if ( order === 'XZY' ) {
-
- this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
- this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
- this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
-
- }
-
- return this;
-
- },
-
- getScaleFromMatrix: function ( m ) {
-
- var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
- var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
- var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
-
- this.x = sx;
- this.y = sy;
- this.z = sz;
-
- return this;
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
-
- },
-
- clone: function () {
-
- return new THREE.Vector3( this.x, this.y, this.z );
-
- }
-
-};
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector4 = function ( x, y, z, w ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Vector4.prototype = {
-
- constructor: THREE.Vector4,
-
- set: function ( x, y, z, w ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setW: function ( w ) {
-
- this.w = w;
-
- return this;
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
-
- return this;
-
- },
-
- add: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
-
- return this;
-
- },
-
- addSelf: function ( v ) {
-
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
-
- return this;
-
- },
-
- sub: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
-
- return this;
-
- },
-
- subSelf: function ( v ) {
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.x *= s;
- this.y *= s;
- this.z *= s;
- this.w *= s;
-
- return this;
-
- },
-
- divideScalar: function ( s ) {
-
- if ( s ) {
-
- this.x /= s;
- this.y /= s;
- this.z /= s;
- this.w /= s;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
-
- }
-
- return this;
-
- },
-
- minSelf: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z > v.z ) {
-
- this.z = v.z;
-
- }
-
- if ( this.w > v.w ) {
-
- this.w = v.w;
-
- }
-
- return this;
-
- },
-
- maxSelf: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z < v.z ) {
-
- this.z = v.z;
-
- }
-
- if ( this.w < v.w ) {
-
- this.w = v.w;
-
- }
-
- return this;
-
- },
-
- clampSelf: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- if ( this.z < min.z ) {
-
- this.z = min.z;
-
- } else if ( this.z > max.z ) {
-
- this.z = max.z;
-
- }
-
- if ( this.w < min.w ) {
-
- this.w = min.w;
-
- } else if ( this.w > max.w ) {
-
- this.w = max.w;
-
- }
-
- return this;
-
- },
-
- negate: function() {
-
- return this.multiplyScalar( -1 );
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
- },
-
- lengthSq: function () {
-
- return this.dot( this );
-
- },
-
- length: function () {
-
- return Math.sqrt( this.lengthSq() );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( l ) {
-
- return this.normalize().multiplyScalar( l );
-
- },
-
- lerpSelf: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
-
- },
-
- clone: function () {
-
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
- },
-
- setAxisAngleFromQuaternion: function ( q ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-
- // q is assumed to be normalized
-
- this.w = 2 * Math.acos( q.w );
-
- var s = Math.sqrt( 1 - q.w * q.w );
-
- if ( s < 0.0001 ) {
-
- this.x = 1;
- this.y = 0;
- this.z = 0;
-
- } else {
-
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
-
- }
-
- return this;
-
- },
-
- setAxisAngleFromRotationMatrix: function ( m ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var angle, x, y, z, // variables for result
- epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
-
- te = m.elements,
-
- m11 = te[0], m12 = te[4], m13 = te[8],
- m21 = te[1], m22 = te[5], m23 = te[9],
- m31 = te[2], m32 = te[6], m33 = te[10];
-
- if ( ( Math.abs( m12 - m21 ) < epsilon )
- && ( Math.abs( m13 - m31 ) < epsilon )
- && ( Math.abs( m23 - m32 ) < epsilon ) ) {
-
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
-
- if ( ( Math.abs( m12 + m21 ) < epsilon2 )
- && ( Math.abs( m13 + m31 ) < epsilon2 )
- && ( Math.abs( m23 + m32 ) < epsilon2 )
- && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
-
- // this singularity is identity matrix so angle = 0
-
- this.set( 1, 0, 0, 0 );
-
- return this; // zero angle, arbitrary axis
-
- }
-
- // otherwise this singularity is angle = 180
-
- angle = Math.PI;
-
- var xx = ( m11 + 1 ) / 2;
- var yy = ( m22 + 1 ) / 2;
- var zz = ( m33 + 1 ) / 2;
- var xy = ( m12 + m21 ) / 4;
- var xz = ( m13 + m31 ) / 4;
- var yz = ( m23 + m32 ) / 4;
-
- if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
-
- if ( xx < epsilon ) {
-
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
-
- } else {
-
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
-
- }
-
- } else if ( yy > zz ) { // m22 is the largest diagonal term
-
- if ( yy < epsilon ) {
-
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
-
- } else {
-
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
-
- }
-
- } else { // m33 is the largest diagonal term so base result on this
-
- if ( zz < epsilon ) {
-
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
-
- } else {
-
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
-
- }
-
- }
-
- this.set( x, y, z, angle );
-
- return this; // return 180 deg rotation
-
- }
-
- // as we have reached here there are no singularities so we can handle normally
-
- var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
- + ( m13 - m31 ) * ( m13 - m31 )
- + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
-
- if ( Math.abs( s ) < 0.001 ) s = 1;
-
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
-
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
-
- return this;
-
- }
-
-};
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Box2 = function ( min, max ) {
-
- this.min = min !== undefined ? min.clone() : new THREE.Vector2( Infinity, Infinity );
- this.max = max !== undefined ? max.clone() : new THREE.Vector2( -Infinity, -Infinity );
-
-};
-
-THREE.Box2.prototype = {
-
- constructor: THREE.Box2,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- if ( points.length > 0 ) {
-
- var point = points[ 0 ];
-
- this.min.copy( point );
- this.max.copy( point );
-
- for ( var i = 1, il = points.length; i < il; i ++ ) {
-
- point = points[ i ];
-
- if ( point.x < this.min.x ) {
-
- this.min.x = point.x;
-
- } else if ( point.x > this.max.x ) {
-
- this.max.x = point.x;
-
- }
-
- if ( point.y < this.min.y ) {
-
- this.min.y = point.y;
-
- } else if ( point.y > this.max.y ) {
-
- this.max.y = point.y;
-
- }
-
- }
-
- } else {
-
- this.makeEmpty();
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function ( center, size ) {
-
- var halfSize = THREE.Box2.__v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).subSelf( halfSize );
- this.max.copy( center ).addSelf( halfSize );
-
- return this;
-
- },
-
- copy: function ( box ) {
-
- this.min.copy( box.min );
- this.max.copy( box.max );
-
- return this;
-
- },
-
- makeEmpty: function () {
-
- this.min.x = this.min.y = Infinity;
- this.max.x = this.max.y = -Infinity;
-
- return this;
-
- },
-
- empty: function () {
-
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.add( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.sub( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.minSelf( point );
- this.max.maxSelf( point );
-
- return this;
- },
-
- expandByVector: function ( vector ) {
-
- this.min.subSelf( vector );
- this.max.addSelf( vector );
-
- return this;
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( -scalar );
- this.max.addScalar( scalar );
-
- return this;
- },
-
- containsPoint: function ( point ) {
-
- if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
- ( this.min.y <= point.y ) && ( point.y <= this.max.y ) ) {
-
- return true;
-
- }
-
- 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 ) ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- getParameter: function ( point ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- return new THREE.Vector2(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
-
- },
-
- isIntersectionBox: function ( box ) {
-
- // using 6 splitting planes to rule out intersections.
-
- if ( ( box.max.x < this.min.x ) ||
- ( box.min.x > this.max.x ) ||
- ( box.max.y < this.min.y ) ||
- ( box.min.y > this.max.y ) ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.copy( point ).clampSelf( this.min, this.max );
-
- },
-
- distanceToPoint: function ( point ) {
-
- var clampedPoint = THREE.Box2.__v1.copy( point ).clampSelf( this.min, this.max );
- return clampedPoint.subSelf( point ).length();
-
- },
-
- intersect: function ( box ) {
-
- this.min.maxSelf( box.min );
- this.max.minSelf( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.minSelf( box.min );
- this.max.maxSelf( box.max );
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.min.addSelf( offset );
- this.max.addSelf( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box2().copy( this );
-
- }
-
-};
-
-THREE.Box2.__v1 = new THREE.Vector2();
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Box3 = function ( min, max ) {
-
- this.min = min !== undefined ? min.clone() : new THREE.Vector3( Infinity, Infinity, Infinity );
- this.max = max !== undefined ? max.clone() : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
-
-};
-
-THREE.Box3.prototype = {
-
- constructor: THREE.Box3,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- if ( points.length > 0 ) {
-
- var p = points[ 0 ];
-
- this.min.copy( p );
- this.max.copy( p );
-
- for ( var i = 1, il = points.length; i < il; i ++ ) {
-
- p = points[ i ];
-
- if ( p.x < this.min.x ) {
-
- this.min.x = p.x;
-
- } else if ( p.x > this.max.x ) {
-
- this.max.x = p.x;
-
- }
-
- if ( p.y < this.min.y ) {
-
- this.min.y = p.y;
-
- } else if ( p.y > this.max.y ) {
-
- this.max.y = p.y;
-
- }
-
- if ( p.z < this.min.z ) {
-
- this.min.z = p.z;
-
- } else if ( p.z > this.max.z ) {
-
- this.max.z = p.z;
-
- }
-
- }
-
- } else {
-
- this.makeEmpty();
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function ( center, size ) {
-
- var halfSize = THREE.Box3.__v1.copy( size ).multiplyScalar( 0.5 );
-
- this.min.copy( center ).subSelf( halfSize );
- this.max.copy( center ).addSelf( halfSize );
-
- return this;
-
- },
-
- copy: function ( box ) {
-
- this.min.copy( box.min );
- this.max.copy( box.max );
-
- return this;
-
- },
-
- makeEmpty: function () {
-
- this.min.x = this.min.y = this.min.z = Infinity;
- this.max.x = this.max.y = this.max.z = -Infinity;
-
- return this;
-
- },
-
- empty: function () {
-
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.add( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.sub( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.minSelf( point );
- this.max.maxSelf( point );
-
- return this;
-
- },
-
- expandByVector: function ( vector ) {
-
- this.min.subSelf( vector );
- this.max.addSelf( vector );
-
- return this;
-
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( -scalar );
- this.max.addScalar( scalar );
-
- return this;
-
- },
-
- containsPoint: function ( point ) {
-
- if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
- ( this.min.y <= point.y ) && ( point.y <= this.max.y ) &&
- ( this.min.z <= point.z ) && ( point.z <= this.max.z ) ) {
-
- return true;
-
- }
-
- 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 false;
-
- },
-
- getParameter: function ( point ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- return new THREE.Vector3(
- ( 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 )
- );
-
- },
-
- isIntersectionBox: function ( box ) {
-
- // using 6 splitting planes to rule out intersections.
-
- if ( ( box.max.x < this.min.x ) || ( box.min.x > this.max.x ) ||
- ( box.max.y < this.min.y ) || ( box.min.y > this.max.y ) ||
- ( box.max.z < this.min.z ) || ( box.min.z > this.max.z ) ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return new THREE.Vector3().copy( point ).clampSelf( this.min, this.max );
-
- },
-
- distanceToPoint: function ( point ) {
-
- var clampedPoint = THREE.Box3.__v1.copy( point ).clampSelf( this.min, this.max );
- return clampedPoint.subSelf( point ).length();
-
- },
-
- intersect: function ( box ) {
-
- this.min.maxSelf( box.min );
- this.max.minSelf( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.minSelf( box.min );
- this.max.maxSelf( box.max );
-
- return this;
-
- },
-
- transform: function ( matrix ) {
-
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- var newPoints = [
- matrix.multiplyVector3( THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ) ), // 000
- matrix.multiplyVector3( THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ) ), // 001
- matrix.multiplyVector3( THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ) ), // 010
- matrix.multiplyVector3( THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ) ), // 011
- matrix.multiplyVector3( THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ) ), // 100
- matrix.multiplyVector3( THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ) ), // 101
- matrix.multiplyVector3( THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ) ), // 110
- matrix.multiplyVector3( THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ) ) // 111
- ];
-
- this.makeEmpty();
- this.setFromPoints( newPoints );
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.min.addSelf( offset );
- this.max.addSelf( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box3().copy( this );
-
- }
-
-};
-
-THREE.Box3.__v0 = new THREE.Vector3();
-THREE.Box3.__v1 = new THREE.Vector3();
-THREE.Box3.__v2 = new THREE.Vector3();
-THREE.Box3.__v3 = new THREE.Vector3();
-THREE.Box3.__v4 = new THREE.Vector3();
-THREE.Box3.__v5 = new THREE.Vector3();
-THREE.Box3.__v6 = new THREE.Vector3();
-THREE.Box3.__v7 = new THREE.Vector3();
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Matrix3 = function () {
-
- this.elements = new Float32Array(9);
-
-};
-
-THREE.Matrix3.prototype = {
-
- constructor: THREE.Matrix3,
-
- multiplyVector3: function ( v ) {
-
- var te = this.elements;
-
- var vx = v.x, vy = v.y, vz = v.z;
-
- v.x = te[0] * vx + te[3] * vy + te[6] * vz;
- v.y = te[1] * vx + te[4] * vy + te[7] * vz;
- v.z = te[2] * vx + te[5] * vy + te[8] * vz;
-
- return v;
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- var tmp = THREE.Matrix3.__v1;
-
- for ( var i = 0, il = a.length; i < il; i += 3 ) {
-
- tmp.x = a[ i ];
- tmp.y = a[ i + 1 ];
- tmp.z = a[ i + 2 ];
-
- this.multiplyVector3( tmp );
-
- a[ i ] = tmp.x;
- a[ i + 1 ] = tmp.y;
- a[ i + 2 ] = tmp.z;
-
- }
-
- return a;
-
- },
-
- getInverse: function ( matrix ) {
-
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
-
- var me = matrix.elements;
-
- var a11 = me[10] * me[5] - me[6] * me[9];
- var a21 = - me[10] * me[1] + me[2] * me[9];
- var a31 = me[6] * me[1] - me[2] * me[5];
- var a12 = - me[10] * me[4] + me[6] * me[8];
- var a22 = me[10] * me[0] - me[2] * me[8];
- var a32 = - me[6] * me[0] + me[2] * me[4];
- var a13 = me[9] * me[4] - me[5] * me[8];
- var a23 = - me[9] * me[0] + me[1] * me[8];
- var a33 = me[5] * me[0] - me[1] * me[4];
-
- var det = me[0] * a11 + me[1] * a12 + me[2] * a13;
-
- // no inverse
-
- if ( det === 0 ) {
-
- console.warn( "Matrix3.getInverse(): determinant == 0" );
-
- }
-
- var idet = 1.0 / det;
-
- var m = this.elements;
-
- m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
- m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
- m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
-
- return this;
-
- },
-
-
- transpose: function () {
-
- var tmp, m = this.elements;
-
- tmp = m[1]; m[1] = m[3]; m[3] = tmp;
- tmp = m[2]; m[2] = m[6]; m[6] = tmp;
- tmp = m[5]; m[5] = m[7]; m[7] = tmp;
-
- return this;
-
- },
-
-
- transposeIntoArray: function ( r ) {
-
- var m = this.elements;
-
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
-
- return this;
-
- }
-
-};
-
-THREE.Matrix3.__v1 = new THREE.Vector3();/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- */
-
-
-THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
- this.elements = new Float32Array( 16 );
-
- this.set(
-
- ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
- n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
- n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
- n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
-
- );
-
-};
-
-THREE.Matrix4.prototype = {
-
- constructor: THREE.Matrix4,
-
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
- var te = this.elements;
-
- te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
- te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
- te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
- te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
-
- return this;
-
- },
-
- identity: function () {
-
- this.set(
-
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- copy: function ( m ) {
-
- var me = m.elements;
-
- this.set(
-
- me[0], me[4], me[8], me[12],
- me[1], me[5], me[9], me[13],
- me[2], me[6], me[10], me[14],
- me[3], me[7], me[11], me[15]
-
- );
-
- return this;
-
- },
-
- lookAt: function ( eye, target, up ) {
-
- var te = this.elements;
-
- var x = THREE.Matrix4.__v1;
- var y = THREE.Matrix4.__v2;
- var z = THREE.Matrix4.__v3;
-
- z.sub( eye, target ).normalize();
-
- if ( z.length() === 0 ) {
-
- z.z = 1;
-
- }
-
- x.cross( up, z ).normalize();
-
- if ( x.length() === 0 ) {
-
- z.x += 0.0001;
- x.cross( up, z ).normalize();
-
- }
-
- y.cross( z, x );
-
-
- te[0] = x.x; te[4] = y.x; te[8] = z.x;
- te[1] = x.y; te[5] = y.y; te[9] = z.y;
- te[2] = x.z; te[6] = y.z; te[10] = z.z;
-
- return this;
-
- },
-
- multiply: function ( a, b ) {
-
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
-
- var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
- var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
- var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
- var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
-
- var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
- var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
- var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
- var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
-
- te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
-
- te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
-
- te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
-
- te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
-
- return this;
-
- },
-
- multiplySelf: function ( m ) {
-
- return this.multiply( this, m );
-
- },
-
- multiplyToArray: function ( a, b, r ) {
-
- var te = this.elements;
-
- this.multiply( a, b );
-
- r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
- r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
- r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
- r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- var te = this.elements;
-
- te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
- te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
- te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
- te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
-
- return this;
-
- },
-
- multiplyVector3: function ( v ) {
-
- var te = this.elements;
-
- var vx = v.x, vy = v.y, vz = v.z;
- var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
-
- v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
- v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
- v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
-
- return v;
-
- },
-
- multiplyVector4: function ( v ) {
-
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
-
- v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
- v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
- v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
- v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
-
- return v;
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- var tmp = THREE.Matrix4.__v1;
-
- for ( var i = 0, il = a.length; i < il; i += 3 ) {
-
- tmp.x = a[ i ];
- tmp.y = a[ i + 1 ];
- tmp.z = a[ i + 2 ];
-
- this.multiplyVector3( tmp );
-
- a[ i ] = tmp.x;
- a[ i + 1 ] = tmp.y;
- a[ i + 2 ] = tmp.z;
-
- }
-
- return a;
-
- },
-
- rotateAxis: function ( v ) {
-
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z;
-
- v.x = vx * te[0] + vy * te[4] + vz * te[8];
- v.y = vx * te[1] + vy * te[5] + vz * te[9];
- v.z = vx * te[2] + vy * te[6] + vz * te[10];
-
- v.normalize();
-
- return v;
-
- },
-
- crossVector: function ( a ) {
-
- var te = this.elements;
- var v = new THREE.Vector4();
-
- v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
- v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
- v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
-
- v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
-
- return v;
-
- },
-
- determinant: function () {
-
- var te = this.elements;
-
- var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
- var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
- var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
- var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
-
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
-
- return (
- n14 * n23 * n32 * n41-
- n13 * n24 * n32 * n41-
- n14 * n22 * n33 * n41+
- n12 * n24 * n33 * n41+
-
- n13 * n22 * n34 * n41-
- n12 * n23 * n34 * n41-
- n14 * n23 * n31 * n42+
- n13 * n24 * n31 * n42+
-
- n14 * n21 * n33 * n42-
- n11 * n24 * n33 * n42-
- n13 * n21 * n34 * n42+
- n11 * n23 * n34 * n42+
-
- n14 * n22 * n31 * n43-
- n12 * n24 * n31 * n43-
- n14 * n21 * n32 * n43+
- n11 * n24 * n32 * n43+
-
- n12 * n21 * n34 * n43-
- n11 * n22 * n34 * n43-
- n13 * n22 * n31 * n44+
- n12 * n23 * n31 * n44+
-
- n13 * n21 * n32 * n44-
- n11 * n23 * n32 * n44-
- n12 * n21 * n33 * n44+
- n11 * n22 * n33 * n44
- );
-
- },
-
- transpose: function () {
-
- var te = this.elements;
- var tmp;
-
- tmp = te[1]; te[1] = te[4]; te[4] = tmp;
- tmp = te[2]; te[2] = te[8]; te[8] = tmp;
- tmp = te[6]; te[6] = te[9]; te[9] = tmp;
-
- tmp = te[3]; te[3] = te[12]; te[12] = tmp;
- tmp = te[7]; te[7] = te[13]; te[13] = tmp;
- tmp = te[11]; te[11] = te[14]; te[14] = tmp;
-
- return this;
-
- },
-
- flattenToArray: function ( flat ) {
-
- var te = this.elements;
- flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
- flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
- flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
- flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
-
- return flat;
-
- },
-
- flattenToArrayOffset: function( flat, offset ) {
-
- var te = this.elements;
- flat[ offset ] = te[0];
- flat[ offset + 1 ] = te[1];
- flat[ offset + 2 ] = te[2];
- flat[ offset + 3 ] = te[3];
-
- flat[ offset + 4 ] = te[4];
- flat[ offset + 5 ] = te[5];
- flat[ offset + 6 ] = te[6];
- flat[ offset + 7 ] = te[7];
-
- flat[ offset + 8 ] = te[8];
- flat[ offset + 9 ] = te[9];
- flat[ offset + 10 ] = te[10];
- flat[ offset + 11 ] = te[11];
-
- flat[ offset + 12 ] = te[12];
- flat[ offset + 13 ] = te[13];
- flat[ offset + 14 ] = te[14];
- flat[ offset + 15 ] = te[15];
-
- return flat;
-
- },
-
- getPosition: function () {
-
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
-
- },
-
- setPosition: function ( v ) {
-
- var te = this.elements;
-
- te[12] = v.x;
- te[13] = v.y;
- te[14] = v.z;
-
- return this;
-
- },
-
- getColumnX: function () {
-
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
-
- },
-
- getColumnY: function () {
-
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
-
- },
-
- getColumnZ: function() {
-
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
-
- },
-
- getInverse: function ( m ) {
-
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements;
- var me = m.elements;
-
- var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
- var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
- var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
- var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
-
- te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
- te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
- te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
- te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
- te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
- te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
- te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
- te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
- te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
- te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
- te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
- te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
- te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
- te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
- te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
- te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
- this.multiplyScalar( 1 / m.determinant() );
-
- return this;
-
- },
-
- setRotationFromEuler: function ( v, order ) {
-
- var te = this.elements;
-
- var x = v.x, y = v.y, z = v.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
-
- if ( order === undefined || order === 'XYZ' ) {
-
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
- te[0] = c * e;
- te[4] = - c * f;
- te[8] = d;
-
- te[1] = af + be * d;
- te[5] = ae - bf * d;
- te[9] = - b * c;
-
- te[2] = bf - ae * d;
- te[6] = be + af * d;
- te[10] = a * c;
-
- } else if ( order === 'YXZ' ) {
-
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
- te[0] = ce + df * b;
- te[4] = de * b - cf;
- te[8] = a * d;
-
- te[1] = a * f;
- te[5] = a * e;
- te[9] = - b;
-
- te[2] = cf * b - de;
- te[6] = df + ce * b;
- te[10] = a * c;
-
- } else if ( order === 'ZXY' ) {
-
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
- te[0] = ce - df * b;
- te[4] = - a * f;
- te[8] = de + cf * b;
-
- te[1] = cf + de * b;
- te[5] = a * e;
- te[9] = df - ce * b;
-
- te[2] = - a * d;
- te[6] = b;
- te[10] = a * c;
-
- } else if ( order === 'ZYX' ) {
-
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
- te[0] = c * e;
- te[4] = be * d - af;
- te[8] = ae * d + bf;
-
- te[1] = c * f;
- te[5] = bf * d + ae;
- te[9] = af * d - be;
-
- te[2] = - d;
- te[6] = b * c;
- te[10] = a * c;
-
- } else if ( order === 'YZX' ) {
-
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
- te[0] = c * e;
- te[4] = bd - ac * f;
- te[8] = bc * f + ad;
-
- te[1] = f;
- te[5] = a * e;
- te[9] = - b * e;
-
- te[2] = - d * e;
- te[6] = ad * f + bc;
- te[10] = ac - bd * f;
-
- } else if ( order === 'XZY' ) {
-
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
- te[0] = c * e;
- te[4] = - f;
- te[8] = d * e;
-
- te[1] = ac * f + bd;
- te[5] = a * e;
- te[9] = ad * f - bc;
-
- te[2] = bc * f - ad;
- te[6] = b * e;
- te[10] = bd * f + ac;
-
- }
-
- return this;
-
- },
-
-
- setRotationFromQuaternion: function ( q ) {
-
- var te = this.elements;
-
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
-
- te[0] = 1 - ( yy + zz );
- te[4] = xy - wz;
- te[8] = xz + wy;
-
- te[1] = xy + wz;
- te[5] = 1 - ( xx + zz );
- te[9] = yz - wx;
-
- te[2] = xz - wy;
- te[6] = yz + wx;
- te[10] = 1 - ( xx + yy );
-
- return this;
-
- },
-
- compose: function ( translation, rotation, scale ) {
-
- var te = this.elements;
- var mRotation = THREE.Matrix4.__m1;
- var mScale = THREE.Matrix4.__m2;
-
- mRotation.identity();
- mRotation.setRotationFromQuaternion( rotation );
-
- mScale.makeScale( scale );
-
- this.multiply( mRotation, mScale );
-
- te[12] = translation.x;
- te[13] = translation.y;
- te[14] = translation.z;
-
- return this;
-
- },
-
- decompose: function ( translation, rotation, scale ) {
-
- var te = this.elements;
-
- // grab the axis vectors
- var x = THREE.Matrix4.__v1;
- var y = THREE.Matrix4.__v2;
- var z = THREE.Matrix4.__v3;
-
- x.set( te[0], te[1], te[2] );
- y.set( te[4], te[5], te[6] );
- z.set( te[8], te[9], te[10] );
-
- translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
- rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
- scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
-
- scale.x = x.length();
- scale.y = y.length();
- scale.z = z.length();
-
- translation.x = te[12];
- translation.y = te[13];
- translation.z = te[14];
-
- // scale the rotation part
-
- var matrix = THREE.Matrix4.__m1;
-
- matrix.copy( this );
-
- matrix.elements[0] /= scale.x;
- matrix.elements[1] /= scale.x;
- matrix.elements[2] /= scale.x;
-
- matrix.elements[4] /= scale.y;
- matrix.elements[5] /= scale.y;
- matrix.elements[6] /= scale.y;
-
- matrix.elements[8] /= scale.z;
- matrix.elements[9] /= scale.z;
- matrix.elements[10] /= scale.z;
-
- rotation.setFromRotationMatrix( matrix );
-
- return [ translation, rotation, scale ];
-
- },
-
- extractPosition: function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- te[12] = me[12];
- te[13] = me[13];
- te[14] = me[14];
-
- return this;
-
- },
-
- extractRotation: function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- var vector = THREE.Matrix4.__v1;
-
- var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
- var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
- var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
-
- te[0] = me[0] * scaleX;
- te[1] = me[1] * scaleX;
- te[2] = me[2] * scaleX;
-
- te[4] = me[4] * scaleY;
- te[5] = me[5] * scaleY;
- te[6] = me[6] * scaleY;
-
- te[8] = me[8] * scaleZ;
- te[9] = me[9] * scaleZ;
- te[10] = me[10] * scaleZ;
-
- return this;
-
- },
-
- //
-
- translate: function ( v ) {
-
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
-
- te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
- te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
- te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
- te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
-
- return this;
-
- },
-
- rotateX: function ( angle ) {
-
- var te = this.elements;
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
-
- te[4] = c * m12 + s * m13;
- te[5] = c * m22 + s * m23;
- te[6] = c * m32 + s * m33;
- te[7] = c * m42 + s * m43;
-
- te[8] = c * m13 - s * m12;
- te[9] = c * m23 - s * m22;
- te[10] = c * m33 - s * m32;
- te[11] = c * m43 - s * m42;
-
- return this;
-
- },
-
- rotateY: function ( angle ) {
-
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
-
- te[0] = c * m11 - s * m13;
- te[1] = c * m21 - s * m23;
- te[2] = c * m31 - s * m33;
- te[3] = c * m41 - s * m43;
-
- te[8] = c * m13 + s * m11;
- te[9] = c * m23 + s * m21;
- te[10] = c * m33 + s * m31;
- te[11] = c * m43 + s * m41;
-
- return this;
-
- },
-
- rotateZ: function ( angle ) {
-
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
-
- te[0] = c * m11 + s * m12;
- te[1] = c * m21 + s * m22;
- te[2] = c * m31 + s * m32;
- te[3] = c * m41 + s * m42;
-
- te[4] = c * m12 - s * m11;
- te[5] = c * m22 - s * m21;
- te[6] = c * m32 - s * m31;
- te[7] = c * m42 - s * m41;
-
- return this;
-
- },
-
- rotateByAxis: function ( axis, angle ) {
-
- var te = this.elements;
-
- // optimize by checking axis
-
- if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
-
- return this.rotateX( angle );
-
- } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
-
- return this.rotateY( angle );
-
- } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
-
- return this.rotateZ( angle );
-
- }
-
- var x = axis.x, y = axis.y, z = axis.z;
- var n = Math.sqrt(x * x + y * y + z * z);
-
- x /= n;
- y /= n;
- z /= n;
-
- var xx = x * x, yy = y * y, zz = z * z;
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var oneMinusCosine = 1 - c;
- var xy = x * y * oneMinusCosine;
- var xz = x * z * oneMinusCosine;
- var yz = y * z * oneMinusCosine;
- var xs = x * s;
- var ys = y * s;
- var zs = z * s;
-
- var r11 = xx + (1 - xx) * c;
- var r21 = xy + zs;
- var r31 = xz - ys;
- var r12 = xy - zs;
- var r22 = yy + (1 - yy) * c;
- var r32 = yz + xs;
- var r13 = xz + ys;
- var r23 = yz - xs;
- var r33 = zz + (1 - zz) * c;
-
- var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
- var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
- var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
- var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
-
- te[0] = r11 * m11 + r21 * m12 + r31 * m13;
- te[1] = r11 * m21 + r21 * m22 + r31 * m23;
- te[2] = r11 * m31 + r21 * m32 + r31 * m33;
- te[3] = r11 * m41 + r21 * m42 + r31 * m43;
-
- te[4] = r12 * m11 + r22 * m12 + r32 * m13;
- te[5] = r12 * m21 + r22 * m22 + r32 * m23;
- te[6] = r12 * m31 + r22 * m32 + r32 * m33;
- te[7] = r12 * m41 + r22 * m42 + r32 * m43;
-
- te[8] = r13 * m11 + r23 * m12 + r33 * m13;
- te[9] = r13 * m21 + r23 * m22 + r33 * m23;
- te[10] = r13 * m31 + r23 * m32 + r33 * m33;
- te[11] = r13 * m41 + r23 * m42 + r33 * m43;
-
- return this;
-
- },
-
- scale: function ( v ) {
-
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
-
- te[0] *= x; te[4] *= y; te[8] *= z;
- te[1] *= x; te[5] *= y; te[9] *= z;
- te[2] *= x; te[6] *= y; te[10] *= z;
- te[3] *= x; te[7] *= y; te[11] *= z;
-
- return this;
-
- },
-
- getMaxScaleOnAxis: function () {
-
- var te = this.elements;
-
- var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
- var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
- var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
-
- return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
-
- },
-
- //
-
- makeTranslation: function ( offset ) {
-
- this.set(
-
- 1, 0, 0, offset.x,
- 0, 1, 0, offset.y,
- 0, 0, 1, offset.z,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationX: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- 1, 0, 0, 0,
- 0, c, -s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationY: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- c, 0, s, 0,
- 0, 1, 0, 0,
- -s, 0, c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationZ: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- c, -s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationAxis: function ( axis, angle ) {
-
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
-
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var tx = t * x, ty = t * y;
-
- this.set(
-
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeScale: function ( factor ) {
-
- this.set(
-
- factor.x, 0, 0, 0,
- 0, factor.y, 0, 0,
- 0, 0, factor.z, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeFrustum: function ( left, right, bottom, top, near, far ) {
-
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
-
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
-
- te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
- te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
- te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
- te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
-
- return this;
-
- },
-
- makePerspective: function ( fov, aspect, near, far ) {
-
- var ymax = near * Math.tan( fov * Math.PI / 360 );
- var ymin = - ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
-
- return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
-
- },
-
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
-
- var te = this.elements;
- var w = right - left;
- var h = top - bottom;
- var p = far - near;
-
- var x = ( right + left ) / w;
- var y = ( top + bottom ) / h;
- var z = ( far + near ) / p;
-
- te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
- te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
- te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z;
- te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
-
- return this;
-
- },
-
-
- clone: function () {
-
- var te = this.elements;
-
- return new THREE.Matrix4(
-
- te[0], te[4], te[8], te[12],
- te[1], te[5], te[9], te[13],
- te[2], te[6], te[10], te[14],
- te[3], te[7], te[11], te[15]
-
- );
-
- }
-
-};
-
-THREE.Matrix4.__v1 = new THREE.Vector3();
-THREE.Matrix4.__v2 = new THREE.Vector3();
-THREE.Matrix4.__v3 = new THREE.Vector3();
-
-THREE.Matrix4.__m1 = new THREE.Matrix4();
-THREE.Matrix4.__m2 = new THREE.Matrix4();
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Ray = function ( origin, direction ) {
-
-
- this.origin = origin !== undefined ? origin.clone() : new THREE.Vector3();
- this.direction = direction !== undefined ? direction.clone() : new THREE.Vector3();
-
-};
-
-THREE.Ray.prototype = {
-
- constructor: THREE.Ray,
-
- set: function ( origin, direction ) {
-
- this.origin.copy( origin );
- this.direction.copy( direction );
-
- return this;
-
- },
-
- copy: function ( ray ) {
-
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
-
- return this;
-
- },
-
- at: function( t, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- return result.copy( this.direction ).multiplyScalar( t ).addSelf( this.origin );
-
- },
-
- recastSelf: function ( t ) {
-
- this.origin.copy( this.at( t, THREE.Ray.__v1 ) );
-
- return this;
-
- },
-
- closestPointToPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- result.sub( point, this.origin );
- var directionDistance = result.dot( this.direction );
-
- return result.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
-
- },
-
- distanceToPoint: function ( point ) {
-
- var directionDistance = THREE.Ray.__v1.sub( point, this.origin ).dot( this.direction );
- THREE.Ray.__v1.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
-
- return THREE.Ray.__v1.distanceTo( point );
-
- },
-
- isIntersectionSphere: function( sphere ) {
-
- return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
-
- },
-
- isIntersectionPlane: function ( plane ) {
-
- // check if the line and plane are non-perpendicular, if they
- // eventually they will intersect.
- var denominator = plane.normal.dot( this.direction );
- if ( denominator != 0 ) {
-
- return true;
-
- }
-
- // line is coplanar, return origin
- if( plane.distanceToPoint( this.origin ) == 0 ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- distanceToPlane: function ( plane ) {
-
- var denominator = plane.normal.dot( this.direction );
- if ( denominator == 0 ) {
-
- // line is coplanar, return origin
- if( plane.distanceToPoint( this.origin ) == 0 ) {
-
- return 0;
-
- }
-
- // Unsure if this is the correct method to handle this case.
- return undefined;
-
- }
-
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
-
- return t;
-
- },
-
- intersectPlane: function ( plane, optionalTarget ) {
-
- var t = this.distanceToPlane( plane );
-
- if( t === undefined ) {
-
- return undefined;
- }
-
- return this.at( t, optionalTarget );
-
- },
-
- transform: function ( matrix4 ) {
-
- this.direction = matrix4.multiplyVector3( this.direction.addSelf( this.origin ) );
- this.origin = matrix4.multiplyVector3( this.origin );
- this.direction.subSelf( this.origin );
-
- return this;
- },
-
- equals: function ( ray ) {
-
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
-
- },
-
- clone: function () {
-
- return new THREE.Ray().copy( this );
-
- }
-
-};
-
-THREE.Ray.__v1 = new THREE.Vector3();
-THREE.Ray.__v2 = new THREE.Vector3();/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Frustum = function ( ) {
-
- this.planes = [
-
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane()
-
- ];
-
-};
-
-THREE.Frustum.prototype.setFromMatrix = function ( m ) {
-
- var planes = this.planes;
-
- var me = m.elements;
- var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
- var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
- var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
- var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
-
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
-
- for ( var i = 0; i < 6; i ++ ) {
-
- planes[ i ].normalize();
-
- }
-
-};
-
-THREE.Frustum.prototype.contains = function ( object ) {
-
- var planes = this.planes;
-
- var matrix = object.matrixWorld;
- var matrixPosition = matrix.getPosition();
- var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
-
- var distance = 0.0;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- distance = planes[ i ].distanceToPoint( matrixPosition );
- if ( distance <= radius ) return false;
-
- }
-
- return true;
-
-};
-
-THREE.Frustum.__v1 = new THREE.Vector3();
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Plane = function ( normal, constant ) {
-
- this.normal = normal !== undefined ? normal.clone() : new THREE.Vector3( 1, 0, 0 );
- this.constant = constant !== undefined ? constant : 0;
-
-};
-
-THREE.Plane.prototype = {
-
- constructor: THREE.Plane,
-
- set: function ( normal, constant ) {
-
- this.normal.copy( normal );
- this.constant = constant;
-
- return this;
-
- },
-
- setComponents: function ( x, y, z, w ) {
-
- this.normal.set( x, y, z );
- this.constant = w;
-
- return this;
-
- },
-
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
-
- this.normal.copy( normal ).normalize();
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
-
- return this;
-
- },
-
- setFromCoplanarPoints: function ( a, b, c ) {
-
- var normal = THREE.Plane.__v1.sub( c, b ).crossSelf(
- THREE.Plane.__v2.sub( a, b ) ).normalize();
-
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
-
- this.setFromNormalAndCoplanarPoint( normal, a );
-
- return this;
-
- },
-
- copy: function ( plane ) {
-
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
-
- return this;
-
- },
-
- normalize: function () {
-
- // Note: will lead to a divide by zero if the plane is invalid.
-
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
-
- return this;
-
- },
-
- distanceToPoint: function ( point ) {
-
- return this.normal.dot( point ) + this.constant;
-
- },
-
- distanceToSphere: function ( sphere ) {
-
- return this.distanceToPoint( sphere.center ) - sphere.radius;
-
- },
-
- projectPoint: function ( point, optionalTarget ) {
-
- return this.orthoPoint( point, optionalTarget ).subSelf( point ).negate();
-
- },
-
- orthoPoint: function ( point, optionalTarget ) {
-
- var perpendicularMagnitude = this.distanceToPoint( point );
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
-
- },
-
- isIntersectionLine: function ( startPoint, endPoint ) {
-
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
-
- var startSign = this.distanceToPoint( startPoint );
- var endSign = this.distanceToPoint( endPoint );
-
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
-
- },
-
- coplanarPoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( - this.constant );
-
- },
-
- transform: function( matrix, optionalNormalMatrix ) {
-
- var newNormal = THREE.Plane.__v1, newCoplanarPoint = THREE.Plane.__v2;
-
- // compute new normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
- newNormal = optionalNormalMatrix.multiplyVector3( newNormal.copy( this.normal ) );
-
- newCoplanarPoint = this.coplanarPoint( newCoplanarPoint );
- newCoplanarPoint = matrix.multiplyVector3( newCoplanarPoint );
-
- this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.constant = this.constant - offset.dot( this.normal );
-
- return this;
-
- },
-
- equals: function ( plane ) {
-
- return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
-
- },
-
- clone: function () {
-
- return new THREE.Plane().copy( this );
-
- }
-
-};
-
-THREE.Plane.__vZero = new THREE.Vector3( 0, 0, 0 );
-THREE.Plane.__v1 = new THREE.Vector3();
-THREE.Plane.__v2 = new THREE.Vector3();
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Sphere = function ( center, radius ) {
-
- this.center = center === undefined ? new THREE.Vector3() : center.clone();
- this.radius = radius === undefined ? 0 : radius;
-
-};
-
-THREE.Sphere.prototype = {
-
- constructor: THREE.Sphere,
-
- set: function ( center, radius ) {
-
- this.center.copy( center );
- this.radius = radius;
-
- return this;
- },
-
- setFromCenterAndPoints: function ( center, points ) {
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- var radiusSq = center.distanceToSquared( points[ i ] );
- maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
-
- }
-
- this.center = center;
- this.radius = Math.sqrt( maxRadiusSq );
-
- return this;
-
- },
-
- copy: function ( sphere ) {
-
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
-
- return this;
-
- },
-
- empty: function () {
-
- return ( this.radius <= 0 );
-
- },
-
- containsPoint: function ( point ) {
-
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
-
- },
-
- distanceToPoint: function ( point ) {
-
- return ( point.distanceTo( this.center ) - this.radius );
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var deltaLengthSq = this.center.distanceToSquared( point );
-
- var result = optionalTarget || new THREE.Vector3();
- result.copy( point );
-
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
-
- result.subSelf( this.center ).normalize();
- result.multiplyScalar( this.radius ).addSelf( this.center );
-
- }
-
- return result;
-
- },
-
- bounds: function ( optionalTarget ) {
-
- var box = optionalTarget || new THREE.Box3();
-
- box.set( this.center, this.center );
- box.expandByScalar( this.radius );
-
- return box;
-
- },
-
- transform: function ( matrix ) {
-
- this.center = matrix.multiplyVector3( this.center );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.center.addSelf( offset );
-
- return this;
-
- },
-
- equals: function ( sphere ) {
-
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
-
- },
-
- clone: function () {
-
- return new THREE.Sphere().copy( this );
-
- }
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Math = {
-
- // Clamp value to range
-
- clamp: function ( x, a, b ) {
-
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
-
- },
-
- // Clamp value to range to range
-
- mapLinear: function ( x, a1, a2, b1, b2 ) {
-
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
-
- },
-
- // Random float from <0, 1> with 16 bits of randomness
- // (standard Math.random() creates repetitive patterns when applied over larger space)
-
- random16: function () {
-
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
-
- },
-
- // Random integer from interval
-
- randInt: function ( low, high ) {
-
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
-
- },
-
- // Random float from interval
-
- randFloat: function ( low, high ) {
-
- return low + Math.random() * ( high - low );
-
- },
-
- // Random float from <-range/2, range/2> interval
-
- randFloatSpread: function ( range ) {
-
- return range * ( 0.5 - Math.random() );
-
- },
-
- sign: function ( x ) {
-
- return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
-
- },
-
- degreesToRadians: function ( degrees ) {
-
- return degrees * THREE.Math.__d2r;
-
- },
-
- radiansToDegrees: function ( radians ) {
-
- return radians * THREE.Math.__r2d;
-
- }
-
-};
-
-THREE.Math.__d2r = Math.PI / 180;
-THREE.Math.__r2d = 180 / Math.PI;
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Quaternion = function( x, y, z, w ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Quaternion.prototype = {
-
- constructor: THREE.Quaternion,
-
- set: function ( x, y, z, w ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
-
- return this;
-
- },
-
- copy: function ( q ) {
-
- this.x = q.x;
- this.y = q.y;
- this.z = q.z;
- this.w = q.w;
-
- return this;
-
- },
-
- setFromEuler: function ( v, order ) {
-
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
-
- var c1 = Math.cos( v.x / 2 );
- var c2 = Math.cos( v.y / 2 );
- var c3 = Math.cos( v.z / 2 );
- var s1 = Math.sin( v.x / 2 );
- var s2 = Math.sin( v.y / 2 );
- var s3 = Math.sin( v.z / 2 );
-
- if ( order === undefined || order === 'XYZ' ) {
-
- this.x = s1 * c2 * c3 + c1 * s2 * s3;
- this.y = c1 * s2 * c3 - s1 * c2 * s3;
- this.z = c1 * c2 * s3 + s1 * s2 * c3;
- this.w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( order === 'YXZ' ) {
-
- this.x = s1 * c2 * c3 + c1 * s2 * s3;
- this.y = c1 * s2 * c3 - s1 * c2 * s3;
- this.z = c1 * c2 * s3 - s1 * s2 * c3;
- this.w = c1 * c2 * c3 + s1 * s2 * s3;
-
- } else if ( order === 'ZXY' ) {
-
- this.x = s1 * c2 * c3 - c1 * s2 * s3;
- this.y = c1 * s2 * c3 + s1 * c2 * s3;
- this.z = c1 * c2 * s3 + s1 * s2 * c3;
- this.w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( order === 'ZYX' ) {
-
- this.x = s1 * c2 * c3 - c1 * s2 * s3;
- this.y = c1 * s2 * c3 + s1 * c2 * s3;
- this.z = c1 * c2 * s3 - s1 * s2 * c3;
- this.w = c1 * c2 * c3 + s1 * s2 * s3;
-
- } else if ( order === 'YZX' ) {
-
- this.x = s1 * c2 * c3 + c1 * s2 * s3;
- this.y = c1 * s2 * c3 + s1 * c2 * s3;
- this.z = c1 * c2 * s3 - s1 * s2 * c3;
- this.w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( order === 'XZY' ) {
-
- this.x = s1 * c2 * c3 - c1 * s2 * s3;
- this.y = c1 * s2 * c3 - s1 * c2 * s3;
- this.z = c1 * c2 * s3 + s1 * s2 * c3;
- this.w = c1 * c2 * c3 + s1 * s2 * s3;
-
- }
-
- return this;
-
- },
-
- setFromAxisAngle: function ( axis, angle ) {
-
- // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- // axis have to be normalized
-
- var halfAngle = angle / 2,
- s = Math.sin( halfAngle );
-
- this.x = axis.x * s;
- this.y = axis.y * s;
- this.z = axis.z * s;
- this.w = Math.cos( halfAngle );
-
- return this;
-
- },
-
- setFromRotationMatrix: function ( m ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var te = m.elements,
-
- m11 = te[0], m12 = te[4], m13 = te[8],
- m21 = te[1], m22 = te[5], m23 = te[9],
- m31 = te[2], m32 = te[6], m33 = te[10],
-
- trace = m11 + m22 + m33,
- s;
-
- if( trace > 0 ) {
-
- s = 0.5 / Math.sqrt( trace + 1.0 );
-
- this.w = 0.25 / s;
- this.x = ( m32 - m23 ) * s;
- this.y = ( m13 - m31 ) * s;
- this.z = ( m21 - m12 ) * s;
-
- } else if ( m11 > m22 && m11 > m33 ) {
-
- s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
-
- this.w = (m32 - m23 ) / s;
- this.x = 0.25 * s;
- this.y = (m12 + m21 ) / s;
- this.z = (m13 + m31 ) / s;
-
- } else if (m22 > m33) {
-
- s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
-
- this.w = (m13 - m31 ) / s;
- this.x = (m12 + m21 ) / s;
- this.y = 0.25 * s;
- this.z = (m23 + m32 ) / s;
-
- } else {
-
- s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
-
- this.w = ( m21 - m12 ) / s;
- this.x = ( m13 + m31 ) / s;
- this.y = ( m23 + m32 ) / s;
- this.z = 0.25 * s;
-
- }
-
- return this;
-
- },
-
- inverse: function () {
-
- this.conjugate().normalize();
-
- return this;
-
- },
-
- conjugate: function () {
-
- this.x *= -1;
- this.y *= -1;
- this.z *= -1;
-
- return this;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
- },
-
- normalize: function () {
-
- var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
- if ( l === 0 ) {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
-
- } else {
-
- l = 1 / l;
-
- this.x = this.x * l;
- this.y = this.y * l;
- this.z = this.z * l;
- this.w = this.w * l;
-
- }
-
- return this;
-
- },
-
- multiply: function ( a, b ) {
-
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
- var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w,
- qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
-
- this.x = qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
- this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
- this.z = qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
- this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;
-
- return this;
-
- },
-
- multiplySelf: function ( b ) {
-
- var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
- qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
-
- this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
- return this;
-
- },
-
- multiplyVector3: function ( vector, dest ) {
-
- if ( !dest ) { dest = vector; }
-
- var x = vector.x, y = vector.y, z = vector.z,
- qx = this.x, qy = this.y, qz = this.z, qw = this.w;
-
- // calculate quat * vector
-
- var ix = qw * x + qy * z - qz * y,
- iy = qw * y + qz * x - qx * z,
- iz = qw * z + qx * y - qy * x,
- iw = -qx * x - qy * y - qz * z;
-
- // calculate result * inverse quat
-
- dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
- dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
- dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-
- return dest;
-
- },
-
- slerpSelf: function ( qb, t ) {
-
- var x = this.x, y = this.y, z = this.z, w = this.w;
-
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
- var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
-
- if ( cosHalfTheta < 0 ) {
-
- this.w = -qb.w;
- this.x = -qb.x;
- this.y = -qb.y;
- this.z = -qb.z;
-
- cosHalfTheta = -cosHalfTheta;
-
- } else {
-
- this.copy( qb );
-
- }
-
- if ( cosHalfTheta >= 1.0 ) {
-
- this.w = w;
- this.x = x;
- this.y = y;
- this.z = z;
-
- return this;
-
- }
-
- var halfTheta = Math.acos( cosHalfTheta );
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
- this.w = 0.5 * ( w + this.w );
- this.x = 0.5 * ( x + this.x );
- this.y = 0.5 * ( y + this.y );
- this.z = 0.5 * ( z + this.z );
-
- return this;
-
- }
-
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
- this.w = ( w * ratioA + this.w * ratioB );
- this.x = ( x * ratioA + this.x * ratioB );
- this.y = ( y * ratioA + this.y * ratioB );
- this.z = ( z * ratioA + this.z * ratioB );
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Quaternion( this.x, this.y, this.z, this.w );
-
- }
-
-}
-
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
-
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
- var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
-
- if ( cosHalfTheta < 0 ) {
-
- qm.w = -qb.w;
- qm.x = -qb.x;
- qm.y = -qb.y;
- qm.z = -qb.z;
-
- cosHalfTheta = -cosHalfTheta;
-
- } else {
-
- qm.copy( qb );
-
- }
-
- if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
-
- qm.w = qa.w;
- qm.x = qa.x;
- qm.y = qa.y;
- qm.z = qa.z;
-
- return qm;
-
- }
-
- var halfTheta = Math.acos( cosHalfTheta );
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
- qm.w = 0.5 * ( qa.w + qm.w );
- qm.x = 0.5 * ( qa.x + qm.x );
- qm.y = 0.5 * ( qa.y + qm.y );
- qm.z = 0.5 * ( qa.z + qm.z );
-
- return qm;
-
- }
-
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta;
- var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
- qm.w = ( qa.w * ratioA + qm.w * ratioB );
- qm.x = ( qa.x * ratioA + qm.x * ratioB );
- qm.y = ( qa.y * ratioA + qm.y * ratioB );
- qm.z = ( qa.z * ratioA + qm.z * ratioB );
-
- return qm;
-
-}
-/**
- * Spline from Tween.js, slightly optimized (and trashed)
- * http://sole.github.com/tween.js/examples/05_spline.html
- *
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Spline = function ( points ) {
-
- this.points = points;
-
- var c = [], v3 = { x: 0, y: 0, z: 0 },
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
-
- this.initFromArray = function( a ) {
-
- this.points = [];
-
- for ( var i = 0; i < a.length; i++ ) {
-
- this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
-
- }
-
- };
-
- this.getPoint = function ( k ) {
-
- point = ( this.points.length - 1 ) * k;
- intPoint = Math.floor( point );
- weight = point - intPoint;
-
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
- c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
-
- pa = this.points[ c[ 0 ] ];
- pb = this.points[ c[ 1 ] ];
- pc = this.points[ c[ 2 ] ];
- pd = this.points[ c[ 3 ] ];
-
- w2 = weight * weight;
- w3 = weight * w2;
-
- v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
- v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
- v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
-
- return v3;
-
- };
-
- this.getControlPointsArray = function () {
-
- var i, p, l = this.points.length,
- coords = [];
-
- for ( i = 0; i < l; i ++ ) {
-
- p = this.points[ i ];
- coords[ i ] = [ p.x, p.y, p.z ];
-
- }
-
- return coords;
-
- };
-
- // approximate length by summing linear segments
-
- this.getLength = function ( nSubDivisions ) {
-
- var i, index, nSamples, position,
- point = 0, intPoint = 0, oldIntPoint = 0,
- oldPosition = new THREE.Vector3(),
- tmpVec = new THREE.Vector3(),
- chunkLengths = [],
- totalLength = 0;
-
- // first point has 0 length
-
- chunkLengths[ 0 ] = 0;
-
- if ( !nSubDivisions ) nSubDivisions = 100;
-
- nSamples = this.points.length * nSubDivisions;
-
- oldPosition.copy( this.points[ 0 ] );
-
- for ( i = 1; i < nSamples; i ++ ) {
-
- index = i / nSamples;
-
- position = this.getPoint( index );
- tmpVec.copy( position );
-
- totalLength += tmpVec.distanceTo( oldPosition );
-
- oldPosition.copy( position );
-
- point = ( this.points.length - 1 ) * index;
- intPoint = Math.floor( point );
-
- if ( intPoint != oldIntPoint ) {
-
- chunkLengths[ intPoint ] = totalLength;
- oldIntPoint = intPoint;
-
- }
-
- }
-
- // last point ends with total length
-
- chunkLengths[ chunkLengths.length ] = totalLength;
-
- return { chunks: chunkLengths, total: totalLength };
-
- };
-
- this.reparametrizeByArcLength = function ( samplingCoef ) {
-
- var i, j,
- index, indexCurrent, indexNext,
- linearDistance, realDistance,
- sampling, position,
- newpoints = [],
- tmpVec = new THREE.Vector3(),
- sl = this.getLength();
-
- newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
-
- for ( i = 1; i < this.points.length; i++ ) {
-
- //tmpVec.copy( this.points[ i - 1 ] );
- //linearDistance = tmpVec.distanceTo( this.points[ i ] );
-
- realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
-
- sampling = Math.ceil( samplingCoef * realDistance / sl.total );
-
- indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
- indexNext = i / ( this.points.length - 1 );
-
- for ( j = 1; j < sampling - 1; j++ ) {
-
- index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
-
- position = this.getPoint( index );
- newpoints.push( tmpVec.copy( position ).clone() );
-
- }
-
- newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
-
- }
-
- this.points = newpoints;
-
- };
-
- // Catmull-Rom
-
- function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
-
- var v0 = ( p2 - p0 ) * 0.5,
- v1 = ( p3 - p1 ) * 0.5;
-
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
- };
-
-};
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Triangle = function ( a, b, c ) {
-
- this.a = new THREE.Vector3();
- this.b = new THREE.Vector3();
- this.c = new THREE.Vector3();
-
- if( a !== undefined && b !== undefined && c !== undefined ) {
-
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
-
- }
-
-};
-
-THREE.Triangle.normal = function( a, b, c, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- result.sub( c, b );
- THREE.Triangle.__v0.sub( a, b );
- result.crossSelf( THREE.Triangle.__v0 );
-
- var resultLengthSq = result.lengthSq();
- if( resultLengthSq > 0 ) {
-
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
-
- }
-
- return result.set( 0, 0, 0 );
-
-};
-
-// static/instance method to calculate barycoordinates
-THREE.Triangle.barycoordFromPoint = function ( point, a, b, c, optionalTarget ) {
-
- THREE.Triangle.__v0.sub( c, a );
- THREE.Triangle.__v1.sub( b, a );
- THREE.Triangle.__v2.sub( point, a );
-
- var dot00 = THREE.Triangle.__v0.dot( THREE.Triangle.__v0 );
- var dot01 = THREE.Triangle.__v0.dot( THREE.Triangle.__v1 );
- var dot02 = THREE.Triangle.__v0.dot( THREE.Triangle.__v2 );
- var dot11 = THREE.Triangle.__v1.dot( THREE.Triangle.__v1 );
- var dot12 = THREE.Triangle.__v1.dot( THREE.Triangle.__v2 );
-
- var denom = ( dot00 * dot11 - dot01 * dot01 );
-
- 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 );
- }
-
- var invDenom = 1 / denom;
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
-
- // barycoordinates must always sum to 1
- return result.set( 1 - u - v, v, u );
-
-};
-
-THREE.Triangle.containsPoint = function ( point, a, b, c ) {
-
- // NOTE: need to use __v3 here because __v0, __v1 and __v2 are used in barycoordFromPoint.
- var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, THREE.Triangle.__v3 );
-
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
-
-};
-
-THREE.Triangle.prototype = {
-
- constructor: THREE.Triangle,
-
- set: function ( a, b, c ) {
-
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
-
- return this;
-
- },
-
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
-
- this.a.copy( points[i0] );
- this.b.copy( points[i1] );
- this.c.copy( points[i2] );
-
- return this;
-
- },
-
- copy: function ( triangle ) {
-
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
-
- return this;
-
- },
-
- area: function () {
-
- THREE.Triangle.__v0.sub( this.c, this.b );
- THREE.Triangle.__v1.sub( this.a, this.b );
-
- return THREE.Triangle.__v0.crossSelf( THREE.Triangle.__v1 ).length() * 0.5;
-
- },
-
- midpoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.add( this.a, this.b ).addSelf( this.c ).multiplyScalar( 1 / 3 );
-
- },
-
- normal: function ( optionalTarget ) {
-
- return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
-
- },
-
- plane: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Plane();
-
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
-
- },
-
- barycoordFromPoint: function ( point, optionalTarget ) {
-
- return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
-
- },
-
- containsPoint: function ( point ) {
-
- return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
-
- },
-
- equals: function ( triangle ) {
-
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
-
- },
-
- clone: function () {
-
- return new THREE.Triangle().copy( this );
-
- }
-
-};
-
-THREE.Triangle.__v0 = new THREE.Vector3();
-THREE.Triangle.__v1 = new THREE.Vector3();
-THREE.Triangle.__v2 = new THREE.Vector3();
-THREE.Triangle.__v3 = new THREE.Vector3();
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Vertex = function ( v ) {
-
- console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
- return v;
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.UV = function ( u, v ) {
-
- console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
- return new THREE.Vector2( u, v );
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Clock = function ( autoStart ) {
-
- this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
-
- this.startTime = 0;
- this.oldTime = 0;
- this.elapsedTime = 0;
-
- this.running = false;
-
-};
-
-THREE.Clock.prototype.start = function () {
-
- this.startTime = Date.now();
- this.oldTime = this.startTime;
-
- this.running = true;
-
-};
-
-THREE.Clock.prototype.stop = function () {
-
- this.getElapsedTime();
-
- this.running = false;
-
-};
-
-THREE.Clock.prototype.getElapsedTime = function () {
-
- this.getDelta();
-
- return this.elapsedTime;
-
-};
-
-
-THREE.Clock.prototype.getDelta = function () {
-
- var diff = 0;
-
- if ( this.autoStart && ! this.running ) {
-
- this.start();
-
- }
-
- if ( this.running ) {
-
- var newTime = Date.now();
- diff = 0.001 * ( newTime - this.oldTime );
- this.oldTime = newTime;
-
- this.elapsedTime += diff;
-
- }
-
- return diff;
-
-};/**
- * https://github.com/mrdoob/eventtarget.js/
- */
-
-THREE.EventTarget = function () {
-
- var listeners = {};
-
- this.addEventListener = function ( type, listener ) {
-
- if ( listeners[ type ] === undefined ) {
-
- listeners[ type ] = [];
-
- }
-
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
- listeners[ type ].push( listener );
-
- }
-
- };
-
- this.dispatchEvent = function ( event ) {
-
- var listenerArray = listeners[ event.type ];
-
- if ( listenerArray !== undefined ) {
-
- for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
-
- listenerArray[ i ].call( this, event );
-
- }
-
- }
-
- };
-
- this.removeEventListener = function ( type, listener ) {
-
- var index = listeners[ type ].indexOf( listener );
-
- if ( index !== - 1 ) {
-
- listeners[ type ].splice( index, 1 );
-
- }
-
- };
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
- */
-
-( function ( THREE ) {
-
- THREE.Raycaster = function ( origin, direction, near, far ) {
-
- this.ray = new THREE.Ray( origin, direction );
-
- // normalized ray.direction required for accurate distance calculations
- if( this.ray.direction.length() > 0 ) {
-
- this.ray.direction.normalize();
-
- }
-
- this.near = near || 0;
- this.far = far || Infinity;
-
- };
-
- var sphere = new THREE.Sphere();
- var localRay = new THREE.Ray();
- var facePlane = new THREE.Plane();
- var intersectPoint = new THREE.Vector3();
-
- var inverseMatrix = new THREE.Matrix4();
-
- var descSort = function ( a, b ) {
-
- return a.distance - b.distance;
-
- };
-
- var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
-
- // http://www.blackpawn.com/texts/pointinpoly/default.html
-
- var intersectObject = function ( object, raycaster, intersects ) {
-
- if ( object instanceof THREE.Particle ) {
-
- var distance = raycaster.ray.distanceToPoint( object.matrixWorld.getPosition() );
-
- if ( distance > object.scale.x ) {
-
- return intersects;
-
- }
-
- intersects.push( {
-
- distance: distance,
- point: object.position,
- face: null,
- object: object
-
- } );
-
- } else if ( object instanceof THREE.Mesh ) {
-
- // Checking boundingSphere distance to ray
- sphere.set(
- object.matrixWorld.getPosition(),
- object.geometry.boundingSphere.radius* object.matrixWorld.getMaxScaleOnAxis() );
-
- if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
-
- return intersects;
-
- }
-
- // Checking faces
-
- var geometry = object.geometry;
- var vertices = geometry.vertices;
-
- var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
-
- var side = object.material.side;
-
- var a, b, c, d;
- var precision = raycaster.precision;
-
- object.matrixRotationWorld.extractRotation( object.matrixWorld );
-
- inverseMatrix.getInverse( object.matrixWorld );
-
- localRay.copy( raycaster.ray ).transform( inverseMatrix );
-
- for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
- var face = geometry.faces[ f ];
-
- var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
-
- if ( material === undefined ) continue;
-
- facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
-
- var planeDistance = localRay.distanceToPlane( facePlane );
-
- // bail if raycaster and plane are parallel
- if ( Math.abs( planeDistance ) < precision ) continue;
-
- // if negative distance, then plane is behind raycaster
- if ( planeDistance < 0 ) continue;
-
- // check if we hit the wrong side of a single sided face
- side = material.side;
- if( side !== THREE.DoubleSide ) {
-
- var planeSign = localRay.direction.dot( facePlane.normal );
-
- if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
-
- }
-
- // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
- if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
-
- intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
-
- if ( face instanceof THREE.Face3 ) {
-
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
-
- if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
-
- } else if ( face instanceof THREE.Face4 ) {
-
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
- d = vertices[ face.d ];
-
- if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
- ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
-
- } else {
-
- // This is added because if we call out of this if/else group when none of the cases
- // match it will add a point to the intersection list erroneously.
- throw Error( "face type not supported" );
-
- }
-
- intersects.push( {
-
- distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
- point: raycaster.ray.at( planeDistance ),
- face: face,
- faceIndex: f,
- object: object
-
- } );
-
- }
-
- }
-
- };
-
- var intersectDescendants = function ( object, raycaster, intersects ) {
-
- var descendants = object.getDescendants();
-
- for ( var i = 0, l = descendants.length; i < l; i ++ ) {
-
- intersectObject( descendants[ i ], raycaster, intersects );
-
- }
- };
-
- //
-
- THREE.Raycaster.prototype.precision = 0.0001;
-
- THREE.Raycaster.prototype.set = function ( origin, direction ) {
-
- this.ray.set( origin, direction );
-
- // normalized ray.direction required for accurate distance calculations
- if( this.ray.direction.length() > 0 ) {
-
- this.ray.direction.normalize();
-
- }
-
- };
-
- THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
-
- var intersects = [];
-
- if ( recursive === true ) {
-
- intersectDescendants( object, this, intersects );
-
- }
-
- intersectObject( object, this, intersects );
-
- intersects.sort( descSort );
-
- return intersects;
-
- };
-
- THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
-
- var intersects = [];
-
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
- intersectObject( objects[ i ], this, intersects );
-
- if ( recursive === true ) {
-
- intersectDescendants( objects[ i ], this, intersects );
-
- }
- }
-
- intersects.sort( descSort );
-
- return intersects;
-
- };
-
-}( THREE ) );
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Object3D = function () {
-
- this.id = THREE.Object3DIdCount ++;
-
- this.name = '';
- this.properties = {};
-
- this.parent = undefined;
- this.children = [];
-
- this.up = new THREE.Vector3( 0, 1, 0 );
-
- this.position = new THREE.Vector3();
- this.rotation = new THREE.Vector3();
- this.eulerOrder = THREE.Object3D.defaultEulerOrder;
- this.scale = new THREE.Vector3( 1, 1, 1 );
-
- this.renderDepth = null;
-
- this.rotationAutoUpdate = true;
-
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
- this.matrixRotationWorld = new THREE.Matrix4();
-
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = true;
-
- this.quaternion = new THREE.Quaternion();
- this.useQuaternion = false;
-
- this.visible = true;
-
- this.castShadow = false;
- this.receiveShadow = false;
-
- this.frustumCulled = true;
-
- this._vector = new THREE.Vector3();
-
-};
-
-
-THREE.Object3D.prototype = {
-
- constructor: THREE.Object3D,
-
- applyMatrix: function ( matrix ) {
-
- this.matrix.multiply( matrix, this.matrix );
-
- this.scale.getScaleFromMatrix( this.matrix );
-
- var mat = new THREE.Matrix4().extractRotation( this.matrix );
- this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
-
- this.position.getPositionFromMatrix( this.matrix );
-
- },
-
- translate: function ( distance, axis ) {
-
- this.matrix.rotateAxis( axis );
- this.position.addSelf( axis.multiplyScalar( distance ) );
-
- },
-
- translateX: function ( distance ) {
-
- this.translate( distance, this._vector.set( 1, 0, 0 ) );
-
- },
-
- translateY: function ( distance ) {
-
- this.translate( distance, this._vector.set( 0, 1, 0 ) );
-
- },
-
- translateZ: function ( distance ) {
-
- this.translate( distance, this._vector.set( 0, 0, 1 ) );
-
- },
-
- localToWorld: function ( vector ) {
-
- return this.matrixWorld.multiplyVector3( vector );
-
- },
-
- worldToLocal: function ( vector ) {
-
- return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );
-
- },
-
- lookAt: function ( vector ) {
-
- // TODO: Add hierarchy support.
-
- this.matrix.lookAt( vector, this.position, this.up );
-
- if ( this.rotationAutoUpdate ) {
-
- if ( this.useQuaternion === false ) {
-
- this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
- } else {
-
- this.quaternion.copy( this.matrix.decompose()[ 1 ] );
-
- }
-
- }
-
- },
-
- add: function ( object ) {
-
- if ( object === this ) {
-
- console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
- return;
-
- }
-
- if ( object instanceof THREE.Object3D ) {
-
- if ( object.parent !== undefined ) {
-
- object.parent.remove( object );
-
- }
-
- object.parent = this;
- this.children.push( object );
-
- // add to scene
-
- var scene = this;
-
- while ( scene.parent !== undefined ) {
-
- scene = scene.parent;
-
- }
-
- if ( scene !== undefined && scene instanceof THREE.Scene ) {
-
- scene.__addObject( object );
-
- }
-
- }
-
- },
-
- remove: function ( object ) {
-
- var index = this.children.indexOf( object );
-
- if ( index !== - 1 ) {
-
- object.parent = undefined;
- this.children.splice( index, 1 );
-
- // remove from scene
-
- var scene = this;
-
- while ( scene.parent !== undefined ) {
-
- scene = scene.parent;
-
- }
-
- if ( scene !== undefined && scene instanceof THREE.Scene ) {
-
- scene.__removeObject( object );
-
- }
-
- }
-
- },
-
- traverse: function ( callback ) {
-
- callback( this );
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].traverse( callback );
-
- }
-
- },
-
- getChildByName: function ( name, recursive ) {
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- var child = this.children[ i ];
-
- if ( child.name === name ) {
-
- return child;
-
- }
-
- if ( recursive === true ) {
-
- child = child.getChildByName( name, recursive );
-
- if ( child !== undefined ) {
-
- return child;
-
- }
-
- }
-
- }
-
- return undefined;
-
- },
-
- getDescendants: function ( array ) {
-
- if ( array === undefined ) array = [];
-
- Array.prototype.push.apply( array, this.children );
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].getDescendants( array );
-
- }
-
- return array;
-
- },
-
- updateMatrix: function () {
-
- this.matrix.setPosition( this.position );
-
- if ( this.useQuaternion === false ) {
-
- this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
-
- } else {
-
- this.matrix.setRotationFromQuaternion( this.quaternion );
-
- }
-
- if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
-
- this.matrix.scale( this.scale );
-
- }
-
- this.matrixWorldNeedsUpdate = true;
-
- },
-
- updateMatrixWorld: function ( force ) {
-
- if ( this.matrixAutoUpdate === true ) this.updateMatrix();
-
- if ( this.matrixWorldNeedsUpdate === true || force === true ) {
-
- if ( this.parent === undefined ) {
-
- this.matrixWorld.copy( this.matrix );
-
- } else {
-
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
-
- }
-
- this.matrixWorldNeedsUpdate = false;
-
- force = true;
-
- }
-
- // update children
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].updateMatrixWorld( force );
-
- }
-
- },
-
- clone: function ( object ) {
-
- if ( object === undefined ) object = new THREE.Object3D();
-
- object.name = this.name;
-
- object.up.copy( this.up );
-
- object.position.copy( this.position );
- if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
- object.eulerOrder = this.eulerOrder;
- object.scale.copy( this.scale );
-
- object.renderDepth = this.renderDepth;
-
- object.rotationAutoUpdate = this.rotationAutoUpdate;
-
- object.matrix.copy( this.matrix );
- object.matrixWorld.copy( this.matrixWorld );
- object.matrixRotationWorld.copy( this.matrixRotationWorld );
-
- object.matrixAutoUpdate = this.matrixAutoUpdate;
- object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
-
- object.quaternion.copy( this.quaternion );
- object.useQuaternion = this.useQuaternion;
-
- object.visible = this.visible;
-
- object.castShadow = this.castShadow;
- object.receiveShadow = this.receiveShadow;
-
- object.frustumCulled = this.frustumCulled;
-
- for ( var i = 0; i < this.children.length; i ++ ) {
-
- var child = this.children[ i ];
- object.add( child.clone() );
-
- }
-
- return object;
-
- }
-
-};
-
-THREE.Object3D.__m1 = new THREE.Matrix4();
-THREE.Object3D.defaultEulerOrder = 'XYZ',
-
-THREE.Object3DIdCount = 0;
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author julianwa / https://github.com/julianwa
- */
-
-THREE.Projector = function() {
-
- var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
- _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
- _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
- _face4Count, _face4Pool = [], _face4PoolLength = 0,
- _line, _lineCount, _linePool = [], _linePoolLength = 0,
- _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
-
- _renderData = { objects: [], sprites: [], lights: [], elements: [] },
-
- _vector3 = new THREE.Vector3(),
- _vector4 = new THREE.Vector4(),
-
- _viewProjectionMatrix = new THREE.Matrix4(),
- _modelViewProjectionMatrix = new THREE.Matrix4(),
- _normalMatrix = new THREE.Matrix3(),
-
- _frustum = new THREE.Frustum(),
-
- _clippedVertex1PositionScreen = new THREE.Vector4(),
- _clippedVertex2PositionScreen = new THREE.Vector4(),
-
- _face3VertexNormals;
-
- this.projectVector = function ( vector, camera ) {
-
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
- _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _viewProjectionMatrix.multiplyVector3( vector );
-
- return vector;
-
- };
-
- this.unprojectVector = function ( vector, camera ) {
-
- camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
-
- _viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
- _viewProjectionMatrix.multiplyVector3( vector );
-
- return vector;
-
- };
-
- this.pickingRay = function ( vector, camera ) {
-
- // set two vectors with opposing z values
- vector.z = -1.0;
- var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
-
- this.unprojectVector( vector, camera );
- this.unprojectVector( end, camera );
-
- // find direction from vector to end
- end.subSelf( vector ).normalize();
-
- return new THREE.Raycaster( vector, end );
-
- };
-
- var projectGraph = function ( root, sortObjects ) {
-
- _objectCount = 0;
-
- _renderData.objects.length = 0;
- _renderData.sprites.length = 0;
- _renderData.lights.length = 0;
-
- var projectObject = function ( parent ) {
-
- for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
-
- var object = parent.children[ c ];
-
- if ( object.visible === false ) continue;
-
- if ( object instanceof THREE.Light ) {
-
- _renderData.lights.push( object );
-
- } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
-
- if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {
-
- _object = getNextObjectInPool();
- _object.object = object;
-
- if ( object.renderDepth !== null ) {
-
- _object.z = object.renderDepth;
-
- } else {
-
- _vector3.copy( object.matrixWorld.getPosition() );
- _viewProjectionMatrix.multiplyVector3( _vector3 );
- _object.z = _vector3.z;
-
- }
-
- _renderData.objects.push( _object );
-
- }
-
- } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
-
- _object = getNextObjectInPool();
- _object.object = object;
-
- // TODO: Find an elegant and performant solution and remove this dupe code.
-
- if ( object.renderDepth !== null ) {
-
- _object.z = object.renderDepth;
-
- } else {
-
- _vector3.copy( object.matrixWorld.getPosition() );
- _viewProjectionMatrix.multiplyVector3( _vector3 );
- _object.z = _vector3.z;
-
- }
-
- _renderData.sprites.push( _object );
-
- } else {
-
- _object = getNextObjectInPool();
- _object.object = object;
-
- if ( object.renderDepth !== null ) {
-
- _object.z = object.renderDepth;
-
- } else {
-
- _vector3.copy( object.matrixWorld.getPosition() );
- _viewProjectionMatrix.multiplyVector3( _vector3 );
- _object.z = _vector3.z;
-
- }
-
- _renderData.objects.push( _object );
-
- }
-
- projectObject( object );
-
- }
-
- };
-
- projectObject( root );
-
- if ( sortObjects === true ) _renderData.objects.sort( painterSort );
-
- return _renderData;
-
- };
-
- this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
-
- var near = camera.near, far = camera.far, visible = false,
- o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, modelMatrix,
- geometry, vertices, vertex, vertexPositionScreen,
- faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
- v1, v2, v3, v4, isFaceMaterial, objectMaterials, material, side;
-
- _face3Count = 0;
- _face4Count = 0;
- _lineCount = 0;
- _particleCount = 0;
-
- _renderData.elements.length = 0;
-
- scene.updateMatrixWorld();
-
- if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
- _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
-
- _frustum.setFromMatrix( _viewProjectionMatrix );
-
- _renderData = projectGraph( scene, sortObjects );
-
- for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
-
- object = _renderData.objects[ o ].object;
-
- modelMatrix = object.matrixWorld;
-
- _vertexCount = 0;
-
- if ( object instanceof THREE.Mesh ) {
-
- geometry = object.geometry;
-
- vertices = geometry.vertices;
- faces = geometry.faces;
- faceVertexUvs = geometry.faceVertexUvs;
-
- _normalMatrix.getInverse( modelMatrix );
- _normalMatrix.transpose();
-
- isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- objectMaterials = isFaceMaterial === true ? object.material : null;
-
- side = object.material.side;
-
- for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
-
- _vertex = getNextVertexInPool();
- _vertex.positionWorld.copy( vertices[ v ] );
-
- modelMatrix.multiplyVector3( _vertex.positionWorld );
-
- _vertex.positionScreen.copy( _vertex.positionWorld );
- _viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
-
- _vertex.positionScreen.x /= _vertex.positionScreen.w;
- _vertex.positionScreen.y /= _vertex.positionScreen.w;
-
- _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
-
- }
-
- for ( f = 0, fl = faces.length; f < fl; f ++ ) {
-
- face = faces[ f ];
-
- material = isFaceMaterial === true ? objectMaterials.materials[ face.materialIndex ] : object.material;
-
- if ( material === undefined ) continue;
-
- side = material.side;
-
- if ( face instanceof THREE.Face3 ) {
-
- v1 = _vertexPool[ face.a ];
- v2 = _vertexPool[ face.b ];
- v3 = _vertexPool[ face.c ];
-
- if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
-
- visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
-
- if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
-
- _face = getNextFace3InPool();
-
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
-
- } else {
-
- continue;
-
- }
-
- } else {
-
- continue;
-
- }
-
- } else if ( face instanceof THREE.Face4 ) {
-
- v1 = _vertexPool[ face.a ];
- v2 = _vertexPool[ face.b ];
- v3 = _vertexPool[ face.c ];
- v4 = _vertexPool[ face.d ];
-
- if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
-
- visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
- ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
- ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
-
-
- if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
-
- _face = getNextFace4InPool();
-
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
- _face.v4.copy( v4 );
-
- } else {
-
- continue;
-
- }
-
- } else {
-
- continue;
-
- }
-
- }
-
- _face.normalWorld.copy( face.normal );
-
- if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
- _normalMatrix.multiplyVector3( _face.normalWorld ).normalize();
-
- _face.centroidWorld.copy( face.centroid );
- modelMatrix.multiplyVector3( _face.centroidWorld );
-
- _face.centroidScreen.copy( _face.centroidWorld );
- _viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
-
- faceVertexNormals = face.vertexNormals;
-
- for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
-
- normal = _face.vertexNormalsWorld[ n ];
- normal.copy( faceVertexNormals[ n ] );
-
- if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
-
- _normalMatrix.multiplyVector3( normal ).normalize();
-
- }
-
- _face.vertexNormalsLength = faceVertexNormals.length;
-
- for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
-
- uvs = faceVertexUvs[ c ][ f ];
-
- if ( uvs === undefined ) continue;
-
- for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
-
- _face.uvs[ c ][ u ] = uvs[ u ];
-
- }
-
- }
-
- _face.color = face.color;
- _face.material = material;
-
- _face.z = _face.centroidScreen.z;
-
- _renderData.elements.push( _face );
-
- }
-
- } else if ( object instanceof THREE.Line ) {
-
- _modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
-
- vertices = object.geometry.vertices;
-
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ 0 ] );
- _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
-
- // Handle LineStrip and LinePieces
- var step = object.type === THREE.LinePieces ? 2 : 1;
-
- for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
-
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ v ] );
- _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
-
- if ( ( v + 1 ) % step > 0 ) continue;
-
- v2 = _vertexPool[ _vertexCount - 2 ];
-
- _clippedVertex1PositionScreen.copy( v1.positionScreen );
- _clippedVertex2PositionScreen.copy( v2.positionScreen );
-
- if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
-
- // Perform the perspective divide
- _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
- _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
-
- _line = getNextLineInPool();
- _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
- _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
-
- _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
-
- _line.material = object.material;
-
- _renderData.elements.push( _line );
-
- }
-
- }
-
- }
-
- }
-
- for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
-
- object = _renderData.sprites[ o ].object;
-
- modelMatrix = object.matrixWorld;
-
- if ( object instanceof THREE.Particle ) {
-
- _vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
- _viewProjectionMatrix.multiplyVector4( _vector4 );
-
- _vector4.z /= _vector4.w;
-
- if ( _vector4.z > 0 && _vector4.z < 1 ) {
-
- _particle = getNextParticleInPool();
- _particle.object = object;
- _particle.x = _vector4.x / _vector4.w;
- _particle.y = _vector4.y / _vector4.w;
- _particle.z = _vector4.z;
-
- _particle.rotation = object.rotation.z;
-
- _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
- _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
-
- _particle.material = object.material;
-
- _renderData.elements.push( _particle );
-
- }
-
- }
-
- }
-
- if ( sortElements === true ) _renderData.elements.sort( painterSort );
-
- return _renderData;
-
- };
-
- // Pools
-
- function getNextObjectInPool() {
-
- if ( _objectCount === _objectPoolLength ) {
-
- var object = new THREE.RenderableObject();
- _objectPool.push( object );
- _objectPoolLength ++;
- _objectCount ++;
- return object;
-
- }
-
- return _objectPool[ _objectCount ++ ];
-
- }
-
- function getNextVertexInPool() {
-
- if ( _vertexCount === _vertexPoolLength ) {
-
- var vertex = new THREE.RenderableVertex();
- _vertexPool.push( vertex );
- _vertexPoolLength ++;
- _vertexCount ++;
- return vertex;
-
- }
-
- return _vertexPool[ _vertexCount ++ ];
-
- }
-
- function getNextFace3InPool() {
-
- if ( _face3Count === _face3PoolLength ) {
-
- var face = new THREE.RenderableFace3();
- _face3Pool.push( face );
- _face3PoolLength ++;
- _face3Count ++;
- return face;
-
- }
-
- return _face3Pool[ _face3Count ++ ];
-
-
- }
-
- function getNextFace4InPool() {
-
- if ( _face4Count === _face4PoolLength ) {
-
- var face = new THREE.RenderableFace4();
- _face4Pool.push( face );
- _face4PoolLength ++;
- _face4Count ++;
- return face;
-
- }
-
- return _face4Pool[ _face4Count ++ ];
-
- }
-
- function getNextLineInPool() {
-
- if ( _lineCount === _linePoolLength ) {
-
- var line = new THREE.RenderableLine();
- _linePool.push( line );
- _linePoolLength ++;
- _lineCount ++
- return line;
-
- }
-
- return _linePool[ _lineCount ++ ];
-
- }
-
- function getNextParticleInPool() {
-
- if ( _particleCount === _particlePoolLength ) {
-
- var particle = new THREE.RenderableParticle();
- _particlePool.push( particle );
- _particlePoolLength ++;
- _particleCount ++
- return particle;
-
- }
-
- return _particlePool[ _particleCount ++ ];
-
- }
-
- //
-
- function painterSort( a, b ) {
-
- return b.z - a.z;
-
- }
-
- function clipLine( s1, s2 ) {
-
- var alpha1 = 0, alpha2 = 1,
-
- // Calculate the boundary coordinate of each vertex for the near and far clip planes,
- // Z = -1 and Z = +1, respectively.
- bc1near = s1.z + s1.w,
- bc2near = s2.z + s2.w,
- bc1far = - s1.z + s1.w,
- bc2far = - s2.z + s2.w;
-
- if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
-
- // Both vertices lie entirely within all clip planes.
- return true;
-
- } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
-
- // Both vertices lie entirely outside one of the clip planes.
- return false;
-
- } else {
-
- // The line segment spans at least one clip plane.
-
- if ( bc1near < 0 ) {
-
- // v1 lies outside the near plane, v2 inside
- alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
-
- } else if ( bc2near < 0 ) {
-
- // v2 lies outside the near plane, v1 inside
- alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
-
- }
-
- if ( bc1far < 0 ) {
-
- // v1 lies outside the far plane, v2 inside
- alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
-
- } else if ( bc2far < 0 ) {
-
- // v2 lies outside the far plane, v2 inside
- alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
-
- }
-
- if ( alpha2 < alpha1 ) {
-
- // The line segment spans two boundaries, but is outside both of them.
- // (This can't happen when we're only clipping against just near/far but good
- // to leave the check here for future usage if other clip planes are added.)
- return false;
-
- } else {
-
- // Update the s1 and s2 vertices to match the clipped line segment.
- s1.lerpSelf( s2, alpha1 );
- s2.lerpSelf( s1, 1 - alpha2 );
-
- return true;
-
- }
-
- }
-
- }
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
-
- this.a = a;
- this.b = b;
- this.c = c;
-
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [ ];
-
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = color instanceof Array ? color : [];
-
- this.vertexTangents = [];
-
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
-
- this.centroid = new THREE.Vector3();
-
-};
-
-THREE.Face3.prototype = {
-
- constructor: THREE.Face3,
-
- clone: function () {
-
- var face = new THREE.Face3( this.a, this.b, this.c );
-
- face.normal.copy( this.normal );
- face.color.copy( this.color );
- face.centroid.copy( this.centroid );
-
- face.materialIndex = this.materialIndex;
-
- var i, il;
- for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
- for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
- for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
- return face;
-
- }
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
-
- this.a = a;
- this.b = b;
- this.c = c;
- this.d = d;
-
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [ ];
-
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = color instanceof Array ? color : [];
-
- this.vertexTangents = [];
-
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
-
- this.centroid = new THREE.Vector3();
-
-};
-
-THREE.Face4.prototype = {
-
- constructor: THREE.Face4,
-
- clone: function () {
-
- var face = new THREE.Face4( this.a, this.b, this.c, this.d );
-
- face.normal.copy( this.normal );
- face.color.copy( this.color );
- face.centroid.copy( this.centroid );
-
- face.materialIndex = this.materialIndex;
-
- var i, il;
- for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
- for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
- for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
- return face;
-
- }
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Geometry = function () {
-
- THREE.EventTarget.call( this );
-
- this.id = THREE.GeometryIdCount ++;
-
- this.name = '';
-
- this.vertices = [];
- this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
- this.normals = []; // one-to-one vertex normals, used in Ribbon
-
- this.faces = [];
-
- this.faceUvs = [[]];
- this.faceVertexUvs = [[]];
-
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
-
- this.skinWeights = [];
- this.skinIndices = [];
-
- this.lineDistances = [];
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
- this.hasTangents = false;
-
- this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
-
- // update flags
-
- this.verticesNeedUpdate = false;
- this.elementsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.tangentsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
-
- this.buffersNeedUpdate = false;
-
-};
-
-THREE.Geometry.prototype = {
-
- constructor: THREE.Geometry,
-
- applyMatrix: function ( matrix ) {
-
- var normalMatrix = new THREE.Matrix3();
-
- normalMatrix.getInverse( matrix ).transpose();
-
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
-
- var vertex = this.vertices[ i ];
-
- matrix.multiplyVector3( vertex );
-
- }
-
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
-
- var face = this.faces[ i ];
-
- normalMatrix.multiplyVector3( face.normal ).normalize();
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- normalMatrix.multiplyVector3( face.vertexNormals[ j ] ).normalize();
-
- }
-
- matrix.multiplyVector3( face.centroid );
-
- }
-
- },
-
- computeCentroids: function () {
-
- var f, fl, face;
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
- face.centroid.set( 0, 0, 0 );
-
- if ( face instanceof THREE.Face3 ) {
-
- face.centroid.addSelf( this.vertices[ face.a ] );
- face.centroid.addSelf( this.vertices[ face.b ] );
- face.centroid.addSelf( this.vertices[ face.c ] );
- face.centroid.divideScalar( 3 );
-
- } else if ( face instanceof THREE.Face4 ) {
-
- face.centroid.addSelf( this.vertices[ face.a ] );
- face.centroid.addSelf( this.vertices[ face.b ] );
- face.centroid.addSelf( this.vertices[ face.c ] );
- face.centroid.addSelf( this.vertices[ face.d ] );
- face.centroid.divideScalar( 4 );
-
- }
-
- }
-
- },
-
- computeFaceNormals: function () {
-
- var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
- cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
-
- cb.sub( vC, vB );
- ab.sub( vA, vB );
- cb.crossSelf( ab );
-
- cb.normalize();
-
- face.normal.copy( cb );
-
- }
-
- },
-
- computeVertexNormals: function ( areaWeighted ) {
-
- var v, vl, f, fl, face, vertices;
-
- // create internal buffers for reuse when calling this method repeatedly
- // (otherwise memory allocation / deallocation every frame is big resource hog)
-
- if ( this.__tmpVertices === undefined ) {
-
- this.__tmpVertices = new Array( this.vertices.length );
- vertices = this.__tmpVertices;
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ] = new THREE.Vector3();
-
- }
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- if ( face instanceof THREE.Face3 ) {
-
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-
- } else if ( face instanceof THREE.Face4 ) {
-
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
-
- }
-
- }
-
- } else {
-
- vertices = this.__tmpVertices;
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ].set( 0, 0, 0 );
-
- }
-
- }
-
- if ( areaWeighted ) {
-
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
-
- var vA, vB, vC, vD;
- var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
- db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- if ( face instanceof THREE.Face3 ) {
-
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
-
- cb.sub( vC, vB );
- ab.sub( vA, vB );
- cb.crossSelf( ab );
-
- vertices[ face.a ].addSelf( cb );
- vertices[ face.b ].addSelf( cb );
- vertices[ face.c ].addSelf( cb );
-
- } else if ( face instanceof THREE.Face4 ) {
-
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- vD = this.vertices[ face.d ];
-
- // abd
-
- db.sub( vD, vB );
- ab.sub( vA, vB );
- db.crossSelf( ab );
-
- vertices[ face.a ].addSelf( db );
- vertices[ face.b ].addSelf( db );
- vertices[ face.d ].addSelf( db );
-
- // bcd
-
- dc.sub( vD, vC );
- bc.sub( vB, vC );
- dc.crossSelf( bc );
-
- vertices[ face.b ].addSelf( dc );
- vertices[ face.c ].addSelf( dc );
- vertices[ face.d ].addSelf( dc );
-
- }
-
- }
-
- } else {
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- if ( face instanceof THREE.Face3 ) {
-
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
-
- } else if ( face instanceof THREE.Face4 ) {
-
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- vertices[ face.d ].addSelf( face.normal );
-
- }
-
- }
-
- }
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ].normalize();
-
- }
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- if ( face instanceof THREE.Face3 ) {
-
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
-
- } else if ( face instanceof THREE.Face4 ) {
-
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
-
- }
-
- }
-
- },
-
- computeMorphNormals: function () {
-
- var i, il, f, fl, face;
-
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- if ( ! face.__originalFaceNormal ) {
-
- face.__originalFaceNormal = face.normal.clone();
-
- } else {
-
- face.__originalFaceNormal.copy( face.normal );
-
- }
-
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
-
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
-
- if ( ! face.__originalVertexNormals[ i ] ) {
-
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
-
- } else {
-
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
-
- }
-
- }
-
- }
-
- // use temp geometry to compute face and vertex normals for each morph
-
- var tmpGeo = new THREE.Geometry();
- tmpGeo.faces = this.faces;
-
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
-
- // create on first access
-
- if ( ! this.morphNormals[ i ] ) {
-
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
-
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
-
- var faceNormal, vertexNormals;
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- faceNormal = new THREE.Vector3();
-
- if ( face instanceof THREE.Face3 ) {
-
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
-
- } else {
-
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
-
- }
-
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
-
- }
-
- }
-
- var morphNormals = this.morphNormals[ i ];
-
- // set vertices to morph target
-
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
-
- // compute morph normals
-
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
-
- // store morph normals
-
- var faceNormal, vertexNormals;
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
-
- faceNormal.copy( face.normal );
-
- if ( face instanceof THREE.Face3 ) {
-
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-
- } else {
-
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- vertexNormals.d.copy( face.vertexNormals[ 3 ] );
-
- }
-
- }
-
- }
-
- // restore original normals
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
-
- }
-
- },
-
- computeTangents: function () {
-
- // based on http://www.terathon.com/code/tangent.html
- // tangents go to vertices
-
- var f, fl, v, vl, i, il, vertexIndex,
- face, uv, vA, vB, vC, uvA, uvB, uvC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r, t, test,
- tan1 = [], tan2 = [],
- sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
- tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
- n = new THREE.Vector3(), w;
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- tan1[ v ] = new THREE.Vector3();
- tan2[ v ] = new THREE.Vector3();
-
- }
-
- function handleTriangle( context, a, b, c, ua, ub, uc ) {
-
- vA = context.vertices[ a ];
- vB = context.vertices[ b ];
- vC = context.vertices[ c ];
-
- uvA = uv[ ua ];
- uvB = uv[ ub ];
- uvC = uv[ uc ];
-
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
-
- s1 = uvB.x - uvA.x;
- s2 = uvC.x - uvA.x;
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
-
- r = 1.0 / ( s1 * t2 - s2 * t1 );
- sdir.set( ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r );
- tdir.set( ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r );
-
- tan1[ a ].addSelf( sdir );
- tan1[ b ].addSelf( sdir );
- tan1[ c ].addSelf( sdir );
-
- tan2[ a ].addSelf( tdir );
- tan2[ b ].addSelf( tdir );
- tan2[ c ].addSelf( tdir );
-
- }
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
- uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
-
- if ( face instanceof THREE.Face3 ) {
-
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
-
- } else if ( face instanceof THREE.Face4 ) {
-
- handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
- handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
-
- }
-
- }
-
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- for ( i = 0; i < face.vertexNormals.length; i++ ) {
-
- n.copy( face.vertexNormals[ i ] );
-
- vertexIndex = face[ faceIndex[ i ] ];
-
- t = tan1[ vertexIndex ];
-
- // Gram-Schmidt orthogonalize
-
- tmp.copy( t );
- tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.cross( face.vertexNormals[ i ], t );
- test = tmp2.dot( tan2[ vertexIndex ] );
- w = (test < 0.0) ? -1.0 : 1.0;
-
- face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
-
- }
-
- }
-
- this.hasTangents = true;
-
- },
-
- computeLineDistances: function ( ) {
-
- var d = 0;
- var vertices = this.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- if ( i > 0 ) {
-
- d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
-
- }
-
- this.lineDistances[ i ] = d;
-
- }
-
- },
-
- computeBoundingBox: function () {
-
- if ( this.boundingBox === null ) {
-
- this.boundingBox = new THREE.Box3();
-
- }
-
- this.boundingBox.setFromPoints( this.vertices );
-
- },
-
- computeBoundingSphere: function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new THREE.Sphere();
-
- }
-
- this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
-
- },
-
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
-
- mergeVertices: function () {
-
- var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
-
- var v, key;
- var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i,il, face;
- var abcd = 'abcd', o, k, j, jl, u;
-
- for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
-
- v = this.vertices[ i ];
- key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
-
- if ( verticesMap[ key ] === undefined ) {
-
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
-
- } else {
-
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
-
- }
-
- };
-
-
- // Start to patch face indices
-
- for( i = 0, il = this.faces.length; i < il; i ++ ) {
-
- face = this.faces[ i ];
-
- if ( face instanceof THREE.Face3 ) {
-
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
-
- } else if ( face instanceof THREE.Face4 ) {
-
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- face.d = changes[ face.d ];
-
- // check dups in (a, b, c, d) and convert to -> face3
-
- o = [ face.a, face.b, face.c, face.d ];
-
- for ( k = 3; k > 0; k -- ) {
-
- if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
-
- // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
-
- o.splice( k, 1 );
-
- this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
-
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
-
- u = this.faceVertexUvs[ j ][ i ];
- if ( u ) u.splice( k, 1 );
-
- }
-
- this.faces[ i ].vertexColors = face.vertexColors;
-
- break;
- }
-
- }
-
- }
-
- }
-
- // Use unique set of vertices
-
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
-
- },
-
- clone: function () {
-
- var geometry = new THREE.Geometry();
-
- var vertices = this.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- geometry.vertices.push( vertices[ i ].clone() );
-
- }
-
- var faces = this.faces;
-
- for ( var i = 0, il = faces.length; i < il; i ++ ) {
-
- geometry.faces.push( faces[ i ].clone() );
-
- }
-
- var uvs = this.faceVertexUvs[ 0 ];
-
- for ( var i = 0, il = uvs.length; i < il; i ++ ) {
-
- var uv = uvs[ i ], uvCopy = [];
-
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
- uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
-
- }
-
- geometry.faceVertexUvs[ 0 ].push( uvCopy );
-
- }
-
- return geometry;
-
- },
-
- deallocate: function () {
-
- this.dispatchEvent( { type: 'deallocate' } );
-
- }
-
-};
-
-THREE.GeometryIdCount = 0;
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.BufferGeometry = function () {
-
- THREE.EventTarget.call( this );
-
- this.id = THREE.GeometryIdCount ++;
-
- // attributes
-
- this.attributes = {};
-
- // attributes typed arrays are kept only if dynamic flag is set
-
- this.dynamic = false;
-
- // offsets for chunks when using indexed elements
-
- this.offsets = [];
-
- // boundings
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
- this.hasTangents = false;
-
- // for compatibility
-
- this.morphTargets = [];
-
-};
-
-THREE.BufferGeometry.prototype = {
-
- constructor : THREE.BufferGeometry,
-
- applyMatrix: function ( matrix ) {
-
- var positionArray;
- var normalArray;
-
- if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
- if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
-
- if ( positionArray !== undefined ) {
-
- matrix.multiplyVector3Array( positionArray );
- this.verticesNeedUpdate = true;
-
- }
-
- if ( normalArray !== undefined ) {
-
- var normalMatrix = new THREE.Matrix3();
- normalMatrix.getInverse( matrix ).transpose();
-
- normalMatrix.multiplyVector3Array( normalArray );
-
- this.normalizeNormals();
-
- this.normalsNeedUpdate = true;
-
- }
-
- },
-
- computeBoundingBox: function () {
-
- if ( this.boundingBox === null ) {
-
- this.boundingBox = new THREE.Box3();
-
- }
-
- var positions = this.attributes[ "position" ].array;
-
- if ( positions ) {
-
- var bb = this.boundingBox;
- var x, y, z;
-
- if( positions.length >= 3 ) {
- bb.min.x = bb.max.x = positions[ 0 ];
- bb.min.y = bb.max.y = positions[ 1 ];
- bb.min.z = bb.max.z = positions[ 2 ];
- }
-
- for ( var i = 3, il = positions.length; i < il; i += 3 ) {
-
- x = positions[ i ];
- y = positions[ i + 1 ];
- z = positions[ i + 2 ];
-
- // bounding box
-
- if ( x < bb.min.x ) {
-
- bb.min.x = x;
-
- } else if ( x > bb.max.x ) {
-
- bb.max.x = x;
-
- }
-
- if ( y < bb.min.y ) {
-
- bb.min.y = y;
-
- } else if ( y > bb.max.y ) {
-
- bb.max.y = y;
-
- }
-
- if ( z < bb.min.z ) {
-
- bb.min.z = z;
-
- } else if ( z > bb.max.z ) {
-
- bb.max.z = z;
-
- }
-
- }
-
- }
-
- if ( positions === undefined || positions.length === 0 ) {
-
- this.boundingBox.min.set( 0, 0, 0 );
- this.boundingBox.max.set( 0, 0, 0 );
-
- }
-
- },
-
- computeBoundingSphere: function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new THREE.Sphere();
-
- }
-
- var positions = this.attributes[ "position" ].array;
-
- if ( positions ) {
-
- var radiusSq, maxRadiusSq = 0;
- var x, y, z;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- x = positions[ i ];
- y = positions[ i + 1 ];
- z = positions[ i + 2 ];
-
- radiusSq = x * x + y * y + z * z;
- if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
-
- }
-
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
- }
-
- },
-
- computeVertexNormals: function () {
-
- if ( this.attributes[ "position" ] ) {
-
- var i, il;
- var j, jl;
-
- var nVertexElements = this.attributes[ "position" ].array.length;
-
- if ( this.attributes[ "normal" ] === undefined ) {
-
- this.attributes[ "normal" ] = {
-
- itemSize: 3,
- array: new Float32Array( nVertexElements ),
- numItems: nVertexElements
-
- };
-
- } else {
-
- // reset existing normals to zero
-
- for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
-
- this.attributes[ "normal" ].array[ i ] = 0;
-
- }
-
- }
-
- var positions = this.attributes[ "position" ].array;
- var normals = this.attributes[ "normal" ].array;
-
- var vA, vB, vC, x, y, z,
-
- pA = new THREE.Vector3(),
- pB = new THREE.Vector3(),
- pC = new THREE.Vector3(),
-
- cb = new THREE.Vector3(),
- ab = new THREE.Vector3();
-
- // indexed elements
-
- if ( this.attributes[ "index" ] ) {
-
- var indices = this.attributes[ "index" ].array;
-
- var offsets = this.offsets;
-
- for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
-
- for ( i = start, il = start + count; i < il; i += 3 ) {
-
- vA = index + indices[ i ];
- vB = index + indices[ i + 1 ];
- vC = index + indices[ i + 2 ];
-
- x = positions[ vA * 3 ];
- y = positions[ vA * 3 + 1 ];
- z = positions[ vA * 3 + 2 ];
- pA.set( x, y, z );
-
- x = positions[ vB * 3 ];
- y = positions[ vB * 3 + 1 ];
- z = positions[ vB * 3 + 2 ];
- pB.set( x, y, z );
-
- x = positions[ vC * 3 ];
- y = positions[ vC * 3 + 1 ];
- z = positions[ vC * 3 + 2 ];
- pC.set( x, y, z );
-
- cb.sub( pC, pB );
- ab.sub( pA, pB );
- cb.crossSelf( ab );
-
- normals[ vA * 3 ] += cb.x;
- normals[ vA * 3 + 1 ] += cb.y;
- normals[ vA * 3 + 2 ] += cb.z;
-
- normals[ vB * 3 ] += cb.x;
- normals[ vB * 3 + 1 ] += cb.y;
- normals[ vB * 3 + 2 ] += cb.z;
-
- normals[ vC * 3 ] += cb.x;
- normals[ vC * 3 + 1 ] += cb.y;
- normals[ vC * 3 + 2 ] += cb.z;
-
- }
-
- }
-
- // non-indexed elements (unconnected triangle soup)
-
- } else {
-
- for ( i = 0, il = positions.length; i < il; i += 9 ) {
-
- x = positions[ i ];
- y = positions[ i + 1 ];
- z = positions[ i + 2 ];
- pA.set( x, y, z );
-
- x = positions[ i + 3 ];
- y = positions[ i + 4 ];
- z = positions[ i + 5 ];
- pB.set( x, y, z );
-
- x = positions[ i + 6 ];
- y = positions[ i + 7 ];
- z = positions[ i + 8 ];
- pC.set( x, y, z );
-
- cb.sub( pC, pB );
- ab.sub( pA, pB );
- cb.crossSelf( ab );
-
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
-
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
-
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
-
- }
-
- }
-
- this.normalizeNormals();
-
- this.normalsNeedUpdate = true;
-
- }
-
- },
-
- normalizeNormals: function () {
-
- var normals = this.attributes[ "normal" ].array;
-
- var x, y, z, n;
-
- for ( var i = 0, il = normals.length; i < il; i += 3 ) {
-
- x = normals[ i ];
- y = normals[ i + 1 ];
- z = normals[ i + 2 ];
-
- n = 1.0 / Math.sqrt( x * x + y * y + z * z );
-
- normals[ i ] *= n;
- normals[ i + 1 ] *= n;
- normals[ i + 2 ] *= n;
-
- }
-
- },
-
- computeTangents: function () {
-
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
-
- if ( this.attributes[ "index" ] === undefined ||
- this.attributes[ "position" ] === undefined ||
- this.attributes[ "normal" ] === undefined ||
- this.attributes[ "uv" ] === undefined ) {
-
- console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
- return;
-
- }
-
- var indices = this.attributes[ "index" ].array;
- var positions = this.attributes[ "position" ].array;
- var normals = this.attributes[ "normal" ].array;
- var uvs = this.attributes[ "uv" ].array;
-
- var nVertices = positions.length / 3;
-
- if ( this.attributes[ "tangent" ] === undefined ) {
-
- var nTangentElements = 4 * nVertices;
-
- this.attributes[ "tangent" ] = {
-
- itemSize: 4,
- array: new Float32Array( nTangentElements ),
- numItems: nTangentElements
-
- };
-
- }
-
- var tangents = this.attributes[ "tangent" ].array;
-
- var tan1 = [], tan2 = [];
-
- for ( var k = 0; k < nVertices; k ++ ) {
-
- tan1[ k ] = new THREE.Vector3();
- tan2[ k ] = new THREE.Vector3();
-
- }
-
- var xA, yA, zA,
- xB, yB, zB,
- xC, yC, zC,
-
- uA, vA,
- uB, vB,
- uC, vC,
-
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r;
-
- var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
-
- function handleTriangle( a, b, c ) {
-
- xA = positions[ a * 3 ];
- yA = positions[ a * 3 + 1 ];
- zA = positions[ a * 3 + 2 ];
-
- xB = positions[ b * 3 ];
- yB = positions[ b * 3 + 1 ];
- zB = positions[ b * 3 + 2 ];
-
- xC = positions[ c * 3 ];
- yC = positions[ c * 3 + 1 ];
- zC = positions[ c * 3 + 2 ];
-
- uA = uvs[ a * 2 ];
- vA = uvs[ a * 2 + 1 ];
-
- uB = uvs[ b * 2 ];
- vB = uvs[ b * 2 + 1 ];
-
- uC = uvs[ c * 2 ];
- vC = uvs[ c * 2 + 1 ];
-
- x1 = xB - xA;
- x2 = xC - xA;
-
- y1 = yB - yA;
- y2 = yC - yA;
-
- z1 = zB - zA;
- z2 = zC - zA;
-
- s1 = uB - uA;
- s2 = uC - uA;
-
- t1 = vB - vA;
- t2 = vC - vA;
-
- r = 1.0 / ( s1 * t2 - s2 * t1 );
-
- sdir.set(
- ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r
- );
-
- tdir.set(
- ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r
- );
-
- tan1[ a ].addSelf( sdir );
- tan1[ b ].addSelf( sdir );
- tan1[ c ].addSelf( sdir );
-
- tan2[ a ].addSelf( tdir );
- tan2[ b ].addSelf( tdir );
- tan2[ c ].addSelf( tdir );
-
- }
-
- var i, il;
- var j, jl;
- var iA, iB, iC;
-
- var offsets = this.offsets;
-
- for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
-
- for ( i = start, il = start + count; i < il; i += 3 ) {
-
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
-
- handleTriangle( iA, iB, iC );
-
- }
-
- }
-
- var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
- var n = new THREE.Vector3(), n2 = new THREE.Vector3();
- var w, t, test;
- var nx, ny, nz;
-
- function handleVertex( v ) {
-
- n.x = normals[ v * 3 ];
- n.y = normals[ v * 3 + 1 ];
- n.z = normals[ v * 3 + 2 ];
-
- n2.copy( n );
-
- t = tan1[ v ];
-
- // Gram-Schmidt orthogonalize
-
- tmp.copy( t );
- tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.cross( n2, t );
- test = tmp2.dot( tan2[ v ] );
- w = ( test < 0.0 ) ? -1.0 : 1.0;
-
- tangents[ v * 4 ] = tmp.x;
- tangents[ v * 4 + 1 ] = tmp.y;
- tangents[ v * 4 + 2 ] = tmp.z;
- tangents[ v * 4 + 3 ] = w;
-
- }
-
- for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
-
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
-
- for ( i = start, il = start + count; i < il; i += 3 ) {
-
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
-
- handleVertex( iA );
- handleVertex( iB );
- handleVertex( iC );
-
- }
-
- }
-
- this.hasTangents = true;
- this.tangentsNeedUpdate = true;
-
- },
-
- deallocate: function () {
-
- this.dispatchEvent( { type: 'deallocate' } );
-
- }
-
-};
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.Camera = function () {
-
- THREE.Object3D.call( this );
-
- this.matrixWorldInverse = new THREE.Matrix4();
-
- this.projectionMatrix = new THREE.Matrix4();
- this.projectionMatrixInverse = new THREE.Matrix4();
-
-};
-
-THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Camera.prototype.lookAt = function ( vector ) {
-
- // TODO: Add hierarchy support.
-
- this.matrix.lookAt( this.position, vector, this.up );
-
- if ( this.rotationAutoUpdate === true ) {
-
- if ( this.useQuaternion === false ) {
-
- this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
-
- } else {
-
- this.quaternion.copy( this.matrix.decompose()[ 1 ] );
-
- }
-
- }
-
-};
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
-
- THREE.Camera.call( this );
-
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
-
- this.near = ( near !== undefined ) ? near : 0.1;
- this.far = ( far !== undefined ) ? far : 2000;
-
- this.updateProjectionMatrix();
-
-};
-
-THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
-
-THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
-
- this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
-
- THREE.Camera.call( this );
-
- this.fov = fov !== undefined ? fov : 50;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
-
- this.updateProjectionMatrix();
-
-};
-
-THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
-
-
-/**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
-
-THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
-
- if ( frameHeight === undefined ) frameHeight = 24;
-
- this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
- this.updateProjectionMatrix();
-
-}
-
-
-/**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
-
-THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
-
- this.fullWidth = fullWidth;
- this.fullHeight = fullHeight;
- this.x = x;
- this.y = y;
- this.width = width;
- this.height = height;
-
- this.updateProjectionMatrix();
-
-};
-
-
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
-
- if ( this.fullWidth ) {
-
- var aspect = this.fullWidth / this.fullHeight;
- var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
- var bottom = -top;
- var left = aspect * bottom;
- var right = aspect * top;
- var width = Math.abs( right - left );
- var height = Math.abs( top - bottom );
-
- this.projectionMatrix.makeFrustum(
- left + this.x * width / this.fullWidth,
- left + ( this.x + this.width ) * width / this.fullWidth,
- top - ( this.y + this.height ) * height / this.fullHeight,
- top - this.y * height / this.fullHeight,
- this.near,
- this.far
- );
-
- } else {
-
- this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
-
- }
-
-};
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Light = function ( hex ) {
-
- THREE.Object3D.call( this );
-
- this.color = new THREE.Color( hex );
-
-};
-
-THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AmbientLight = function ( hex ) {
-
- THREE.Light.call( this, hex );
-
-};
-
-THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DirectionalLight = function ( hex, intensity ) {
-
- THREE.Light.call( this, hex );
-
- this.position = new THREE.Vector3( 0, 1, 0 );
- this.target = new THREE.Object3D();
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
- this.castShadow = false;
- this.onlyShadow = false;
-
- //
-
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
-
- this.shadowCameraLeft = -500;
- this.shadowCameraRight = 500;
- this.shadowCameraTop = 500;
- this.shadowCameraBottom = -500;
-
- this.shadowCameraVisible = false;
-
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
-
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
-
- //
-
- this.shadowCascade = false;
-
- this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
- this.shadowCascadeCount = 2;
-
- this.shadowCascadeBias = [ 0, 0, 0 ];
- this.shadowCascadeWidth = [ 512, 512, 512 ];
- this.shadowCascadeHeight = [ 512, 512, 512 ];
-
- this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
- this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
-
- this.shadowCascadeArray = [];
-
- //
-
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
-
-};
-
-THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
-
- THREE.Light.call( this, skyColorHex );
-
- this.groundColor = new THREE.Color( groundColorHex );
-
- this.position = new THREE.Vector3( 0, 100, 0 );
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-};
-
-THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLight = function ( hex, intensity, distance ) {
-
- THREE.Light.call( this, hex );
-
- this.position = new THREE.Vector3( 0, 0, 0 );
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
-
-};
-
-THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
-
- THREE.Light.call( this, hex );
-
- this.position = new THREE.Vector3( 0, 1, 0 );
- this.target = new THREE.Object3D();
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
- this.exponent = ( exponent !== undefined ) ? exponent : 10;
-
- this.castShadow = false;
- this.onlyShadow = false;
-
- //
-
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
- this.shadowCameraFov = 50;
-
- this.shadowCameraVisible = false;
-
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
-
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
-
- //
-
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
-
-};
-
-THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
/**
- * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
*/
-THREE.Loader = function ( showStatus ) {
+var THREE = THREE || { REVISION: '54dev' };
- this.showStatus = showStatus;
- this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+self.console = self.console || {
- this.onLoadStart = function () {};
- this.onLoadProgress = function () {};
- this.onLoadComplete = function () {};
+ info: function () {},
+ log: function () {},
+ debug: function () {},
+ warn: function () {},
+ error: function () {}
};
-THREE.Loader.prototype = {
-
- constructor: THREE.Loader,
-
- crossOrigin: 'anonymous',
+self.Int32Array = self.Int32Array || Array;
+self.Float32Array = self.Float32Array || Array;
- addStatusElement: function () {
+// Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
+// not sure we should have this, or at least not have it here
- var e = document.createElement( "div" );
+// http://stackoverflow.com/questions/646628/javascript-startswith
+// http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
+// http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras
- 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;
+String.prototype.startsWith = String.prototype.startsWith || function ( str ) {
- e.innerHTML = "Loading ...";
+ return this.slice( 0, str.length ) === str;
- return e;
+};
- },
+String.prototype.endsWith = String.prototype.endsWith || function ( str ) {
- updateProgress: function ( progress ) {
+ var t = String( str );
+ var index = this.lastIndexOf( t );
+ return ( -1 < index && index ) === (this.length - t.length);
- var message = "Loaded ";
+};
- if ( progress.total ) {
+String.prototype.trim = String.prototype.trim || function () {
- message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
+ return this.replace( /^\s+|\s+$/g, '' );
+};
- } else {
- message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
- }
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
- this.statusDomElement.innerHTML = message;
+( function () {
- },
+ var lastTime = 0;
+ var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
- extractUrlBase: function ( url ) {
+ for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
- var parts = url.split( '/' );
- parts.pop();
- return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
+ window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
+ window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
- },
+ }
- initMaterials: function ( materials, texturePath ) {
+ if ( window.requestAnimationFrame === undefined ) {
- var array = [];
+ window.requestAnimationFrame = function ( callback, element ) {
- for ( var i = 0; i < materials.length; ++ i ) {
+ var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+ var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+ lastTime = currTime + timeToCall;
+ return id;
- array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
+ };
- }
+ }
- return array;
+ window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
- },
+}() );
- needsTangents: function ( materials ) {
+// GL STATE CONSTANTS
- for( var i = 0, il = materials.length; i < il; i ++ ) {
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
- var m = materials[ i ];
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
- if ( m instanceof THREE.ShaderMaterial ) return true;
+// SHADOWING TYPES
- }
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
- return false;
+// MATERIAL CONSTANTS
- },
+// side
- createMaterial: function ( m, texturePath ) {
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
- var _this = this;
+// shading
- function is_pow2( n ) {
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
- var l = Math.log( n ) / Math.LN2;
- return Math.floor( l ) == l;
+// colors
- }
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
- function nearest_pow2( n ) {
+// blending modes
- var l = Math.log( n ) / Math.LN2;
- return Math.pow( 2, Math.round( l ) );
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
- }
+// custom blending equations
+// (numbers start from 100 not to clash with other
+// mappings to OpenGL constants defined in Texture.js)
- function load_image( where, url ) {
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
- var image = new Image();
+// custom blending destination factors
- image.onload = function () {
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
- if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
+// custom blending source factors
- var width = nearest_pow2( this.width );
- var height = nearest_pow2( this.height );
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
- where.image.width = width;
- where.image.height = height;
- where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
- } else {
+// TEXTURE CONSTANTS
- where.image = this;
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
- }
+// Mapping modes
- where.needsUpdate = true;
+THREE.UVMapping = function () {};
- };
+THREE.CubeReflectionMapping = function () {};
+THREE.CubeRefractionMapping = function () {};
- image.crossOrigin = _this.crossOrigin;
- image.src = url;
+THREE.SphericalReflectionMapping = function () {};
+THREE.SphericalRefractionMapping = function () {};
- }
+// Wrapping modes
- function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
- var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
- var fullPath = texturePath + "/" + sourceFile;
+// Filters
- if ( isCompressed ) {
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
- var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
+// Data types
- where[ name ] = texture;
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
- } else {
+// Pixel types
- var texture = document.createElement( 'canvas' );
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
- where[ name ] = new THREE.Texture( texture );
+// Pixel formats
- }
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
- where[ name ].sourceFile = sourceFile;
+// Compressed texture formats
- if( repeat ) {
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+/*
+// Potential future PVRTC compressed texture formats
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+*/
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
- where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
+THREE.Color = function ( value ) {
- if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
- if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
+ if ( value !== undefined ) this.set( value );
- }
+ return this;
- if ( offset ) {
+};
- where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
+THREE.Color.prototype = {
- }
+ constructor: THREE.Color,
- if ( wrap ) {
+ r: 1, g: 1, b: 1,
- var wrapMap = {
- "repeat": THREE.RepeatWrapping,
- "mirror": THREE.MirroredRepeatWrapping
- }
+ copy: function ( color ) {
- if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
- if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
- }
+ return this;
- if ( anisotropy ) {
+ },
- where[ name ].anisotropy = anisotropy;
+ copyGammaToLinear: function ( color ) {
- }
+ this.r = color.r * color.r;
+ this.g = color.g * color.g;
+ this.b = color.b * color.b;
- if ( ! isCompressed ) {
+ return this;
- load_image( where[ name ], fullPath );
+ },
- }
+ copyLinearToGamma: function ( color ) {
- }
+ this.r = Math.sqrt( color.r );
+ this.g = Math.sqrt( color.g );
+ this.b = Math.sqrt( color.b );
- function rgb2hex( rgb ) {
+ return this;
- return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+ },
- }
+ convertGammaToLinear: function () {
- // defaults
+ var r = this.r, g = this.g, b = this.b;
- var mtype = "MeshLambertMaterial";
- var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
- // parameters from model file
+ return this;
- if ( m.shading ) {
+ },
- var shading = m.shading.toLowerCase();
+ convertLinearToGamma: function () {
- if ( shading === "phong" ) mtype = "MeshPhongMaterial";
- else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
- }
+ return this;
- if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+ },
- mpars.blending = THREE[ m.blending ];
+ set: function ( value ) {
- }
+ switch ( typeof value ) {
- if ( m.transparent !== undefined || m.opacity < 1.0 ) {
+ case "number":
+ this.setHex( value );
+ break;
- mpars.transparent = m.transparent;
+ case "string":
+ this.setStyle( value );
+ break;
}
- if ( m.depthTest !== undefined ) {
+ },
- mpars.depthTest = m.depthTest;
+ setRGB: function ( r, g, b ) {
- }
+ this.r = r;
+ this.g = g;
+ this.b = b;
- if ( m.depthWrite !== undefined ) {
+ return this;
- mpars.depthWrite = m.depthWrite;
+ },
- }
+ setHSV: function ( h, s, v ) {
- if ( m.visible !== undefined ) {
+ // based on MochiKit implementation by Bob Ippolito
+ // h,s,v ranges are < 0.0 - 1.0 >
- mpars.visible = m.visible;
+ var i, f, p, q, t;
- }
+ if ( v === 0 ) {
- if ( m.flipSided !== undefined ) {
+ this.r = this.g = this.b = 0;
- mpars.side = THREE.BackSide;
+ } else {
- }
+ i = Math.floor( h * 6 );
+ f = ( h * 6 ) - i;
+ p = v * ( 1 - s );
+ q = v * ( 1 - ( s * f ) );
+ t = v * ( 1 - ( s * ( 1 - f ) ) );
- if ( m.doubleSided !== undefined ) {
+ if ( i === 0 ) {
- mpars.side = THREE.DoubleSide;
+ this.r = v;
+ this.g = t;
+ this.b = p;
- }
+ } else if ( i === 1 ) {
- if ( m.wireframe !== undefined ) {
+ this.r = q;
+ this.g = v;
+ this.b = p;
- mpars.wireframe = m.wireframe;
+ } else if ( i === 2 ) {
- }
+ this.r = p;
+ this.g = v;
+ this.b = t;
- if ( m.vertexColors !== undefined ) {
+ } else if ( i === 3 ) {
- if ( m.vertexColors === "face" ) {
+ this.r = p;
+ this.g = q;
+ this.b = v;
- mpars.vertexColors = THREE.FaceColors;
+ } else if ( i === 4 ) {
- } else if ( m.vertexColors ) {
+ this.r = t;
+ this.g = p;
+ this.b = v;
- mpars.vertexColors = THREE.VertexColors;
+ } else if ( i === 5 ) {
+
+ this.r = v;
+ this.g = p;
+ this.b = q;
}
}
- // colors
+ return this;
- if ( m.colorDiffuse ) {
+ },
- mpars.color = rgb2hex( m.colorDiffuse );
+ getHex: function () {
- } else if ( m.DbgColor ) {
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
- mpars.color = m.DbgColor;
+ },
- }
+ setHex: function ( hex ) {
- if ( m.colorSpecular ) {
+ hex = Math.floor( hex );
- mpars.specular = rgb2hex( m.colorSpecular );
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
- }
+ return this;
- if ( m.colorAmbient ) {
+ },
- mpars.ambient = rgb2hex( m.colorAmbient );
+ getHexString: function () {
- }
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
- // modifiers
+ },
- if ( m.transparency ) {
+ getStyle: function () {
- mpars.opacity = m.transparency;
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
- }
+ },
- if ( m.specularCoef ) {
+ setStyle: function ( style ) {
- mpars.shininess = m.specularCoef;
+ // rgb(255,0,0)
- }
+ if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {
- // textures
+ var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );
- if ( m.mapDiffuse && texturePath ) {
+ 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;
- create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+ return this;
}
- if ( m.mapLight && texturePath ) {
+ // rgb(100%,0%,0%)
- create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+ if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {
- }
+ var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );
- if ( m.mapBump && texturePath ) {
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
- create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+ return this;
}
- if ( m.mapNormal && texturePath ) {
+ // #ff0000
- create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+ if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
- }
+ var color = /^\#([0-9a-f]{6})$/i.exec( style );
- if ( m.mapSpecular && texturePath ) {
+ this.setHex( parseInt( color[ 1 ], 16 ) );
- create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+ return this;
}
- //
+ // #f00
- if ( m.mapBumpScale ) {
+ if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
- mpars.bumpScale = m.mapBumpScale;
+ var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+ return this;
}
- // special case for normal mapped material
+ // red
- if ( m.mapNormal ) {
+ if ( /^(\w+)$/i.test( style ) ) {
- var shader = THREE.ShaderUtils.lib[ "normal" ];
- var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+ this.setHex( THREE.ColorKeywords[ style ] );
- uniforms[ "tNormal" ].value = mpars.normalMap;
+ return this;
- if ( m.mapNormalFactor ) {
+ }
- uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
- }
+ },
- if ( mpars.map ) {
+ getHSV: function ( hsv ) {
- uniforms[ "tDiffuse" ].value = mpars.map;
- uniforms[ "enableDiffuse" ].value = true;
+ // based on MochiKit implementation by Bob Ippolito
+ // h,s,v ranges are < 0.0 - 1.0 >
- }
+ var r = this.r;
+ var g = this.g;
+ var b = this.b;
- if ( mpars.specularMap ) {
+ var max = Math.max( Math.max( r, g ), b );
+ var min = Math.min( Math.min( r, g ), b );
- uniforms[ "tSpecular" ].value = mpars.specularMap;
- uniforms[ "enableSpecular" ].value = true;
+ var hue;
+ var saturation;
+ var value = max;
- }
+ if ( min === max ) {
- if ( mpars.lightMap ) {
+ hue = 0;
+ saturation = 0;
- uniforms[ "tAO" ].value = mpars.lightMap;
- uniforms[ "enableAO" ].value = true;
+ } else {
- }
+ var delta = ( max - min );
+ saturation = delta / max;
- // for the moment don't handle displacement texture
+ if ( r === max ) {
- uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
- uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
- uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
+ hue = ( g - b ) / delta;
- uniforms[ "uShininess" ].value = mpars.shininess;
+ } else if ( g === max ) {
- if ( mpars.opacity !== undefined ) {
+ hue = 2 + ( ( b - r ) / delta );
- uniforms[ "uOpacity" ].value = mpars.opacity;
+ } else {
+ hue = 4 + ( ( r - g ) / delta );
}
- var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
- var material = new THREE.ShaderMaterial( parameters );
+ hue /= 6;
- if ( mpars.transparent ) {
+ if ( hue < 0 ) {
- material.transparent = true;
+ hue += 1;
}
- } else {
+ if ( hue > 1 ) {
- var material = new THREE[ mtype ]( mpars );
+ hue -= 1;
+
+ }
}
- if ( m.DbgName !== undefined ) material.name = m.DbgName;
+ if ( hsv === undefined ) {
+
+ hsv = { h: 0, s: 0, v: 0 };
+
+ }
+
+ hsv.h = hue;
+ hsv.s = saturation;
+ hsv.v = value;
+
+ return hsv;
+
+ },
+
+ lerpSelf: function ( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+ }
+
+};
+
+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 };
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+ constructor: THREE.Vector2,
+
+ set: function ( x, y ) {
+
+ this.x = x;
+ this.y = y;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+
+ return this;
+
+ },
+
+ add: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+
+ return this;
+
+ },
+
+ addSelf: function ( v ) {
+
+ this.x += v.x;
+ this.y += v.y;
+
+ return this;
+
+ },
+
+ sub: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+
+ return this;
+
+ },
+
+ subSelf: function ( v ) {
+
+ this.x -= v.x;
+ this.y -= v.y;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+
+ return this;
+
+ },
+
+ divideScalar: function ( s ) {
+
+ if ( s ) {
+
+ this.x /= s;
+ this.y /= s;
+
+ } else {
+
+ this.set( 0, 0 );
+
+ }
+
+ return this;
+
+ },
+
+ minSelf: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ maxSelf: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ clampSelf: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ return this;
+
+ },
+
+ negate: function() {
+
+ return this.multiplyScalar( - 1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.lengthSq() );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
+
+ },
+
+ setLength: function ( l ) {
+
+ return this.normalize().multiplyScalar( l );
+
+ },
+
+ lerpSelf: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector2( this.x, this.y );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author *kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+
+};
+
+
+THREE.Vector3.prototype = {
+
+ constructor: THREE.Vector3,
+
+ set: function ( x, y, z ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+
+ return this;
+
+ },
+
+ add: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+
+ return this;
+
+ },
+
+ addSelf: function ( v ) {
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+
+ return this;
+
+ },
+
+ sub: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+
+ return this;
+
+ },
+
+ subSelf: function ( v ) {
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+
+ return this;
+
+ },
+
+ multiply: function ( a, b ) {
+
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
+
+ return this;
+
+ },
+
+ multiplySelf: function ( v ) {
+
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+ this.z *= s;
+
+ return this;
+
+ },
+
+ divideSelf: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
+
+ return this;
+
+ },
+
+ divideScalar: function ( s ) {
+
+ if ( s ) {
+
+ this.x /= s;
+ this.y /= s;
+ this.z /= s;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+
+ }
+
+ return this;
+
+ },
+
+ minSelf: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ maxSelf: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ clampSelf: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ return this;
+
+ },
+
+ negate: function() {
+
+ return this.multiplyScalar( - 1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.lengthSq() );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ return this.normalize().multiplyScalar( l );
+
+ },
+
+ lerpSelf: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+
+ return this;
+
+ },
+
+ cross: function ( a, b ) {
+
+ this.x = a.y * b.z - a.z * b.y;
+ this.y = a.z * b.x - a.x * b.z;
+ this.z = a.x * b.y - a.y * b.x;
+
+ return this;
+
+ },
+
+ crossSelf: function ( v ) {
+
+ var x = this.x, y = this.y, z = this.z;
+
+ this.x = y * v.z - z * v.y;
+ this.y = z * v.x - x * v.z;
+ this.z = x * v.y - y * v.x;
+
+ return this;
+
+ },
+
+ angleTo: function ( v ) {
+
+ return Math.acos( this.dot( v ) / this.length() / v.length() );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x;
+ var dy = this.y - v.y;
+ var dz = this.z - v.z;
+
+ return dx * dx + dy * dy + dz * dz;
+
+ },
+
+ getPositionFromMatrix: function ( m ) {
+
+ this.x = m.elements[12];
+ this.y = m.elements[13];
+ this.z = m.elements[14];
+
+ return this;
+
+ },
+
+ setEulerFromRotationMatrix: function ( m, order ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ // clamp, to handle numerical problems
+
+ function clamp( x ) {
+
+ return Math.min( Math.max( x, -1 ), 1 );
+
+ }
+
+ 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];
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ this.y = Math.asin( clamp( m13 ) );
+
+ if ( Math.abs( m13 ) < 0.99999 ) {
+
+ this.x = Math.atan2( - m23, m33 );
+ this.z = Math.atan2( - m12, m11 );
+
+ } else {
+
+ this.x = Math.atan2( m32, m22 );
+ this.z = 0;
+
+ }
+
+ } else if ( order === 'YXZ' ) {
+
+ this.x = Math.asin( - clamp( m23 ) );
+
+ if ( Math.abs( m23 ) < 0.99999 ) {
+
+ this.y = Math.atan2( m13, m33 );
+ this.z = Math.atan2( m21, m22 );
+
+ } else {
+
+ this.y = Math.atan2( - m31, m11 );
+ this.z = 0;
+
+ }
+
+ } else if ( order === 'ZXY' ) {
+
+ this.x = Math.asin( clamp( m32 ) );
+
+ if ( Math.abs( m32 ) < 0.99999 ) {
+
+ this.y = Math.atan2( - m31, m33 );
+ this.z = Math.atan2( - m12, m22 );
+
+ } else {
+
+ this.y = 0;
+ this.z = Math.atan2( m21, m11 );
+
+ }
+
+ } else if ( order === 'ZYX' ) {
+
+ this.y = Math.asin( - clamp( m31 ) );
+
+ if ( Math.abs( m31 ) < 0.99999 ) {
+
+ this.x = Math.atan2( m32, m33 );
+ this.z = Math.atan2( m21, m11 );
+
+ } else {
+
+ this.x = 0;
+ this.z = Math.atan2( - m12, m22 );
+
+ }
+
+ } else if ( order === 'YZX' ) {
+
+ this.z = Math.asin( clamp( m21 ) );
+
+ if ( Math.abs( m21 ) < 0.99999 ) {
+
+ this.x = Math.atan2( - m23, m22 );
+ this.y = Math.atan2( - m31, m11 );
+
+ } else {
+
+ this.x = 0;
+ this.y = Math.atan2( m13, m33 );
+
+ }
+
+ } else if ( order === 'XZY' ) {
+
+ this.z = Math.asin( - clamp( m12 ) );
+
+ if ( Math.abs( m12 ) < 0.99999 ) {
+
+ this.x = Math.atan2( m32, m22 );
+ this.y = Math.atan2( m13, m11 );
+
+ } else {
+
+ this.x = Math.atan2( - m23, m33 );
+ this.y = 0;
+
+ }
+
+ }
+
+ return this;
+
+ },
+
+ setEulerFromQuaternion: function ( q, order ) {
+
+ // q is assumed to be normalized
+
+ // clamp, to handle numerical problems
+
+ function clamp( x ) {
+
+ return Math.min( Math.max( x, -1 ), 1 );
+
+ }
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+
+ var sqx = q.x * q.x;
+ var sqy = q.y * q.y;
+ var sqz = q.z * q.z;
+ var sqw = q.w * q.w;
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
+ this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
+ this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YXZ' ) {
+
+ this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
+ this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
+ this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZXY' ) {
+
+ this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
+ this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
+ this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZYX' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
+ this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
+ this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YZX' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
+ this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
+ this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
+
+ } else if ( order === 'XZY' ) {
+
+ this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
+ this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
+ this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
+
+ }
+
+ return this;
+
+ },
+
+ getScaleFromMatrix: function ( m ) {
+
+ var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
+ var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
+ var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector3( this.x, this.y, this.z );
+
+ }
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Vector4.prototype = {
+
+ constructor: THREE.Vector4,
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setW: function ( w ) {
+
+ this.w = w;
+
+ return this;
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ this.w = ( v.w !== undefined ) ? v.w : 1;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+ this.w += s;
+
+ return this;
+
+ },
+
+ add: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+ this.w = a.w + b.w;
+
+ return this;
+
+ },
+
+ addSelf: function ( v ) {
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ this.w += v.w;
+
+ return this;
+
+ },
+
+ sub: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+ this.w = a.w - b.w;
+
+ return this;
+
+ },
+
+ subSelf: function ( v ) {
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ this.w -= v.w;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+ this.z *= s;
+ this.w *= s;
+
+ return this;
+
+ },
+
+ divideScalar: function ( s ) {
+
+ if ( s ) {
+
+ this.x /= s;
+ this.y /= s;
+ this.z /= s;
+ this.w /= s;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
+
+ }
+
+ return this;
+
+ },
+
+ minSelf: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w > v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ maxSelf: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w < v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ clampSelf: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ if ( this.w < min.w ) {
+
+ this.w = min.w;
+
+ } else if ( this.w > max.w ) {
+
+ this.w = max.w;
+
+ }
+
+ return this;
+
+ },
+
+ negate: function() {
+
+ return this.multiplyScalar( -1 );
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+ },
+
+ lengthSq: function () {
+
+ return this.dot( this );
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.lengthSq() );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ return this.normalize().multiplyScalar( l );
+
+ },
+
+ lerpSelf: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+ this.w += ( v.w - this.w ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+ },
+
+ setAxisAngleFromQuaternion: function ( q ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+ // q is assumed to be normalized
+
+ this.w = 2 * Math.acos( q.w );
+
+ var s = Math.sqrt( 1 - q.w * q.w );
+
+ if ( s < 0.0001 ) {
+
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
+
+ } else {
+
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var angle, x, y, z, // variables for result
+ epsilon = 0.01, // margin to allow for rounding errors
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
+
+ te = m.elements,
+
+ m11 = te[0], m12 = te[4], m13 = te[8],
+ m21 = te[1], m22 = te[5], m23 = te[9],
+ m31 = te[2], m32 = te[6], m33 = te[10];
+
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
+ && ( Math.abs( m13 - m31 ) < epsilon )
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
+
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 )
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+ // this singularity is identity matrix so angle = 0
+
+ this.set( 1, 0, 0, 0 );
+
+ return this; // zero angle, arbitrary axis
+
+ }
+
+ // otherwise this singularity is angle = 180
+
+ angle = Math.PI;
+
+ var xx = ( m11 + 1 ) / 2;
+ var yy = ( m22 + 1 ) / 2;
+ var zz = ( m33 + 1 ) / 2;
+ var xy = ( m12 + m21 ) / 4;
+ var xz = ( m13 + m31 ) / 4;
+ var yz = ( m23 + m32 ) / 4;
+
+ if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
+
+ if ( xx < epsilon ) {
+
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
+
+ } else {
+
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
+
+ }
+
+ } else if ( yy > zz ) { // m22 is the largest diagonal term
+
+ if ( yy < epsilon ) {
+
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
+
+ } else {
+
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
+
+ }
+
+ } else { // m33 is the largest diagonal term so base result on this
+
+ if ( zz < epsilon ) {
+
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
+
+ } else {
+
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
+
+ }
+
+ }
+
+ this.set( x, y, z, angle );
+
+ return this; // return 180 deg rotation
+
+ }
+
+ // as we have reached here there are no singularities so we can handle normally
+
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+ + ( m13 - m31 ) * ( m13 - m31 )
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+ if ( Math.abs( s ) < 0.001 ) s = 1;
+
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
+ // caught by singularity test above, but I've left it in just in case
+
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+ return this;
+
+ }
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+ this.min = min !== undefined ? min.clone() : new THREE.Vector2( Infinity, Infinity );
+ this.max = max !== undefined ? max.clone() : new THREE.Vector2( -Infinity, -Infinity );
+
+};
+
+THREE.Box2.prototype = {
+
+ constructor: THREE.Box2,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ if ( points.length > 0 ) {
+
+ var point = points[ 0 ];
+
+ this.min.copy( point );
+ this.max.copy( point );
+
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+ point = points[ i ];
+
+ if ( point.x < this.min.x ) {
+
+ this.min.x = point.x;
+
+ } else if ( point.x > this.max.x ) {
+
+ this.max.x = point.x;
+
+ }
+
+ if ( point.y < this.min.y ) {
+
+ this.min.y = point.y;
+
+ } else if ( point.y > this.max.y ) {
+
+ this.max.y = point.y;
+
+ }
+
+ }
+
+ } else {
+
+ this.makeEmpty();
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function ( center, size ) {
+
+ var halfSize = THREE.Box2.__v1.copy( size ).multiplyScalar( 0.5 );
+ this.min.copy( center ).subSelf( halfSize );
+ this.max.copy( center ).addSelf( halfSize );
+
+ return this;
+
+ },
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = Infinity;
+ this.max.x = this.max.y = -Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.add( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.sub( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.minSelf( point );
+ this.max.maxSelf( point );
+
+ return this;
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.subSelf( vector );
+ this.max.addSelf( vector );
+
+ return this;
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( -scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
+ ( this.min.y <= point.y ) && ( point.y <= this.max.y ) ) {
+
+ return true;
+
+ }
+
+ 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 ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return new THREE.Vector2(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( ( box.max.x < this.min.x ) ||
+ ( box.min.x > this.max.x ) ||
+ ( box.max.y < this.min.y ) ||
+ ( box.min.y > this.max.y ) ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.copy( point ).clampSelf( this.min, this.max );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ var clampedPoint = THREE.Box2.__v1.copy( point ).clampSelf( this.min, this.max );
+ return clampedPoint.subSelf( point ).length();
+
+ },
+
+ intersect: function ( box ) {
+
+ this.min.maxSelf( box.min );
+ this.max.minSelf( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.minSelf( box.min );
+ this.max.maxSelf( box.max );
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.min.addSelf( offset );
+ this.max.addSelf( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box2().copy( this );
+
+ }
+
+};
+
+THREE.Box2.__v1 = new THREE.Vector2();
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+ this.min = min !== undefined ? min.clone() : new THREE.Vector3( Infinity, Infinity, Infinity );
+ this.max = max !== undefined ? max.clone() : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+ constructor: THREE.Box3,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ if ( points.length > 0 ) {
+
+ var p = points[ 0 ];
+
+ this.min.copy( p );
+ this.max.copy( p );
+
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
+
+ p = points[ i ];
+
+ if ( p.x < this.min.x ) {
+
+ this.min.x = p.x;
+
+ } else if ( p.x > this.max.x ) {
+
+ this.max.x = p.x;
+
+ }
+
+ if ( p.y < this.min.y ) {
+
+ this.min.y = p.y;
+
+ } else if ( p.y > this.max.y ) {
+
+ this.max.y = p.y;
+
+ }
+
+ if ( p.z < this.min.z ) {
+
+ this.min.z = p.z;
+
+ } else if ( p.z > this.max.z ) {
+
+ this.max.z = p.z;
+
+ }
+
+ }
+
+ } else {
+
+ this.makeEmpty();
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function ( center, size ) {
+
+ var halfSize = THREE.Box3.__v1.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).subSelf( halfSize );
+ this.max.copy( center ).addSelf( halfSize );
+
+ return this;
+
+ },
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = this.min.z = Infinity;
+ this.max.x = this.max.y = this.max.z = -Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.add( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.sub( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.minSelf( point );
+ this.max.maxSelf( point );
+
+ return this;
+
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.subSelf( vector );
+ this.max.addSelf( vector );
+
+ return this;
+
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( -scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
+ ( this.min.y <= point.y ) && ( point.y <= this.max.y ) &&
+ ( this.min.z <= point.z ) && ( point.z <= this.max.z ) ) {
+
+ return true;
+
+ }
+
+ 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 false;
+
+ },
+
+ getParameter: function ( point ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ return new THREE.Vector3(
+ ( 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 )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( ( box.max.x < this.min.x ) || ( box.min.x > this.max.x ) ||
+ ( box.max.y < this.min.y ) || ( box.min.y > this.max.y ) ||
+ ( box.max.z < this.min.z ) || ( box.min.z > this.max.z ) ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return new THREE.Vector3().copy( point ).clampSelf( this.min, this.max );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ var clampedPoint = THREE.Box3.__v1.copy( point ).clampSelf( this.min, this.max );
+ return clampedPoint.subSelf( point ).length();
+
+ },
+
+ intersect: function ( box ) {
+
+ this.min.maxSelf( box.min );
+ this.max.minSelf( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.minSelf( box.min );
+ this.max.maxSelf( box.max );
+
+ return this;
+
+ },
+
+ transform: function ( matrix ) {
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ var newPoints = [
+ matrix.multiplyVector3( THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ) ), // 000
+ matrix.multiplyVector3( THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ) ), // 001
+ matrix.multiplyVector3( THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ) ), // 010
+ matrix.multiplyVector3( THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ) ), // 011
+ matrix.multiplyVector3( THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ) ), // 100
+ matrix.multiplyVector3( THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ) ), // 101
+ matrix.multiplyVector3( THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ) ), // 110
+ matrix.multiplyVector3( THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ) ) // 111
+ ];
+
+ this.makeEmpty();
+ this.setFromPoints( newPoints );
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.min.addSelf( offset );
+ this.max.addSelf( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box3().copy( this );
+
+ }
+
+};
+
+THREE.Box3.__v0 = new THREE.Vector3();
+THREE.Box3.__v1 = new THREE.Vector3();
+THREE.Box3.__v2 = new THREE.Vector3();
+THREE.Box3.__v3 = new THREE.Vector3();
+THREE.Box3.__v4 = new THREE.Vector3();
+THREE.Box3.__v5 = new THREE.Vector3();
+THREE.Box3.__v6 = new THREE.Vector3();
+THREE.Box3.__v7 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Matrix3 = function () {
+
+ this.elements = new Float32Array(9);
+
+};
+
+THREE.Matrix3.prototype = {
+
+ constructor: THREE.Matrix3,
+
+ multiplyVector3: function ( v ) {
+
+ var te = this.elements;
+
+ var vx = v.x, vy = v.y, vz = v.z;
+
+ v.x = te[0] * vx + te[3] * vy + te[6] * vz;
+ v.y = te[1] * vx + te[4] * vy + te[7] * vz;
+ v.z = te[2] * vx + te[5] * vy + te[8] * vz;
+
+ return v;
+
+ },
+
+ multiplyVector3Array: function ( a ) {
+
+ var tmp = THREE.Matrix3.__v1;
+
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+ tmp.x = a[ i ];
+ tmp.y = a[ i + 1 ];
+ tmp.z = a[ i + 2 ];
+
+ this.multiplyVector3( tmp );
+
+ a[ i ] = tmp.x;
+ a[ i + 1 ] = tmp.y;
+ a[ i + 2 ] = tmp.z;
+
+ }
+
+ return a;
+
+ },
+
+ getInverse: function ( matrix ) {
+
+ // input: THREE.Matrix4
+ // ( based on http://code.google.com/p/webgl-mjs/ )
+
+ var me = matrix.elements;
+
+ var a11 = me[10] * me[5] - me[6] * me[9];
+ var a21 = - me[10] * me[1] + me[2] * me[9];
+ var a31 = me[6] * me[1] - me[2] * me[5];
+ var a12 = - me[10] * me[4] + me[6] * me[8];
+ var a22 = me[10] * me[0] - me[2] * me[8];
+ var a32 = - me[6] * me[0] + me[2] * me[4];
+ var a13 = me[9] * me[4] - me[5] * me[8];
+ var a23 = - me[9] * me[0] + me[1] * me[8];
+ var a33 = me[5] * me[0] - me[1] * me[4];
+
+ var det = me[0] * a11 + me[1] * a12 + me[2] * a13;
+
+ // no inverse
+
+ if ( det === 0 ) {
+
+ console.warn( "Matrix3.getInverse(): determinant == 0" );
+
+ }
+
+ var idet = 1.0 / det;
+
+ var m = this.elements;
+
+ m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
+ m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
+ m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
+
+ return this;
+
+ },
+
+
+ transpose: function () {
+
+ var tmp, m = this.elements;
+
+ tmp = m[1]; m[1] = m[3]; m[3] = tmp;
+ tmp = m[2]; m[2] = m[6]; m[6] = tmp;
+ tmp = m[5]; m[5] = m[7]; m[7] = tmp;
+
+ return this;
+
+ },
+
+
+ transposeIntoArray: function ( r ) {
+
+ var m = this.elements;
+
+ r[ 0 ] = m[ 0 ];
+ r[ 1 ] = m[ 3 ];
+ r[ 2 ] = m[ 6 ];
+ r[ 3 ] = m[ 1 ];
+ r[ 4 ] = m[ 4 ];
+ r[ 5 ] = m[ 7 ];
+ r[ 6 ] = m[ 2 ];
+ r[ 7 ] = m[ 5 ];
+ r[ 8 ] = m[ 8 ];
+
+ return this;
+
+ }
+
+};
+
+THREE.Matrix3.__v1 = new THREE.Vector3();/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author jordi_ros / http://plattsoft.com
+ * @author D1plo1d / http://github.com/D1plo1d
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author timknip / http://www.floorplanner.com/
+ */
+
+
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ this.elements = new Float32Array( 16 );
+
+ this.set(
+
+ ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
+ n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
+ n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
+ n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
+
+ );
+
+};
+
+THREE.Matrix4.prototype = {
+
+ constructor: THREE.Matrix4,
+
+ set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ var te = this.elements;
+
+ te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
+ te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
+ te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
+ te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[0], me[4], me[8], me[12],
+ me[1], me[5], me[9], me[13],
+ me[2], me[6], me[10], me[14],
+ me[3], me[7], me[11], me[15]
+
+ );
+
+ return this;
+
+ },
+
+ lookAt: function ( eye, target, up ) {
+
+ var te = this.elements;
+
+ var x = THREE.Matrix4.__v1;
+ var y = THREE.Matrix4.__v2;
+ var z = THREE.Matrix4.__v3;
+
+ z.sub( eye, target ).normalize();
+
+ if ( z.length() === 0 ) {
+
+ z.z = 1;
+
+ }
+
+ x.cross( up, z ).normalize();
+
+ if ( x.length() === 0 ) {
+
+ z.x += 0.0001;
+ x.cross( up, z ).normalize();
+
+ }
+
+ y.cross( z, x );
+
+
+ te[0] = x.x; te[4] = y.x; te[8] = z.x;
+ te[1] = x.y; te[5] = y.y; te[9] = z.y;
+ te[2] = x.z; te[6] = y.z; te[10] = z.z;
+
+ return this;
+
+ },
+
+ multiply: function ( a, b ) {
+
+ var ae = a.elements;
+ var be = b.elements;
+ var te = this.elements;
+
+ var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
+ var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
+ var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
+ var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
+
+ var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
+ var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
+ var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
+ var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
+
+ te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+ te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+ te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+ te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+ te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+ te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+ te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+ te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+ te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+ te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+ te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+ te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+ te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+ te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+ te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+ return this;
+
+ },
+
+ multiplySelf: function ( m ) {
+
+ return this.multiply( this, m );
+
+ },
+
+ multiplyToArray: function ( a, b, r ) {
+
+ var te = this.elements;
+
+ this.multiply( a, b );
+
+ r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
+ r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
+ r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
+ r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
+ te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
+ te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
+ te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( v ) {
+
+ var te = this.elements;
+
+ var vx = v.x, vy = v.y, vz = v.z;
+ var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
+
+ v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
+ v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
+ v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
+
+ return v;
+
+ },
+
+ multiplyVector4: function ( v ) {
+
+ var te = this.elements;
+ var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
+
+ v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
+ v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
+ v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
+ v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
+
+ return v;
+
+ },
+
+ multiplyVector3Array: function ( a ) {
+
+ var tmp = THREE.Matrix4.__v1;
+
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+ tmp.x = a[ i ];
+ tmp.y = a[ i + 1 ];
+ tmp.z = a[ i + 2 ];
+
+ this.multiplyVector3( tmp );
+
+ a[ i ] = tmp.x;
+ a[ i + 1 ] = tmp.y;
+ a[ i + 2 ] = tmp.z;
+
+ }
+
+ return a;
+
+ },
+
+ rotateAxis: function ( v ) {
+
+ var te = this.elements;
+ var vx = v.x, vy = v.y, vz = v.z;
+
+ v.x = vx * te[0] + vy * te[4] + vz * te[8];
+ v.y = vx * te[1] + vy * te[5] + vz * te[9];
+ v.z = vx * te[2] + vy * te[6] + vz * te[10];
+
+ v.normalize();
+
+ return v;
+
+ },
+
+ crossVector: function ( a ) {
+
+ var te = this.elements;
+ var v = new THREE.Vector4();
+
+ v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
+ v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
+ v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
+
+ v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
+
+ return v;
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
+ var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
+ var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
+ var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
+
+ //TODO: make this more efficient
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+ return (
+ n14 * n23 * n32 * n41-
+ n13 * n24 * n32 * n41-
+ n14 * n22 * n33 * n41+
+ n12 * n24 * n33 * n41+
+
+ n13 * n22 * n34 * n41-
+ n12 * n23 * n34 * n41-
+ n14 * n23 * n31 * n42+
+ n13 * n24 * n31 * n42+
+
+ n14 * n21 * n33 * n42-
+ n11 * n24 * n33 * n42-
+ n13 * n21 * n34 * n42+
+ n11 * n23 * n34 * n42+
+
+ n14 * n22 * n31 * n43-
+ n12 * n24 * n31 * n43-
+ n14 * n21 * n32 * n43+
+ n11 * n24 * n32 * n43+
+
+ n12 * n21 * n34 * n43-
+ n11 * n22 * n34 * n43-
+ n13 * n22 * n31 * n44+
+ n12 * n23 * n31 * n44+
+
+ n13 * n21 * n32 * n44-
+ n11 * n23 * n32 * n44-
+ n12 * n21 * n33 * n44+
+ n11 * n22 * n33 * n44
+ );
+
+ },
+
+ transpose: function () {
+
+ var te = this.elements;
+ var tmp;
+
+ tmp = te[1]; te[1] = te[4]; te[4] = tmp;
+ tmp = te[2]; te[2] = te[8]; te[8] = tmp;
+ tmp = te[6]; te[6] = te[9]; te[9] = tmp;
+
+ tmp = te[3]; te[3] = te[12]; te[12] = tmp;
+ tmp = te[7]; te[7] = te[13]; te[13] = tmp;
+ tmp = te[11]; te[11] = te[14]; te[14] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArray: function ( flat ) {
+
+ var te = this.elements;
+ flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
+ flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
+ flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
+ flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
+
+ return flat;
+
+ },
+
+ flattenToArrayOffset: function( flat, offset ) {
+
+ var te = this.elements;
+ flat[ offset ] = te[0];
+ flat[ offset + 1 ] = te[1];
+ flat[ offset + 2 ] = te[2];
+ flat[ offset + 3 ] = te[3];
+
+ flat[ offset + 4 ] = te[4];
+ flat[ offset + 5 ] = te[5];
+ flat[ offset + 6 ] = te[6];
+ flat[ offset + 7 ] = te[7];
+
+ flat[ offset + 8 ] = te[8];
+ flat[ offset + 9 ] = te[9];
+ flat[ offset + 10 ] = te[10];
+ flat[ offset + 11 ] = te[11];
+
+ flat[ offset + 12 ] = te[12];
+ flat[ offset + 13 ] = te[13];
+ flat[ offset + 14 ] = te[14];
+ flat[ offset + 15 ] = te[15];
+
+ return flat;
+
+ },
+
+ getPosition: function () {
+
+ var te = this.elements;
+ return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
+
+ },
+
+ setPosition: function ( v ) {
+
+ var te = this.elements;
+
+ te[12] = v.x;
+ te[13] = v.y;
+ te[14] = v.z;
+
+ return this;
+
+ },
+
+ getColumnX: function () {
+
+ var te = this.elements;
+ return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
+
+ },
+
+ getColumnY: function () {
+
+ var te = this.elements;
+ return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
+
+ },
+
+ getColumnZ: function() {
+
+ var te = this.elements;
+ return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
+
+ },
+
+ getInverse: function ( m ) {
+
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+ var te = this.elements;
+ var me = m.elements;
+
+ var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
+ var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
+ var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
+ var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
+
+ te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
+ te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
+ te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
+ te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
+ te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
+ te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
+ te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
+ te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
+ te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
+ te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
+ te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
+ te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
+ te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
+ te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
+ te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
+ te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
+ this.multiplyScalar( 1 / m.determinant() );
+
+ return this;
+
+ },
+
+ setRotationFromEuler: function ( v, order ) {
+
+ var te = this.elements;
+
+ var x = v.x, y = v.y, z = v.z;
+ var a = Math.cos( x ), b = Math.sin( x );
+ var c = Math.cos( y ), d = Math.sin( y );
+ var e = Math.cos( z ), f = Math.sin( z );
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[0] = c * e;
+ te[4] = - c * f;
+ te[8] = d;
+
+ te[1] = af + be * d;
+ te[5] = ae - bf * d;
+ te[9] = - b * c;
+
+ te[2] = bf - ae * d;
+ te[6] = be + af * d;
+ te[10] = a * c;
+
+ } else if ( order === 'YXZ' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[0] = ce + df * b;
+ te[4] = de * b - cf;
+ te[8] = a * d;
+
+ te[1] = a * f;
+ te[5] = a * e;
+ te[9] = - b;
+
+ te[2] = cf * b - de;
+ te[6] = df + ce * b;
+ te[10] = a * c;
+
+ } else if ( order === 'ZXY' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[0] = ce - df * b;
+ te[4] = - a * f;
+ te[8] = de + cf * b;
+
+ te[1] = cf + de * b;
+ te[5] = a * e;
+ te[9] = df - ce * b;
+
+ te[2] = - a * d;
+ te[6] = b;
+ te[10] = a * c;
+
+ } else if ( order === 'ZYX' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[0] = c * e;
+ te[4] = be * d - af;
+ te[8] = ae * d + bf;
+
+ te[1] = c * f;
+ te[5] = bf * d + ae;
+ te[9] = af * d - be;
+
+ te[2] = - d;
+ te[6] = b * c;
+ te[10] = a * c;
+
+ } else if ( order === 'YZX' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[0] = c * e;
+ te[4] = bd - ac * f;
+ te[8] = bc * f + ad;
+
+ te[1] = f;
+ te[5] = a * e;
+ te[9] = - b * e;
+
+ te[2] = - d * e;
+ te[6] = ad * f + bc;
+ te[10] = ac - bd * f;
+
+ } else if ( order === 'XZY' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[0] = c * e;
+ te[4] = - f;
+ te[8] = d * e;
+
+ te[1] = ac * f + bd;
+ te[5] = a * e;
+ te[9] = ad * f - bc;
+
+ te[2] = bc * f - ad;
+ te[6] = b * e;
+ te[10] = bd * f + ac;
+
+ }
+
+ return this;
+
+ },
+
+
+ setRotationFromQuaternion: function ( q ) {
+
+ var te = this.elements;
+
+ var x = q.x, y = q.y, z = q.z, w = q.w;
+ var x2 = x + x, y2 = y + y, z2 = z + z;
+ var xx = x * x2, xy = x * y2, xz = x * z2;
+ var yy = y * y2, yz = y * z2, zz = z * z2;
+ var wx = w * x2, wy = w * y2, wz = w * z2;
+
+ te[0] = 1 - ( yy + zz );
+ te[4] = xy - wz;
+ te[8] = xz + wy;
+
+ te[1] = xy + wz;
+ te[5] = 1 - ( xx + zz );
+ te[9] = yz - wx;
+
+ te[2] = xz - wy;
+ te[6] = yz + wx;
+ te[10] = 1 - ( xx + yy );
+
+ return this;
+
+ },
+
+ compose: function ( translation, rotation, scale ) {
+
+ var te = this.elements;
+ var mRotation = THREE.Matrix4.__m1;
+ var mScale = THREE.Matrix4.__m2;
+
+ mRotation.identity();
+ mRotation.setRotationFromQuaternion( rotation );
+
+ mScale.makeScale( scale );
+
+ this.multiply( mRotation, mScale );
+
+ te[12] = translation.x;
+ te[13] = translation.y;
+ te[14] = translation.z;
+
+ return this;
+
+ },
+
+ decompose: function ( translation, rotation, scale ) {
+
+ var te = this.elements;
+
+ // grab the axis vectors
+ var x = THREE.Matrix4.__v1;
+ var y = THREE.Matrix4.__v2;
+ var z = THREE.Matrix4.__v3;
+
+ x.set( te[0], te[1], te[2] );
+ y.set( te[4], te[5], te[6] );
+ z.set( te[8], te[9], te[10] );
+
+ translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
+ rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
+ scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
+
+ scale.x = x.length();
+ scale.y = y.length();
+ scale.z = z.length();
+
+ translation.x = te[12];
+ translation.y = te[13];
+ translation.z = te[14];
+
+ // scale the rotation part
+
+ var matrix = THREE.Matrix4.__m1;
+
+ matrix.copy( this );
+
+ matrix.elements[0] /= scale.x;
+ matrix.elements[1] /= scale.x;
+ matrix.elements[2] /= scale.x;
+
+ matrix.elements[4] /= scale.y;
+ matrix.elements[5] /= scale.y;
+ matrix.elements[6] /= scale.y;
+
+ matrix.elements[8] /= scale.z;
+ matrix.elements[9] /= scale.z;
+ matrix.elements[10] /= scale.z;
+
+ rotation.setFromRotationMatrix( matrix );
+
+ return [ translation, rotation, scale ];
+
+ },
+
+ extractPosition: function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ te[12] = me[12];
+ te[13] = me[13];
+ te[14] = me[14];
+
+ return this;
+
+ },
+
+ extractRotation: function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ var vector = THREE.Matrix4.__v1;
+
+ var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
+ var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
+ var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
+
+ te[0] = me[0] * scaleX;
+ te[1] = me[1] * scaleX;
+ te[2] = me[2] * scaleX;
+
+ te[4] = me[4] * scaleY;
+ te[5] = me[5] * scaleY;
+ te[6] = me[6] * scaleY;
+
+ te[8] = me[8] * scaleZ;
+ te[9] = me[9] * scaleZ;
+ te[10] = me[10] * scaleZ;
+
+ return this;
+
+ },
+
+ //
+
+ translate: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
+ te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
+ te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
+ te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
+
+ return this;
+
+ },
+
+ rotateX: function ( angle ) {
+
+ var te = this.elements;
+ var m12 = te[4];
+ var m22 = te[5];
+ var m32 = te[6];
+ var m42 = te[7];
+ var m13 = te[8];
+ var m23 = te[9];
+ var m33 = te[10];
+ var m43 = te[11];
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+
+ te[4] = c * m12 + s * m13;
+ te[5] = c * m22 + s * m23;
+ te[6] = c * m32 + s * m33;
+ te[7] = c * m42 + s * m43;
+
+ te[8] = c * m13 - s * m12;
+ te[9] = c * m23 - s * m22;
+ te[10] = c * m33 - s * m32;
+ te[11] = c * m43 - s * m42;
+
+ return this;
+
+ },
+
+ rotateY: function ( angle ) {
+
+ var te = this.elements;
+ var m11 = te[0];
+ var m21 = te[1];
+ var m31 = te[2];
+ var m41 = te[3];
+ var m13 = te[8];
+ var m23 = te[9];
+ var m33 = te[10];
+ var m43 = te[11];
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+
+ te[0] = c * m11 - s * m13;
+ te[1] = c * m21 - s * m23;
+ te[2] = c * m31 - s * m33;
+ te[3] = c * m41 - s * m43;
+
+ te[8] = c * m13 + s * m11;
+ te[9] = c * m23 + s * m21;
+ te[10] = c * m33 + s * m31;
+ te[11] = c * m43 + s * m41;
+
+ return this;
+
+ },
+
+ rotateZ: function ( angle ) {
+
+ var te = this.elements;
+ var m11 = te[0];
+ var m21 = te[1];
+ var m31 = te[2];
+ var m41 = te[3];
+ var m12 = te[4];
+ var m22 = te[5];
+ var m32 = te[6];
+ var m42 = te[7];
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+
+ te[0] = c * m11 + s * m12;
+ te[1] = c * m21 + s * m22;
+ te[2] = c * m31 + s * m32;
+ te[3] = c * m41 + s * m42;
+
+ te[4] = c * m12 - s * m11;
+ te[5] = c * m22 - s * m21;
+ te[6] = c * m32 - s * m31;
+ te[7] = c * m42 - s * m41;
+
+ return this;
+
+ },
+
+ rotateByAxis: function ( axis, angle ) {
+
+ var te = this.elements;
+
+ // optimize by checking axis
+
+ if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
+
+ return this.rotateX( angle );
+
+ } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
+
+ return this.rotateY( angle );
+
+ } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
+
+ return this.rotateZ( angle );
+
+ }
+
+ var x = axis.x, y = axis.y, z = axis.z;
+ var n = Math.sqrt(x * x + y * y + z * z);
+
+ x /= n;
+ y /= n;
+ z /= n;
+
+ var xx = x * x, yy = y * y, zz = z * z;
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var oneMinusCosine = 1 - c;
+ var xy = x * y * oneMinusCosine;
+ var xz = x * z * oneMinusCosine;
+ var yz = y * z * oneMinusCosine;
+ var xs = x * s;
+ var ys = y * s;
+ var zs = z * s;
+
+ var r11 = xx + (1 - xx) * c;
+ var r21 = xy + zs;
+ var r31 = xz - ys;
+ var r12 = xy - zs;
+ var r22 = yy + (1 - yy) * c;
+ var r32 = yz + xs;
+ var r13 = xz + ys;
+ var r23 = yz - xs;
+ var r33 = zz + (1 - zz) * c;
+
+ var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
+ var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
+ var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
+ var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
+
+ te[0] = r11 * m11 + r21 * m12 + r31 * m13;
+ te[1] = r11 * m21 + r21 * m22 + r31 * m23;
+ te[2] = r11 * m31 + r21 * m32 + r31 * m33;
+ te[3] = r11 * m41 + r21 * m42 + r31 * m43;
+
+ te[4] = r12 * m11 + r22 * m12 + r32 * m13;
+ te[5] = r12 * m21 + r22 * m22 + r32 * m23;
+ te[6] = r12 * m31 + r22 * m32 + r32 * m33;
+ te[7] = r12 * m41 + r22 * m42 + r32 * m43;
+
+ te[8] = r13 * m11 + r23 * m12 + r33 * m13;
+ te[9] = r13 * m21 + r23 * m22 + r33 * m23;
+ te[10] = r13 * m31 + r23 * m32 + r33 * m33;
+ te[11] = r13 * m41 + r23 * m42 + r33 * m43;
+
+ return this;
+
+ },
+
+ scale: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[0] *= x; te[4] *= y; te[8] *= z;
+ te[1] *= x; te[5] *= y; te[9] *= z;
+ te[2] *= x; te[6] *= y; te[10] *= z;
+ te[3] *= x; te[7] *= y; te[11] *= z;
+
+ return this;
+
+ },
+
+ getMaxScaleOnAxis: function () {
+
+ var te = this.elements;
+
+ var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+ var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+ var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+
+ return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
+
+ },
+
+ //
+
+ makeTranslation: function ( offset ) {
+
+ this.set(
+
+ 1, 0, 0, offset.x,
+ 0, 1, 0, offset.y,
+ 0, 0, 1, offset.z,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationX: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, c, -s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationY: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ -s, 0, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationZ: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, -s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationAxis: function ( axis, angle ) {
+
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var t = 1 - c;
+ var x = axis.x, y = axis.y, z = axis.z;
+ var tx = t * x, ty = t * y;
+
+ this.set(
+
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeScale: function ( factor ) {
+
+ this.set(
+
+ factor.x, 0, 0, 0,
+ 0, factor.y, 0, 0,
+ 0, 0, factor.z, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+ var te = this.elements;
+ var x = 2 * near / ( right - left );
+ var y = 2 * near / ( top - bottom );
+
+ var a = ( right + left ) / ( right - left );
+ var b = ( top + bottom ) / ( top - bottom );
+ var c = - ( far + near ) / ( far - near );
+ var d = - 2 * far * near / ( far - near );
+
+ te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
+ te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
+ te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
+ te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
+
+ return this;
+
+ },
+
+ makePerspective: function ( fov, aspect, near, far ) {
+
+ var ymax = near * Math.tan( fov * Math.PI / 360 );
+ var ymin = - ymax;
+ var xmin = ymin * aspect;
+ var xmax = ymax * aspect;
+
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+ },
+
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+ var te = this.elements;
+ var w = right - left;
+ var h = top - bottom;
+ var p = far - near;
+
+ var x = ( right + left ) / w;
+ var y = ( top + bottom ) / h;
+ var z = ( far + near ) / p;
+
+ te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
+ te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
+ te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z;
+ te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
+
+ return this;
+
+ },
+
+
+ clone: function () {
+
+ var te = this.elements;
+
+ return new THREE.Matrix4(
+
+ te[0], te[4], te[8], te[12],
+ te[1], te[5], te[9], te[13],
+ te[2], te[6], te[10], te[14],
+ te[3], te[7], te[11], te[15]
+
+ );
+
+ }
+
+};
+
+THREE.Matrix4.__v1 = new THREE.Vector3();
+THREE.Matrix4.__v2 = new THREE.Vector3();
+THREE.Matrix4.__v3 = new THREE.Vector3();
+
+THREE.Matrix4.__m1 = new THREE.Matrix4();
+THREE.Matrix4.__m2 = new THREE.Matrix4();
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+
+ this.origin = origin !== undefined ? origin.clone() : new THREE.Vector3();
+ this.direction = direction !== undefined ? direction.clone() : new THREE.Vector3();
+
+};
+
+THREE.Ray.prototype = {
+
+ constructor: THREE.Ray,
+
+ set: function ( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ },
+
+ copy: function ( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ },
+
+ at: function( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.copy( this.direction ).multiplyScalar( t ).addSelf( this.origin );
+
+ },
+
+ recastSelf: function ( t ) {
+
+ this.origin.copy( this.at( t, THREE.Ray.__v1 ) );
+
+ return this;
+
+ },
+
+ closestPointToPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.sub( point, this.origin );
+ var directionDistance = result.dot( this.direction );
+
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ var directionDistance = THREE.Ray.__v1.sub( point, this.origin ).dot( this.direction );
+ THREE.Ray.__v1.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
+
+ return THREE.Ray.__v1.distanceTo( point );
+
+ },
+
+ isIntersectionSphere: function( sphere ) {
+
+ return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
+
+ },
+
+ isIntersectionPlane: function ( plane ) {
+
+ // check if the line and plane are non-perpendicular, if they
+ // eventually they will intersect.
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator != 0 ) {
+
+ return true;
+
+ }
+
+ // line is coplanar, return origin
+ if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ distanceToPlane: function ( plane ) {
+
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+ return 0;
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ return t;
+
+ },
+
+ intersectPlane: function ( plane, optionalTarget ) {
+
+ var t = this.distanceToPlane( plane );
+
+ if( t === undefined ) {
+
+ return undefined;
+ }
+
+ return this.at( t, optionalTarget );
+
+ },
+
+ transform: function ( matrix4 ) {
+
+ this.direction = matrix4.multiplyVector3( this.direction.addSelf( this.origin ) );
+ this.origin = matrix4.multiplyVector3( this.origin );
+ this.direction.subSelf( this.origin );
+
+ return this;
+ },
+
+ equals: function ( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Ray().copy( this );
+
+ }
+
+};
+
+THREE.Ray.__v1 = new THREE.Vector3();
+THREE.Ray.__v2 = new THREE.Vector3();/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( ) {
+
+ this.planes = [
+
+ new THREE.Plane(),
+ new THREE.Plane(),
+ new THREE.Plane(),
+ new THREE.Plane(),
+ new THREE.Plane(),
+ new THREE.Plane()
+
+ ];
+
+};
+
+THREE.Frustum.prototype.setFromMatrix = function ( m ) {
+
+ var planes = this.planes;
+
+ var me = m.elements;
+ var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
+ var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
+ var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
+ var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
+
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ planes[ i ].normalize();
+
+ }
+
+};
+
+THREE.Frustum.prototype.contains = function ( object ) {
+
+ var planes = this.planes;
+
+ var matrix = object.matrixWorld;
+ var matrixPosition = matrix.getPosition();
+ var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
+
+ var distance = 0.0;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ distance = planes[ i ].distanceToPoint( matrixPosition );
+ if ( distance <= radius ) return false;
+
+ }
+
+ return true;
+
+};
+
+THREE.Frustum.__v1 = new THREE.Vector3();
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+ this.normal = normal !== undefined ? normal.clone() : new THREE.Vector3( 1, 0, 0 );
+ this.constant = constant !== undefined ? constant : 0;
+
+};
+
+THREE.Plane.prototype = {
+
+ constructor: THREE.Plane,
+
+ set: function ( normal, constant ) {
+
+ this.normal.copy( normal );
+ this.constant = constant;
+
+ return this;
+
+ },
+
+ setComponents: function ( x, y, z, w ) {
+
+ this.normal.set( x, y, z );
+ this.constant = w;
+
+ return this;
+
+ },
+
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+ this.normal.copy( normal ).normalize();
+ this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
+
+ return this;
+
+ },
+
+ setFromCoplanarPoints: function ( a, b, c ) {
+
+ var normal = THREE.Plane.__v1.sub( c, b ).crossSelf(
+ THREE.Plane.__v2.sub( a, b ) ).normalize();
+
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+ this.setFromNormalAndCoplanarPoint( normal, a );
+
+ return this;
+
+ },
+
+ copy: function ( plane ) {
+
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
+
+ return this;
+
+ },
+
+ normalize: function () {
+
+ // Note: will lead to a divide by zero if the plane is invalid.
+
+ var inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
+
+ return this;
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return this.normal.dot( point ) + this.constant;
+
+ },
+
+ distanceToSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+ },
+
+ projectPoint: function ( point, optionalTarget ) {
+
+ return this.orthoPoint( point, optionalTarget ).subSelf( point ).negate();
+
+ },
+
+ orthoPoint: function ( point, optionalTarget ) {
+
+ var perpendicularMagnitude = this.distanceToPoint( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+ },
+
+ isIntersectionLine: function ( startPoint, endPoint ) {
+
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+ var startSign = this.distanceToPoint( startPoint );
+ var endSign = this.distanceToPoint( endPoint );
+
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+ },
+
+ coplanarPoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+ },
+
+ transform: function( matrix, optionalNormalMatrix ) {
+
+ var newNormal = THREE.Plane.__v1, newCoplanarPoint = THREE.Plane.__v2;
+
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
+ newNormal = optionalNormalMatrix.multiplyVector3( newNormal.copy( this.normal ) );
+
+ newCoplanarPoint = this.coplanarPoint( newCoplanarPoint );
+ newCoplanarPoint = matrix.multiplyVector3( newCoplanarPoint );
+
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.constant = this.constant - offset.dot( this.normal );
+
+ return this;
+
+ },
+
+ equals: function ( plane ) {
+
+ return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Plane().copy( this );
+
+ }
+
+};
+
+THREE.Plane.__vZero = new THREE.Vector3( 0, 0, 0 );
+THREE.Plane.__v1 = new THREE.Vector3();
+THREE.Plane.__v2 = new THREE.Vector3();
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+ this.center = center === undefined ? new THREE.Vector3() : center.clone();
+ this.radius = radius === undefined ? 0 : radius;
+
+};
+
+THREE.Sphere.prototype = {
+
+ constructor: THREE.Sphere,
+
+ set: function ( center, radius ) {
+
+ this.center.copy( center );
+ this.radius = radius;
+
+ return this;
+ },
+
+ setFromCenterAndPoints: function ( center, points ) {
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ var radiusSq = center.distanceToSquared( points[ i ] );
+ maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
+
+ }
+
+ this.center = center;
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return this;
+
+ },
+
+ copy: function ( sphere ) {
+
+ this.center.copy( sphere.center );
+ this.radius = sphere.radius;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ return ( this.radius <= 0 );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return ( point.distanceTo( this.center ) - this.radius );
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var deltaLengthSq = this.center.distanceToSquared( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.copy( point );
+
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+ result.subSelf( this.center ).normalize();
+ result.multiplyScalar( this.radius ).addSelf( this.center );
+
+ }
+
+ return result;
+
+ },
+
+ bounds: function ( optionalTarget ) {
+
+ var box = optionalTarget || new THREE.Box3();
+
+ box.set( this.center, this.center );
+ box.expandByScalar( this.radius );
+
+ return box;
+
+ },
+
+ transform: function ( matrix ) {
+
+ this.center = matrix.multiplyVector3( this.center );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.center.addSelf( offset );
+
+ return this;
+
+ },
+
+ equals: function ( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Sphere().copy( this );
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Math = {
+
+ // Clamp value to range
+
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range to range
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
+
+ random16: function () {
+
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+ },
+
+ // Random integer from interval
+
+ randInt: function ( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+ },
+
+ // Random float from interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ sign: function ( x ) {
+
+ return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
+
+ },
+
+ degreesToRadians: function ( degrees ) {
+
+ return degrees * THREE.Math.__d2r;
+
+ },
+
+ radiansToDegrees: function ( radians ) {
+
+ return radians * THREE.Math.__r2d;
+
+ }
+
+};
+
+THREE.Math.__d2r = Math.PI / 180;
+THREE.Math.__r2d = 180 / Math.PI;
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Quaternion = function( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Quaternion.prototype = {
+
+ constructor: THREE.Quaternion,
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ copy: function ( q ) {
+
+ this.x = q.x;
+ this.y = q.y;
+ this.z = q.z;
+ this.w = q.w;
+
+ return this;
+
+ },
+
+ setFromEuler: function ( v, order ) {
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var c1 = Math.cos( v.x / 2 );
+ var c2 = Math.cos( v.y / 2 );
+ var c3 = Math.cos( v.z / 2 );
+ var s1 = Math.sin( v.x / 2 );
+ var s2 = Math.sin( v.y / 2 );
+ var s3 = Math.sin( v.z / 2 );
+
+ if ( order === undefined || order === 'XYZ' ) {
+
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'YXZ' ) {
+
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( order === 'ZXY' ) {
+
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'ZYX' ) {
+
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( order === 'YZX' ) {
+
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( order === 'XZY' ) {
+
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ }
+
+ return this;
+
+ },
+
+ setFromAxisAngle: function ( axis, angle ) {
+
+ // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+ // axis have to be normalized
+
+ var halfAngle = angle / 2,
+ s = Math.sin( halfAngle );
+
+ this.x = axis.x * s;
+ this.y = axis.y * s;
+ this.z = axis.z * s;
+ this.w = Math.cos( halfAngle );
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements,
+
+ m11 = te[0], m12 = te[4], m13 = te[8],
+ m21 = te[1], m22 = te[5], m23 = te[9],
+ m31 = te[2], m32 = te[6], m33 = te[10],
+
+ trace = m11 + m22 + m33,
+ s;
+
+ if( trace > 0 ) {
+
+ s = 0.5 / Math.sqrt( trace + 1.0 );
+
+ this.w = 0.25 / s;
+ this.x = ( m32 - m23 ) * s;
+ this.y = ( m13 - m31 ) * s;
+ this.z = ( m21 - m12 ) * s;
+
+ } else if ( m11 > m22 && m11 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+ this.w = (m32 - m23 ) / s;
+ this.x = 0.25 * s;
+ this.y = (m12 + m21 ) / s;
+ this.z = (m13 + m31 ) / s;
+
+ } else if (m22 > m33) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+ this.w = (m13 - m31 ) / s;
+ this.x = (m12 + m21 ) / s;
+ this.y = 0.25 * s;
+ this.z = (m23 + m32 ) / s;
+
+ } else {
+
+ s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+ this.w = ( m21 - m12 ) / s;
+ this.x = ( m13 + m31 ) / s;
+ this.y = ( m23 + m32 ) / s;
+ this.z = 0.25 * s;
+
+ }
+
+ return this;
+
+ },
+
+ inverse: function () {
+
+ this.conjugate().normalize();
+
+ return this;
+
+ },
+
+ conjugate: function () {
+
+ this.x *= -1;
+ this.y *= -1;
+ this.z *= -1;
+
+ return this;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+ },
+
+ normalize: function () {
+
+ var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+ if ( l === 0 ) {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
+
+ } else {
+
+ l = 1 / l;
+
+ this.x = this.x * l;
+ this.y = this.y * l;
+ this.z = this.z * l;
+ this.w = this.w * l;
+
+ }
+
+ return this;
+
+ },
+
+ multiply: function ( a, b ) {
+
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+ var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w,
+ qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
+
+ this.x = qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
+ this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
+ this.z = qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
+ this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;
+
+ return this;
+
+ },
+
+ multiplySelf: function ( b ) {
+
+ var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
+ qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
+
+ this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector, dest ) {
+
+ if ( !dest ) { dest = vector; }
+
+ var x = vector.x, y = vector.y, z = vector.z,
+ qx = this.x, qy = this.y, qz = this.z, qw = this.w;
+
+ // calculate quat * vector
+
+ var ix = qw * x + qy * z - qz * y,
+ iy = qw * y + qz * x - qx * z,
+ iz = qw * z + qx * y - qy * x,
+ iw = -qx * x - qy * y - qz * z;
+
+ // calculate result * inverse quat
+
+ dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
+ dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
+ dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
+
+ return dest;
+
+ },
+
+ slerpSelf: function ( qb, t ) {
+
+ var x = this.x, y = this.y, z = this.z, w = this.w;
+
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+ var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
+
+ if ( cosHalfTheta < 0 ) {
+
+ this.w = -qb.w;
+ this.x = -qb.x;
+ this.y = -qb.y;
+ this.z = -qb.z;
+
+ cosHalfTheta = -cosHalfTheta;
+
+ } else {
+
+ this.copy( qb );
+
+ }
+
+ if ( cosHalfTheta >= 1.0 ) {
+
+ this.w = w;
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ }
+
+ var halfTheta = Math.acos( cosHalfTheta );
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+ this.w = 0.5 * ( w + this.w );
+ this.x = 0.5 * ( x + this.x );
+ this.y = 0.5 * ( y + this.y );
+ this.z = 0.5 * ( z + this.z );
+
+ return this;
+
+ }
+
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+ this.w = ( w * ratioA + this.w * ratioB );
+ this.x = ( x * ratioA + this.x * ratioB );
+ this.y = ( y * ratioA + this.y * ratioB );
+ this.z = ( z * ratioA + this.z * ratioB );
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Quaternion( this.x, this.y, this.z, this.w );
+
+ }
+
+}
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+ var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
+
+ if ( cosHalfTheta < 0 ) {
+
+ qm.w = -qb.w;
+ qm.x = -qb.x;
+ qm.y = -qb.y;
+ qm.z = -qb.z;
+
+ cosHalfTheta = -cosHalfTheta;
+
+ } else {
+
+ qm.copy( qb );
+
+ }
+
+ if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
+
+ qm.w = qa.w;
+ qm.x = qa.x;
+ qm.y = qa.y;
+ qm.z = qa.z;
+
+ return qm;
+
+ }
+
+ var halfTheta = Math.acos( cosHalfTheta );
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+ qm.w = 0.5 * ( qa.w + qm.w );
+ qm.x = 0.5 * ( qa.x + qm.x );
+ qm.y = 0.5 * ( qa.y + qm.y );
+ qm.z = 0.5 * ( qa.z + qm.z );
+
+ return qm;
+
+ }
+
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta;
+ var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+ qm.w = ( qa.w * ratioA + qm.w * ratioB );
+ qm.x = ( qa.x * ratioA + qm.x * ratioB );
+ qm.y = ( qa.y * ratioA + qm.y * ratioB );
+ qm.z = ( qa.z * ratioA + qm.z * ratioB );
+
+ return qm;
+
+}
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+ this.points = points;
+
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ this.initFromArray = function( a ) {
+
+ this.points = [];
+
+ for ( var i = 0; i < a.length; i++ ) {
+
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+ }
+
+ };
+
+ this.getPoint = function ( k ) {
+
+ point = ( this.points.length - 1 ) * k;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+ pa = this.points[ c[ 0 ] ];
+ pb = this.points[ c[ 1 ] ];
+ pc = this.points[ c[ 2 ] ];
+ pd = this.points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+ v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+ v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ this.getControlPointsArray = function () {
+
+ var i, p, l = this.points.length,
+ coords = [];
+
+ for ( i = 0; i < l; i ++ ) {
+
+ p = this.points[ i ];
+ coords[ i ] = [ p.x, p.y, p.z ];
+
+ }
+
+ return coords;
+
+ };
+
+ // approximate length by summing linear segments
+
+ this.getLength = function ( nSubDivisions ) {
+
+ var i, index, nSamples, position,
+ point = 0, intPoint = 0, oldIntPoint = 0,
+ oldPosition = new THREE.Vector3(),
+ tmpVec = new THREE.Vector3(),
+ chunkLengths = [],
+ totalLength = 0;
+
+ // first point has 0 length
+
+ chunkLengths[ 0 ] = 0;
+
+ if ( !nSubDivisions ) nSubDivisions = 100;
+
+ nSamples = this.points.length * nSubDivisions;
+
+ oldPosition.copy( this.points[ 0 ] );
+
+ for ( i = 1; i < nSamples; i ++ ) {
+
+ index = i / nSamples;
+
+ position = this.getPoint( index );
+ tmpVec.copy( position );
+
+ totalLength += tmpVec.distanceTo( oldPosition );
+
+ oldPosition.copy( position );
+
+ point = ( this.points.length - 1 ) * index;
+ intPoint = Math.floor( point );
+
+ if ( intPoint != oldIntPoint ) {
+
+ chunkLengths[ intPoint ] = totalLength;
+ oldIntPoint = intPoint;
+
+ }
+
+ }
+
+ // last point ends with total length
+
+ chunkLengths[ chunkLengths.length ] = totalLength;
+
+ return { chunks: chunkLengths, total: totalLength };
+
+ };
+
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+ var i, j,
+ index, indexCurrent, indexNext,
+ linearDistance, realDistance,
+ sampling, position,
+ newpoints = [],
+ tmpVec = new THREE.Vector3(),
+ sl = this.getLength();
+
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+ for ( i = 1; i < this.points.length; i++ ) {
+
+ //tmpVec.copy( this.points[ i - 1 ] );
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+ indexNext = i / ( this.points.length - 1 );
+
+ for ( j = 1; j < sampling - 1; j++ ) {
+
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+ position = this.getPoint( index );
+ newpoints.push( tmpVec.copy( position ).clone() );
+
+ }
+
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+ }
+
+ this.points = newpoints;
+
+ };
+
+ // Catmull-Rom
+
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ };
+
+};
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+ this.a = new THREE.Vector3();
+ this.b = new THREE.Vector3();
+ this.c = new THREE.Vector3();
+
+ if( a !== undefined && b !== undefined && c !== undefined ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ }
+
+};
+
+THREE.Triangle.normal = function( a, b, c, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ result.sub( c, b );
+ THREE.Triangle.__v0.sub( a, b );
+ result.crossSelf( THREE.Triangle.__v0 );
+
+ var resultLengthSq = result.lengthSq();
+ if( resultLengthSq > 0 ) {
+
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+ }
+
+ return result.set( 0, 0, 0 );
+
+};
+
+// static/instance method to calculate barycoordinates
+THREE.Triangle.barycoordFromPoint = function ( point, a, b, c, optionalTarget ) {
+
+ THREE.Triangle.__v0.sub( c, a );
+ THREE.Triangle.__v1.sub( b, a );
+ THREE.Triangle.__v2.sub( point, a );
+
+ var dot00 = THREE.Triangle.__v0.dot( THREE.Triangle.__v0 );
+ var dot01 = THREE.Triangle.__v0.dot( THREE.Triangle.__v1 );
+ var dot02 = THREE.Triangle.__v0.dot( THREE.Triangle.__v2 );
+ var dot11 = THREE.Triangle.__v1.dot( THREE.Triangle.__v1 );
+ var dot12 = THREE.Triangle.__v1.dot( THREE.Triangle.__v2 );
+
+ var denom = ( dot00 * dot11 - dot01 * dot01 );
+
+ 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 );
+ }
+
+ var invDenom = 1 / denom;
+ var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycoordinates must always sum to 1
+ return result.set( 1 - u - v, v, u );
+
+};
+
+THREE.Triangle.containsPoint = function ( point, a, b, c ) {
+
+ // NOTE: need to use __v3 here because __v0, __v1 and __v2 are used in barycoordFromPoint.
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, THREE.Triangle.__v3 );
+
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+};
+
+THREE.Triangle.prototype = {
+
+ constructor: THREE.Triangle,
+
+ set: function ( a, b, c ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ return this;
+
+ },
+
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+ this.a.copy( points[i0] );
+ this.b.copy( points[i1] );
+ this.c.copy( points[i2] );
+
+ return this;
+
+ },
+
+ copy: function ( triangle ) {
+
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
+
+ return this;
+
+ },
+
+ area: function () {
+
+ THREE.Triangle.__v0.sub( this.c, this.b );
+ THREE.Triangle.__v1.sub( this.a, this.b );
+
+ return THREE.Triangle.__v0.crossSelf( THREE.Triangle.__v1 ).length() * 0.5;
+
+ },
+
+ midpoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.add( this.a, this.b ).addSelf( this.c ).multiplyScalar( 1 / 3 );
+
+ },
+
+ normal: function ( optionalTarget ) {
+
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ plane: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Plane();
+
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+ },
+
+ barycoordFromPoint: function ( point, optionalTarget ) {
+
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+ },
+
+ equals: function ( triangle ) {
+
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Triangle().copy( this );
+
+ }
+
+};
+
+THREE.Triangle.__v0 = new THREE.Vector3();
+THREE.Triangle.__v1 = new THREE.Vector3();
+THREE.Triangle.__v2 = new THREE.Vector3();
+THREE.Triangle.__v3 = new THREE.Vector3();
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Vertex = function ( v ) {
+
+ console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
+ return v;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.UV = function ( u, v ) {
+
+ console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
+ return new THREE.Vector2( u, v );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+ this.startTime = 0;
+ this.oldTime = 0;
+ this.elapsedTime = 0;
+
+ this.running = false;
+
+};
+
+THREE.Clock.prototype.start = function () {
+
+ this.startTime = Date.now();
+ this.oldTime = this.startTime;
+
+ this.running = true;
+
+};
+
+THREE.Clock.prototype.stop = function () {
+
+ this.getElapsedTime();
+
+ this.running = false;
+
+};
+
+THREE.Clock.prototype.getElapsedTime = function () {
+
+ this.getDelta();
+
+ return this.elapsedTime;
+
+};
+
+
+THREE.Clock.prototype.getDelta = function () {
+
+ var diff = 0;
+
+ if ( this.autoStart && ! this.running ) {
+
+ this.start();
+
+ }
+
+ if ( this.running ) {
+
+ var newTime = Date.now();
+ diff = 0.001 * ( newTime - this.oldTime );
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+};/**
+ * https://github.com/mrdoob/eventtarget.js/
+ */
+
+THREE.EventTarget = function () {
+
+ var listeners = {};
+
+ this.addEventListener = function ( type, listener ) {
+
+ if ( listeners[ type ] === undefined ) {
+
+ listeners[ type ] = [];
+
+ }
+
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+ listeners[ type ].push( listener );
+
+ }
+
+ };
+
+ this.dispatchEvent = function ( event ) {
+
+ var listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
+
+ listenerArray[ i ].call( this, event );
+
+ }
+
+ }
+
+ };
+
+ this.removeEventListener = function ( type, listener ) {
+
+ var index = listeners[ type ].indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listeners[ type ].splice( index, 1 );
+
+ }
+
+ };
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ */
+
+( function ( THREE ) {
+
+ THREE.Raycaster = function ( origin, direction, near, far ) {
+
+ this.ray = new THREE.Ray( origin, direction );
+
+ // normalized ray.direction required for accurate distance calculations
+ if( this.ray.direction.length() > 0 ) {
+
+ this.ray.direction.normalize();
+
+ }
+
+ this.near = near || 0;
+ this.far = far || Infinity;
+
+ };
+
+ var sphere = new THREE.Sphere();
+ var localRay = new THREE.Ray();
+ var facePlane = new THREE.Plane();
+ var intersectPoint = new THREE.Vector3();
+
+ var inverseMatrix = new THREE.Matrix4();
+
+ var descSort = function ( a, b ) {
+
+ return a.distance - b.distance;
+
+ };
+
+ var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
+
+ // http://www.blackpawn.com/texts/pointinpoly/default.html
+
+ var intersectObject = function ( object, raycaster, intersects ) {
+
+ if ( object instanceof THREE.Particle ) {
+
+ var distance = raycaster.ray.distanceToPoint( object.matrixWorld.getPosition() );
+
+ if ( distance > object.scale.x ) {
+
+ return intersects;
+
+ }
+
+ intersects.push( {
+
+ distance: distance,
+ point: object.position,
+ face: null,
+ object: object
+
+ } );
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ // Checking boundingSphere distance to ray
+ sphere.set(
+ object.matrixWorld.getPosition(),
+ object.geometry.boundingSphere.radius* object.matrixWorld.getMaxScaleOnAxis() );
+
+ if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
+
+ return intersects;
+
+ }
+
+ // Checking faces
+
+ var geometry = object.geometry;
+ var vertices = geometry.vertices;
+
+ var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+ var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
+
+ var side = object.material.side;
+
+ var a, b, c, d;
+ var precision = raycaster.precision;
+
+ object.matrixRotationWorld.extractRotation( object.matrixWorld );
+
+ inverseMatrix.getInverse( object.matrixWorld );
+
+ localRay.copy( raycaster.ray ).transform( inverseMatrix );
+
+ for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ var face = geometry.faces[ f ];
+
+ var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
+
+ if ( material === undefined ) continue;
+
+ facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
+
+ var planeDistance = localRay.distanceToPlane( facePlane );
+
+ // bail if raycaster and plane are parallel
+ if ( Math.abs( planeDistance ) < precision ) continue;
+
+ // if negative distance, then plane is behind raycaster
+ if ( planeDistance < 0 ) continue;
+
+ // check if we hit the wrong side of a single sided face
+ side = material.side;
+ if( side !== THREE.DoubleSide ) {
+
+ var planeSign = localRay.direction.dot( facePlane.normal );
+
+ if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
+
+ }
+
+ // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
+ if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
+
+ intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
+
+ if ( face instanceof THREE.Face3 ) {
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+
+ if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+ d = vertices[ face.d ];
+
+ if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
+ ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
+
+ } else {
+
+ // This is added because if we call out of this if/else group when none of the cases
+ // match it will add a point to the intersection list erroneously.
+ throw Error( "face type not supported" );
+
+ }
+
+ intersects.push( {
+
+ distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
+ point: raycaster.ray.at( planeDistance ),
+ face: face,
+ faceIndex: f,
+ object: object
+
+ } );
+
+ }
+
+ }
+
+ };
+
+ var intersectDescendants = function ( object, raycaster, intersects ) {
+
+ var descendants = object.getDescendants();
+
+ for ( var i = 0, l = descendants.length; i < l; i ++ ) {
+
+ intersectObject( descendants[ i ], raycaster, intersects );
+
+ }
+ };
+
+ //
+
+ THREE.Raycaster.prototype.precision = 0.0001;
+
+ THREE.Raycaster.prototype.set = function ( origin, direction ) {
+
+ this.ray.set( origin, direction );
+
+ // normalized ray.direction required for accurate distance calculations
+ if( this.ray.direction.length() > 0 ) {
+
+ this.ray.direction.normalize();
+
+ }
+
+ };
+
+ THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
+
+ var intersects = [];
+
+ if ( recursive === true ) {
+
+ intersectDescendants( object, this, intersects );
+
+ }
+
+ intersectObject( object, this, intersects );
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ };
+
+ THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
+
+ var intersects = [];
+
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+ intersectObject( objects[ i ], this, intersects );
+
+ if ( recursive === true ) {
+
+ intersectDescendants( objects[ i ], this, intersects );
+
+ }
+ }
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ };
+
+}( THREE ) );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Object3D = function () {
+
+ this.id = THREE.Object3DIdCount ++;
+
+ this.name = '';
+ this.properties = {};
+
+ this.parent = undefined;
+ this.children = [];
+
+ this.up = new THREE.Vector3( 0, 1, 0 );
+
+ this.position = new THREE.Vector3();
+ this.rotation = new THREE.Vector3();
+ this.eulerOrder = THREE.Object3D.defaultEulerOrder;
+ this.scale = new THREE.Vector3( 1, 1, 1 );
+
+ this.renderDepth = null;
+
+ this.rotationAutoUpdate = true;
+
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
+ this.matrixRotationWorld = new THREE.Matrix4();
+
+ this.matrixAutoUpdate = true;
+ this.matrixWorldNeedsUpdate = true;
+
+ this.quaternion = new THREE.Quaternion();
+ this.useQuaternion = false;
+
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+
+ this._vector = new THREE.Vector3();
+
+};
+
+
+THREE.Object3D.prototype = {
+
+ constructor: THREE.Object3D,
+
+ applyMatrix: function ( matrix ) {
+
+ this.matrix.multiply( matrix, this.matrix );
+
+ this.scale.getScaleFromMatrix( this.matrix );
+
+ var mat = new THREE.Matrix4().extractRotation( this.matrix );
+ this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
+
+ this.position.getPositionFromMatrix( this.matrix );
+
+ },
+
+ translate: function ( distance, axis ) {
+
+ this.matrix.rotateAxis( axis );
+ this.position.addSelf( axis.multiplyScalar( distance ) );
+
+ },
+
+ translateX: function ( distance ) {
+
+ this.translate( distance, this._vector.set( 1, 0, 0 ) );
+
+ },
+
+ translateY: function ( distance ) {
+
+ this.translate( distance, this._vector.set( 0, 1, 0 ) );
+
+ },
+
+ translateZ: function ( distance ) {
+
+ this.translate( distance, this._vector.set( 0, 0, 1 ) );
+
+ },
+
+ localToWorld: function ( vector ) {
+
+ return this.matrixWorld.multiplyVector3( vector );
+
+ },
+
+ worldToLocal: function ( vector ) {
+
+ return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );
+
+ },
+
+ lookAt: function ( vector ) {
+
+ // TODO: Add hierarchy support.
+
+ this.matrix.lookAt( vector, this.position, this.up );
+
+ if ( this.rotationAutoUpdate ) {
+
+ if ( this.useQuaternion === false ) {
+
+ this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+ } else {
+
+ this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+ }
+
+ }
+
+ },
+
+ add: function ( object ) {
+
+ if ( object === this ) {
+
+ console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
+ return;
+
+ }
+
+ if ( object instanceof THREE.Object3D ) {
+
+ if ( object.parent !== undefined ) {
+
+ object.parent.remove( object );
+
+ }
+
+ object.parent = this;
+ this.children.push( object );
+
+ // add to scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__addObject( object );
+
+ }
+
+ }
+
+ },
+
+ remove: function ( object ) {
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = undefined;
+ this.children.splice( index, 1 );
+
+ // remove from scene
+
+ var scene = this;
+
+ while ( scene.parent !== undefined ) {
+
+ scene = scene.parent;
+
+ }
+
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+ scene.__removeObject( object );
+
+ }
+
+ }
+
+ },
+
+ traverse: function ( callback ) {
+
+ callback( this );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].traverse( callback );
+
+ }
+
+ },
+
+ getChildByName: function ( name, recursive ) {
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+
+ if ( child.name === name ) {
+
+ return child;
+
+ }
+
+ if ( recursive === true ) {
+
+ child = child.getChildByName( name, recursive );
+
+ if ( child !== undefined ) {
+
+ return child;
+
+ }
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getDescendants: function ( array ) {
+
+ if ( array === undefined ) array = [];
+
+ Array.prototype.push.apply( array, this.children );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].getDescendants( array );
+
+ }
+
+ return array;
+
+ },
+
+ updateMatrix: function () {
+
+ this.matrix.setPosition( this.position );
+
+ if ( this.useQuaternion === false ) {
+
+ this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
+
+ } else {
+
+ this.matrix.setRotationFromQuaternion( this.quaternion );
+
+ }
+
+ if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
+
+ this.matrix.scale( this.scale );
+
+ }
+
+ this.matrixWorldNeedsUpdate = true;
+
+ },
+
+ updateMatrixWorld: function ( force ) {
+
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+ if ( this.parent === undefined ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ },
+
+ clone: function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Object3D();
+
+ object.name = this.name;
+
+ object.up.copy( this.up );
+
+ object.position.copy( this.position );
+ if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
+ object.eulerOrder = this.eulerOrder;
+ object.scale.copy( this.scale );
+
+ object.renderDepth = this.renderDepth;
+
+ object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+ object.matrix.copy( this.matrix );
+ object.matrixWorld.copy( this.matrixWorld );
+ object.matrixRotationWorld.copy( this.matrixRotationWorld );
+
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
+ object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+ object.quaternion.copy( this.quaternion );
+ object.useQuaternion = this.useQuaternion;
+
+ object.visible = this.visible;
+
+ object.castShadow = this.castShadow;
+ object.receiveShadow = this.receiveShadow;
+
+ object.frustumCulled = this.frustumCulled;
+
+ for ( var i = 0; i < this.children.length; i ++ ) {
+
+ var child = this.children[ i ];
+ object.add( child.clone() );
+
+ }
+
+ return object;
+
+ }
+
+};
+
+THREE.Object3D.__m1 = new THREE.Matrix4();
+THREE.Object3D.defaultEulerOrder = 'XYZ',
+
+THREE.Object3DIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author julianwa / https://github.com/julianwa
+ */
+
+THREE.Projector = function() {
+
+ var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
+ _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
+ _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
+ _face4Count, _face4Pool = [], _face4PoolLength = 0,
+ _line, _lineCount, _linePool = [], _linePoolLength = 0,
+ _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
+
+ _renderData = { objects: [], sprites: [], lights: [], elements: [] },
+
+ _vector3 = new THREE.Vector3(),
+ _vector4 = new THREE.Vector4(),
+
+ _viewProjectionMatrix = new THREE.Matrix4(),
+ _modelViewProjectionMatrix = new THREE.Matrix4(),
+ _normalMatrix = new THREE.Matrix3(),
+
+ _frustum = new THREE.Frustum(),
+
+ _clippedVertex1PositionScreen = new THREE.Vector4(),
+ _clippedVertex2PositionScreen = new THREE.Vector4(),
+
+ _face3VertexNormals;
+
+ this.projectVector = function ( vector, camera ) {
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+ _viewProjectionMatrix.multiplyVector3( vector );
+
+ return vector;
+
+ };
+
+ this.unprojectVector = function ( vector, camera ) {
+
+ camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
+
+ _viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
+ _viewProjectionMatrix.multiplyVector3( vector );
+
+ return vector;
+
+ };
+
+ this.pickingRay = function ( vector, camera ) {
+
+ // set two vectors with opposing z values
+ vector.z = -1.0;
+ var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
+
+ this.unprojectVector( vector, camera );
+ this.unprojectVector( end, camera );
+
+ // find direction from vector to end
+ end.subSelf( vector ).normalize();
+
+ return new THREE.Raycaster( vector, end );
+
+ };
+
+ var projectGraph = function ( root, sortObjects ) {
+
+ _objectCount = 0;
+
+ _renderData.objects.length = 0;
+ _renderData.sprites.length = 0;
+ _renderData.lights.length = 0;
+
+ var projectObject = function ( parent ) {
+
+ for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
+
+ var object = parent.children[ c ];
+
+ if ( object.visible === false ) continue;
+
+ if ( object instanceof THREE.Light ) {
+
+ _renderData.lights.push( object );
+
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
+
+ if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.copy( object.matrixWorld.getPosition() );
+ _viewProjectionMatrix.multiplyVector3( _vector3 );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.objects.push( _object );
+
+ }
+
+ } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ // TODO: Find an elegant and performant solution and remove this dupe code.
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.copy( object.matrixWorld.getPosition() );
+ _viewProjectionMatrix.multiplyVector3( _vector3 );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.sprites.push( _object );
+
+ } else {
+
+ _object = getNextObjectInPool();
+ _object.object = object;
+
+ if ( object.renderDepth !== null ) {
+
+ _object.z = object.renderDepth;
+
+ } else {
+
+ _vector3.copy( object.matrixWorld.getPosition() );
+ _viewProjectionMatrix.multiplyVector3( _vector3 );
+ _object.z = _vector3.z;
+
+ }
+
+ _renderData.objects.push( _object );
+
+ }
+
+ projectObject( object );
+
+ }
+
+ };
+
+ projectObject( root );
+
+ if ( sortObjects === true ) _renderData.objects.sort( painterSort );
+
+ return _renderData;
+
+ };
+
+ this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
+
+ var near = camera.near, far = camera.far, visible = false,
+ o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, modelMatrix,
+ geometry, vertices, vertex, vertexPositionScreen,
+ faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
+ v1, v2, v3, v4, isFaceMaterial, objectMaterials, material, side;
+
+ _face3Count = 0;
+ _face4Count = 0;
+ _lineCount = 0;
+ _particleCount = 0;
+
+ _renderData.elements.length = 0;
+
+ scene.updateMatrixWorld();
+
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+
+ _frustum.setFromMatrix( _viewProjectionMatrix );
+
+ _renderData = projectGraph( scene, sortObjects );
+
+ for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
+
+ object = _renderData.objects[ o ].object;
+
+ modelMatrix = object.matrixWorld;
+
+ _vertexCount = 0;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.geometry;
+
+ vertices = geometry.vertices;
+ faces = geometry.faces;
+ faceVertexUvs = geometry.faceVertexUvs;
+
+ _normalMatrix.getInverse( modelMatrix );
+ _normalMatrix.transpose();
+
+ isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+ objectMaterials = isFaceMaterial === true ? object.material : null;
+
+ side = object.material.side;
+
+ for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
+
+ _vertex = getNextVertexInPool();
+ _vertex.positionWorld.copy( vertices[ v ] );
+
+ modelMatrix.multiplyVector3( _vertex.positionWorld );
+
+ _vertex.positionScreen.copy( _vertex.positionWorld );
+ _viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
+
+ _vertex.positionScreen.x /= _vertex.positionScreen.w;
+ _vertex.positionScreen.y /= _vertex.positionScreen.w;
+
+ _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
+
+ }
+
+ for ( f = 0, fl = faces.length; f < fl; f ++ ) {
+
+ face = faces[ f ];
+
+ material = isFaceMaterial === true ? objectMaterials.materials[ face.materialIndex ] : object.material;
+
+ if ( material === undefined ) continue;
+
+ side = material.side;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ v1 = _vertexPool[ face.a ];
+ v2 = _vertexPool[ face.b ];
+ v3 = _vertexPool[ face.c ];
+
+ if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
+
+ visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+ ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
+
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+ _face = getNextFace3InPool();
+
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+
+ } else {
+
+ continue;
+
+ }
+
+ } else {
+
+ continue;
+
+ }
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ v1 = _vertexPool[ face.a ];
+ v2 = _vertexPool[ face.b ];
+ v3 = _vertexPool[ face.c ];
+ v4 = _vertexPool[ face.d ];
+
+ if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
+
+ visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+ ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
+ ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
+ ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
+
+
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+ _face = getNextFace4InPool();
+
+ _face.v1.copy( v1 );
+ _face.v2.copy( v2 );
+ _face.v3.copy( v3 );
+ _face.v4.copy( v4 );
+
+ } else {
+
+ continue;
+
+ }
+
+ } else {
+
+ continue;
+
+ }
+
+ }
+
+ _face.normalWorld.copy( face.normal );
+
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
+ _normalMatrix.multiplyVector3( _face.normalWorld ).normalize();
+
+ _face.centroidWorld.copy( face.centroid );
+ modelMatrix.multiplyVector3( _face.centroidWorld );
+
+ _face.centroidScreen.copy( _face.centroidWorld );
+ _viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
+
+ faceVertexNormals = face.vertexNormals;
+
+ for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
+
+ normal = _face.vertexNormalsWorld[ n ];
+ normal.copy( faceVertexNormals[ n ] );
+
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
+
+ _normalMatrix.multiplyVector3( normal ).normalize();
+
+ }
+
+ _face.vertexNormalsLength = faceVertexNormals.length;
+
+ for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
+
+ uvs = faceVertexUvs[ c ][ f ];
+
+ if ( uvs === undefined ) continue;
+
+ for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
+
+ _face.uvs[ c ][ u ] = uvs[ u ];
+
+ }
+
+ }
+
+ _face.color = face.color;
+ _face.material = material;
+
+ _face.z = _face.centroidScreen.z;
+
+ _renderData.elements.push( _face );
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ _modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
+
+ vertices = object.geometry.vertices;
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ 0 ] );
+ _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
+
+ // Handle LineStrip and LinePieces
+ var step = object.type === THREE.LinePieces ? 2 : 1;
+
+ for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
+
+ v1 = getNextVertexInPool();
+ v1.positionScreen.copy( vertices[ v ] );
+ _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
+
+ if ( ( v + 1 ) % step > 0 ) continue;
+
+ v2 = _vertexPool[ _vertexCount - 2 ];
+
+ _clippedVertex1PositionScreen.copy( v1.positionScreen );
+ _clippedVertex2PositionScreen.copy( v2.positionScreen );
+
+ if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
+
+ // Perform the perspective divide
+ _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
+ _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
+
+ _line = getNextLineInPool();
+ _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
+ _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
+
+ _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
+
+ _line.material = object.material;
+
+ _renderData.elements.push( _line );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
+
+ object = _renderData.sprites[ o ].object;
+
+ modelMatrix = object.matrixWorld;
+
+ if ( object instanceof THREE.Particle ) {
+
+ _vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
+ _viewProjectionMatrix.multiplyVector4( _vector4 );
+
+ _vector4.z /= _vector4.w;
+
+ if ( _vector4.z > 0 && _vector4.z < 1 ) {
+
+ _particle = getNextParticleInPool();
+ _particle.object = object;
+ _particle.x = _vector4.x / _vector4.w;
+ _particle.y = _vector4.y / _vector4.w;
+ _particle.z = _vector4.z;
+
+ _particle.rotation = object.rotation.z;
+
+ _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
+ _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
+
+ _particle.material = object.material;
+
+ _renderData.elements.push( _particle );
+
+ }
+
+ }
+
+ }
+
+ if ( sortElements === true ) _renderData.elements.sort( painterSort );
+
+ return _renderData;
+
+ };
+
+ // Pools
+
+ function getNextObjectInPool() {
+
+ if ( _objectCount === _objectPoolLength ) {
+
+ var object = new THREE.RenderableObject();
+ _objectPool.push( object );
+ _objectPoolLength ++;
+ _objectCount ++;
+ return object;
+
+ }
+
+ return _objectPool[ _objectCount ++ ];
+
+ }
+
+ function getNextVertexInPool() {
+
+ if ( _vertexCount === _vertexPoolLength ) {
+
+ var vertex = new THREE.RenderableVertex();
+ _vertexPool.push( vertex );
+ _vertexPoolLength ++;
+ _vertexCount ++;
+ return vertex;
+
+ }
+
+ return _vertexPool[ _vertexCount ++ ];
+
+ }
+
+ function getNextFace3InPool() {
+
+ if ( _face3Count === _face3PoolLength ) {
+
+ var face = new THREE.RenderableFace3();
+ _face3Pool.push( face );
+ _face3PoolLength ++;
+ _face3Count ++;
+ return face;
+
+ }
+
+ return _face3Pool[ _face3Count ++ ];
+
+
+ }
+
+ function getNextFace4InPool() {
+
+ if ( _face4Count === _face4PoolLength ) {
+
+ var face = new THREE.RenderableFace4();
+ _face4Pool.push( face );
+ _face4PoolLength ++;
+ _face4Count ++;
+ return face;
+
+ }
+
+ return _face4Pool[ _face4Count ++ ];
+
+ }
+
+ function getNextLineInPool() {
+
+ if ( _lineCount === _linePoolLength ) {
+
+ var line = new THREE.RenderableLine();
+ _linePool.push( line );
+ _linePoolLength ++;
+ _lineCount ++
+ return line;
+
+ }
+
+ return _linePool[ _lineCount ++ ];
+
+ }
+
+ function getNextParticleInPool() {
+
+ if ( _particleCount === _particlePoolLength ) {
+
+ var particle = new THREE.RenderableParticle();
+ _particlePool.push( particle );
+ _particlePoolLength ++;
+ _particleCount ++
+ return particle;
+
+ }
+
+ return _particlePool[ _particleCount ++ ];
+
+ }
+
+ //
+
+ function painterSort( a, b ) {
+
+ return b.z - a.z;
+
+ }
+
+ function clipLine( s1, s2 ) {
+
+ var alpha1 = 0, alpha2 = 1,
+
+ // Calculate the boundary coordinate of each vertex for the near and far clip planes,
+ // Z = -1 and Z = +1, respectively.
+ bc1near = s1.z + s1.w,
+ bc2near = s2.z + s2.w,
+ bc1far = - s1.z + s1.w,
+ bc2far = - s2.z + s2.w;
+
+ if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
+
+ // Both vertices lie entirely within all clip planes.
+ return true;
+
+ } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
+
+ // Both vertices lie entirely outside one of the clip planes.
+ return false;
+
+ } else {
+
+ // The line segment spans at least one clip plane.
+
+ if ( bc1near < 0 ) {
+
+ // v1 lies outside the near plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
+
+ } else if ( bc2near < 0 ) {
+
+ // v2 lies outside the near plane, v1 inside
+ alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
+
+ }
+
+ if ( bc1far < 0 ) {
+
+ // v1 lies outside the far plane, v2 inside
+ alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
+
+ } else if ( bc2far < 0 ) {
+
+ // v2 lies outside the far plane, v2 inside
+ alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
+
+ }
+
+ if ( alpha2 < alpha1 ) {
+
+ // The line segment spans two boundaries, but is outside both of them.
+ // (This can't happen when we're only clipping against just near/far but good
+ // to leave the check here for future usage if other clip planes are added.)
+ return false;
+
+ } else {
+
+ // Update the s1 and s2 vertices to match the clipped line segment.
+ s1.lerpSelf( s2, alpha1 );
+ s2.lerpSelf( s1, 1 - alpha2 );
+
+ return true;
+
+ }
+
+ }
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+ this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face3.prototype = {
+
+ constructor: THREE.Face3,
+
+ clone: function () {
+
+ var face = new THREE.Face3( this.a, this.b, this.c );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+ face.centroid.copy( this.centroid );
+
+ face.materialIndex = this.materialIndex;
+
+ var i, il;
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ return face;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+ this.d = d;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+ this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face4.prototype = {
+
+ constructor: THREE.Face4,
+
+ clone: function () {
+
+ var face = new THREE.Face4( this.a, this.b, this.c, this.d );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+ face.centroid.copy( this.centroid );
+
+ face.materialIndex = this.materialIndex;
+
+ var i, il;
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ return face;
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Geometry = function () {
+
+ THREE.EventTarget.call( this );
+
+ this.id = THREE.GeometryIdCount ++;
+
+ this.name = '';
+
+ this.vertices = [];
+ this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
+ this.normals = []; // one-to-one vertex normals, used in Ribbon
+
+ this.faces = [];
+
+ this.faceUvs = [[]];
+ this.faceVertexUvs = [[]];
+
+ this.morphTargets = [];
+ this.morphColors = [];
+ this.morphNormals = [];
+
+ this.skinWeights = [];
+ this.skinIndices = [];
+
+ this.lineDistances = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
+
+ // update flags
+
+ this.verticesNeedUpdate = false;
+ this.elementsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.tangentsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.lineDistancesNeedUpdate = false;
+
+ this.buffersNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+ constructor: THREE.Geometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var normalMatrix = new THREE.Matrix3();
+
+ normalMatrix.getInverse( matrix ).transpose();
+
+ for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ var vertex = this.vertices[ i ];
+
+ matrix.multiplyVector3( vertex );
+
+ }
+
+ for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ var face = this.faces[ i ];
+
+ normalMatrix.multiplyVector3( face.normal ).normalize();
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ normalMatrix.multiplyVector3( face.vertexNormals[ j ] ).normalize();
+
+ }
+
+ matrix.multiplyVector3( face.centroid );
+
+ }
+
+ },
+
+ computeCentroids: function () {
+
+ var f, fl, face;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ face.centroid.set( 0, 0, 0 );
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.centroid.addSelf( this.vertices[ face.a ] );
+ face.centroid.addSelf( this.vertices[ face.b ] );
+ face.centroid.addSelf( this.vertices[ face.c ] );
+ face.centroid.divideScalar( 3 );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.centroid.addSelf( this.vertices[ face.a ] );
+ face.centroid.addSelf( this.vertices[ face.b ] );
+ face.centroid.addSelf( this.vertices[ face.c ] );
+ face.centroid.addSelf( this.vertices[ face.d ] );
+ face.centroid.divideScalar( 4 );
+
+ }
+
+ }
+
+ },
+
+ computeFaceNormals: function () {
+
+ var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
+ cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+
+ cb.sub( vC, vB );
+ ab.sub( vA, vB );
+ cb.crossSelf( ab );
+
+ cb.normalize();
+
+ face.normal.copy( cb );
+
+ }
+
+ },
+
+ computeVertexNormals: function ( areaWeighted ) {
+
+ var v, vl, f, fl, face, vertices;
+
+ // create internal buffers for reuse when calling this method repeatedly
+ // (otherwise memory allocation / deallocation every frame is big resource hog)
+
+ if ( this.__tmpVertices === undefined ) {
+
+ this.__tmpVertices = new Array( this.vertices.length );
+ vertices = this.__tmpVertices;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ] = new THREE.Vector3();
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+ }
+
+ }
+
+ } else {
+
+ vertices = this.__tmpVertices;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ].set( 0, 0, 0 );
+
+ }
+
+ }
+
+ if ( areaWeighted ) {
+
+ // vertex normals weighted by triangle areas
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
+
+ var vA, vB, vC, vD;
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
+ db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+
+ cb.sub( vC, vB );
+ ab.sub( vA, vB );
+ cb.crossSelf( ab );
+
+ vertices[ face.a ].addSelf( cb );
+ vertices[ face.b ].addSelf( cb );
+ vertices[ face.c ].addSelf( cb );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+ vD = this.vertices[ face.d ];
+
+ // abd
+
+ db.sub( vD, vB );
+ ab.sub( vA, vB );
+ db.crossSelf( ab );
+
+ vertices[ face.a ].addSelf( db );
+ vertices[ face.b ].addSelf( db );
+ vertices[ face.d ].addSelf( db );
+
+ // bcd
+
+ dc.sub( vD, vC );
+ bc.sub( vB, vC );
+ dc.crossSelf( bc );
+
+ vertices[ face.b ].addSelf( dc );
+ vertices[ face.c ].addSelf( dc );
+ vertices[ face.d ].addSelf( dc );
+
+ }
+
+ }
+
+ } else {
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertices[ face.a ].addSelf( face.normal );
+ vertices[ face.b ].addSelf( face.normal );
+ vertices[ face.c ].addSelf( face.normal );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vertices[ face.a ].addSelf( face.normal );
+ vertices[ face.b ].addSelf( face.normal );
+ vertices[ face.c ].addSelf( face.normal );
+ vertices[ face.d ].addSelf( face.normal );
+
+ }
+
+ }
+
+ }
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ].normalize();
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+ face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
+
+ }
+
+ }
+
+ },
+
+ computeMorphNormals: function () {
+
+ var i, il, f, fl, face;
+
+ // save original normals
+ // - create temp variables on first access
+ // otherwise just copy (for faster repeated calls)
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ if ( ! face.__originalFaceNormal ) {
+
+ face.__originalFaceNormal = face.normal.clone();
+
+ } else {
+
+ face.__originalFaceNormal.copy( face.normal );
+
+ }
+
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+ if ( ! face.__originalVertexNormals[ i ] ) {
+
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+ } else {
+
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+ }
+
+ }
+
+ }
+
+ // use temp geometry to compute face and vertex normals for each morph
+
+ var tmpGeo = new THREE.Geometry();
+ tmpGeo.faces = this.faces;
+
+ for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+ // create on first access
+
+ if ( ! this.morphNormals[ i ] ) {
+
+ this.morphNormals[ i ] = {};
+ this.morphNormals[ i ].faceNormals = [];
+ this.morphNormals[ i ].vertexNormals = [];
+
+ var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+ var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = new THREE.Vector3();
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+ } else {
+
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
+
+ }
+
+ dstNormalsFace.push( faceNormal );
+ dstNormalsVertex.push( vertexNormals );
+
+ }
+
+ }
+
+ var morphNormals = this.morphNormals[ i ];
+
+ // set vertices to morph target
+
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+ // compute morph normals
+
+ tmpGeo.computeFaceNormals();
+ tmpGeo.computeVertexNormals();
+
+ // store morph normals
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ faceNormal = morphNormals.faceNormals[ f ];
+ vertexNormals = morphNormals.vertexNormals[ f ];
+
+ faceNormal.copy( face.normal );
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+ } else {
+
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+ vertexNormals.d.copy( face.vertexNormals[ 3 ] );
+
+ }
+
+ }
+
+ }
+
+ // restore original normals
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // tangents go to vertices
+
+ var f, fl, v, vl, i, il, vertexIndex,
+ face, uv, vA, vB, vC, uvA, uvB, uvC,
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r, t, test,
+ tan1 = [], tan2 = [],
+ sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+ tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+ n = new THREE.Vector3(), w;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ tan1[ v ] = new THREE.Vector3();
+ tan2[ v ] = new THREE.Vector3();
+
+ }
+
+ function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+ vA = context.vertices[ a ];
+ vB = context.vertices[ b ];
+ vC = context.vertices[ c ];
+
+ uvA = uv[ ua ];
+ uvB = uv[ ub ];
+ uvC = uv[ uc ];
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.x - uvA.x;
+ s2 = uvC.x - uvA.x;
+ t1 = uvB.y - uvA.y;
+ t2 = uvC.y - uvA.y;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+ sdir.set( ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r );
+ tdir.set( ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r );
+
+ tan1[ a ].addSelf( sdir );
+ tan1[ b ].addSelf( sdir );
+ tan1[ c ].addSelf( sdir );
+
+ tan2[ a ].addSelf( tdir );
+ tan2[ b ].addSelf( tdir );
+ tan2[ c ].addSelf( tdir );
+
+ }
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+ uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
+
+ if ( face instanceof THREE.Face3 ) {
+
+ handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
+ handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
+
+ }
+
+ }
+
+ var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+ face = this.faces[ f ];
+
+ for ( i = 0; i < face.vertexNormals.length; i++ ) {
+
+ n.copy( face.vertexNormals[ i ] );
+
+ vertexIndex = face[ faceIndex[ i ] ];
+
+ t = tan1[ vertexIndex ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.cross( face.vertexNormals[ i ], t );
+ test = tmp2.dot( tan2[ vertexIndex ] );
+ w = (test < 0.0) ? -1.0 : 1.0;
+
+ face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+
+ },
+
+ computeLineDistances: function ( ) {
+
+ var d = 0;
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ if ( i > 0 ) {
+
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+ }
+
+ this.lineDistances[ i ] = d;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ this.boundingBox.setFromPoints( this.vertices );
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
+
+ },
+
+ /*
+ * Checks for duplicate vertices with hashmap.
+ * Duplicated vertices are removed
+ * and faces' vertices are updated.
+ */
+
+ mergeVertices: function () {
+
+ var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+ var unique = [], changes = [];
+
+ var v, key;
+ var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+ var precision = Math.pow( 10, precisionPoints );
+ var i,il, face;
+ var abcd = 'abcd', o, k, j, jl, u;
+
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ v = this.vertices[ i ];
+ key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
+
+ if ( verticesMap[ key ] === undefined ) {
+
+ verticesMap[ key ] = i;
+ unique.push( this.vertices[ i ] );
+ changes[ i ] = unique.length - 1;
+
+ } else {
+
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+ changes[ i ] = changes[ verticesMap[ key ] ];
+
+ }
+
+ };
+
+
+ // Start to patch face indices
+
+ for( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+ face = this.faces[ i ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+ face.d = changes[ face.d ];
+
+ // check dups in (a, b, c, d) and convert to -> face3
+
+ o = [ face.a, face.b, face.c, face.d ];
+
+ for ( k = 3; k > 0; k -- ) {
+
+ if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
+
+ // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
+
+ o.splice( k, 1 );
+
+ this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
+
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+ u = this.faceVertexUvs[ j ][ i ];
+ if ( u ) u.splice( k, 1 );
+
+ }
+
+ this.faces[ i ].vertexColors = face.vertexColors;
+
+ break;
+ }
+
+ }
+
+ }
+
+ }
+
+ // Use unique set of vertices
+
+ var diff = this.vertices.length - unique.length;
+ this.vertices = unique;
+ return diff;
+
+ },
+
+ clone: function () {
+
+ var geometry = new THREE.Geometry();
+
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ geometry.vertices.push( vertices[ i ].clone() );
+
+ }
+
+ var faces = this.faces;
+
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+ geometry.faces.push( faces[ i ].clone() );
+
+ }
+
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ for ( var i = 0, il = uvs.length; i < il; i ++ ) {
+
+ var uv = uvs[ i ], uvCopy = [];
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ geometry.faceVertexUvs[ 0 ].push( uvCopy );
+
+ }
+
+ return geometry;
+
+ },
+
+ deallocate: function () {
+
+ this.dispatchEvent( { type: 'deallocate' } );
+
+ }
+
+};
+
+THREE.GeometryIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+ THREE.EventTarget.call( this );
+
+ this.id = THREE.GeometryIdCount ++;
+
+ // attributes
+
+ this.attributes = {};
+
+ // attributes typed arrays are kept only if dynamic flag is set
+
+ this.dynamic = false;
+
+ // offsets for chunks when using indexed elements
+
+ this.offsets = [];
+
+ // boundings
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ // for compatibility
+
+ this.morphTargets = [];
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+ constructor : THREE.BufferGeometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var positionArray;
+ var normalArray;
+
+ if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
+ if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
+
+ if ( positionArray !== undefined ) {
+
+ matrix.multiplyVector3Array( positionArray );
+ this.verticesNeedUpdate = true;
+
+ }
+
+ if ( normalArray !== undefined ) {
+
+ var normalMatrix = new THREE.Matrix3();
+ normalMatrix.getInverse( matrix ).transpose();
+
+ normalMatrix.multiplyVector3Array( normalArray );
+
+ this.normalizeNormals();
+
+ this.normalsNeedUpdate = true;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ var bb = this.boundingBox;
+ var x, y, z;
+
+ if( positions.length >= 3 ) {
+ bb.min.x = bb.max.x = positions[ 0 ];
+ bb.min.y = bb.max.y = positions[ 1 ];
+ bb.min.z = bb.max.z = positions[ 2 ];
+ }
+
+ for ( var i = 3, il = positions.length; i < il; i += 3 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+
+ // bounding box
+
+ if ( x < bb.min.x ) {
+
+ bb.min.x = x;
+
+ } else if ( x > bb.max.x ) {
+
+ bb.max.x = x;
+
+ }
+
+ if ( y < bb.min.y ) {
+
+ bb.min.y = y;
+
+ } else if ( y > bb.max.y ) {
+
+ bb.max.y = y;
+
+ }
+
+ if ( z < bb.min.z ) {
+
+ bb.min.z = z;
+
+ } else if ( z > bb.max.z ) {
+
+ bb.max.z = z;
+
+ }
+
+ }
+
+ }
+
+ if ( positions === undefined || positions.length === 0 ) {
+
+ this.boundingBox.min.set( 0, 0, 0 );
+ this.boundingBox.max.set( 0, 0, 0 );
+
+ }
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+
+ if ( positions ) {
+
+ var radiusSq, maxRadiusSq = 0;
+ var x, y, z;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+
+ radiusSq = x * x + y * y + z * z;
+ if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ }
+
+ },
+
+ computeVertexNormals: function () {
+
+ if ( this.attributes[ "position" ] ) {
+
+ var i, il;
+ var j, jl;
+
+ var nVertexElements = this.attributes[ "position" ].array.length;
+
+ if ( this.attributes[ "normal" ] === undefined ) {
+
+ this.attributes[ "normal" ] = {
+
+ itemSize: 3,
+ array: new Float32Array( nVertexElements ),
+ numItems: nVertexElements
+
+ };
+
+ } else {
+
+ // reset existing normals to zero
+
+ for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
+
+ this.attributes[ "normal" ].array[ i ] = 0;
+
+ }
+
+ }
+
+ var positions = this.attributes[ "position" ].array;
+ var normals = this.attributes[ "normal" ].array;
+
+ var vA, vB, vC, x, y, z,
+
+ pA = new THREE.Vector3(),
+ pB = new THREE.Vector3(),
+ pC = new THREE.Vector3(),
+
+ cb = new THREE.Vector3(),
+ ab = new THREE.Vector3();
+
+ // indexed elements
+
+ if ( this.attributes[ "index" ] ) {
+
+ var indices = this.attributes[ "index" ].array;
+
+ var offsets = this.offsets;
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ vA = index + indices[ i ];
+ vB = index + indices[ i + 1 ];
+ vC = index + indices[ i + 2 ];
+
+ x = positions[ vA * 3 ];
+ y = positions[ vA * 3 + 1 ];
+ z = positions[ vA * 3 + 2 ];
+ pA.set( x, y, z );
+
+ x = positions[ vB * 3 ];
+ y = positions[ vB * 3 + 1 ];
+ z = positions[ vB * 3 + 2 ];
+ pB.set( x, y, z );
+
+ x = positions[ vC * 3 ];
+ y = positions[ vC * 3 + 1 ];
+ z = positions[ vC * 3 + 2 ];
+ pC.set( x, y, z );
+
+ cb.sub( pC, pB );
+ ab.sub( pA, pB );
+ cb.crossSelf( ab );
+
+ normals[ vA * 3 ] += cb.x;
+ normals[ vA * 3 + 1 ] += cb.y;
+ normals[ vA * 3 + 2 ] += cb.z;
+
+ normals[ vB * 3 ] += cb.x;
+ normals[ vB * 3 + 1 ] += cb.y;
+ normals[ vB * 3 + 2 ] += cb.z;
+
+ normals[ vC * 3 ] += cb.x;
+ normals[ vC * 3 + 1 ] += cb.y;
+ normals[ vC * 3 + 2 ] += cb.z;
+
+ }
+
+ }
+
+ // non-indexed elements (unconnected triangle soup)
+
+ } else {
+
+ for ( i = 0, il = positions.length; i < il; i += 9 ) {
+
+ x = positions[ i ];
+ y = positions[ i + 1 ];
+ z = positions[ i + 2 ];
+ pA.set( x, y, z );
+
+ x = positions[ i + 3 ];
+ y = positions[ i + 4 ];
+ z = positions[ i + 5 ];
+ pB.set( x, y, z );
+
+ x = positions[ i + 6 ];
+ y = positions[ i + 7 ];
+ z = positions[ i + 8 ];
+ pC.set( x, y, z );
+
+ cb.sub( pC, pB );
+ ab.sub( pA, pB );
+ cb.crossSelf( ab );
+
+ normals[ i ] = cb.x;
+ normals[ i + 1 ] = cb.y;
+ normals[ i + 2 ] = cb.z;
+
+ normals[ i + 3 ] = cb.x;
+ normals[ i + 4 ] = cb.y;
+ normals[ i + 5 ] = cb.z;
+
+ normals[ i + 6 ] = cb.x;
+ normals[ i + 7 ] = cb.y;
+ normals[ i + 8 ] = cb.z;
+
+ }
+
+ }
+
+ this.normalizeNormals();
+
+ this.normalsNeedUpdate = true;
+
+ }
+
+ },
+
+ normalizeNormals: function () {
+
+ var normals = this.attributes[ "normal" ].array;
+
+ var x, y, z, n;
+
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+ x = normals[ i ];
+ y = normals[ i + 1 ];
+ z = normals[ i + 2 ];
+
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+ normals[ i ] *= n;
+ normals[ i + 1 ] *= n;
+ normals[ i + 2 ] *= n;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // (per vertex tangents)
+
+ if ( this.attributes[ "index" ] === undefined ||
+ this.attributes[ "position" ] === undefined ||
+ this.attributes[ "normal" ] === undefined ||
+ this.attributes[ "uv" ] === undefined ) {
+
+ console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
+ return;
+
+ }
+
+ var indices = this.attributes[ "index" ].array;
+ var positions = this.attributes[ "position" ].array;
+ var normals = this.attributes[ "normal" ].array;
+ var uvs = this.attributes[ "uv" ].array;
+
+ var nVertices = positions.length / 3;
+
+ if ( this.attributes[ "tangent" ] === undefined ) {
+
+ var nTangentElements = 4 * nVertices;
+
+ this.attributes[ "tangent" ] = {
+
+ itemSize: 4,
+ array: new Float32Array( nTangentElements ),
+ numItems: nTangentElements
+
+ };
+
+ }
+
+ var tangents = this.attributes[ "tangent" ].array;
+
+ var tan1 = [], tan2 = [];
+
+ for ( var k = 0; k < nVertices; k ++ ) {
+
+ tan1[ k ] = new THREE.Vector3();
+ tan2[ k ] = new THREE.Vector3();
+
+ }
+
+ var xA, yA, zA,
+ xB, yB, zB,
+ xC, yC, zC,
+
+ uA, vA,
+ uB, vB,
+ uC, vC,
+
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r;
+
+ var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+ function handleTriangle( a, b, c ) {
+
+ xA = positions[ a * 3 ];
+ yA = positions[ a * 3 + 1 ];
+ zA = positions[ a * 3 + 2 ];
+
+ xB = positions[ b * 3 ];
+ yB = positions[ b * 3 + 1 ];
+ zB = positions[ b * 3 + 2 ];
+
+ xC = positions[ c * 3 ];
+ yC = positions[ c * 3 + 1 ];
+ zC = positions[ c * 3 + 2 ];
+
+ uA = uvs[ a * 2 ];
+ vA = uvs[ a * 2 + 1 ];
+
+ uB = uvs[ b * 2 ];
+ vB = uvs[ b * 2 + 1 ];
+
+ uC = uvs[ c * 2 ];
+ vC = uvs[ c * 2 + 1 ];
+
+ x1 = xB - xA;
+ x2 = xC - xA;
+
+ y1 = yB - yA;
+ y2 = yC - yA;
+
+ z1 = zB - zA;
+ z2 = zC - zA;
+
+ s1 = uB - uA;
+ s2 = uC - uA;
+
+ t1 = vB - vA;
+ t2 = vC - vA;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+ sdir.set(
+ ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r
+ );
+
+ tdir.set(
+ ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r
+ );
+
+ tan1[ a ].addSelf( sdir );
+ tan1[ b ].addSelf( sdir );
+ tan1[ c ].addSelf( sdir );
+
+ tan2[ a ].addSelf( tdir );
+ tan2[ b ].addSelf( tdir );
+ tan2[ c ].addSelf( tdir );
+
+ }
+
+ var i, il;
+ var j, jl;
+ var iA, iB, iC;
+
+ var offsets = this.offsets;
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleTriangle( iA, iB, iC );
+
+ }
+
+ }
+
+ var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
+ var n = new THREE.Vector3(), n2 = new THREE.Vector3();
+ var w, t, test;
+ var nx, ny, nz;
+
+ function handleVertex( v ) {
+
+ n.x = normals[ v * 3 ];
+ n.y = normals[ v * 3 + 1 ];
+ n.z = normals[ v * 3 + 2 ];
+
+ n2.copy( n );
+
+ t = tan1[ v ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.cross( n2, t );
+ test = tmp2.dot( tan2[ v ] );
+ w = ( test < 0.0 ) ? -1.0 : 1.0;
+
+ tangents[ v * 4 ] = tmp.x;
+ tangents[ v * 4 + 1 ] = tmp.y;
+ tangents[ v * 4 + 2 ] = tmp.z;
+ tangents[ v * 4 + 3 ] = w;
+
+ }
+
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleVertex( iA );
+ handleVertex( iB );
+ handleVertex( iC );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+ this.tangentsNeedUpdate = true;
+
+ },
+
+ deallocate: function () {
+
+ this.dispatchEvent( { type: 'deallocate' } );
+
+ }
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Camera = function () {
+
+ THREE.Object3D.call( this );
+
+ this.matrixWorldInverse = new THREE.Matrix4();
+
+ this.projectionMatrix = new THREE.Matrix4();
+ this.projectionMatrixInverse = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Camera.prototype.lookAt = function ( vector ) {
+
+ // TODO: Add hierarchy support.
+
+ this.matrix.lookAt( this.position, vector, this.up );
+
+ if ( this.rotationAutoUpdate === true ) {
+
+ if ( this.useQuaternion === false ) {
+
+ this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+ } else {
+
+ this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+ }
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.left = left;
+ this.right = right;
+ this.top = top;
+ this.bottom = bottom;
+
+ this.near = ( near !== undefined ) ? near : 0.1;
+ this.far = ( far !== undefined ) ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+ this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.fov = fov !== undefined ? fov : 50;
+ this.aspect = aspect !== undefined ? aspect : 1;
+ this.near = near !== undefined ? near : 0.1;
+ this.far = far !== undefined ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
+ this.updateProjectionMatrix();
+
+}
+
+
+/**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ * +---+---+---+
+ * | A | B | C |
+ * +---+---+---+
+ * | D | E | F |
+ * +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ * var w = 1920;
+ * var h = 1080;
+ * var fullWidth = w * 3;
+ * var fullHeight = h * 2;
+ *
+ * --A--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ * --B--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ * --C--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ * --D--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ * --E--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ * --F--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ * Note there is no reason monitors have to be the same size or in a grid.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+ this.fullWidth = fullWidth;
+ this.fullHeight = fullHeight;
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+
+ this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+ if ( this.fullWidth ) {
+
+ var aspect = this.fullWidth / this.fullHeight;
+ var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
+ var bottom = -top;
+ var left = aspect * bottom;
+ var right = aspect * top;
+ var width = Math.abs( right - left );
+ var height = Math.abs( top - bottom );
+
+ this.projectionMatrix.makeFrustum(
+ left + this.x * width / this.fullWidth,
+ left + ( this.x + this.width ) * width / this.fullWidth,
+ top - ( this.y + this.height ) * height / this.fullHeight,
+ top - this.y * height / this.fullHeight,
+ this.near,
+ this.far
+ );
+
+ } else {
+
+ this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( hex ) {
+
+ THREE.Object3D.call( this );
+
+ this.color = new THREE.Color( hex );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( hex ) {
+
+ THREE.Light.call( this, hex );
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( hex, intensity ) {
+
+ THREE.Light.call( this, hex );
+
+ this.position = new THREE.Vector3( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+
+ this.shadowCameraLeft = -500;
+ this.shadowCameraRight = 500;
+ this.shadowCameraTop = 500;
+ this.shadowCameraBottom = -500;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowCascade = false;
+
+ this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
+ this.shadowCascadeCount = 2;
+
+ this.shadowCascadeBias = [ 0, 0, 0 ];
+ this.shadowCascadeWidth = [ 512, 512, 512 ];
+ this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+ this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
+ this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
+
+ this.shadowCascadeArray = [];
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
+
+ THREE.Light.call( this, skyColorHex );
+
+ this.groundColor = new THREE.Color( groundColorHex );
+
+ this.position = new THREE.Vector3( 0, 100, 0 );
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( hex, intensity, distance ) {
+
+ THREE.Light.call( this, hex );
+
+ this.position = new THREE.Vector3( 0, 0, 0 );
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
+
+ THREE.Light.call( this, hex );
+
+ this.position = new THREE.Vector3( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
+ this.exponent = ( exponent !== undefined ) ? exponent : 10;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+ this.shadowCameraFov = 50;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+ this.showStatus = showStatus;
+ this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
+
+};
+
+THREE.Loader.prototype = {
+
+ constructor: THREE.Loader,
+
+ crossOrigin: 'anonymous',
+
+ addStatusElement: function () {
+
+ var e = document.createElement( "div" );
+
+ 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;
+
+ e.innerHTML = "Loading ...";
+
+ return e;
+
+ },
+
+ updateProgress: function ( progress ) {
+
+ var message = "Loaded ";
+
+ if ( progress.total ) {
+
+ message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
+
+
+ } else {
+
+ message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
+
+ }
+
+ this.statusDomElement.innerHTML = message;
+
+ },
+
+ extractUrlBase: function ( url ) {
+
+ var parts = url.split( '/' );
+ parts.pop();
+ return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
+
+ },
+
+ initMaterials: function ( materials, texturePath ) {
+
+ var array = [];
+
+ for ( var i = 0; i < materials.length; ++ i ) {
+
+ array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
+
+ }
+
+ return array;
+
+ },
+
+ needsTangents: function ( materials ) {
+
+ for( var i = 0, il = materials.length; i < il; i ++ ) {
+
+ var m = materials[ i ];
+
+ if ( m instanceof THREE.ShaderMaterial ) return true;
+
+ }
+
+ return false;
+
+ },
+
+ createMaterial: function ( m, texturePath ) {
+
+ var _this = this;
+
+ function is_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.floor( l ) == l;
+
+ }
+
+ function nearest_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.pow( 2, Math.round( l ) );
+
+ }
+
+ function load_image( where, url ) {
+
+ var image = new Image();
+
+ image.onload = function () {
+
+ if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
+
+ var width = nearest_pow2( this.width );
+ var height = nearest_pow2( this.height );
+
+ where.image.width = width;
+ where.image.height = height;
+ where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
+
+ } else {
+
+ where.image = this;
+
+ }
+
+ where.needsUpdate = true;
+
+ };
+
+ image.crossOrigin = _this.crossOrigin;
+ image.src = url;
+
+ }
+
+ function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+ var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
+ var fullPath = texturePath + "/" + sourceFile;
+
+ if ( isCompressed ) {
+
+ var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
+
+ where[ name ] = texture;
+
+ } else {
+
+ var texture = document.createElement( 'canvas' );
+
+ where[ name ] = new THREE.Texture( texture );
+
+ }
+
+ where[ name ].sourceFile = sourceFile;
+
+ if( repeat ) {
+
+ where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
+
+ if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
+ if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( offset ) {
+
+ where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
+
+ }
+
+ if ( wrap ) {
+
+ var wrapMap = {
+ "repeat": THREE.RepeatWrapping,
+ "mirror": THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
+ if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
+
+ }
+
+ if ( anisotropy ) {
+
+ where[ name ].anisotropy = anisotropy;
+
+ }
+
+ if ( ! isCompressed ) {
+
+ load_image( where[ name ], fullPath );
+
+ }
+
+ }
+
+ function rgb2hex( rgb ) {
+
+ return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+
+ }
+
+ // defaults
+
+ var mtype = "MeshLambertMaterial";
+ var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+
+ // parameters from model file
+
+ if ( m.shading ) {
+
+ var shading = m.shading.toLowerCase();
+
+ if ( shading === "phong" ) mtype = "MeshPhongMaterial";
+ else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
+
+ }
+
+ if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+
+ mpars.blending = THREE[ m.blending ];
+
+ }
+
+ if ( m.transparent !== undefined || m.opacity < 1.0 ) {
+
+ mpars.transparent = m.transparent;
+
+ }
+
+ if ( m.depthTest !== undefined ) {
+
+ mpars.depthTest = m.depthTest;
+
+ }
+
+ if ( m.depthWrite !== undefined ) {
+
+ mpars.depthWrite = m.depthWrite;
+
+ }
+
+ if ( m.visible !== undefined ) {
+
+ mpars.visible = m.visible;
+
+ }
+
+ if ( m.flipSided !== undefined ) {
+
+ mpars.side = THREE.BackSide;
+
+ }
+
+ if ( m.doubleSided !== undefined ) {
+
+ mpars.side = THREE.DoubleSide;
+
+ }
+
+ if ( m.wireframe !== undefined ) {
+
+ mpars.wireframe = m.wireframe;
+
+ }
+
+ if ( m.vertexColors !== undefined ) {
+
+ if ( m.vertexColors === "face" ) {
+
+ mpars.vertexColors = THREE.FaceColors;
+
+ } else if ( m.vertexColors ) {
+
+ mpars.vertexColors = THREE.VertexColors;
+
+ }
+
+ }
+
+ // colors
+
+ if ( m.colorDiffuse ) {
+
+ mpars.color = rgb2hex( m.colorDiffuse );
+
+ } else if ( m.DbgColor ) {
+
+ mpars.color = m.DbgColor;
+
+ }
+
+ if ( m.colorSpecular ) {
+
+ mpars.specular = rgb2hex( m.colorSpecular );
+
+ }
+
+ if ( m.colorAmbient ) {
+
+ mpars.ambient = rgb2hex( m.colorAmbient );
+
+ }
+
+ // modifiers
+
+ if ( m.transparency ) {
+
+ mpars.opacity = m.transparency;
+
+ }
+
+ if ( m.specularCoef ) {
+
+ mpars.shininess = m.specularCoef;
+
+ }
+
+ // textures
+
+ if ( m.mapDiffuse && texturePath ) {
+
+ create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+
+ }
+
+ if ( m.mapLight && texturePath ) {
+
+ create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+
+ }
+
+ if ( m.mapBump && texturePath ) {
+
+ create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+
+ }
+
+ if ( m.mapNormal && texturePath ) {
+
+ create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+
+ }
+
+ if ( m.mapSpecular && texturePath ) {
+
+ create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+
+ }
+
+ //
+
+ if ( m.mapBumpScale ) {
+
+ mpars.bumpScale = m.mapBumpScale;
+
+ }
+
+ // special case for normal mapped material
+
+ if ( m.mapNormal ) {
+
+ var shader = THREE.ShaderUtils.lib[ "normal" ];
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ uniforms[ "tNormal" ].value = mpars.normalMap;
+
+ if ( m.mapNormalFactor ) {
+
+ uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
+
+ }
+
+ if ( mpars.map ) {
+
+ uniforms[ "tDiffuse" ].value = mpars.map;
+ uniforms[ "enableDiffuse" ].value = true;
+
+ }
+
+ if ( mpars.specularMap ) {
+
+ uniforms[ "tSpecular" ].value = mpars.specularMap;
+ uniforms[ "enableSpecular" ].value = true;
+
+ }
+
+ if ( mpars.lightMap ) {
+
+ uniforms[ "tAO" ].value = mpars.lightMap;
+ uniforms[ "enableAO" ].value = true;
+
+ }
+
+ // for the moment don't handle displacement texture
+
+ uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
+ uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
+ uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
+
+ uniforms[ "uShininess" ].value = mpars.shininess;
+
+ if ( mpars.opacity !== undefined ) {
+
+ uniforms[ "uOpacity" ].value = mpars.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+ var material = new THREE.ShaderMaterial( parameters );
+
+ if ( mpars.transparent ) {
+
+ material.transparent = true;
+
+ }
+
+ } else {
+
+ var material = new THREE[ mtype ]( mpars );
+
+ }
+
+ if ( m.DbgName !== undefined ) material.name = m.DbgName;
return material;
- }
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BinaryLoader = function ( showStatus ) {
+
+ THREE.Loader.call( this, showStatus );
+
+};
+
+THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
+
+// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
+// - binary models consist of two files: JS and BIN
+// - parameters
+// - url (required)
+// - callback (required)
+// - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
+// - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
+
+THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {
+
+ // todo: unify load API to for easier SceneLoader use
+
+ texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
+ binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
+
+ var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;
+
+ this.onLoadStart();
+
+ // #1 load JS part via web worker
+
+ this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
+
+};
+
+THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
+
+ var xhr = new XMLHttpRequest();
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState == 4 ) {
+
+ if ( xhr.status == 200 || xhr.status == 0 ) {
+
+ var json = JSON.parse( xhr.responseText );
+ context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
+
+ } else {
+
+ console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.send( null );
+
+};
+
+THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
+
+ var xhr = new XMLHttpRequest(),
+ url = binaryPath + "/" + json.buffers;
+
+ var length = 0;
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState == 4 ) {
+
+ if ( xhr.status == 200 || xhr.status == 0 ) {
+
+ var buffer = xhr.response;
+ if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
+ THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
+
+ } else {
+
+ console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ } else if ( xhr.readyState == 3 ) {
+
+ if ( callbackProgress ) {
+
+ if ( length == 0 ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+ }
+
+ } else if ( xhr.readyState == 2 ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.responseType = "arraybuffer";
+ xhr.send( null );
+
+};
+
+// Binary AJAX parser
+
+THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
+
+ var Model = function ( texturePath ) {
+
+ var scope = this,
+ currentOffset = 0,
+ md,
+ normals = [],
+ uvs = [],
+ start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
+ start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
+ tri_size, quad_size,
+ len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
+ len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
+
+
+ THREE.Geometry.call( this );
+
+ md = parseMetaData( data, currentOffset );
+
+ currentOffset += md.header_bytes;
+/*
+ md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+ md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
+ md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+ md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
+*/
+ // buffers sizes
+
+ tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
+ quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
+
+ len_tri_flat = md.ntri_flat * ( tri_size );
+ len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
+ len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
+ len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
+
+ len_quad_flat = md.nquad_flat * ( quad_size );
+ len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
+ len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
+ len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
+
+ // read buffers
+
+ currentOffset += init_vertices( currentOffset );
+
+ currentOffset += init_normals( currentOffset );
+ currentOffset += handlePadding( md.nnormals * 3 );
+
+ currentOffset += init_uvs( currentOffset );
+
+ start_tri_flat = currentOffset;
+ start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
+ start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
+ start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
+
+ start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
+ start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
+ start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
+ start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
+
+ // have to first process faces with uvs
+ // so that face and uv indices match
+
+ init_triangles_flat_uv( start_tri_flat_uv );
+ init_triangles_smooth_uv( start_tri_smooth_uv );
+
+ init_quads_flat_uv( start_quad_flat_uv );
+ init_quads_smooth_uv( start_quad_smooth_uv );
+
+ // now we can process untextured faces
+
+ init_triangles_flat( start_tri_flat );
+ init_triangles_smooth( start_tri_smooth );
+
+ init_quads_flat( start_quad_flat );
+ init_quads_smooth( start_quad_smooth );
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ function handlePadding( n ) {
+
+ return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
+
+ };
+
+ function parseMetaData( data, offset ) {
+
+ var metaData = {
+
+ 'signature' :parseString( data, offset, 12 ),
+ 'header_bytes' :parseUChar8( data, offset + 12 ),
+
+ 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
+ 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
+ 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ),
+
+ 'vertex_index_bytes' :parseUChar8( data, offset + 16 ),
+ 'normal_index_bytes' :parseUChar8( data, offset + 17 ),
+ 'uv_index_bytes' :parseUChar8( data, offset + 18 ),
+ 'material_index_bytes' :parseUChar8( data, offset + 19 ),
+
+ 'nvertices' :parseUInt32( data, offset + 20 ),
+ 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ),
+ 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ),
+
+ 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ),
+ 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ),
+ 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ),
+ 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
+
+ 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ),
+ 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ),
+ 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ),
+ 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
+
+ };
+/*
+ console.log( "signature: " + metaData.signature );
+
+ console.log( "header_bytes: " + metaData.header_bytes );
+ console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
+ console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
+ console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
+
+ console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
+ console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
+ console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
+ console.log( "material_index_bytes: " + metaData.material_index_bytes );
+
+ console.log( "nvertices: " + metaData.nvertices );
+ console.log( "nnormals: " + metaData.nnormals );
+ console.log( "nuvs: " + metaData.nuvs );
+
+ console.log( "ntri_flat: " + metaData.ntri_flat );
+ console.log( "ntri_smooth: " + metaData.ntri_smooth );
+ console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
+ console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
+
+ console.log( "nquad_flat: " + metaData.nquad_flat );
+ console.log( "nquad_smooth: " + metaData.nquad_smooth );
+ console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
+ console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
+
+ var total = metaData.header_bytes
+ + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
+ + metaData.nnormals * metaData.normal_coordinate_bytes * 3
+ + metaData.nuvs * metaData.uv_coordinate_bytes * 2
+ + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
+ + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
+ + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
+ + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
+ + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
+ + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
+ + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
+ + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
+ console.log( "total bytes: " + total );
+*/
+
+ return metaData;
+
+ };
+
+ function parseString( data, offset, length ) {
+
+ var charArray = new Uint8Array( data, offset, length );
+
+ var text = "";
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ text += String.fromCharCode( charArray[ offset + i ] );
+
+ }
+
+ return text;
+
+ };
+
+ function parseUChar8( data, offset ) {
+
+ var charArray = new Uint8Array( data, offset, 1 );
+
+ return charArray[ 0 ];
+
+ };
+
+ function parseUInt32( data, offset ) {
+
+ var intArray = new Uint32Array( data, offset, 1 );
+
+ return intArray[ 0 ];
+
+ };
+
+ function init_vertices( start ) {
+
+ var nElements = md.nvertices;
+
+ var coordArray = new Float32Array( data, start, nElements * 3 );
+
+ var i, x, y, z;
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ x = coordArray[ i * 3 ];
+ y = coordArray[ i * 3 + 1 ];
+ z = coordArray[ i * 3 + 2 ];
+
+ vertex( scope, x, y, z );
+
+ }
+
+ return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
+
+ };
+
+ function init_normals( start ) {
+
+ var nElements = md.nnormals;
+
+ if ( nElements ) {
+
+ var normalArray = new Int8Array( data, start, nElements * 3 );
+
+ var i, x, y, z;
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ x = normalArray[ i * 3 ];
+ y = normalArray[ i * 3 + 1 ];
+ z = normalArray[ i * 3 + 2 ];
+
+ normals.push( x/127, y/127, z/127 );
+
+ }
+
+ }
+
+ return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
+
+ };
+
+ function init_uvs( start ) {
+
+ var nElements = md.nuvs;
+
+ if ( nElements ) {
+
+ var uvArray = new Float32Array( data, start, nElements * 2 );
+
+ var i, u, v;
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ u = uvArray[ i * 2 ];
+ v = uvArray[ i * 2 + 1 ];
+
+ uvs.push( u, v );
+
+ }
+
+ }
+
+ return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
+
+ };
+
+ function init_uvs3( nElements, offset ) {
+
+ var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
+
+ var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ uva = uvIndexBuffer[ i * 3 ];
+ uvb = uvIndexBuffer[ i * 3 + 1 ];
+ uvc = uvIndexBuffer[ i * 3 + 2 ];
+
+ u1 = uvs[ uva*2 ];
+ v1 = uvs[ uva*2 + 1 ];
+
+ u2 = uvs[ uvb*2 ];
+ v2 = uvs[ uvb*2 + 1 ];
+
+ u3 = uvs[ uvc*2 ];
+ v3 = uvs[ uvc*2 + 1 ];
+
+ uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
+
+ }
+
+ };
+
+ function init_uvs4( nElements, offset ) {
+
+ var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
+
+ var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ uva = uvIndexBuffer[ i * 4 ];
+ uvb = uvIndexBuffer[ i * 4 + 1 ];
+ uvc = uvIndexBuffer[ i * 4 + 2 ];
+ uvd = uvIndexBuffer[ i * 4 + 3 ];
+
+ u1 = uvs[ uva*2 ];
+ v1 = uvs[ uva*2 + 1 ];
+
+ u2 = uvs[ uvb*2 ];
+ v2 = uvs[ uvb*2 + 1 ];
+
+ u3 = uvs[ uvc*2 ];
+ v3 = uvs[ uvc*2 + 1 ];
+
+ u4 = uvs[ uvd*2 ];
+ v4 = uvs[ uvd*2 + 1 ];
+
+ uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
+
+ }
+
+ };
+
+ function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
+
+ var i, a, b, c, m;
+
+ var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
+ var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ a = vertexIndexBuffer[ i * 3 ];
+ b = vertexIndexBuffer[ i * 3 + 1 ];
+ c = vertexIndexBuffer[ i * 3 + 2 ];
+
+ m = materialIndexBuffer[ i ];
+
+ f3( scope, a, b, c, m );
+
+ }
+
+ };
+
+ function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
+
+ var i, a, b, c, d, m;
+
+ var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
+ var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ a = vertexIndexBuffer[ i * 4 ];
+ b = vertexIndexBuffer[ i * 4 + 1 ];
+ c = vertexIndexBuffer[ i * 4 + 2 ];
+ d = vertexIndexBuffer[ i * 4 + 3 ];
+
+ m = materialIndexBuffer[ i ];
+
+ f4( scope, a, b, c, d, m );
+
+ }
+
+ };
+
+ function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
+
+ var i, a, b, c, m;
+ var na, nb, nc;
+
+ var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
+ var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
+ var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ a = vertexIndexBuffer[ i * 3 ];
+ b = vertexIndexBuffer[ i * 3 + 1 ];
+ c = vertexIndexBuffer[ i * 3 + 2 ];
+
+ na = normalIndexBuffer[ i * 3 ];
+ nb = normalIndexBuffer[ i * 3 + 1 ];
+ nc = normalIndexBuffer[ i * 3 + 2 ];
+
+ m = materialIndexBuffer[ i ];
+
+ f3n( scope, normals, a, b, c, m, na, nb, nc );
+
+ }
+
+ };
+
+ function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
+
+ var i, a, b, c, d, m;
+ var na, nb, nc, nd;
+
+ var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
+ var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
+ var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
+
+ for( i = 0; i < nElements; i ++ ) {
+
+ a = vertexIndexBuffer[ i * 4 ];
+ b = vertexIndexBuffer[ i * 4 + 1 ];
+ c = vertexIndexBuffer[ i * 4 + 2 ];
+ d = vertexIndexBuffer[ i * 4 + 3 ];
+
+ na = normalIndexBuffer[ i * 4 ];
+ nb = normalIndexBuffer[ i * 4 + 1 ];
+ nc = normalIndexBuffer[ i * 4 + 2 ];
+ nd = normalIndexBuffer[ i * 4 + 3 ];
+
+ m = materialIndexBuffer[ i ];
+
+ f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
+
+ }
+
+ };
+
+ function init_triangles_flat( start ) {
+
+ var nElements = md.ntri_flat;
+
+ if ( nElements ) {
+
+ var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+ init_faces3_flat( nElements, start, offsetMaterials );
+
+ }
+
+ };
+
+ function init_triangles_flat_uv( start ) {
+
+ var nElements = md.ntri_flat_uv;
+
+ if ( nElements ) {
+
+ var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+ var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+ init_faces3_flat( nElements, start, offsetMaterials );
+ init_uvs3( nElements, offsetUvs );
+
+ }
+
+ };
+
+ function init_triangles_smooth( start ) {
+
+ var nElements = md.ntri_smooth;
+
+ if ( nElements ) {
+
+ var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+ var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+ init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
+
+ }
+
+ };
+
+ function init_triangles_smooth_uv( start ) {
+
+ var nElements = md.ntri_smooth_uv;
+
+ if ( nElements ) {
+
+ var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+ var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+ var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
+
+ init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
+ init_uvs3( nElements, offsetUvs );
+
+ }
+
+ };
+
+ function init_quads_flat( start ) {
+
+ var nElements = md.nquad_flat;
+
+ if ( nElements ) {
+
+ var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+ init_faces4_flat( nElements, start, offsetMaterials );
+
+ }
+
+ };
+
+ function init_quads_flat_uv( start ) {
+
+ var nElements = md.nquad_flat_uv;
+
+ if ( nElements ) {
+
+ var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+ var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+ init_faces4_flat( nElements, start, offsetMaterials );
+ init_uvs4( nElements, offsetUvs );
+
+ }
+
+ };
+
+ function init_quads_smooth( start ) {
+
+ var nElements = md.nquad_smooth;
+
+ if ( nElements ) {
+
+ var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+ var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+ init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
+
+ }
+
+ };
+
+ function init_quads_smooth_uv( start ) {
+
+ var nElements = md.nquad_smooth_uv;
+
+ if ( nElements ) {
+
+ var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+ var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+ var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
+
+ init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
+ init_uvs4( nElements, offsetUvs );
+
+ }
+
+ };
+
+ };
+
+ function vertex ( scope, x, y, z ) {
+
+ scope.vertices.push( new THREE.Vector3( x, y, z ) );
+
+ };
+
+ function f3 ( scope, a, b, c, mi ) {
+
+ scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
+
+ };
+
+ function f4 ( scope, a, b, c, d, mi ) {
+
+ scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );
+
+ };
+
+ function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
+
+ var nax = normals[ na*3 ],
+ nay = normals[ na*3 + 1 ],
+ naz = normals[ na*3 + 2 ],
+
+ nbx = normals[ nb*3 ],
+ nby = normals[ nb*3 + 1 ],
+ nbz = normals[ nb*3 + 2 ],
+
+ ncx = normals[ nc*3 ],
+ ncy = normals[ nc*3 + 1 ],
+ ncz = normals[ nc*3 + 2 ];
+
+ scope.faces.push( new THREE.Face3( a, b, c,
+ [new THREE.Vector3( nax, nay, naz ),
+ new THREE.Vector3( nbx, nby, nbz ),
+ new THREE.Vector3( ncx, ncy, ncz )],
+ null,
+ mi ) );
+
+ };
+
+ function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
+
+ var nax = normals[ na*3 ],
+ nay = normals[ na*3 + 1 ],
+ naz = normals[ na*3 + 2 ],
+
+ nbx = normals[ nb*3 ],
+ nby = normals[ nb*3 + 1 ],
+ nbz = normals[ nb*3 + 2 ],
+
+ ncx = normals[ nc*3 ],
+ ncy = normals[ nc*3 + 1 ],
+ ncz = normals[ nc*3 + 2 ],
+
+ ndx = normals[ nd*3 ],
+ ndy = normals[ nd*3 + 1 ],
+ ndz = normals[ nd*3 + 2 ];
+
+ scope.faces.push( new THREE.Face4( a, b, c, d,
+ [new THREE.Vector3( nax, nay, naz ),
+ new THREE.Vector3( nbx, nby, nbz ),
+ new THREE.Vector3( ncx, ncy, ncz ),
+ new THREE.Vector3( ndx, ndy, ndz )],
+ null,
+ mi ) );
+
+ };
+
+ function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
+
+ where.push( [
+ new THREE.Vector2( u1, v1 ),
+ new THREE.Vector2( u2, v2 ),
+ new THREE.Vector2( u3, v3 )
+ ] );
+
+ };
+
+ function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
+
+ where.push( [
+ new THREE.Vector2( u1, v1 ),
+ new THREE.Vector2( u2, v2 ),
+ new THREE.Vector2( u3, v3 ),
+ new THREE.Vector2( u4, v4 )
+ ] );
+ };
+
+ Model.prototype = Object.create( THREE.Geometry.prototype );
+
+ var geometry = new Model( texturePath );
+ var materials = this.initMaterials( jsonMaterials, texturePath );
+
+ if ( this.needsTangents( materials ) ) geometry.computeTangents();
+
+ callback( geometry, materials );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function () {
+
+ THREE.EventTarget.call( this );
+
+ this.crossOrigin = null;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ load: function ( url, image ) {
+
+ var scope = this;
+
+ if ( image === undefined ) image = new Image();
+
+ image.addEventListener( 'load', function () {
+
+ scope.dispatchEvent( { type: 'load', content: image } );
+
+ }, false );
+
+ image.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+ image.src = url;
+
+ }
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( showStatus ) {
+
+ THREE.Loader.call( this, showStatus );
+
+ this.withCredentials = false;
+
+};
+
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
+
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
+
+ var scope = this;
+
+ // todo: unify load API to for easier SceneLoader use
+
+ texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
+
+ this.onLoadStart();
+ this.loadAjaxJSON( this, url, callback, texturePath );
+
+};
+
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
+
+ var xhr = new XMLHttpRequest();
+
+ var length = 0;
+
+ xhr.withCredentials = this.withCredentials;
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === xhr.DONE ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ if ( xhr.responseText ) {
+
+ var json = JSON.parse( xhr.responseText );
+ context.createModel( json, callback, texturePath );
+
+ } else {
+
+ console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
+
+ }
+
+ // in context of more complex asset initialization
+ // do not block on single failed file
+ // maybe should go even one more level up
+
+ context.onLoadComplete();
+
+ } else {
+
+ console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ } else if ( xhr.readyState === xhr.LOADING ) {
+
+ if ( callbackProgress ) {
+
+ if ( length === 0 ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+ }
+
+ } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+ length = xhr.getResponseHeader( "Content-Length" );
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
+
+ var scope = this,
+ geometry = new THREE.Geometry(),
+ scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+ parseModel( scale );
+
+ parseSkin();
+ parseMorphing( scale );
+
+ geometry.computeCentroids();
+ geometry.computeFaceNormals();
+
+ function parseModel( scale ) {
+
+ function isBitSet( value, position ) {
+
+ return value & ( 1 << position );
+
+ }
+
+ var i, j, fi,
+
+ offset, zLength, nVertices,
+
+ colorIndex, normalIndex, uvIndex, materialIndex,
+
+ type,
+ isQuad,
+ hasMaterial,
+ hasFaceUv, hasFaceVertexUv,
+ hasFaceNormal, hasFaceVertexNormal,
+ hasFaceColor, hasFaceVertexColor,
+
+ vertex, face, color, normal,
+
+ uvLayer, uvs, u, v,
+
+ faces = json.faces,
+ vertices = json.vertices,
+ normals = json.normals,
+ colors = json.colors,
+
+ nUvLayers = 0;
+
+ // disregard empty arrays
+
+ for ( i = 0; i < json.uvs.length; i++ ) {
+
+ if ( json.uvs[ i ].length ) nUvLayers ++;
+
+ }
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ geometry.faceUvs[ i ] = [];
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ offset = 0;
+ zLength = vertices.length;
+
+ while ( offset < zLength ) {
+
+ vertex = new THREE.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 );
+ hasFaceUv = isBitSet( type, 2 );
+ hasFaceVertexUv = isBitSet( type, 3 );
+ hasFaceNormal = isBitSet( type, 4 );
+ hasFaceVertexNormal = isBitSet( type, 5 );
+ hasFaceColor = isBitSet( type, 6 );
+ hasFaceVertexColor = isBitSet( type, 7 );
+
+ //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+ if ( isQuad ) {
+
+ face = new THREE.Face4();
+
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+ face.d = faces[ offset ++ ];
+
+ nVertices = 4;
+
+ } else {
+
+ face = new THREE.Face3();
+
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+
+ nVertices = 3;
+
+ }
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ face.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.faces.length;
+
+ if ( hasFaceUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
+
+ }
+
+ }
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ uvs = [];
+
+ for ( j = 0; j < nVertices; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uvs[ j ] = new THREE.Vector2( u, v );
+
+ }
+
+ geometry.faceVertexUvs[ i ][ fi ] = uvs;
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3();
+
+ normal.x = normals[ normalIndex ++ ];
+ normal.y = normals[ normalIndex ++ ];
+ normal.z = normals[ normalIndex ];
+
+ face.normal = normal;
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < nVertices; i++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3();
+
+ normal.x = normals[ normalIndex ++ ];
+ normal.y = normals[ normalIndex ++ ];
+ normal.z = normals[ normalIndex ];
+
+ face.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+
+ color = new THREE.Color( colors[ colorIndex ] );
+ face.color = color;
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < nVertices; i++ ) {
+
+ colorIndex = faces[ offset ++ ];
+
+ color = new THREE.Color( colors[ colorIndex ] );
+ face.vertexColors.push( color );
+
+ }
+
+ }
+
+ geometry.faces.push( face );
+
+ }
+
+ };
+
+ function parseSkin() {
+
+ var i, l, x, y, z, w, a, b, c, d;
+
+ if ( json.skinWeights ) {
+
+ for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
+
+ x = json.skinWeights[ i ];
+ y = json.skinWeights[ i + 1 ];
+ z = 0;
+ w = 0;
+
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+ }
+
+ }
+
+ if ( json.skinIndices ) {
+
+ for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
+
+ a = json.skinIndices[ i ];
+ b = json.skinIndices[ i + 1 ];
+ c = 0;
+ d = 0;
+
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+ }
+
+ }
+
+ geometry.bones = json.bones;
+ geometry.animation = json.animation;
+
+ };
+
+ function parseMorphing( scale ) {
+
+ if ( json.morphTargets !== undefined ) {
+
+ var i, l, v, vl, 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 );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ var materials = this.initMaterials( json.materials, texturePath );
+
+ if ( this.needsTangents( materials ) ) geometry.computeTangents();
+
+ callback( geometry, materials );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingMonitor = function () {
+
+ THREE.EventTarget.call( this );
+
+ var scope = this;
+
+ var loaded = 0;
+ var total = 0;
+
+ var onLoad = function ( event ) {
+
+ loaded ++;
+
+ scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
+
+ if ( loaded === total ) {
+
+ scope.dispatchEvent( { type: 'load' } );
+
+ }
+
+ };
+
+ this.add = function ( loader ) {
+
+ total ++;
+
+ loader.addEventListener( 'load', onLoad, false );
+
+ };
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneLoader = function () {
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function() {};
+ this.onLoadComplete = function () {};
+
+ this.callbackSync = function () {};
+ this.callbackProgress = function () {};
+
+ this.geometryHandlerMap = {};
+ this.hierarchyHandlerMap = {};
+
+ this.addGeometryHandler( "ascii", THREE.JSONLoader );
+ this.addGeometryHandler( "binary", THREE.BinaryLoader );
+
+};
+
+THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
+
+THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
+
+ var scope = this;
+
+ var xhr = new XMLHttpRequest();
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === 4 ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ var json = JSON.parse( xhr.responseText );
+ scope.parse( json, callbackFinished, url );
+
+ } else {
+
+ console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+ }
+
+ }
+
+ };
+
+ xhr.open( "GET", url, true );
+ xhr.send( null );
+
+};
+
+THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
+
+ this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
+
+ this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
+
+ var scope = this;
+
+ var urlBase = THREE.Loader.prototype.extractUrlBase( url );
+
+ var geometry, material, camera, fog,
+ texture, images, color,
+ light, hex, intensity,
+ counter_models, counter_textures,
+ total_models, total_textures,
+ result;
+
+ var target_array = [];
+
+ var data = json;
+
+ // async geometry loaders
+
+ for ( var typeID in this.geometryHandlerMap ) {
+
+ var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
+ this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+ }
+
+ // async hierachy loaders
+
+ for ( var typeID in this.hierarchyHandlerMap ) {
+
+ var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
+ this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+ }
+
+ counter_models = 0;
+ counter_textures = 0;
+
+ result = {
+
+ scene: new THREE.Scene(),
+ geometries: {},
+ face_materials: {},
+ materials: {},
+ textures: {},
+ objects: {},
+ cameras: {},
+ lights: {},
+ fogs: {},
+ empties: {}
+
+ };
+
+ if ( data.transform ) {
+
+ var position = data.transform.position,
+ rotation = data.transform.rotation,
+ scale = data.transform.scale;
+
+ if ( position )
+ result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
+
+ if ( rotation )
+ result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
+
+ if ( scale )
+ result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
+
+ if ( position || rotation || scale ) {
+
+ result.scene.updateMatrix();
+ result.scene.updateMatrixWorld();
+
+ }
+
+ }
+
+ function get_url( source_url, url_type ) {
+
+ if ( url_type == "relativeToHTML" ) {
+
+ return source_url;
+
+ } else {
+
+ return urlBase + "/" + source_url;
+
+ }
+
+ };
+
+ // toplevel loader function, delegates to handle_children
+
+ function handle_objects() {
+
+ handle_children( result.scene, data.objects );
+
+ }
+
+ // handle all the children from the loaded json and attach them to given parent
+
+ function handle_children( parent, children ) {
+
+ var mat, dst, pos, rot, scl, quat;
+
+ for ( var objID in children ) {
+
+ // check by id if child has already been handled,
+ // if not, create new object
+
+ if ( result.objects[ objID ] === undefined ) {
+
+ var objJSON = children[ objID ];
+
+ var object = null;
+
+ // meshes
+
+ if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) && objJSON.loading === undefined ) {
+
+ var reservedTypes = { "type": 1, "url": 1, "material": 1,
+ "position": 1, "rotation": 1, "scale" : 1,
+ "visible": 1, "children": 1, "properties": 1,
+ "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1 };
+
+ var loaderParameters = {};
+
+ for ( var parType in objJSON ) {
+
+ if ( ! ( parType in reservedTypes ) ) {
+
+ loaderParameters[ parType ] = objJSON[ parType ];
+
+ }
+
+ }
+
+ material = result.materials[ objJSON.material ];
+
+ objJSON.loading = true;
+
+ var loader = scope.hierarchyHandlerMap[ objJSON.type ][ "loaderObject" ];
+
+ // OBJLoader
+
+ if ( loader.addEventListener ) {
+
+ loader.addEventListener( 'load', create_callback_hierachy( objID, parent, material, objJSON ) );
+ loader.load( get_url( objJSON.url, data.urlBaseType ) );
+
+ } else {
+
+ // ColladaLoader
+
+ if ( loader.options ) {
+
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
+
+ // UTF8Loader
+
+ } else {
+
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
+
+ }
+
+ }
+
+ } else if ( objJSON.geometry !== undefined ) {
+
+ geometry = result.geometries[ objJSON.geometry ];
+
+ // geometry already loaded
+
+ if ( geometry ) {
+
+ var needsTangents = false;
+
+ material = result.materials[ objJSON.material ];
+ needsTangents = material instanceof THREE.ShaderMaterial;
+
+ pos = objJSON.position;
+ rot = objJSON.rotation;
+ scl = objJSON.scale;
+ mat = objJSON.matrix;
+ quat = objJSON.quaternion;
+
+ // turn off quaternions, for the moment
+
+ quat = 0;
+
+ // use materials from the model file
+ // if there is no material specified in the object
+
+ if ( ! objJSON.material ) {
+
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+ }
+
+ // use materials from the model file
+ // if there is just empty face material
+ // (must create new material as each model has its own face material)
+
+ if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
+
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
+
+ }
+
+ if ( material instanceof THREE.MeshFaceMaterial ) {
+
+ for ( var i = 0; i < material.materials.length; i ++ ) {
+
+ needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
+
+ }
+
+ }
+
+ if ( needsTangents ) {
+
+ geometry.computeTangents();
+
+ }
+
+ if ( objJSON.skin ) {
+
+ object = new THREE.SkinnedMesh( geometry, material );
+
+ } else if ( objJSON.morph ) {
+
+ object = new THREE.MorphAnimMesh( geometry, material );
+
+ if ( objJSON.duration !== undefined ) {
+
+ object.duration = objJSON.duration;
+
+ }
+
+ if ( objJSON.time !== undefined ) {
+
+ object.time = objJSON.time;
+
+ }
+
+ if ( objJSON.mirroredLoop !== undefined ) {
+
+ object.mirroredLoop = objJSON.mirroredLoop;
+
+ }
+
+ if ( material.morphNormals ) {
+
+ geometry.computeMorphNormals();
+
+ }
+
+ } else {
+
+ object = new THREE.Mesh( geometry, material );
+
+ }
+
+ object.name = objID;
+
+ if ( mat ) {
+
+ object.matrixAutoUpdate = false;
+ object.matrix.set(
+ mat[0], mat[1], mat[2], mat[3],
+ mat[4], mat[5], mat[6], mat[7],
+ mat[8], mat[9], mat[10], mat[11],
+ mat[12], mat[13], mat[14], mat[15]
+ );
+
+ } else {
+
+ object.position.set( pos[0], pos[1], pos[2] );
+
+ if ( quat ) {
+
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+ object.useQuaternion = true;
+
+ } else {
+
+ object.rotation.set( rot[0], rot[1], rot[2] );
+
+ }
+
+ object.scale.set( scl[0], scl[1], scl[2] );
+
+ }
+
+ object.visible = objJSON.visible;
+ object.castShadow = objJSON.castShadow;
+ object.receiveShadow = objJSON.receiveShadow;
+
+ parent.add( object );
+
+ result.objects[ objID ] = object;
+
+ }
+
+ // lights
+
+ } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
+
+ hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
+ intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
+
+ if ( objJSON.type === "DirectionalLight" ) {
+
+ pos = objJSON.direction;
+
+ light = new THREE.DirectionalLight( hex, intensity );
+ light.position.set( pos[0], pos[1], pos[2] );
+
+ if ( objJSON.target ) {
+
+ target_array.push( { "object": light, "targetName" : objJSON.target } );
+
+ // kill existing default target
+ // otherwise it gets added to scene when parent gets added
+
+ light.target = null;
+
+ }
+
+ } else if ( objJSON.type === "PointLight" ) {
+
+ pos = objJSON.position;
+ dst = objJSON.distance;
+
+ light = new THREE.PointLight( hex, intensity, dst );
+ light.position.set( pos[0], pos[1], pos[2] );
+
+ } else if ( objJSON.type === "AmbientLight" ) {
+
+ light = new THREE.AmbientLight( hex );
+
+ }
+
+ parent.add( light );
+
+ light.name = objID;
+ result.lights[ objID ] = light;
+ result.objects[ objID ] = light;
+
+ // cameras
+
+ } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
+
+ if ( objJSON.type === "PerspectiveCamera" ) {
+
+ camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
+
+ } else if ( objJSON.type === "OrthographicCamera" ) {
+
+ camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
+
+ }
+
+ pos = objJSON.position;
+ camera.position.set( pos[0], pos[1], pos[2] );
+ parent.add( camera );
+
+ camera.name = objID;
+ result.cameras[ objID ] = camera;
+ result.objects[ objID ] = camera;
+
+ // pure Object3D
+
+ } else {
+
+ pos = objJSON.position;
+ rot = objJSON.rotation;
+ scl = objJSON.scale;
+ quat = objJSON.quaternion;
+
+ // turn off quaternions, for the moment
+
+ quat = 0;
+
+ object = new THREE.Object3D();
+ object.name = objID;
+ object.position.set( pos[0], pos[1], pos[2] );
+
+ if ( quat ) {
+
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+ object.useQuaternion = true;
+
+ } else {
+
+ object.rotation.set( rot[0], rot[1], rot[2] );
+
+ }
+
+ object.scale.set( scl[0], scl[1], scl[2] );
+ object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
+
+ parent.add( object );
+
+ result.objects[ objID ] = object;
+ result.empties[ objID ] = object;
+
+ }
+
+ if ( object ) {
+
+ if ( objJSON.properties !== undefined ) {
+
+ for ( var key in objJSON.properties ) {
+
+ var value = objJSON.properties[ key ];
+ object.properties[ key ] = value;
+
+ }
+
+ }
+
+ if ( objJSON.children !== undefined ) {
+
+ handle_children( object, objJSON.children );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function handle_mesh( geo, mat, id ) {
+
+ result.geometries[ id ] = geo;
+ result.face_materials[ id ] = mat;
+ handle_objects();
+
+ };
+
+ function handle_hierarchy( node, id, parent, material, obj ) {
+
+ var p = obj.position;
+ var r = obj.rotation;
+ var q = obj.quaternion;
+ var s = obj.scale;
+
+ node.position.set( p[0], p[1], p[2] );
+
+ if ( q ) {
+
+ node.quaternion.set( q[0], q[1], q[2], q[3] );
+ node.useQuaternion = true;
+
+ } else {
+
+ node.rotation.set( r[0], r[1], r[2] );
+
+ }
+
+ node.scale.set( s[0], s[1], s[2] );
+
+ if ( material ) {
+
+ node.traverse( function ( child ) {
+
+ child.material = material;
+
+ } );
+
+ }
+
+ parent.add( node );
+
+ result.objects[ id ] = node;
+ handle_objects();
+
+ };
+
+ function create_callback_geometry( id ) {
+
+ return function( geo, mat ) {
+
+ handle_mesh( geo, mat, id );
+
+ counter_models -= 1;
+
+ scope.onLoadComplete();
+
+ async_callback_gate();
+
+ }
+
+ };
+
+ function create_callback_hierachy( id, parent, material, obj ) {
+
+ return function( event ) {
+
+ var result;
+
+ // loaders which use EventTarget
+
+ if ( event.content ) {
+
+ result = event.content;
+
+ // ColladaLoader
+
+ } else if ( event.dae ) {
+
+ result = event.scene;
+
+
+ // UTF8Loader
+
+ } else {
+
+ result = event;
+
+ }
+
+ handle_hierarchy( result, id, parent, material, obj );
+
+ counter_models -= 1;
+
+ scope.onLoadComplete();
+
+ async_callback_gate();
+
+ }
+
+ };
+
+ function create_callback_embed( id ) {
+
+ return function( geo, mat ) {
+
+ result.geometries[ id ] = geo;
+ result.face_materials[ id ] = mat;
+
+ }
+
+ };
+
+ function async_callback_gate() {
+
+ var progress = {
+
+ totalModels : total_models,
+ totalTextures : total_textures,
+ loadedModels : total_models - counter_models,
+ loadedTextures : total_textures - counter_textures
+
+ };
+
+ scope.callbackProgress( progress, result );
+
+ scope.onLoadProgress();
+
+ if ( counter_models === 0 && counter_textures === 0 ) {
+
+ finalize();
+ callbackFinished( result );
+
+ }
+
+ };
+
+ function finalize() {
+
+ // take care of targets which could be asynchronously loaded objects
+
+ for ( var i = 0; i < target_array.length; i ++ ) {
+
+ var ta = target_array[ i ];
+
+ var target = result.objects[ ta.targetName ];
+
+ if ( target ) {
+
+ ta.object.target = target;
+
+ } else {
+
+ // if there was error and target of specified name doesn't exist in the scene file
+ // create instead dummy target
+ // (target must be added to scene explicitly as parent is already added)
+
+ ta.object.target = new THREE.Object3D();
+ result.scene.add( ta.object.target );
+
+ }
+
+ ta.object.target.properties.targetInverse = ta.object;
+
+ }
+
+ };
+
+ var callbackTexture = function ( count ) {
+
+ counter_textures -= count;
+ async_callback_gate();
+
+ scope.onLoadComplete();
+
+ };
+
+ // must use this instead of just directly calling callbackTexture
+ // because of closure in the calling context loop
+
+ var generateTextureCallback = function ( count ) {
+
+ return function() {
+
+ callbackTexture( count );
+
+ };
+
+ };
+
+ // first go synchronous elements
+
+ // fogs
+
+ var fogID, fogJSON;
+
+ for ( fogID in data.fogs ) {
+
+ fogJSON = data.fogs[ fogID ];
+
+ if ( fogJSON.type === "linear" ) {
+
+ fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
+
+ } else if ( fogJSON.type === "exp2" ) {
+
+ fog = new THREE.FogExp2( 0x000000, fogJSON.density );
+
+ }
+
+ color = fogJSON.color;
+ fog.color.setRGB( color[0], color[1], color[2] );
+
+ result.fogs[ fogID ] = fog;
+
+ }
+
+ // now come potentially asynchronous elements
+
+ // geometries
+
+ // count how many geometries will be loaded asynchronously
+
+ var geoID, geoJSON;
+
+ for ( geoID in data.geometries ) {
+
+ geoJSON = data.geometries[ geoID ];
+
+ if ( geoJSON.type in this.geometryHandlerMap ) {
+
+ counter_models += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ // count how many hierarchies will be loaded asynchronously
+
+ var objID, objJSON;
+
+ for ( objID in data.objects ) {
+
+ objJSON = data.objects[ objID ];
+
+ if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
+
+ counter_models += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ total_models = counter_models;
+
+ for ( geoID in data.geometries ) {
+
+ geoJSON = data.geometries[ geoID ];
+
+ if ( geoJSON.type === "cube" ) {
+
+ geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "plane" ) {
+
+ geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "sphere" ) {
+
+ geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "cylinder" ) {
+
+ geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "torus" ) {
+
+ geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type === "icosahedron" ) {
+
+ geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
+ result.geometries[ geoID ] = geometry;
+
+ } else if ( geoJSON.type in this.geometryHandlerMap ) {
+
+ var loaderParameters = {};
+
+ for ( var parType in geoJSON ) {
+
+ if ( parType !== "type" && parType !== "url" ) {
+
+ loaderParameters[ parType ] = geoJSON[ parType ];
+
+ }
+
+ }
+
+ var loader = this.geometryHandlerMap[ geoJSON.type ][ "loaderObject" ];
+ loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
+
+ } else if ( geoJSON.type === "embedded" ) {
+
+ var modelJson = data.embeds[ geoJSON.id ],
+ texture_path = "";
+
+ // pass metadata along to jsonLoader so it knows the format version
+
+ modelJson.metadata = data.metadata;
+
+ if ( modelJson ) {
+
+ var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
+ jsonLoader.createModel( modelJson, create_callback_embed( geoID ), texture_path );
+
+ }
+
+ }
+
+ }
+
+ // textures
+
+ // count how many textures will be loaded asynchronously
+
+ var textureID, textureJSON;
+
+ for ( textureID in data.textures ) {
+
+ textureJSON = data.textures[ textureID ];
+
+ if ( textureJSON.url instanceof Array ) {
+
+ counter_textures += textureJSON.url.length;
+
+ for( var n = 0; n < textureJSON.url.length; n ++ ) {
+
+ scope.onLoadStart();
+
+ }
+
+ } else {
+
+ counter_textures += 1;
+
+ scope.onLoadStart();
+
+ }
+
+ }
+
+ total_textures = counter_textures;
+
+ for ( textureID in data.textures ) {
+
+ textureJSON = data.textures[ textureID ];
+
+ if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
+
+ textureJSON.mapping = new THREE[ textureJSON.mapping ]();
+
+ }
+
+ if ( textureJSON.url instanceof Array ) {
+
+ var count = textureJSON.url.length;
+ var url_array = [];
+
+ for( var i = 0; i < count; i ++ ) {
+
+ url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
+
+ }
+
+ var isCompressed = url_array[ 0 ].endsWith( ".dds" );
+
+ if ( isCompressed ) {
+
+ texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+ } else {
+
+ texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
+
+ }
+
+ } else {
+
+ var isCompressed = textureJSON.url.toLowerCase().endsWith( ".dds" );
+ var fullUrl = get_url( textureJSON.url, data.urlBaseType );
+ var textureCallback = generateTextureCallback( 1 );
+
+ if ( isCompressed ) {
+
+ texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+ } else {
+
+ texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
+
+ }
+
+ if ( THREE[ textureJSON.minFilter ] !== undefined )
+ texture.minFilter = THREE[ textureJSON.minFilter ];
+
+ if ( THREE[ textureJSON.magFilter ] !== undefined )
+ texture.magFilter = THREE[ textureJSON.magFilter ];
+
+ if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
+
+ if ( textureJSON.repeat ) {
+
+ texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
+
+ if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+ if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( textureJSON.offset ) {
+
+ texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
+
+ }
+
+ // handle wrap after repeat so that default repeat can be overriden
+
+ if ( textureJSON.wrap ) {
+
+ var wrapMap = {
+ "repeat" : THREE.RepeatWrapping,
+ "mirror" : THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
+ if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
+
+ }
+
+ }
+
+ result.textures[ textureID ] = texture;
+
+ }
+
+ // materials
+
+ var matID, matJSON;
+ var parID;
+
+ for ( matID in data.materials ) {
+
+ matJSON = data.materials[ matID ];
+
+ for ( parID in matJSON.parameters ) {
+
+ if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
+
+ matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
+
+ } else if ( parID === "shading" ) {
+
+ matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
+
+ } else if ( parID === "side" ) {
+
+ if ( matJSON.parameters[ parID ] == "double" ) {
+
+ matJSON.parameters[ parID ] = THREE.DoubleSide;
+
+ } else if ( matJSON.parameters[ parID ] == "back" ) {
+
+ matJSON.parameters[ parID ] = THREE.BackSide;
+
+ } else {
+
+ matJSON.parameters[ parID ] = THREE.FrontSide;
+
+ }
+
+ } else if ( parID === "blending" ) {
+
+ matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
+
+ } else if ( parID === "combine" ) {
+
+ matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation;
+
+ } else if ( parID === "vertexColors" ) {
+
+ if ( matJSON.parameters[ parID ] == "face" ) {
+
+ matJSON.parameters[ parID ] = THREE.FaceColors;
+
+ // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
+
+ } else if ( matJSON.parameters[ parID ] ) {
+
+ matJSON.parameters[ parID ] = THREE.VertexColors;
+
+ }
+
+ } else if ( parID === "wrapRGB" ) {
+
+ var v3 = matJSON.parameters[ parID ];
+ matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
+
+ }
+
+ }
+
+ if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
+
+ matJSON.parameters.transparent = true;
+
+ }
+
+ if ( matJSON.parameters.normalMap ) {
+
+ var shader = THREE.ShaderUtils.lib[ "normal" ];
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ var diffuse = matJSON.parameters.color;
+ var specular = matJSON.parameters.specular;
+ var ambient = matJSON.parameters.ambient;
+ var shininess = matJSON.parameters.shininess;
+
+ uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
+
+ if ( matJSON.parameters.normalScale ) {
+
+ uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
+
+ }
+
+ if ( matJSON.parameters.map ) {
+
+ uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
+ uniforms[ "enableDiffuse" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.envMap ) {
+
+ uniforms[ "tCube" ].value = matJSON.parameters.envMap;
+ uniforms[ "enableReflection" ].value = true;
+ uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;
+
+ }
+
+ if ( matJSON.parameters.lightMap ) {
+
+ uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
+ uniforms[ "enableAO" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.specularMap ) {
+
+ uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
+ uniforms[ "enableSpecular" ].value = true;
+
+ }
+
+ if ( matJSON.parameters.displacementMap ) {
+
+ uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
+ uniforms[ "enableDisplacement" ].value = true;
+
+ uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
+ uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
+
+ }
+
+ uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
+ uniforms[ "uSpecularColor" ].value.setHex( specular );
+ uniforms[ "uAmbientColor" ].value.setHex( ambient );
+
+ uniforms[ "uShininess" ].value = shininess;
+
+ if ( matJSON.parameters.opacity ) {
+
+ uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+
+ material = new THREE.ShaderMaterial( parameters );
+
+ } else {
+
+ material = new THREE[ matJSON.type ]( matJSON.parameters );
+
+ }
+
+ result.materials[ matID ] = material;
+
+ }
+
+ // second pass through all materials to initialize MeshFaceMaterials
+ // that could be referring to other materials out of order
+
+ for ( matID in data.materials ) {
+
+ matJSON = data.materials[ matID ];
+
+ if ( matJSON.parameters.materials ) {
+
+ var materialArray = [];
+
+ for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
+
+ var label = matJSON.parameters.materials[ i ];
+ materialArray.push( result.materials[ label ] );
+
+ }
+
+ result.materials[ matID ].materials = materialArray;
+
+ }
+
+ }
+
+ // objects ( synchronous init of procedural primitives )
+
+ handle_objects();
+
+ // defaults
+
+ if ( result.cameras && data.defaults.camera ) {
+
+ result.currentCamera = result.cameras[ data.defaults.camera ];
+
+ }
+
+ if ( result.fogs && data.defaults.fog ) {
+
+ result.scene.fog = result.fogs[ data.defaults.fog ];
+
+ }
+
+ color = data.defaults.bgcolor;
+ result.bgColor = new THREE.Color();
+ result.bgColor.setRGB( color[0], color[1], color[2] );
+
+ result.bgColorAlpha = data.defaults.bgalpha;
+
+ // synchronous callback
+
+ scope.callbackSync( result );
+
+ // just in case there are no async elements
+
+ async_callback_gate();
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function () {
+
+ THREE.EventTarget.call( this );
+
+ this.crossOrigin = null;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ load: function ( url ) {
+
+ var scope = this;
+
+ var image = new Image();
+
+ image.addEventListener( 'load', function () {
+
+ var texture = new THREE.Texture( image );
+ texture.needsUpdate = true;
+
+ scope.dispatchEvent( { type: 'load', content: texture } );
+
+ }, false );
+
+ image.addEventListener( 'error', function () {
+
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+ }, false );
+
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+ image.src = url;
+
+ }
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+ THREE.EventTarget.call( this );
+
+ this.id = THREE.MaterialIdCount ++;
+
+ this.name = '';
+
+ this.side = THREE.FrontSide;
+
+ this.opacity = 1;
+ this.transparent = false;
+
+ this.blending = THREE.NormalBlending;
+
+ this.blendSrc = THREE.SrcAlphaFactor;
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
+ this.blendEquation = THREE.AddEquation;
+
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
+
+ this.alphaTest = 0;
+
+ this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
+
+ this.visible = true;
+
+ this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype.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;
+
+ }
+
+ if ( key in this ) {
+
+ var currentValue = this[ key ];
+
+ if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
+
+ currentValue.copy( newValue );
+
+ } else if ( currentValue instanceof THREE.Color ) {
+
+ currentValue.set( newValue );
+
+ } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+ currentValue.copy( newValue );
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ }
+
+};
+
+THREE.Material.prototype.clone = function ( material ) {
+
+ if ( material === undefined ) material = new THREE.Material();
+
+ material.name = this.name;
+
+ material.side = this.side;
+
+ material.opacity = this.opacity;
+ material.transparent = this.transparent;
+
+ material.blending = this.blending;
+
+ material.blendSrc = this.blendSrc;
+ material.blendDst = this.blendDst;
+ material.blendEquation = this.blendEquation;
+
+ material.depthTest = this.depthTest;
+ material.depthWrite = this.depthWrite;
+
+ material.polygonOffset = this.polygonOffset;
+ material.polygonOffsetFactor = this.polygonOffsetFactor;
+ material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+ material.alphaTest = this.alphaTest;
+
+ material.overdraw = this.overdraw;
+
+ material.visible = this.visible;
+
+ return material;
+
+};
+
+THREE.Material.prototype.deallocate = function () {
+
+ this.dispatchEvent( { type: 'deallocate' } );
+
+};
+
+THREE.MaterialIdCount = 0;
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+ material.linecap = this.linecap;
+ material.linejoin = this.linejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ *
+ * scale: ,
+ * dashSize: ,
+ * gapSize: ,
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineDashedMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+
+ material.scale = this.scale;
+ material.dashSize = this.dashSize;
+ material.gapSize = this.gapSize;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * ambient: ,
+ * emissive: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshLambertMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * ambient: ,
+ * emissive: ,
+ * specular: ,
+ * shininess: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * bumpMap: new THREE.Texture( ),
+ * bumpScale: ,
+ *
+ * normalMap: new THREE.Texture( ),
+ * normalScale: ,
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
+
+ this.metal = false;
+ this.perPixel = true;
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.specularMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshPhongMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+ material.specular.copy( this.specular );
+ material.shininess = this.shininess;
+
+ material.metal = this.metal;
+ material.perPixel = this.perPixel;
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.bumpMap = this.bumpMap;
+ material.bumpScale = this.bumpScale;
+
+ material.normalMap = this.normalMap;
+ material.normalScale.copy( this.normalScale );
+
+ material.specularMap = this.specularMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * opacity: ,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.shading = THREE.FlatShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshNormalMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+ this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype.clone = function () {
+
+ return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * size: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * vertexColors: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.ParticleBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.map = null;
+
+ this.size = 1;
+ this.sizeAttenuation = true;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.ParticleBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.size = this.size;
+ material.sizeAttenuation = this.sizeAttenuation;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * color: ,
+ * program: ,
+ * opacity: ,
+ * blending: THREE.NormalBlending
+ * }
+ */
+
+THREE.ParticleCanvasMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.color = new THREE.Color( 0xffffff );
+ this.program = function ( context, color ) {};
+
+ this.setValues( parameters );
+
+};
+
+THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleCanvasMaterial.prototype.clone = function () {
+
+ var material = new THREE.ParticleCanvasMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.program = this.program;
+
+ return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ParticleDOMMaterial = function ( element ) {
+
+ this.element = element;
+
+};
+
+THREE.ParticleDOMMaterial.prototype.clone = function(){
+
+ return new THREE.ParticleDOMMaterial( this.element );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * fragmentShader: ,
+ * vertexShader: ,
+ *
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * defines: { "label" : "value" },
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * lights: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.fragmentShader = "void main() {}";
+ this.vertexShader = "void main() {}";
+ this.uniforms = {};
+ this.defines = {};
+ this.attributes = null;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+
+ this.lights = false; // set to use scene lights
+
+ this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+ this.skinning = false; // set to use skinning attribute streams
+
+ this.morphTargets = false; // set to use morph targets
+ this.morphNormals = false; // set to use morph normals
+
+ this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+ var material = new THREE.ShaderMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.fragmentShader = this.fragmentShader;
+ material.vertexShader = this.vertexShader;
+
+ material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
+
+ material.attributes = this.attributes;
+ material.defines = this.defines;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ material.fog = this.fog;
+
+ material.lights = this.lights;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * useScreenCoordinates: ,
+ * sizeAttenuation: ,
+ * scaleByViewport: ,
+ * alignment: THREE.SpriteAlignment.center,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog:
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ // defaults
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = new THREE.Texture();
+
+ this.useScreenCoordinates = true;
+ this.depthTest = !this.useScreenCoordinates;
+ this.sizeAttenuation = !this.useScreenCoordinates;
+ this.scaleByViewport = !this.sizeAttenuation;
+ this.alignment = THREE.SpriteAlignment.center.clone();
+
+ this.fog = false;
+
+ this.uvOffset = new THREE.Vector2( 0, 0 );
+ this.uvScale = new THREE.Vector2( 1, 1 );
+
+ // set parameters
+
+ this.setValues( parameters );
+
+ // override coupled defaults if not specified explicitly by parameters
+
+ parameters = parameters || {};
+
+ if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
+ if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
+ if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+ var material = new THREE.SpriteMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.map = this.map;
+
+ material.useScreenCoordinates = this.useScreenCoordinates;
+ material.sizeAttenuation = this.sizeAttenuation;
+ material.scaleByViewport = this.scaleByViewport;
+ material.alignment.copy( this.alignment );
+
+ material.uvOffset.copy( this.uvOffset );
+ material.uvScale.copy( this.uvScale );
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// Alignment enums
+
+THREE.SpriteAlignment = {};
+THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
+THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
+THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
+THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
+THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
+THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
+THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
+THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
+THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
+/**
+ * @author 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 ) {
+
+ THREE.EventTarget.call( this );
+
+ this.id = THREE.TextureIdCount ++;
+
+ this.name = '';
+
+ this.image = image;
+ this.mipmaps = [];
+
+ this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
+
+ this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.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.needsUpdate = false;
+ this.onUpdate = null;
+
+};
+
+THREE.Texture.prototype = {
+
+ constructor: THREE.Texture,
+
+ clone: function ( texture ) {
+
+ if ( texture === undefined ) texture = new THREE.Texture();
+
+ texture.image = this.image;
+ texture.mipmaps = this.mipmaps.slice(0);
+
+ texture.mapping = this.mapping;
+
+ texture.wrapS = this.wrapS;
+ texture.wrapT = this.wrapT;
+
+ texture.magFilter = this.magFilter;
+ texture.minFilter = this.minFilter;
+
+ texture.anisotropy = this.anisotropy;
+
+ texture.format = this.format;
+ texture.type = this.type;
+
+ texture.offset.copy( this.offset );
+ texture.repeat.copy( this.repeat );
+
+ texture.generateMipmaps = this.generateMipmaps;
+ texture.premultiplyAlpha = this.premultiplyAlpha;
+ texture.flipY = this.flipY;
+ texture.unpackAlignment = this.unpackAlignment;
+
+ return texture;
+
+ },
+
+ deallocate: function () {
+
+ this.dispatchEvent( { type: 'deallocate' } );
+
+ }
+
+};
+
+THREE.TextureIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+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 );
+
+ this.image = { width: width, height: height };
+ this.mipmaps = mipmaps;
+
+ this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+ var texture = new THREE.CompressedTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+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 );
+
+ this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.DataTexture.prototype.clone = function () {
+
+ var texture = new THREE.DataTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Particle = function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.material = material;
+
+};
+
+THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Particle.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Particle( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.sortParticles = false;
+
+ if ( this.geometry ) {
+
+ // calc bound radius
+
+ if( this.geometry.boundingSphere === null ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ }
+
+ this.frustumCulled = false;
+
+};
+
+THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ParticleSystem.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
+ object.sortParticles = this.sortParticles;
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, type ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+ this.type = ( type !== undefined ) ? type : THREE.LineStrip;
+
+ if ( this.geometry ) {
+
+ if ( ! this.geometry.boundingSphere ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ }
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
+
+ if ( this.geometry ) {
+
+ // calc bound radius
+
+ if ( this.geometry.boundingSphere === null ) {
+
+ this.geometry.computeBoundingSphere();
+
+ }
+
+ // setup morph targets
+
+ if ( this.geometry.morphTargets.length ) {
+
+ this.morphTargetBase = -1;
+ this.morphTargetForcedOrder = [];
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+ }
+
+ }
+
+ }
+
+}
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+ return this.morphTargetDictionary[ name ];
+
+ }
+
+ console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
+
+ return 0;
+
+};
+
+THREE.Mesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Bone = function( belongsToSkin ) {
+
+ THREE.Object3D.call( this );
+
+ this.skin = belongsToSkin;
+ this.skinMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {
+
+ // update local
+
+ if ( this.matrixAutoUpdate ) {
+
+ forceUpdate |= this.updateMatrix();
+
+ }
+
+ // update skin matrix
+
+ if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
+
+ if( parentSkinMatrix ) {
+
+ this.skinMatrix.multiply( parentSkinMatrix, this.matrix );
+
+ } else {
+
+ this.skinMatrix.copy( this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+ forceUpdate = true;
+
+ }
+
+ // update children
+
+ var child, i, l = this.children.length;
+
+ for ( i = 0; i < l; i ++ ) {
+
+ this.children[ i ].update( this.skinMatrix, forceUpdate );
+
+ }
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ //
+
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+ // init bones
+
+ this.identityMatrix = new THREE.Matrix4();
+
+ this.bones = [];
+ this.boneMatrices = [];
+
+ var b, bone, gbone, p, q, s;
+
+ if ( this.geometry && this.geometry.bones !== undefined ) {
+
+ for ( b = 0; b < this.geometry.bones.length; b ++ ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ p = gbone.pos;
+ q = gbone.rotq;
+ s = gbone.scl;
+
+ bone = this.addBone();
+
+ bone.name = gbone.name;
+ bone.position.set( p[0], p[1], p[2] );
+ bone.quaternion.set( q[0], q[1], q[2], q[3] );
+ bone.useQuaternion = true;
+
+ if ( s !== undefined ) {
+
+ bone.scale.set( s[0], s[1], s[2] );
+
+ } else {
+
+ bone.scale.set( 1, 1, 1 );
+
+ }
+
+ }
+
+ for ( b = 0; b < this.bones.length; b ++ ) {
+
+ gbone = this.geometry.bones[ b ];
+ bone = this.bones[ b ];
+
+ if ( gbone.parent === -1 ) {
+
+ this.add( bone );
+
+ } else {
+
+ this.bones[ gbone.parent ].add( bone );
+
+ }
+
+ }
+
+ //
+
+ var nBones = this.bones.length;
+
+ 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)
+
+ var size;
+
+ if ( nBones > 256 )
+ size = 64;
+ else if ( nBones > 64 )
+ size = 32;
+ else if ( nBones > 16 )
+ size = 16;
+ else
+ size = 8;
+
+ 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.boneTexture.minFilter = THREE.NearestFilter;
+ this.boneTexture.magFilter = THREE.NearestFilter;
+ this.boneTexture.generateMipmaps = false;
+ this.boneTexture.flipY = false;
+
+ } else {
+
+ this.boneMatrices = new Float32Array( 16 * nBones );
+
+ }
+
+ this.pose();
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.SkinnedMesh.prototype.addBone = function( bone ) {
+
+ if ( bone === undefined ) {
+
+ bone = new THREE.Bone( this );
+
+ }
+
+ this.bones.push( bone );
+
+ return bone;
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+
+ if ( child instanceof THREE.Bone ) {
+
+ child.update( this.identityMatrix, false );
+
+ } else {
+
+ child.updateMatrixWorld( true );
+
+ }
+
+ }
+
+ // make a snapshot of the bones' rest position
+
+ if ( this.boneInverses == undefined ) {
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ var inverse = new THREE.Matrix4();
+
+ inverse.getInverse( this.bones[ b ].skinMatrix );
+
+ this.boneInverses.push( inverse );
+
+ }
+
+ }
+
+ // flatten bone matrices to array
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ // compute the offset between the current and the original transform;
+
+ //TODO: we could get rid of this multiplication step if the skinMatrix
+ // was already representing the offset; however, this requires some
+ // major changes to the animation system
+
+ THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
+
+ THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+ }
+
+ if ( this.useVertexTexture ) {
+
+ this.boneTexture.needsUpdate = true;
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function() {
+
+ this.updateMatrixWorld( true );
+
+ for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+ // normalize weights
+
+ 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
+
+ }
+
+ }
+
+};
+
+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;
+
+};
+
+THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ // API
+
+ this.duration = 1000; // milliseconds
+ this.mirroredLoop = false;
+ this.time = 0;
+
+ // internals
+
+ this.lastKeyframe = 0;
+ this.currentKeyframe = 0;
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+ this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+ this.startKeyframe = start;
+ this.endKeyframe = end;
+
+ this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+ this.direction = -1;
+ this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+ var geometry = this.geometry;
+
+ if ( ! geometry.animations ) geometry.animations = {};
+
+ var firstAnimation, animations = geometry.animations;
+
+ var pattern = /([a-z]+)(\d+)/;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var parts = morph.name.match( pattern );
+
+ if ( parts && parts.length > 1 ) {
+
+ var label = parts[ 1 ];
+ var num = parts[ 2 ];
+
+ if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
+
+ var animation = animations[ label ];
+
+ if ( i < animation.start ) animation.start = i;
+ if ( i > animation.end ) animation.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = label;
+
+ }
+
+ }
+
+ geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+ if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+ this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+ var animation = this.geometry.animations[ label ];
+
+ if ( animation ) {
+
+ this.setFrameRange( animation.start, animation.end );
+ this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+ this.time = 0;
+
+ } else {
+
+ console.warn( "animation[" + label + "] undefined" );
+
+ }
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+ var frameTime = this.duration / this.length;
+
+ this.time += this.direction * delta;
+
+ if ( this.mirroredLoop ) {
+
+ if ( this.time > this.duration || this.time < 0 ) {
+
+ this.direction *= -1;
+
+ if ( this.time > this.duration ) {
+
+ this.time = this.duration;
+ this.directionBackwards = true;
+
+ }
+
+ if ( this.time < 0 ) {
+
+ this.time = 0;
+ this.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ this.time = this.time % this.duration;
+
+ if ( this.time < 0 ) this.time += this.duration;
+
+ }
+
+ var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+ if ( keyframe !== this.currentKeyframe ) {
+
+ this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+ this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ this.lastKeyframe = this.currentKeyframe;
+ this.currentKeyframe = keyframe;
+
+ }
+
+ var mix = ( this.time % frameTime ) / frameTime;
+
+ if ( this.directionBackwards ) {
+
+ mix = 1 - mix;
+
+ }
+
+ this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+ this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+ object.duration = this.duration;
+ object.mirroredLoop = this.mirroredLoop;
+ object.time = this.time;
+
+ object.lastKeyframe = this.lastKeyframe;
+ object.currentKeyframe = this.currentKeyframe;
+
+ object.direction = this.direction;
+ object.directionBackwards = this.directionBackwards;
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Ribbon = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.geometry = geometry;
+ this.material = material;
+
+};
+
+THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Ribbon.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+ THREE.Object3D.call( this );
+
+ this.LODs = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
+
+ if ( visibleAtDistance === undefined ) {
+
+ visibleAtDistance = 0;
+
+ }
+
+ visibleAtDistance = Math.abs( visibleAtDistance );
+
+ for ( var l = 0; l < this.LODs.length; l ++ ) {
+
+ if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
+
+ break;
+
+ }
+
+ }
+
+ this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
+ this.add( object3D );
+
+};
+
+THREE.LOD.prototype.update = function ( camera ) {
+
+ if ( this.LODs.length > 1 ) {
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ var inverse = camera.matrixWorldInverse;
+ var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
+
+ this.LODs[ 0 ].object3D.visible = true;
+
+ for ( var l = 1; l < this.LODs.length; l ++ ) {
+
+ if( distance >= this.LODs[ l ].visibleAtDistance ) {
+
+ this.LODs[ l - 1 ].object3D.visible = false;
+ this.LODs[ l ].object3D.visible = true;
+
+ } else {
+
+ break;
+
+ }
+
+ }
+
+ for( ; l < this.LODs.length; l ++ ) {
+
+ this.LODs[ l ].object3D.visible = false;
+
+ }
+
+ }
+
+};
+
+THREE.LOD.prototype.clone = function () {
+
+ // TODO
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+ this.rotation3d = this.rotation;
+ this.rotation = 0;
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+
+/*
+ * Custom update matrix
+ */
+
+THREE.Sprite.prototype.updateMatrix = function () {
+
+ this.matrix.setPosition( this.position );
+
+ this.rotation3d.set( 0, 0, this.rotation );
+ this.matrix.setRotationFromEuler( this.rotation3d );
+
+ if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
+
+ this.matrix.scale( this.scale );
+
+ }
+
+ this.matrixWorldNeedsUpdate = true;
+
+};
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Sprite( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+ THREE.Object3D.call( this );
+
+ this.fog = null;
+ this.overrideMaterial = null;
+
+ this.matrixAutoUpdate = false;
+
+ this.__objects = [];
+ this.__lights = [];
+
+ this.__objectsAdded = [];
+ this.__objectsRemoved = [];
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Scene.prototype.__addObject = function ( object ) {
+
+ if ( object instanceof THREE.Light ) {
+
+ if ( this.__lights.indexOf( object ) === - 1 ) {
+
+ this.__lights.push( object );
+
+ }
+
+ if ( object.target && object.target.parent === undefined ) {
+
+ this.add( object.target );
+
+ }
+
+ } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
+
+ if ( this.__objects.indexOf( object ) === - 1 ) {
+
+ this.__objects.push( object );
+ this.__objectsAdded.push( object );
+
+ // check if previously removed
+
+ var i = this.__objectsRemoved.indexOf( object );
+
+ if ( i !== -1 ) {
+
+ this.__objectsRemoved.splice( i, 1 );
+
+ }
+
+ }
+
+ }
+
+ for ( var c = 0; c < object.children.length; c ++ ) {
+
+ this.__addObject( object.children[ c ] );
+
+ }
+
+};
+
+THREE.Scene.prototype.__removeObject = function ( object ) {
+
+ if ( object instanceof THREE.Light ) {
+
+ var i = this.__lights.indexOf( object );
+
+ if ( i !== -1 ) {
+
+ this.__lights.splice( i, 1 );
+
+ }
+
+ } else if ( !( object instanceof THREE.Camera ) ) {
+
+ var i = this.__objects.indexOf( object );
+
+ if( i !== -1 ) {
+
+ this.__objects.splice( i, 1 );
+ this.__objectsRemoved.push( object );
+
+ // check if previously added
+
+ var ai = this.__objectsAdded.indexOf( object );
+
+ if ( ai !== -1 ) {
+
+ this.__objectsAdded.splice( ai, 1 );
+
+ }
+
+ }
+
+ }
+
+ for ( var c = 0; c < object.children.length; c ++ ) {
+
+ this.__removeObject( object.children[ c ] );
+
+ }
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( hex, near, far ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( hex );
+
+ 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 );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( hex, density ) {
+
+ this.name = '';
+ this.color = new THREE.Color( hex );
+ this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+ return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CanvasRenderer = function ( parameters ) {
+
+ console.log( 'THREE.CanvasRenderer', THREE.REVISION );
+
+ parameters = parameters || {};
+
+ var _this = this,
+ _renderData, _elements, _lights,
+ _projector = new THREE.Projector(),
+
+ _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+ _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
+ _context = _canvas.getContext( '2d' ),
+
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearOpacity = 0,
+
+ _contextGlobalAlpha = 1,
+ _contextGlobalCompositeOperation = 0,
+ _contextStrokeStyle = null,
+ _contextFillStyle = null,
+ _contextLineWidth = null,
+ _contextLineCap = null,
+ _contextLineJoin = null,
+
+ _v1, _v2, _v3, _v4,
+ _v5 = new THREE.RenderableVertex(),
+ _v6 = new THREE.RenderableVertex(),
+
+ _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
+ _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
+
+ _color = new THREE.Color(),
+ _color1 = new THREE.Color(),
+ _color2 = new THREE.Color(),
+ _color3 = new THREE.Color(),
+ _color4 = new THREE.Color(),
+
+ _diffuseColor = new THREE.Color(),
+ _emissiveColor = new THREE.Color(),
+
+ _patterns = {}, _imagedatas = {},
+
+ _near, _far,
+
+ _image, _uvs,
+ _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
+
+ _clipBox = new THREE.Box2(),
+ _clearBox = new THREE.Box2(),
+ _elemBox = new THREE.Box2(),
+
+ _enableLighting = false,
+ _ambientLight = new THREE.Color(),
+ _directionalLights = new THREE.Color(),
+ _pointLights = new THREE.Color(),
+
+ _pi2 = Math.PI * 2,
+ _vector3 = new THREE.Vector3(), // Needed for PointLight
+
+ _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
+ _gradientMap, _gradientMapContext, _gradientMapQuality = 16;
+
+ _pixelMap = document.createElement( 'canvas' );
+ _pixelMap.width = _pixelMap.height = 2;
+
+ _pixelMapContext = _pixelMap.getContext( '2d' );
+ _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
+ _pixelMapContext.fillRect( 0, 0, 2, 2 );
+
+ _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
+ _pixelMapData = _pixelMapImage.data;
+
+ _gradientMap = document.createElement( 'canvas' );
+ _gradientMap.width = _gradientMap.height = _gradientMapQuality;
+
+ _gradientMapContext = _gradientMap.getContext( '2d' );
+ _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
+ _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
+
+ _gradientMapQuality --; // Fix UVs
+
+ this.domElement = _canvas;
+
+ this.autoClear = true;
+ this.sortObjects = true;
+ this.sortElements = true;
+
+ this.info = {
+
+ render: {
+
+ vertices: 0,
+ faces: 0
+
+ }
+
+ }
+
+ this.setSize = function ( width, height ) {
+
+ _canvasWidth = width;
+ _canvasHeight = height;
+ _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
+ _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
+
+ _canvas.width = _canvasWidth;
+ _canvas.height = _canvasHeight;
+
+ _clipBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+ _clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+ _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+ _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+
+ _contextGlobalAlpha = 1;
+ _contextGlobalCompositeOperation = 0;
+ _contextStrokeStyle = null;
+ _contextFillStyle = null;
+ _contextLineWidth = null;
+ _contextLineCap = null;
+ _contextLineJoin = null;
+
+ };
+
+ this.setClearColor = function ( color, opacity ) {
+
+ _clearColor.copy( color );
+ _clearOpacity = opacity !== undefined ? opacity : 1;
+
+ _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+ _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+
+ };
+
+ this.setClearColorHex = function ( hex, opacity ) {
+
+ _clearColor.setHex( hex );
+ _clearOpacity = opacity !== undefined ? opacity : 1;
+
+ _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
+ _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
+
+ };
+
+ this.getMaxAnisotropy = function () {
+
+ return 0;
+
+ };
+
+ this.clear = function () {
+
+ _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+ if ( _clearBox.empty() === false ) {
+
+ _clearBox.intersect( _clipBox );
+ _clearBox.expandByScalar( 2 );
+
+ if ( _clearOpacity < 1 ) {
+
+ _context.clearRect( _clearBox.min.x | 0, _clearBox.min.y | 0, ( _clearBox.max.x - _clearBox.min.x ) | 0, ( _clearBox.max.y - _clearBox.min.y ) | 0 );
+
+ }
+
+ if ( _clearOpacity > 0 ) {
+
+ setBlending( THREE.NormalBlending );
+ setOpacity( 1 );
+
+ setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
+
+ _context.fillRect( _clearBox.min.x | 0, _clearBox.min.y | 0, ( _clearBox.max.x - _clearBox.min.x ) | 0, ( _clearBox.max.y - _clearBox.min.y ) | 0 );
+
+ }
+
+ _clearBox.makeEmpty();
+
+ }
+
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ var e, el, element, material;
+
+ this.autoClear === true
+ ? this.clear()
+ : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+ _this.info.render.vertices = 0;
+ _this.info.render.faces = 0;
+
+ _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
+ _elements = _renderData.elements;
+ _lights = _renderData.lights;
+
+ /* DEBUG
+ _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
+ _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
+ */
+
+ _enableLighting = _lights.length > 0;
+
+ if ( _enableLighting === true ) {
+
+ calculateLights();
+
+ }
+
+ for ( e = 0, el = _elements.length; e < el; e++ ) {
+
+ element = _elements[ e ];
+
+ material = element.material;
+
+ if ( material === undefined || material.visible === false ) continue;
+
+ _elemBox.makeEmpty();
+
+ if ( element instanceof THREE.RenderableParticle ) {
+
+ _v1 = element;
+ _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
+
+ renderParticle( _v1, element, material, scene );
+
+ } else if ( element instanceof THREE.RenderableLine ) {
+
+ _v1 = element.v1; _v2 = element.v2;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+ renderLine( _v1, _v2, element, material, scene );
+
+ }
+
+
+ } else if ( element instanceof THREE.RenderableFace3 ) {
+
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+
+ if ( material.overdraw === true ) {
+
+ expand( _v1.positionScreen, _v2.positionScreen );
+ expand( _v2.positionScreen, _v3.positionScreen );
+ expand( _v3.positionScreen, _v1.positionScreen );
+
+ }
+
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+ renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );
+
+ }
+
+ } else if ( element instanceof THREE.RenderableFace4 ) {
+
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
+
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
+ _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
+
+ _v5.positionScreen.copy( _v2.positionScreen );
+ _v6.positionScreen.copy( _v4.positionScreen );
+
+ if ( material.overdraw === true ) {
+
+ expand( _v1.positionScreen, _v2.positionScreen );
+ expand( _v2.positionScreen, _v4.positionScreen );
+ expand( _v4.positionScreen, _v1.positionScreen );
+
+ expand( _v3.positionScreen, _v5.positionScreen );
+ expand( _v3.positionScreen, _v6.positionScreen );
+
+ }
+
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
+
+ renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
+
+ }
+
+ }
+
+
+ /* DEBUG
+ _context.lineWidth = 1;
+ _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )';
+ _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
+ */
+
+ _clearBox.union( _elemBox );
+
+ }
+
+ /* DEBUG
+ _context.lineWidth = 1;
+ _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )';
+ _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
+ */
+
+ _context.setTransform( 1, 0, 0, 1, 0, 0 );
+
+ //
+
+ function calculateLights() {
+
+ _ambientLight.setRGB( 0, 0, 0 );
+ _directionalLights.setRGB( 0, 0, 0 );
+ _pointLights.setRGB( 0, 0, 0 );
+
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+ var light = _lights[ l ];
+ var lightColor = light.color;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ _ambientLight.r += lightColor.r;
+ _ambientLight.g += lightColor.g;
+ _ambientLight.b += lightColor.b;
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ // for particles
+
+ _directionalLights.r += lightColor.r;
+ _directionalLights.g += lightColor.g;
+ _directionalLights.b += lightColor.b;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ // for particles
+
+ _pointLights.r += lightColor.r;
+ _pointLights.g += lightColor.g;
+ _pointLights.b += lightColor.b;
+
+ }
+
+ }
+
+ }
+
+ function calculateLight( position, normal, color ) {
+
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
+
+ var light = _lights[ l ];
+ var lightColor = light.color;
+
+ if ( light instanceof THREE.DirectionalLight ) {
+
+ var lightPosition = light.matrixWorld.getPosition().normalize();
+
+ var amount = normal.dot( lightPosition );
+
+ if ( amount <= 0 ) continue;
+
+ amount *= light.intensity;
+
+ color.r += lightColor.r * amount;
+ color.g += lightColor.g * amount;
+ color.b += lightColor.b * amount;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ var lightPosition = light.matrixWorld.getPosition();
+
+ var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
+
+ if ( amount <= 0 ) continue;
+
+ amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
+
+ if ( amount == 0 ) continue;
+
+ amount *= light.intensity;
+
+ color.r += lightColor.r * amount;
+ color.g += lightColor.g * amount;
+ color.b += lightColor.b * amount;
+
+ }
+
+ }
+
+ }
+
+ function renderParticle( v1, element, material, scene ) {
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ var width, height, scaleX, scaleY,
+ bitmap, bitmapWidth, bitmapHeight;
+
+ if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ if ( material.map === null ) {
+
+ scaleX = element.object.scale.x;
+ scaleY = element.object.scale.y;
+
+ // TODO: Be able to disable this
+
+ scaleX *= element.scale.x * _canvasWidthHalf;
+ scaleY *= element.scale.y * _canvasHeightHalf;
+
+ _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
+ _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ return;
+
+ }
+
+ setFillStyle( material.color.getStyle() );
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( scaleX, scaleY );
+ _context.fillRect( -1, -1, 2, 2 );
+ _context.restore();
+
+ } else {
+
+ bitmap = material.map.image;
+ bitmapWidth = bitmap.width >> 1;
+ bitmapHeight = bitmap.height >> 1;
+
+ scaleX = element.scale.x * _canvasWidthHalf;
+ scaleY = element.scale.y * _canvasHeightHalf;
+
+ width = scaleX * bitmapWidth;
+ height = scaleY * bitmapHeight;
+
+ // TODO: Rotations break this...
+
+ _elemBox.min.set( v1.x - width, v1.y - height );
+ _elemBox.max.set( v1.x + width, v1.y + height );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ return;
+
+ }
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( scaleX, - scaleY );
+
+ _context.translate( - bitmapWidth, - bitmapHeight );
+ _context.drawImage( bitmap, 0, 0 );
+ _context.restore();
+
+ }
+
+ /* DEBUG
+ setStrokeStyle( 'rgb(255,255,0)' );
+ _context.beginPath();
+ _context.moveTo( v1.x - 10, v1.y );
+ _context.lineTo( v1.x + 10, v1.y );
+ _context.moveTo( v1.x, v1.y - 10 );
+ _context.lineTo( v1.x, v1.y + 10 );
+ _context.stroke();
+ */
+
+ } else if ( material instanceof THREE.ParticleCanvasMaterial ) {
+
+ width = element.scale.x * _canvasWidthHalf;
+ height = element.scale.y * _canvasHeightHalf;
+
+ _elemBox.min.set( v1.x - width, v1.y - height );
+ _elemBox.max.set( v1.x + width, v1.y + height );
+
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+ return;
+
+ }
+
+ setStrokeStyle( material.color.getStyle() );
+ setFillStyle( material.color.getStyle() );
+
+ _context.save();
+ _context.translate( v1.x, v1.y );
+ _context.rotate( - element.rotation );
+ _context.scale( width, height );
+
+ material.program( _context );
+
+ _context.restore();
+
+ }
+
+ }
+
+ function renderLine( v1, v2, element, material, scene ) {
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ _context.beginPath();
+ _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
+ _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ setLineWidth( material.linewidth );
+ setLineCap( material.linecap );
+ setLineJoin( material.linejoin );
+ setStrokeStyle( material.color.getStyle() );
+
+ _context.stroke();
+ _elemBox.expandByScalar( material.linewidth * 2 );
+
+ }
+
+ }
+
+ function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {
+
+ _this.info.render.vertices += 3;
+ _this.info.render.faces ++;
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
+
+ if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) {
+
+ _diffuseColor.copy( material.color );
+ _emissiveColor.copy( material.emissive );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _diffuseColor.r *= element.color.r;
+ _diffuseColor.g *= element.color.g;
+ _diffuseColor.b *= element.color.b;
+
+ }
+
+ if ( _enableLighting === true ) {
+
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
+
+ _color1.r = _color2.r = _color3.r = _ambientLight.r;
+ _color1.g = _color2.g = _color3.g = _ambientLight.g;
+ _color1.b = _color2.b = _color3.b = _ambientLight.b;
+
+ calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
+ calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
+ calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
+
+ _color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
+ _color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
+ _color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
+
+ _color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
+ _color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
+ _color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
+
+ _color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
+ _color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
+ _color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
+
+ _color4.r = ( _color2.r + _color3.r ) * 0.5;
+ _color4.g = ( _color2.g + _color3.g ) * 0.5;
+ _color4.b = ( _color2.b + _color3.b ) * 0.5;
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ } else {
+
+ _color.r = _ambientLight.r;
+ _color.g = _ambientLight.g;
+ _color.b = _ambientLight.b;
+
+ calculateLight( element.centroidWorld, element.normalWorld, _color );
+
+ _color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
+ _color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
+ _color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else {
+
+ material.wireframe === true
+ ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( material.color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+ if ( material.map !== null ) {
+
+ if ( material.map.mapping instanceof THREE.UVMapping ) {
+
+ _uvs = element.uvs[ 0 ];
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
+
+ }
+
+
+ } else if ( material.envMap !== null ) {
+
+ if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
+
+ var cameraMatrix = camera.matrixWorldInverse;
+
+ _vector3.copy( element.vertexNormalsWorld[ uv1 ] );
+ _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+ _uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+ _vector3.copy( element.vertexNormalsWorld[ uv2 ] );
+ _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+ _uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+ _vector3.copy( element.vertexNormalsWorld[ uv3 ] );
+ _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
+ _uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
+
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
+
+ }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
+
+
+
+ }*/
+
+
+ } else {
+
+ _color.copy( material.color );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _color.r *= element.color.r;
+ _color.g *= element.color.g;
+ _color.b *= element.color.b;
+
+ }
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ _near = camera.near;
+ _far = camera.far;
+
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
+
+ _color4.r = ( _color2.r + _color3.r ) * 0.5;
+ _color4.g = ( _color2.g + _color3.g ) * 0.5;
+ _color4.b = ( _color2.b + _color3.b ) * 0.5;
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ _color.r = normalToComponent( element.normalWorld.x );
+ _color.g = normalToComponent( element.normalWorld.y );
+ _color.b = normalToComponent( element.normalWorld.z );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ }
+
+ function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {
+
+ _this.info.render.vertices += 4;
+ _this.info.render.faces ++;
+
+ setOpacity( material.opacity );
+ setBlending( material.blending );
+
+ if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
+
+ // Let renderFace3() handle this
+
+ renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
+ renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );
+
+ return;
+
+ }
+
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+ _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
+ _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
+ _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
+
+ if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+ _diffuseColor.copy( material.color );
+ _emissiveColor.copy( material.emissive );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _diffuseColor.r *= element.color.r;
+ _diffuseColor.g *= element.color.g;
+ _diffuseColor.b *= element.color.b;
+
+ }
+
+ if ( _enableLighting === true ) {
+
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
+
+ _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r;
+ _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
+ _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;
+
+ calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
+ calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
+ calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
+ calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
+
+ _color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
+ _color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
+ _color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
+
+ _color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
+ _color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
+ _color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
+
+ _color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
+ _color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
+ _color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
+
+ _color4.r = _color4.r * _diffuseColor.r + _emissiveColor.r;
+ _color4.g = _color4.g * _diffuseColor.g + _emissiveColor.g;
+ _color4.b = _color4.b * _diffuseColor.b + _emissiveColor.b;
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ // TODO: UVs are incorrect, v4->v3?
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ } else {
+
+ _color.r = _ambientLight.r;
+ _color.g = _ambientLight.g;
+ _color.b = _ambientLight.b;
+
+ calculateLight( element.centroidWorld, element.normalWorld, _color );
+
+ _color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
+ _color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
+ _color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else {
+
+ _color.r = _diffuseColor.r + _emissiveColor.r;
+ _color.g = _diffuseColor.g + _emissiveColor.g;
+ _color.b = _diffuseColor.b + _emissiveColor.b;
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ }
+
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+ _color.copy( material.color );
+
+ if ( material.vertexColors === THREE.FaceColors ) {
+
+ _color.r *= element.color.r;
+ _color.g *= element.color.g;
+ _color.b *= element.color.b;
+
+ }
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ _color.r = normalToComponent( element.normalWorld.x );
+ _color.g = normalToComponent( element.normalWorld.y );
+ _color.b = normalToComponent( element.normalWorld.z );
+
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+ material.wireframe === true
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+ : fillPath( _color );
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ _near = camera.near;
+ _far = camera.far;
+
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
+ _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
+
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+ // TODO: UVs are incorrect, v4->v3?
+
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+ }
+
+ }
+
+ //
+
+ function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
+
+ _context.beginPath();
+ _context.moveTo( x0, y0 );
+ _context.lineTo( x1, y1 );
+ _context.lineTo( x2, y2 );
+ _context.closePath();
+
+ }
+
+ function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
+
+ _context.beginPath();
+ _context.moveTo( x0, y0 );
+ _context.lineTo( x1, y1 );
+ _context.lineTo( x2, y2 );
+ _context.lineTo( x3, y3 );
+ _context.closePath();
+
+ }
+
+ function strokePath( color, linewidth, linecap, linejoin ) {
+
+ setLineWidth( linewidth );
+ setLineCap( linecap );
+ setLineJoin( linejoin );
+ setStrokeStyle( color.getStyle() );
+
+ _context.stroke();
+
+ _elemBox.expandByScalar( linewidth * 2 );
+
+ }
+
+ function fillPath( color ) {
+
+ setFillStyle( color.getStyle() );
+ _context.fill();
+
+ }
+
+ function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
+
+ if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
+
+ if ( texture.needsUpdate === true ) {
+
+ var repeatX = texture.wrapS == THREE.RepeatWrapping;
+ var repeatY = texture.wrapT == THREE.RepeatWrapping;
+
+ _patterns[ texture.id ] = _context.createPattern(
+ texture.image, repeatX === true && repeatY === true
+ ? 'repeat'
+ : repeatX === true && repeatY === false
+ ? 'repeat-x'
+ : repeatX === false && repeatY === true
+ ? 'repeat-y'
+ : 'no-repeat'
+ );
+
+ texture.needsUpdate = false;
+
+ }
+
+ _patterns[ texture.id ] === undefined
+ ? setFillStyle( 'rgba(0,0,0,1)' )
+ : setFillStyle( _patterns[ texture.id ] );
+
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+ var a, b, c, d, e, f, det, idet,
+ offsetX = texture.offset.x / texture.repeat.x,
+ offsetY = texture.offset.y / texture.repeat.y,
+ width = texture.image.width * texture.repeat.x,
+ height = texture.image.height * texture.repeat.y;
+
+ u0 = ( u0 + offsetX ) * width;
+ v0 = ( 1.0 - v0 + offsetY ) * height;
+
+ u1 = ( u1 + offsetX ) * width;
+ v1 = ( 1.0 - v1 + offsetY ) * height;
+
+ u2 = ( u2 + offsetX ) * width;
+ v2 = ( 1.0 - v2 + offsetY ) * height;
+
+ x1 -= x0; y1 -= y0;
+ x2 -= x0; y2 -= y0;
+
+ u1 -= u0; v1 -= v0;
+ u2 -= u0; v2 -= v0;
+
+ det = u1 * v2 - u2 * v1;
+
+ if ( det === 0 ) {
+
+ if ( _imagedatas[ texture.id ] === undefined ) {
+
+ var canvas = document.createElement( 'canvas' )
+ canvas.width = texture.image.width;
+ canvas.height = texture.image.height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( texture.image, 0, 0 );
+
+ _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
+
+ }
+
+ var data = _imagedatas[ texture.id ];
+ var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
+
+ _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
+ fillPath( _color );
+
+ return;
+
+ }
+
+ idet = 1 / det;
+
+ a = ( v2 * x1 - v1 * x2 ) * idet;
+ b = ( v2 * y1 - v1 * y2 ) * idet;
+ c = ( u1 * x2 - u2 * x1 ) * idet;
+ d = ( u1 * y2 - u2 * y1 ) * idet;
+
+ e = x0 - a * u0 - c * v0;
+ f = y0 - b * u0 - d * v0;
+
+ _context.save();
+ _context.transform( a, b, c, d, e, f );
+ _context.fill();
+ _context.restore();
+
+ }
+
+ function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
+
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+ var a, b, c, d, e, f, det, idet,
+ width = image.width - 1,
+ height = image.height - 1;
+
+ u0 *= width; v0 *= height;
+ u1 *= width; v1 *= height;
+ u2 *= width; v2 *= height;
+
+ x1 -= x0; y1 -= y0;
+ x2 -= x0; y2 -= y0;
+
+ u1 -= u0; v1 -= v0;
+ u2 -= u0; v2 -= v0;
+
+ det = u1 * v2 - u2 * v1;
+
+ idet = 1 / det;
+
+ a = ( v2 * x1 - v1 * x2 ) * idet;
+ b = ( v2 * y1 - v1 * y2 ) * idet;
+ c = ( u1 * x2 - u2 * x1 ) * idet;
+ d = ( u1 * y2 - u2 * y1 ) * idet;
+
+ e = x0 - a * u0 - c * v0;
+ f = y0 - b * u0 - d * v0;
+
+ _context.save();
+ _context.transform( a, b, c, d, e, f );
+ _context.clip();
+ _context.drawImage( image, 0, 0 );
+ _context.restore();
+
+ }
+
+ function getGradientTexture( color1, color2, color3, color4 ) {
+
+ // http://mrdoob.com/blog/post/710
+
+ _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
+ _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
+ _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
+
+ _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
+ _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
+ _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
+
+ _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
+ _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
+ _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
+
+ _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
+ _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
+ _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
+
+ _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
+ _gradientMapContext.drawImage( _pixelMap, 0, 0 );
+
+ return _gradientMap;
+
+ }
+
+ function smoothstep( value, min, max ) {
+
+ var x = ( value - min ) / ( max - min );
+ return x * x * ( 3 - 2 * x );
+
+ }
+
+ function normalToComponent( normal ) {
+
+ var component = ( normal + 1 ) * 0.5;
+ return component < 0 ? 0 : ( component > 1 ? 1 : component );
+
+ }
+
+ // Hide anti-alias gaps
+
+ function expand( v1, v2 ) {
+
+ var x = v2.x - v1.x, y = v2.y - v1.y,
+ det = x * x + y * y, idet;
+
+ if ( det === 0 ) return;
+
+ idet = 1 / Math.sqrt( det );
+
+ x *= idet; y *= idet;
+
+ v2.x += x; v2.y += y;
+ v1.x -= x; v1.y -= y;
+
+ }
+ };
+
+ // Context cached methods.
+
+ function setOpacity( value ) {
+
+ if ( _contextGlobalAlpha !== value ) {
+
+ _context.globalAlpha = value;
+ _contextGlobalAlpha = value;
+
+ }
+
+ }
+
+ function setBlending( value ) {
+
+ if ( _contextGlobalCompositeOperation !== value ) {
+
+ if ( value === THREE.NormalBlending ) {
+
+ _context.globalCompositeOperation = 'source-over';
+
+ } else if ( value === THREE.AdditiveBlending ) {
+
+ _context.globalCompositeOperation = 'lighter';
+
+ } else if ( value === THREE.SubtractiveBlending ) {
+
+ _context.globalCompositeOperation = 'darker';
+
+ }
+
+ _contextGlobalCompositeOperation = value;
+
+ }
+
+ }
+
+ function setLineWidth( value ) {
+
+ if ( _contextLineWidth !== value ) {
+
+ _context.lineWidth = value;
+ _contextLineWidth = value;
+
+ }
+
+ }
+
+ function setLineCap( value ) {
+
+ // "butt", "round", "square"
+
+ if ( _contextLineCap !== value ) {
+
+ _context.lineCap = value;
+ _contextLineCap = value;
+
+ }
+
+ }
+
+ function setLineJoin( value ) {
+
+ // "round", "bevel", "miter"
+
+ if ( _contextLineJoin !== value ) {
+
+ _context.lineJoin = value;
+ _contextLineJoin = value;
+
+ }
+
+ }
+
+ function setStrokeStyle( value ) {
+
+ if ( _contextStrokeStyle !== value ) {
+
+ _context.strokeStyle = value;
+ _contextStrokeStyle = value;
+
+ }
+
+ }
+
+ function setFillStyle( value ) {
+
+ if ( _contextFillStyle !== value ) {
+
+ _context.fillStyle = value;
+ _contextFillStyle = value;
+
+ }
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.ShaderChunk = {
+
+ // FOG
+
+ fog_pars_fragment: [
+
+ "#ifdef USE_FOG",
+
+ "uniform vec3 fogColor;",
+
+ "#ifdef FOG_EXP2",
+
+ "uniform float fogDensity;",
+
+ "#else",
+
+ "uniform float fogNear;",
+ "uniform float fogFar;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ fog_fragment: [
+
+ "#ifdef USE_FOG",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+ "#ifdef FOG_EXP2",
+
+ "const float LOG2 = 1.442695;",
+ "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+ "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+ "#else",
+
+ "float fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+ "#endif",
+
+ "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // ENVIRONMENT MAP
+
+ envmap_pars_fragment: [
+
+ "#ifdef USE_ENVMAP",
+
+ "uniform float reflectivity;",
+ "uniform samplerCube envMap;",
+ "uniform float flipEnvMap;",
+ "uniform int combine;",
+
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+ "uniform bool useRefract;",
+ "uniform float refractionRatio;",
+
+ "#else",
+
+ "varying vec3 vReflect;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_fragment: [
+
+ "#ifdef USE_ENVMAP",
+
+ "vec3 reflectVec;",
+
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
+
+ "} else { ",
+
+ "reflectVec = reflect( cameraToVertex, normal );",
+
+ "}",
+
+ "#else",
+
+ "reflectVec = vReflect;",
+
+ "#endif",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+ "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+ "#else",
+
+ "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+ "#endif",
+
+ "#ifdef GAMMA_INPUT",
+
+ "cubeColor.xyz *= cubeColor.xyz;",
+
+ "#endif",
+
+ "if ( combine == 1 ) {",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
+
+ "} else if ( combine == 2 ) {",
+
+ "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
+
+ "} else {",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_pars_vertex: [
+
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+ "varying vec3 vReflect;",
+
+ "uniform float refractionRatio;",
+ "uniform bool useRefract;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ worldpos_vertex : [
+
+ "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 worldPosition = modelMatrix * skinned;",
+
+ "#endif",
+
+ "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+ "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
+
+ "#endif",
+
+ "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
+
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ envmap_vertex : [
+
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
+
+ "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
+ "worldNormal = normalize( worldNormal );",
+
+ "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
+
+ "} else {",
+
+ "vReflect = reflect( cameraToVertex, worldNormal );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // COLOR MAP (particles)
+
+ map_particle_pars_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "uniform sampler2D map;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ map_particle_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // COLOR MAP (triangles)
+
+ map_pars_vertex: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "varying vec2 vUv;",
+ "uniform vec4 offsetRepeat;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_pars_fragment: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "varying vec2 vUv;",
+
+ "#endif",
+
+ "#ifdef USE_MAP",
+
+ "uniform sampler2D map;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_vertex: [
+
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
+
+ "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ map_fragment: [
+
+ "#ifdef USE_MAP",
+
+ "vec4 texelColor = texture2D( map, vUv );",
+
+ "#ifdef GAMMA_INPUT",
+
+ "texelColor.xyz *= texelColor.xyz;",
+
+ "#endif",
+
+ "gl_FragColor = gl_FragColor * texelColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHT MAP
+
+ lightmap_pars_fragment: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "varying vec2 vUv2;",
+ "uniform sampler2D lightMap;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_pars_vertex: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "varying vec2 vUv2;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_fragment: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lightmap_vertex: [
+
+ "#ifdef USE_LIGHTMAP",
+
+ "vUv2 = uv2;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // BUMP MAP
+
+ bumpmap_pars_fragment: [
+
+ "#ifdef USE_BUMPMAP",
+
+ "uniform sampler2D bumpMap;",
+ "uniform float bumpScale;",
+
+ // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
+ // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
+
+ // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
+
+ "vec2 dHdxy_fwd() {",
+
+ "vec2 dSTdx = dFdx( vUv );",
+ "vec2 dSTdy = dFdy( vUv );",
+
+ "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
+ "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
+ "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
+
+ "return vec2( dBx, dBy );",
+
+ "}",
+
+ "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
+
+ "vec3 vSigmaX = dFdx( surf_pos );",
+ "vec3 vSigmaY = dFdy( surf_pos );",
+ "vec3 vN = surf_norm;", // normalized
+
+ "vec3 R1 = cross( vSigmaY, vN );",
+ "vec3 R2 = cross( vN, vSigmaX );",
+
+ "float fDet = dot( vSigmaX, R1 );",
+
+ "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
+ "return normalize( abs( fDet ) * surf_norm - vGrad );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // NORMAL MAP
+
+ normalmap_pars_fragment: [
+
+ "#ifdef USE_NORMALMAP",
+
+ "uniform sampler2D normalMap;",
+ "uniform vec2 normalScale;",
+
+ // Per-Pixel Tangent Space Normal Mapping
+ // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
+
+ "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
+
+ "vec3 q0 = dFdx( eye_pos.xyz );",
+ "vec3 q1 = dFdy( eye_pos.xyz );",
+ "vec2 st0 = dFdx( vUv.st );",
+ "vec2 st1 = dFdy( vUv.st );",
+
+ "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
+ "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
+ "vec3 N = normalize( surf_norm );",
+
+ "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
+ "mapN.xy = normalScale * mapN.xy;",
+ "mat3 tsn = mat3( S, T, N );",
+ "return normalize( tsn * mapN );",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // SPECULAR MAP
+
+ specularmap_pars_fragment: [
+
+ "#ifdef USE_SPECULARMAP",
+
+ "uniform sampler2D specularMap;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ specularmap_fragment: [
+
+ "float specularStrength;",
+
+ "#ifdef USE_SPECULARMAP",
+
+ "vec4 texelSpecular = texture2D( specularMap, vUv );",
+ "specularStrength = texelSpecular.r;",
+
+ "#else",
+
+ "specularStrength = 1.0;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHTS LAMBERT
+
+ lights_lambert_pars_vertex: [
+
+ "uniform vec3 ambient;",
+ "uniform vec3 diffuse;",
+ "uniform vec3 emissive;",
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lights_lambert_vertex: [
+
+ "vLightFront = vec3( 0.0 );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack = vec3( 0.0 );",
+
+ "#endif",
+
+ "transformedNormal = normalize( transformedNormal );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ "float dotProduct = dot( transformedNormal, dirVector );",
+ "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+ "float dotProduct = dot( transformedNormal, lVector );",
+
+ "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "float dotProduct = dot( transformedNormal, lVector );",
+ "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
+ "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
+
+ "#endif",
+
+ "#endif",
+
+ "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ "float dotProduct = dot( transformedNormal, lVector );",
+
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+ "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
+
+ "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LIGHTS PHONG
+
+ lights_phong_pars_vertex: [
+
+ "#ifndef PHONG_PER_PIXEL",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "varying vec3 vWorldPosition;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ lights_phong_vertex: [
+
+ "#ifndef PHONG_PER_PIXEL",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "vPointLight[ i ] = vec4( lVector, lDistance );",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "vSpotLight[ i ] = vec4( lVector, lDistance );",
+
+ "}",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "vWorldPosition = worldPosition.xyz;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ lights_phong_pars_fragment: [
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#else",
+
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "#else",
+
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+ "varying vec3 vWorldPosition;",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif",
+
+ "varying vec3 vViewPosition;",
+ "varying vec3 vNormal;"
+
+ ].join("\n"),
+
+ lights_phong_fragment: [
+
+ "vec3 normal = normalize( vNormal );",
+ "vec3 viewPosition = normalize( vViewPosition );",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+
+ "#endif",
+
+ "#ifdef USE_NORMALMAP",
+
+ "normal = perturbNormal2Arb( -viewPosition, normal );",
+
+ "#elif defined( USE_BUMPMAP )",
+
+ "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "vec3 pointDiffuse = vec3( 0.0 );",
+ "vec3 pointSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "#else",
+
+ "vec3 lVector = normalize( vPointLight[ i ].xyz );",
+ "float lDistance = vPointLight[ i ].w;",
+
+ "#endif",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float pointDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
+
+ // specular
+
+ "vec3 pointHalfVector = normalize( lVector + viewPosition );",
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+ "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
+
+ "#else",
+
+ "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "vec3 spotDiffuse = vec3( 0.0 );",
+ "vec3 spotSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "#ifdef PHONG_PER_PIXEL",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float lDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "lVector = normalize( lVector );",
+
+ "#else",
+
+ "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
+ "float lDistance = vSpotLight[ i ].w;",
+
+ "#endif",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float spotDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
+
+ // specular
+
+ "vec3 spotHalfVector = normalize( lVector + viewPosition );",
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+ "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
+
+ "#else",
+
+ "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "vec3 dirDiffuse = vec3( 0.0 );",
+ "vec3 dirSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, dirVector );",
+
+ "#ifdef WRAP_AROUND",
+
+ "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
+ "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+ "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float dirDiffuseWeight = max( dotProduct, 0.0 );",
+
+ "#endif",
+
+ "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
+
+ // specular
+
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+ "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ /*
+ // fresnel term from skin shader
+ "const float F0 = 0.128;",
+
+ "float base = 1.0 - dot( viewPosition, dirHalfVector );",
+ "float exponential = pow( base, 5.0 );",
+
+ "float fresnel = exponential + F0 * ( 1.0 - exponential );",
+ */
+
+ /*
+ // fresnel term from fresnel shader
+ "const float mFresnelBias = 0.08;",
+ "const float mFresnelScale = 0.3;",
+ "const float mFresnelPower = 5.0;",
+
+ "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
+ */
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
+
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+ "#else",
+
+ "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "vec3 hemiDiffuse = vec3( 0.0 );",
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "hemiDiffuse += diffuse * hemiColor;",
+
+ // specular (sky light)
+
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+ "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
+
+ // specular (ground light)
+
+ "vec3 lVectorGround = -lVector;",
+
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+ "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ "float dotProductGround = dot( normal, lVectorGround );",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+ "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+ "#else",
+
+ "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ "vec3 totalDiffuse = vec3( 0.0 );",
+ "vec3 totalSpecular = vec3( 0.0 );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "totalDiffuse += dirDiffuse;",
+ "totalSpecular += dirSpecular;",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "totalDiffuse += hemiDiffuse;",
+ "totalSpecular += hemiSpecular;",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "totalDiffuse += pointDiffuse;",
+ "totalSpecular += pointSpecular;",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "totalDiffuse += spotDiffuse;",
+ "totalSpecular += spotSpecular;",
+
+ "#endif",
+
+ "#ifdef METAL",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // VERTEX COLORS
+
+ color_pars_fragment: [
+
+ "#ifdef USE_COLOR",
+
+ "varying vec3 vColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ color_fragment: [
+
+ "#ifdef USE_COLOR",
+
+ "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ color_pars_vertex: [
+
+ "#ifdef USE_COLOR",
+
+ "varying vec3 vColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+
+ color_vertex: [
+
+ "#ifdef USE_COLOR",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vColor = color * color;",
+
+ "#else",
+
+ "vColor = color;",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // SKINNING
+
+ skinning_pars_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "#ifdef BONE_TEXTURE",
+
+ "uniform sampler2D boneTexture;",
+
+ "mat4 getBoneMatrix( const in float i ) {",
+
+ "float j = i * 4.0;",
+ "float x = mod( j, N_BONE_PIXEL_X );",
+ "float y = floor( j / N_BONE_PIXEL_X );",
+
+ "const float dx = 1.0 / N_BONE_PIXEL_X;",
+ "const float dy = 1.0 / N_BONE_PIXEL_Y;",
+
+ "y = dy * ( y + 0.5 );",
+
+ "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
+ "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
+ "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
+ "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
+
+ "mat4 bone = mat4( v1, v2, v3, v4 );",
+
+ "return bone;",
+
+ "}",
+
+ "#else",
+
+ "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
+
+ "mat4 getBoneMatrix( const in float i ) {",
+
+ "mat4 bone = boneGlobalMatrices[ int(i) ];",
+ "return bone;",
+
+ "}",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinbase_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
+ "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinning_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "vec4 skinVertex = vec4( morphed, 1.0 );",
+
+ "#else",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "#endif",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // MORPHING
+
+ morphtarget_pars_vertex: [
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "#ifndef USE_MORPHNORMALS",
+
+ "uniform float morphTargetInfluences[ 8 ];",
+
+ "#else",
+
+ "uniform float morphTargetInfluences[ 4 ];",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ morphtarget_vertex: [
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "vec3 morphed = vec3( 0.0 );",
+ "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
+ "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
+ "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
+ "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
+
+ "#ifndef USE_MORPHNORMALS",
+
+ "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
+ "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
+ "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
+ "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
+
+ "#endif",
+
+ "morphed += position;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ default_vertex : [
+
+ "vec4 mvPosition;",
+
+ "#ifdef USE_SKINNING",
+
+ "mvPosition = modelViewMatrix * skinned;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
+
+ "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
+
+ "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ "#endif",
+
+ "gl_Position = projectionMatrix * mvPosition;"
+
+ ].join("\n"),
+
+ morphnormal_vertex: [
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "vec3 morphedNormal = vec3( 0.0 );",
+
+ "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
+ "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
+ "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
+ "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
+
+ "morphedNormal += normal;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ skinnormal_vertex: [
+
+ "#ifdef USE_SKINNING",
+
+ "mat4 skinMatrix = skinWeight.x * boneMatX;",
+ "skinMatrix += skinWeight.y * boneMatY;",
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
+
+ "#else",
+
+ "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
+
+ "#endif",
+
+ "#endif"
+
+ ].join("\n"),
+
+ defaultnormal_vertex: [
+
+ "vec3 objectNormal;",
+
+ "#ifdef USE_SKINNING",
+
+ "objectNormal = skinnedNormal.xyz;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
+
+ "objectNormal = morphedNormal;",
+
+ "#endif",
+
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
+
+ "objectNormal = normal;",
+
+ "#endif",
+
+ "#ifdef FLIP_SIDED",
+
+ "objectNormal = -objectNormal;",
+
+ "#endif",
+
+ "vec3 transformedNormal = normalMatrix * objectNormal;"
+
+ ].join("\n"),
+
+ // SHADOW MAP
+
+ // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
+ // http://spidergl.org/example.php?id=6
+ // http://fabiensanglard.net/shadowmapping
+
+ shadowmap_pars_fragment: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
+ "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
+
+ "uniform float shadowDarkness[ MAX_SHADOWS ];",
+ "uniform float shadowBias[ MAX_SHADOWS ];",
+
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+
+ "float unpackDepth( const in vec4 rgba_depth ) {",
+
+ "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+ "float depth = dot( rgba_depth, bit_shift );",
+ "return depth;",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_fragment: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "#ifdef SHADOWMAP_DEBUG",
+
+ "vec3 frustumColors[3];",
+ "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
+ "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
+ "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
+
+ "#endif",
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "int inFrustumCount = 0;",
+
+ "#endif",
+
+ "float fDepth;",
+ "vec3 shadowColor = vec3( 1.0 );",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
+
+ // "if ( something && something )" breaks ATI OpenGL shader compiler
+ // "if ( all( something, something ) )" using this instead
+
+ "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
+ "bool inFrustum = all( inFrustumVec );",
+
+ // don't shadow pixels outside of light frustum
+ // use just first frustum (for cascades)
+ // don't shadow pixels behind far plane of light frustum
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "inFrustumCount += int( inFrustum );",
+ "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
+
+ "#else",
+
+ "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
+
+ "#endif",
+
+ "bool frustumTest = all( frustumTestVec );",
+
+ "if ( frustumTest ) {",
+
+ "shadowCoord.z += shadowBias[ i ];",
+
+ "#if defined( SHADOWMAP_TYPE_PCF )",
+
+ // Percentage-close filtering
+ // (9 pixel kernel)
+ // http://fabiensanglard.net/shadowmappingPCF/
+
+ "float shadow = 0.0;",
+
+ /*
+ // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
+ // must enroll loop manually
+
+ "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
+ "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
+
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
+
+ // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
+ //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
+
+ "float fDepth = unpackDepth( rgbaDepth );",
+
+ "if ( fDepth < shadowCoord.z )",
+ "shadow += 1.0;",
+
+ "}",
+
+ "shadow /= 9.0;",
+
+ */
+
+ "const float shadowDelta = 1.0 / 9.0;",
+
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+ "float dx0 = -1.25 * xPixelOffset;",
+ "float dy0 = -1.25 * yPixelOffset;",
+ "float dx1 = 1.25 * xPixelOffset;",
+ "float dy1 = 1.25 * yPixelOffset;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
+
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+ "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
+
+ // Percentage-close filtering
+ // (9 pixel kernel)
+ // http://fabiensanglard.net/shadowmappingPCF/
+
+ "float shadow = 0.0;",
+
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
+
+ "float dx0 = -1.0 * xPixelOffset;",
+ "float dy0 = -1.0 * yPixelOffset;",
+ "float dx1 = 1.0 * xPixelOffset;",
+ "float dy1 = 1.0 * yPixelOffset;",
+
+ "mat3 shadowKernel;",
+ "mat3 depthKernel;",
+
+ "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
+ "if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
+ "else shadowKernel[0][0] = 0.0;",
+
+ "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+ "if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
+ "else shadowKernel[0][1] = 0.0;",
+
+ "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+ "if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
+ "else shadowKernel[0][2] = 0.0;",
+
+ "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+ "if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
+ "else shadowKernel[1][0] = 0.0;",
+
+ "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+ "if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
+ "else shadowKernel[1][1] = 0.0;",
+
+ "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+ "if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
+ "else shadowKernel[1][2] = 0.0;",
+
+ "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+ "if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
+ "else shadowKernel[2][0] = 0.0;",
+
+ "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+ "if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
+ "else shadowKernel[2][1] = 0.0;",
+
+ "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+ "if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
+ "else shadowKernel[2][2] = 0.0;",
+
+ "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
+
+ "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
+ "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
+
+ "vec4 shadowValues;",
+ "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
+ "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
+ "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
+ "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
+
+ "shadow = dot( shadowValues, vec4( 1.0 ) );",
+
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
+
+ "#else",
+
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
+ "float fDepth = unpackDepth( rgbaDepth );",
+
+ "if ( fDepth < shadowCoord.z )",
+
+ // spot with multiple shadows is darker
+
+ "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
+
+ // spot with multiple shadows has the same color as single shadow spot
+
+ //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
+
+ "#endif",
+
+ "}",
+
+
+ "#ifdef SHADOWMAP_DEBUG",
+
+ "#ifdef SHADOWMAP_CASCADE",
+
+ "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+ "#else",
+
+ "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
+
+ "#endif",
+
+ "#endif",
+
+ "}",
+
+ "#ifdef GAMMA_OUTPUT",
+
+ "shadowColor *= shadowColor;",
+
+ "#endif",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_pars_vertex: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+ "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
+
+ "#endif"
+
+ ].join("\n"),
+
+ shadowmap_vertex: [
+
+ "#ifdef USE_SHADOWMAP",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+ "}",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // ALPHATEST
+
+ alphatest_fragment: [
+
+ "#ifdef ALPHATEST",
+
+ "if ( gl_FragColor.a < ALPHATEST ) discard;",
+
+ "#endif"
+
+ ].join("\n"),
+
+ // LINEAR SPACE
+
+ linear_to_gamma_fragment: [
+
+ "#ifdef GAMMA_OUTPUT",
+
+ "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
+
+ "#endif"
+
+ ].join("\n")
+
+
+};
+
+THREE.UniformsUtils = {
+
+ merge: function ( uniforms ) {
+
+ var u, p, tmp, merged = {};
+
+ for ( u = 0; u < uniforms.length; u ++ ) {
+
+ tmp = this.clone( uniforms[ u ] );
+
+ for ( p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+ },
+
+ clone: function ( uniforms_src ) {
+
+ var u, p, parameter, parameter_src, uniforms_dst = {};
+
+ for ( u in uniforms_src ) {
+
+ uniforms_dst[ u ] = {};
+
+ for ( p in uniforms_src[ u ] ) {
+
+ parameter_src = uniforms_src[ u ][ p ];
+
+ if ( parameter_src instanceof THREE.Color ||
+ parameter_src instanceof THREE.Vector2 ||
+ parameter_src instanceof THREE.Vector3 ||
+ parameter_src instanceof THREE.Vector4 ||
+ parameter_src instanceof THREE.Matrix4 ||
+ parameter_src instanceof THREE.Texture ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+ } else if ( parameter_src instanceof Array ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+ } else {
+
+ uniforms_dst[ u ][ p ] = parameter_src;
+
+ }
+
+ }
+
+ }
+
+ return uniforms_dst;
+
+ }
+
+};
+
+THREE.UniformsLib = {
+
+ common: {
+
+ "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+ "lightMap" : { type: "t", value: null },
+ "specularMap" : { type: "t", value: null },
+
+ "envMap" : { type: "t", value: null },
+ "flipEnvMap" : { type: "f", value: -1 },
+ "useRefract" : { type: "i", value: 0 },
+ "reflectivity" : { type: "f", value: 1.0 },
+ "refractionRatio" : { type: "f", value: 0.98 },
+ "combine" : { type: "i", value: 0 },
+
+ "morphTargetInfluences" : { type: "f", value: 0 }
+
+ },
+
+ bump: {
+
+ "bumpMap" : { type: "t", value: null },
+ "bumpScale" : { type: "f", value: 1 }
+
+ },
+
+ normalmap: {
+
+ "normalMap" : { type: "t", value: null },
+ "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+ },
+
+ fog : {
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ lights: {
+
+ "ambientLightColor" : { type: "fv", value: [] },
+
+ "directionalLightDirection" : { type: "fv", value: [] },
+ "directionalLightColor" : { type: "fv", value: [] },
+
+ "hemisphereLightDirection" : { type: "fv", value: [] },
+ "hemisphereLightSkyColor" : { type: "fv", value: [] },
+ "hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+ "pointLightColor" : { type: "fv", value: [] },
+ "pointLightPosition" : { type: "fv", value: [] },
+ "pointLightDistance" : { type: "fv1", value: [] },
+
+ "spotLightColor" : { type: "fv", value: [] },
+ "spotLightPosition" : { type: "fv", value: [] },
+ "spotLightDirection" : { type: "fv", value: [] },
+ "spotLightDistance" : { type: "fv1", value: [] },
+ "spotLightAngleCos" : { type: "fv1", value: [] },
+ "spotLightExponent" : { type: "fv1", value: [] }
+
+ },
+
+ particle: {
+
+ "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+ "size" : { type: "f", value: 1.0 },
+ "scale" : { type: "f", value: 1.0 },
+ "map" : { type: "t", value: null },
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ shadowmap: {
+
+ "shadowMap": { type: "tv", value: [] },
+ "shadowMapSize": { type: "v2v", value: [] },
+
+ "shadowBias" : { type: "fv1", value: [] },
+ "shadowDarkness": { type: "fv1", value: [] },
+
+ "shadowMatrix" : { type: "m4v", value: [] }
+
+ }
+
+};
+
+THREE.ShaderLib = {
+
+ 'depth': {
+
+ uniforms: {
+
+ "mNear": { type: "f", value: 1.0 },
+ "mFar" : { type: "f", value: 2000.0 },
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "void main() {",
+
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float mNear;",
+ "uniform float mFar;",
+ "uniform float opacity;",
+
+ "void main() {",
+
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
+ "float color = 1.0 - smoothstep( mNear, mFar, depth );",
+ "gl_FragColor = vec4( vec3( color ), opacity );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'normal': {
+
+ uniforms: {
+
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ "vNormal = normalize( normalMatrix * normal );",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+ "varying vec3 vNormal;",
+
+ "void main() {",
+
+ "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+
+ "#ifdef USE_ENVMAP",
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "#endif",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'lambert': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define LAMBERT",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_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[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ "varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ "#ifdef DOUBLE_SIDED",
+
+ //"float isFront = float( gl_FrontFacing );",
+ //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+ "if ( gl_FrontFacing )",
+ "gl_FragColor.xyz *= vLightFront;",
+ "else",
+ "gl_FragColor.xyz *= vLightBack;",
+
+ "#else",
+
+ "gl_FragColor.xyz *= vLightFront;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'phong': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "bump" ],
+ THREE.UniformsLib[ "normalmap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+ "shininess": { type: "f", value: 30 },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define PHONG",
+
+ "varying vec3 vViewPosition;",
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ "vNormal = normalize( transformedNormal );",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ "vViewPosition = -mvPosition.xyz;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform vec3 ambient;",
+ "uniform vec3 emissive;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'particle_basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "particle" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float size;",
+ "uniform float scale;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ "#ifdef USE_SIZEATTENUATION",
+ "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+ "#else",
+ "gl_PointSize = size;",
+ "#endif",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 psColor;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( psColor, opacity );",
+
+ THREE.ShaderChunk[ "map_particle_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'dashed': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+
+ {
+ "scale": { type: "f", value: 1 },
+ "dashSize": { type: "f", value: 1 },
+ "totalSize": { type: "f", value: 2 }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float scale;",
+ "attribute float lineDistance;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ "vLineDistance = scale * lineDistance;",
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform float dashSize;",
+ "uniform float totalSize;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+ "void main() {",
+
+ "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+ "discard;",
+
+ "}",
+
+ "gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ // Depth encoding into RGBA texture
+ // based on SpiderGL shadow map example
+ // http://spidergl.org/example.php?id=6
+ // originally from
+ // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+ // see also here:
+ // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+
+ 'depthRGBA': {
+
+ uniforms: {},
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "vec4 pack_depth( const in float depth ) {",
+
+ "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ "vec4 res = fract( depth * bit_shift );",
+ "res -= res.xxyz * bit_mask;",
+ "return res;",
+
+ "}",
+
+ "void main() {",
+
+ "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( z );",
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+ "}"
+
+ ].join("\n")
+
+ }
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+ parameters = parameters || {};
+
+ var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+ _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+
+ _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
+ _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+
+ // public properties
+
+ this.domElement = _canvas;
+ this.context = null;
+
+ // clearing
+
+ this.autoClear = true;
+ this.autoClearColor = true;
+ this.autoClearDepth = true;
+ this.autoClearStencil = true;
+
+ // scene graph
+
+ this.sortObjects = true;
+
+ this.autoUpdateObjects = true;
+ this.autoUpdateScene = true;
+
+ // physically based shading
+
+ this.gammaInput = false;
+ this.gammaOutput = false;
+ this.physicallyBasedShading = false;
+
+ // shadow map
+
+ this.shadowMapEnabled = false;
+ this.shadowMapAutoUpdate = true;
+ this.shadowMapType = THREE.PCFShadowMap;
+ this.shadowMapCullFace = THREE.CullFaceFront;
+ this.shadowMapDebug = false;
+ this.shadowMapCascade = false;
+
+ // morphs
+
+ this.maxMorphTargets = 8;
+ this.maxMorphNormals = 4;
+
+ // flags
+
+ this.autoScaleCubemaps = true;
+
+ // custom render plugins
+
+ this.renderPluginsPre = [];
+ this.renderPluginsPost = [];
+
+ // info
+
+ this.info = {
+
+ memory: {
+
+ programs: 0,
+ geometries: 0,
+ textures: 0
+
+ },
+
+ render: {
+
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
+
+ }
+
+ };
+
+ // internal properties
+
+ var _this = this,
+
+ _programs = [],
+ _programs_counter = 0,
+
+ // internal state cache
+
+ _currentProgram = null,
+ _currentFramebuffer = null,
+ _currentMaterialId = -1,
+ _currentGeometryGroupHash = null,
+ _currentCamera = null,
+ _geometryGroupCounter = 0,
+
+ _usedTextureUnits = 0,
+
+ // GL state cache
+
+ _oldDoubleSided = -1,
+ _oldFlipSided = -1,
+
+ _oldBlending = -1,
+
+ _oldBlendEquation = -1,
+ _oldBlendSrc = -1,
+ _oldBlendDst = -1,
+
+ _oldDepthTest = -1,
+ _oldDepthWrite = -1,
+
+ _oldPolygonOffset = null,
+ _oldPolygonOffsetFactor = null,
+ _oldPolygonOffsetUnits = null,
+
+ _oldLineWidth = null,
+
+ _viewportX = 0,
+ _viewportY = 0,
+ _viewportWidth = 0,
+ _viewportHeight = 0,
+ _currentWidth = 0,
+ _currentHeight = 0,
+
+ _enabledAttributes = {},
+
+ // frustum
+
+ _frustum = new THREE.Frustum(),
+
+ // camera matrices cache
+
+ _projScreenMatrix = new THREE.Matrix4(),
+ _projScreenMatrixPS = new THREE.Matrix4(),
+
+ _vector3 = new THREE.Vector3(),
+
+ // light arrays cache
+
+ _direction = new THREE.Vector3(),
+
+ _lightsNeedUpdate = true,
+
+ _lights = {
+
+ ambient: [ 0, 0, 0 ],
+ directional: { length: 0, colors: new Array(), positions: new Array() },
+ point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
+ spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
+ hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
+
+ };
+
+ // initialize
+
+ var _gl;
+
+ var _glExtensionTextureFloat;
+ var _glExtensionStandardDerivatives;
+ var _glExtensionTextureFilterAnisotropic;
+ var _glExtensionCompressedTextureS3TC;
+
+ initGL();
+
+ setDefaultGLState();
+
+ this.context = _gl;
+
+ // GPU capabilities
+
+ 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 );
+
+ var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+ var _supportsVertexTextures = ( _maxVertexTextures > 0 );
+ var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
+
+ var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
+
+ //
+
+ var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
+ var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
+ var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
+
+ var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
+ var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
+ var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
+
+ var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
+ var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
+ var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
+
+ var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
+ var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
+ var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
+
+ // clamp precision to maximum available
+
+ var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
+ var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+
+ if ( _precision === "highp" && ! highpAvailable ) {
+
+ if ( mediumpAvailable ) {
+
+ _precision = "mediump";
+ console.warn( "WebGLRenderer: highp not supported, using mediump" );
+
+ } else {
+
+ _precision = "lowp";
+ console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
+
+ }
+
+ }
+
+ if ( _precision === "mediump" && ! mediumpAvailable ) {
+
+ _precision = "lowp";
+ console.warn( "WebGLRenderer: mediump not supported, using lowp" );
+
+ }
+
+ // API
+
+ this.getContext = function () {
+
+ return _gl;
+
+ };
+
+ this.supportsVertexTextures = function () {
+
+ return _supportsVertexTextures;
+
+ };
+
+ this.getMaxAnisotropy = function () {
+
+ return _maxAnisotropy;
+
+ };
+
+ this.setSize = function ( width, height ) {
+
+ _canvas.width = width;
+ _canvas.height = height;
+
+ this.setViewport( 0, 0, _canvas.width, _canvas.height );
+
+ };
+
+ this.setViewport = function ( x, y, width, height ) {
+
+ _viewportX = x !== undefined ? x : 0;
+ _viewportY = y !== undefined ? y : 0;
+
+ _viewportWidth = width !== undefined ? width : _canvas.width;
+ _viewportHeight = height !== undefined ? height : _canvas.height;
+
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+ };
+
+ this.setScissor = function ( x, y, width, height ) {
+
+ _gl.scissor( x, y, width, height );
+
+ };
+
+ this.enableScissorTest = function ( enable ) {
+
+ enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
+
+ };
+
+ // Clearing
+
+ this.setClearColorHex = function ( hex, alpha ) {
+
+ _clearColor.setHex( hex );
+ _clearAlpha = alpha;
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.setClearColor = function ( color, alpha ) {
+
+ _clearColor.copy( color );
+ _clearAlpha = alpha;
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.getClearColor = function () {
+
+ return _clearColor;
+
+ };
+
+ this.getClearAlpha = function () {
+
+ return _clearAlpha;
+
+ };
+
+ this.clear = function ( color, depth, stencil ) {
+
+ var bits = 0;
+
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+ _gl.clear( bits );
+
+ };
+
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
+
+ };
+
+ // Plugins
+
+ this.addPostPlugin = function ( plugin ) {
+
+ plugin.init( this );
+ this.renderPluginsPost.push( plugin );
+
+ };
+
+ this.addPrePlugin = function ( plugin ) {
+
+ plugin.init( this );
+ this.renderPluginsPre.push( plugin );
+
+ };
+
+ // Rendering
+
+ this.updateShadowMap = function ( scene, camera ) {
+
+ _currentProgram = null;
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+ _lightsNeedUpdate = true;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+
+ this.shadowMapPlugin.update( scene, camera );
+
+ };
+
+ // Internal functions
+
+ // Buffer allocation
+
+ function createParticleBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createLineBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createRibbonBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglNormalBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createMeshBuffers ( geometryGroup ) {
+
+ geometryGroup.__webglVertexBuffer = _gl.createBuffer();
+ geometryGroup.__webglNormalBuffer = _gl.createBuffer();
+ geometryGroup.__webglTangentBuffer = _gl.createBuffer();
+ geometryGroup.__webglColorBuffer = _gl.createBuffer();
+ geometryGroup.__webglUVBuffer = _gl.createBuffer();
+ geometryGroup.__webglUV2Buffer = _gl.createBuffer();
+
+ geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+ geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+
+ geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+ geometryGroup.__webglLineBuffer = _gl.createBuffer();
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__webglMorphTargetsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__webglMorphNormalsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ // Events
+
+ var onGeometryDeallocate = function () {
+
+ this.removeEventListener( 'deallocate', onGeometryDeallocate );
+
+ deallocateGeometry( this );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ var onTextureDeallocate = function () {
+
+ this.removeEventListener( 'deallocate', onTextureDeallocate );
+
+ deallocateTexture( this );
+
+ _this.info.memory.textures --;
+
+
+ };
+
+ var onRenderTargetDeallocate = function () {
+
+ this.removeEventListener( 'deallocate', onRenderTargetDeallocate );
+
+ deallocateRenderTarget( this );
+
+ _this.info.memory.textures --;
+
+ };
+
+ var onMaterialDeallocate = function () {
+
+ this.removeEventListener( 'deallocate', onMaterialDeallocate );
+
+ deallocateMaterial( this );
+
+ };
+
+ // Buffer deallocation
+
+ var deallocateGeometry = function ( geometry ) {
+
+ geometry.__webglInit = undefined;
+
+ if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
+ if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
+ if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
+ if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
+ if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
+
+ if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
+ if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
+
+ if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
+ if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
+
+ if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+ // geometry groups
+
+ if ( geometry.geometryGroups !== undefined ) {
+
+ for ( var g in geometry.geometryGroups ) {
+
+ var geometryGroup = geometry.geometryGroups[ g ];
+
+ if ( geometryGroup.numMorphTargets !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometryGroup );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometry );
+
+ };
+
+ var deallocateTexture = function ( texture ) {
+
+ if ( texture.image && texture.image.__webglTextureCube ) {
+
+ // cube texture
+
+ _gl.deleteTexture( texture.image.__webglTextureCube );
+
+ } else {
+
+ // 2D texture
+
+ if ( ! texture.__webglInit ) return;
+
+ texture.__webglInit = false;
+ _gl.deleteTexture( texture.__webglTexture );
+
+ }
+
+ };
+
+ var deallocateRenderTarget = function ( renderTarget ) {
+
+ if ( !renderTarget || ! renderTarget.__webglTexture ) return;
+
+ _gl.deleteTexture( renderTarget.__webglTexture );
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
+
+ }
+
+ } else {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
+
+ }
+
+ };
+
+ var deallocateMaterial = function ( material ) {
+
+ var program = material.program;
+
+ if ( program === undefined ) return;
+
+ 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)
+
+ var i, il, programInfo;
+ var deleteProgram = false;
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program === program ) {
+
+ programInfo.usedTimes --;
+
+ if ( programInfo.usedTimes === 0 ) {
+
+ deleteProgram = true;
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ if ( deleteProgram === true ) {
+
+ // avoid using array.splice, this is costlier than creating new array from scratch
+
+ var newPrograms = [];
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program !== program ) {
+
+ newPrograms.push( programInfo );
+
+ }
+
+ }
+
+ _programs = newPrograms;
+
+ _gl.deleteProgram( program );
+
+ _this.info.memory.programs --;
+
+ }
+
+ };
+
+ //
+
+ /*
+ function deleteParticleBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteLineBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+ _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteRibbonBuffers ( geometry ) {
+
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
+ _gl.deleteBuffer( geometry.__webglNormalBuffer );
+
+ deleteCustomAttributesBuffers( geometry );
+
+ _this.info.memory.geometries --;
+
+ };
+
+ function deleteMeshBuffers ( geometryGroup ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
+
+ _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
+
+ _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
+ _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ }
+
+ deleteCustomAttributesBuffers( geometryGroup );
+
+ _this.info.memory.geometries --;
+
+ };
+ */
+
+ function deleteCustomAttributesBuffers( geometry ) {
+
+ if ( geometry.__webglCustomAttributesList ) {
+
+ for ( var id in geometry.__webglCustomAttributesList ) {
+
+ _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
+
+ }
+
+ }
+
+ };
+
+ // Buffer initialization
+
+ function initCustomAttributes ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ var material = object.material;
+
+ if ( material.attributes ) {
+
+ if ( geometry.__webglCustomAttributesList === undefined ) {
+
+ geometry.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var a in material.attributes ) {
+
+ var attribute = material.attributes[ a ];
+
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if ( attribute.type === "v2" ) size = 2;
+ else if ( attribute.type === "v3" ) size = 3;
+ else if ( attribute.type === "v4" ) size = 4;
+ else if ( attribute.type === "c" ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = a;
+
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ };
+
+ function initParticleBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+
+ geometry.__sortArray = [];
+
+ geometry.__webglParticleCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initLineBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+
+ geometry.__webglLineCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initRibbonBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__normalArray = new Float32Array( nvertices * 3 );
+
+ geometry.__webglVertexCount = nvertices;
+
+ initCustomAttributes ( geometry, object );
+
+ };
+
+ function initMeshBuffers ( geometryGroup, object ) {
+
+ var geometry = object.geometry,
+ faces3 = geometryGroup.faces3,
+ faces4 = geometryGroup.faces4,
+
+ nvertices = faces3.length * 3 + faces4.length * 4,
+ ntris = faces3.length * 1 + faces4.length * 2,
+ nlines = faces3.length * 3 + faces4.length * 4,
+
+ material = getBufferMaterial( object, geometryGroup ),
+
+ uvType = bufferGuessUVType( material ),
+ normalType = bufferGuessNormalType( material ),
+ vertexColorType = bufferGuessVertexColorType( material );
+
+ //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
+
+ geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+
+ if ( normalType ) {
+
+ geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+
+ }
+
+ if ( geometry.hasTangents ) {
+
+ geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ if ( vertexColorType ) {
+
+ geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+
+ }
+
+ if ( uvType ) {
+
+ if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+
+ geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+ }
+
+ if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+
+ geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+ }
+
+ }
+
+ if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+ geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+ geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
+ geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__morphTargetsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__morphNormalsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ geometryGroup.__webglFaceCount = ntris * 3;
+ geometryGroup.__webglLineCount = nlines * 2;
+
+
+ // custom attributes
+
+ if ( material.attributes ) {
+
+ if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+ geometryGroup.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var a in material.attributes ) {
+
+ // Do a shallow copy of the attribute object so different geometryGroup chunks use different
+ // attribute buffers which are correctly indexed in the setMeshBuffers function
+
+ var originalAttribute = material.attributes[ a ];
+
+ var attribute = {};
+
+ for ( var property in originalAttribute ) {
+
+ attribute[ property ] = originalAttribute[ property ];
+
+ }
+
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if( attribute.type === "v2" ) size = 2;
+ else if( attribute.type === "v3" ) size = 3;
+ else if( attribute.type === "v4" ) size = 4;
+ else if( attribute.type === "c" ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = a;
+
+ originalAttribute.needsUpdate = true;
+ attribute.__original = originalAttribute;
+
+ }
+
+ geometryGroup.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ geometryGroup.__inittedArrays = true;
+
+ };
+
+ function getBufferMaterial( object, geometryGroup ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ geometryGroup.materialIndex ]
+ : object.material;
+
+ };
+
+ function materialNeedsSmoothNormals ( material ) {
+
+ return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
+
+ };
+
+ function bufferGuessNormalType ( material ) {
+
+ // only MeshBasicMaterial and MeshDepthMaterial don't need normals
+
+ if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
+
+ return false;
+
+ }
+
+ if ( materialNeedsSmoothNormals( material ) ) {
+
+ return THREE.SmoothShading;
+
+ } else {
+
+ return THREE.FlatShading;
+
+ }
+
+ };
+
+ function bufferGuessVertexColorType ( material ) {
+
+ if ( material.vertexColors ) {
+
+ return material.vertexColors;
+
+ }
+
+ return false;
+
+ };
+
+ function bufferGuessUVType ( material ) {
+
+ // material must use some texture to require uvs
+
+ if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ };
+
+ //
+
+ function initDirectBuffers( geometry ) {
+
+ var a, attribute, type;
+
+ for ( a in geometry.attributes ) {
+
+ if ( a === "index" ) {
+
+ type = _gl.ELEMENT_ARRAY_BUFFER;
+
+ } else {
+
+ type = _gl.ARRAY_BUFFER;
+
+ }
+
+ attribute = geometry.attributes[ a ];
+
+ attribute.buffer = _gl.createBuffer();
+
+ _gl.bindBuffer( type, attribute.buffer );
+ _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
+
+ }
+
+ };
+
+ // Buffer setting
+
+ function setParticleBuffers ( geometry, hint, object ) {
+
+ var v, c, vertex, offset, index, color,
+
+ vertices = geometry.vertices,
+ vl = vertices.length,
+
+ colors = geometry.colors,
+ cl = colors.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+
+ sortArray = geometry.__sortArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( object.sortParticles ) {
+
+ _projScreenMatrixPS.copy( _projScreenMatrix );
+ _projScreenMatrixPS.multiplySelf( object.matrixWorld );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ _vector3.copy( vertex );
+ _projScreenMatrixPS.multiplyVector3( _vector3 );
+
+ sortArray[ v ] = [ _vector3.z, v ];
+
+ }
+
+ sortArray.sort( numericalSort );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ sortArray[v][1] ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ offset = c * 3;
+
+ color = colors[ sortArray[c][1] ];
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ customAttribute.array[ ca ] = customAttribute.value[ index ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices") ) {
+
+ cal = customAttribute.value.length;
+
+ offset = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( dirtyVertices || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+
+ };
+
+ function setLineBuffers ( geometry, hint ) {
+
+ var v, c, d, vertex, offset, color,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ lineDistances = geometry.lineDistances,
+
+ vl = vertices.length,
+ cl = colors.length,
+ dl = lineDistances.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ lineDistanceArray = geometry.__lineDistanceArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyLineDistances ) {
+
+ for ( d = 0; d < dl; d ++ ) {
+
+ lineDistanceArray[ d ] = lineDistances[ d ];
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices" ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setRibbonBuffers ( geometry, hint ) {
+
+ var v, c, n, vertex, offset, color, normal,
+
+ i, il, ca, cal, customAttribute, value,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ normals = geometry.normals,
+
+ vl = vertices.length,
+ cl = colors.length,
+ nl = normals.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ normalArray = geometry.__normalArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyNormals ) {
+
+ for ( n = 0; n < nl; n ++ ) {
+
+ normal = normals[ n ];
+
+ offset = n * 3;
+
+ normalArray[ offset ] = normal.x;
+ normalArray[ offset + 1 ] = normal.y;
+ normalArray[ offset + 2 ] = normal.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === "vertices" ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === "c" ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+ if ( ! geometryGroup.__inittedArrays ) {
+
+ return;
+
+ }
+
+ var normalType = bufferGuessNormalType( material ),
+ vertexColorType = bufferGuessVertexColorType( material ),
+ uvType = bufferGuessUVType( material ),
+
+ needsSmoothNormals = ( normalType === THREE.SmoothShading );
+
+ var f, fl, fi, face,
+ vertexNormals, faceNormal, normal,
+ vertexColors, faceColor,
+ vertexTangents,
+ uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
+ c1, c2, c3, c4,
+ sw1, sw2, sw3, sw4,
+ si1, si2, si3, si4,
+ sa1, sa2, sa3, sa4,
+ sb1, sb2, sb3, sb4,
+ m, ml, i, il,
+ vn, uvi, uv2i,
+ vk, vkl, vka,
+ nka, chf, faceVertexNormals,
+ a,
+
+ vertexIndex = 0,
+
+ offset = 0,
+ offset_uv = 0,
+ offset_uv2 = 0,
+ offset_face = 0,
+ offset_normal = 0,
+ offset_tangent = 0,
+ offset_line = 0,
+ offset_color = 0,
+ offset_skin = 0,
+ offset_morphTarget = 0,
+ offset_custom = 0,
+ offset_customSrc = 0,
+
+ value,
+
+ vertexArray = geometryGroup.__vertexArray,
+ uvArray = geometryGroup.__uvArray,
+ uv2Array = geometryGroup.__uv2Array,
+ normalArray = geometryGroup.__normalArray,
+ tangentArray = geometryGroup.__tangentArray,
+ colorArray = geometryGroup.__colorArray,
+
+ skinIndexArray = geometryGroup.__skinIndexArray,
+ skinWeightArray = geometryGroup.__skinWeightArray,
+
+ morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+ morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+ customAttributes = geometryGroup.__webglCustomAttributesList,
+ customAttribute,
+
+ faceArray = geometryGroup.__faceArray,
+ lineArray = geometryGroup.__lineArray,
+
+ geometry = object.geometry, // this is shared for all chunks
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyUvs = geometry.uvsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+ dirtyTangents = geometry.tangentsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+ vertices = geometry.vertices,
+ chunk_faces3 = geometryGroup.faces3,
+ chunk_faces4 = geometryGroup.faces4,
+ obj_faces = geometry.faces,
+
+ obj_uvs = geometry.faceVertexUvs[ 0 ],
+ obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+ obj_colors = geometry.colors,
+
+ obj_skinIndices = geometry.skinIndices,
+ obj_skinWeights = geometry.skinWeights,
+
+ morphTargets = geometry.morphTargets,
+ morphNormals = geometry.morphNormals;
+
+ if ( dirtyVertices ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ offset += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+ v4 = vertices[ face.d ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ vertexArray[ offset + 9 ] = v4.x;
+ vertexArray[ offset + 10 ] = v4.y;
+ vertexArray[ offset + 11 ] = v4.z;
+
+ offset += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyMorphTargets ) {
+
+ for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+ offset_morphTarget = 0;
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ chf = chunk_faces3[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsSmoothNormals ) {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+
+ } else {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ chf = chunk_faces4[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+ v4 = morphTargets[ vk ].vertices[ face.d ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ vka[ offset_morphTarget + 9 ] = v4.x;
+ vka[ offset_morphTarget + 10 ] = v4.y;
+ vka[ offset_morphTarget + 11 ] = v4.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsSmoothNormals ) {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+ n4 = faceVertexNormals.d;
+
+ } else {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+ n4 = n1;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ nka[ offset_morphTarget + 9 ] = n4.x;
+ nka[ offset_morphTarget + 10 ] = n4.y;
+ nka[ offset_morphTarget + 11 ] = n4.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+ if ( material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+ }
+
+ }
+
+ }
+
+ if ( obj_skinWeights.length ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ offset_skin += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+ sw4 = obj_skinWeights[ face.d ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ skinWeightArray[ offset_skin + 12 ] = sw4.x;
+ skinWeightArray[ offset_skin + 13 ] = sw4.y;
+ skinWeightArray[ offset_skin + 14 ] = sw4.z;
+ skinWeightArray[ offset_skin + 15 ] = sw4.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+ si4 = obj_skinIndices[ face.d ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ skinIndexArray[ offset_skin + 12 ] = si4.x;
+ skinIndexArray[ offset_skin + 13 ] = si4.y;
+ skinIndexArray[ offset_skin + 14 ] = si4.z;
+ skinIndexArray[ offset_skin + 15 ] = si4.w;
+
+ offset_skin += 16;
+
+ }
+
+ if ( offset_skin > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyColors && vertexColorType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ offset_color += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+ c4 = vertexColors[ 3 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+ c4 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ colorArray[ offset_color + 9 ] = c4.r;
+ colorArray[ offset_color + 10 ] = c4.g;
+ colorArray[ offset_color + 11 ] = c4.b;
+
+ offset_color += 12;
+
+ }
+
+ if ( offset_color > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyTangents && geometry.hasTangents ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ offset_tangent += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+ t4 = vertexTangents[ 3 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ tangentArray[ offset_tangent + 12 ] = t4.x;
+ tangentArray[ offset_tangent + 13 ] = t4.y;
+ tangentArray[ offset_tangent + 14 ] = t4.z;
+ tangentArray[ offset_tangent + 15 ] = t4.w;
+
+ offset_tangent += 16;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+ }
+
+ if ( dirtyNormals && normalType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 3 && needsSmoothNormals ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 4 && needsSmoothNormals ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( dirtyUvs && obj_uvs && uvType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ fi = chunk_faces4[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ if ( offset_uv > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyUvs && obj_uvs2 && uvType ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ fi = chunk_faces4[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ if ( offset_uv2 > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
+
+ }
+
+ }
+
+ if ( dirtyElements ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+ offset_face += 3;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ offset_line += 6;
+
+ vertexIndex += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 3;
+
+ faceArray[ offset_face + 3 ] = vertexIndex + 1;
+ faceArray[ offset_face + 4 ] = vertexIndex + 2;
+ faceArray[ offset_face + 5 ] = vertexIndex + 3;
+
+ offset_face += 6;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 3;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 6 ] = vertexIndex + 2;
+ lineArray[ offset_line + 7 ] = vertexIndex + 3;
+
+ offset_line += 8;
+
+ vertexIndex += 4;
+
+ }
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! customAttribute.__original.needsUpdate ) continue;
+
+ offset_custom = 0;
+ offset_customSrc = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+ offset_custom += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+ customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
+
+ offset_custom += 4;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+
+ offset_custom += 3;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+ customAttribute.array[ offset_custom + 3 ] = value;
+
+ offset_custom += 4;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+ offset_custom += 8;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+ offset_custom += 8;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ var pp;
+
+ if ( customAttribute.type === "c" ) {
+
+ pp = [ "r", "g", "b" ];
+
+ } else {
+
+ pp = [ "x", "y", "z" ];
+
+ }
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+ v4 = value[ 3 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+ offset_custom += 12;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces4[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+ v4 = customAttribute.value[ face.d ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faces" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+ v4 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces4[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+ v4 = value[ 3 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+ offset_custom += 16;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ if ( dispose ) {
+
+ delete geometryGroup.__inittedArrays;
+ delete geometryGroup.__colorArray;
+ delete geometryGroup.__normalArray;
+ delete geometryGroup.__tangentArray;
+ delete geometryGroup.__uvArray;
+ delete geometryGroup.__uv2Array;
+ delete geometryGroup.__faceArray;
+ delete geometryGroup.__vertexArray;
+ delete geometryGroup.__lineArray;
+ delete geometryGroup.__skinIndexArray;
+ delete geometryGroup.__skinWeightArray;
+
+ }
+
+ };
+
+ function setDirectBuffers ( geometry, hint, dispose ) {
+
+ var attributes = geometry.attributes;
+
+ var index = attributes[ "index" ];
+ var position = attributes[ "position" ];
+ var normal = attributes[ "normal" ];
+ var uv = attributes[ "uv" ];
+ var color = attributes[ "color" ];
+ var tangent = attributes[ "tangent" ];
+
+ if ( geometry.elementsNeedUpdate && index !== undefined ) {
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
+
+ }
+
+ if ( geometry.verticesNeedUpdate && position !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
+
+ }
+
+ if ( geometry.normalsNeedUpdate && normal !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
+
+ }
+
+ if ( geometry.uvsNeedUpdate && uv !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
+
+ }
+
+ if ( geometry.colorsNeedUpdate && color !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
+
+ }
+
+ if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
+
+ }
+
+ if ( dispose ) {
+
+ for ( var i in geometry.attributes ) {
+
+ delete geometry.attributes[ i ].array;
+
+ }
+
+ }
+
+ };
+
+ // Buffer rendering
+
+ this.renderBufferImmediate = function ( object, program, material ) {
+
+ 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 ( object.hasPositions ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.position );
+ _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+ if ( material.shading === THREE.FlatShading ) {
+
+ var nx, ny, nz,
+ nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+ normalArray,
+ i, il = object.count * 3;
+
+ for( i = 0; i < il; i += 9 ) {
+
+ normalArray = object.normalArray;
+
+ nax = normalArray[ i ];
+ nay = normalArray[ i + 1 ];
+ naz = normalArray[ i + 2 ];
+
+ nbx = normalArray[ i + 3 ];
+ nby = normalArray[ i + 4 ];
+ nbz = normalArray[ i + 5 ];
+
+ ncx = normalArray[ i + 6 ];
+ ncy = normalArray[ i + 7 ];
+ ncz = normalArray[ i + 8 ];
+
+ nx = ( nax + nbx + ncx ) / 3;
+ ny = ( nay + nby + ncy ) / 3;
+ nz = ( naz + nbz + ncz ) / 3;
+
+ normalArray[ i ] = nx;
+ normalArray[ i + 1 ] = ny;
+ normalArray[ i + 2 ] = nz;
+
+ normalArray[ i + 3 ] = nx;
+ normalArray[ i + 4 ] = ny;
+ normalArray[ i + 5 ] = nz;
+
+ normalArray[ i + 6 ] = nx;
+ normalArray[ i + 7 ] = ny;
+ normalArray[ i + 8 ] = nz;
+
+ }
+
+ }
+
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.normal );
+ _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasUvs && material.map ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.uv );
+ _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+ _gl.enableVertexAttribArray( program.attributes.color );
+ _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+ object.count = 0;
+
+ };
+
+ this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program, attributes, linewidth, primitives, a, attribute;
+
+ program = setProgram( camera, lights, fog, material, object );
+
+ attributes = program.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ disableAttributes();
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var index = geometry.attributes[ "index" ];
+
+ // indexed triangles
+
+ if ( index ) {
+
+ var offsets = geometry.offsets;
+
+ // 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
+
+ if ( offsets.length > 1 ) updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ // vertices
+
+ var position = geometry.attributes[ "position" ];
+ var positionSize = position.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
+
+ // normals
+
+ var normal = geometry.attributes[ "normal" ];
+
+ if ( attributes.normal >= 0 && normal ) {
+
+ var normalSize = normal.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
+
+ }
+
+ // uvs
+
+ var uv = geometry.attributes[ "uv" ];
+
+ if ( attributes.uv >= 0 && uv ) {
+
+ var uvSize = uv.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
+
+ }
+
+ // colors
+
+ var color = geometry.attributes[ "color" ];
+
+ if ( attributes.color >= 0 && color ) {
+
+ var colorSize = color.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
+
+ }
+
+ // tangents
+
+ var tangent = geometry.attributes[ "tangent" ];
+
+ if ( attributes.tangent >= 0 && tangent ) {
+
+ var tangentSize = tangent.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
+
+ }
+
+ // indices
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed triangles
+
+ _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+ _this.info.render.faces += offsets[ i ].count / 3;
+
+ }
+
+ // non-indexed triangles
+
+ } else {
+
+ if ( updateBuffers ) {
+
+ // vertices
+
+ var position = geometry.attributes[ "position" ];
+ var positionSize = position.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+ // normals
+
+ var normal = geometry.attributes[ "normal" ];
+
+ if ( attributes.normal >= 0 && normal ) {
+
+ var normalSize = normal.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // uvs
+
+ var uv = geometry.attributes[ "uv" ];
+
+ if ( attributes.uv >= 0 && uv ) {
+
+ var uvSize = uv.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // colors
+
+ var color = geometry.attributes[ "color" ];
+
+ if ( attributes.color >= 0 && color ) {
+
+ var colorSize = color.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // tangents
+
+ var tangent = geometry.attributes[ "tangent" ];
+
+ if ( attributes.tangent >= 0 && tangent ) {
+
+ var tangentSize = tangent.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ // render non-indexed triangles
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += position.numItems / 3;
+ _this.info.render.faces += position.numItems / 3 / 3;
+
+ }
+
+ // render particles
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ if ( updateBuffers ) {
+
+ // vertices
+
+ var position = geometry.attributes[ "position" ];
+ var positionSize = position.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+ // colors
+
+ var color = geometry.attributes[ "color" ];
+
+ if ( attributes.color >= 0 && color ) {
+
+ var colorSize = color.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // render particles
+
+ _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.numItems / 3;
+
+ }
+
+ }
+
+ };
+
+ this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program, attributes, linewidth, primitives, a, attribute, i, il;
+
+ program = setProgram( camera, lights, fog, material, object );
+
+ attributes = program.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryGroupHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryGroupHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ disableAttributes();
+
+ }
+
+ // vertices
+
+ if ( !material.morphTargets && attributes.position >= 0 ) {
+
+ if ( updateBuffers ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ } else {
+
+ if ( object.morphTargetBase ) {
+
+ setupMorphTargets( material, geometryGroup, object );
+
+ }
+
+ }
+
+
+ if ( updateBuffers ) {
+
+ // custom attributes
+
+ // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
+
+ if ( geometryGroup.__webglCustomAttributesList ) {
+
+ for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+ attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+ if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+ enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
+ _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ }
+
+
+ // colors
+
+ if ( attributes.color >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // normals
+
+ if ( attributes.normal >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // tangents
+
+ if ( attributes.tangent >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // uvs
+
+ if ( attributes.uv >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes.uv2 >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ enableAttribute( attributes.uv2 );
+ _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( material.skinning &&
+ attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ enableAttribute( attributes.skinIndex );
+ _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ enableAttribute( attributes.skinWeight );
+ _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // line distances
+
+ if ( attributes.lineDistance >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+ enableAttribute( attributes.lineDistance );
+ _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ // wireframe
+
+ if ( material.wireframe ) {
+
+ setLineWidth( material.wireframeLinewidth );
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
+
+ // triangles
+
+ } else {
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += geometryGroup.__webglFaceCount;
+ _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
+
+ // render lines
+
+ } else if ( object instanceof THREE.Line ) {
+
+ primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+ setLineWidth( material.linewidth );
+
+ _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
+
+ _this.info.render.calls ++;
+
+ // render particles
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += geometryGroup.__webglParticleCount;
+
+ // render ribbon
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
+
+ _this.info.render.calls ++;
+
+ }
+
+ };
+
+ function enableAttribute( attribute ) {
+
+ if ( ! _enabledAttributes[ attribute ] ) {
+
+ _gl.enableVertexAttribArray( attribute );
+ _enabledAttributes[ attribute ] = true;
+
+ }
+
+ };
+
+ function disableAttributes() {
+
+ for ( var attribute in _enabledAttributes ) {
+
+ if ( _enabledAttributes[ attribute ] ) {
+
+ _gl.disableVertexAttribArray( attribute );
+ _enabledAttributes[ attribute ] = false;
+
+ }
+
+ }
+
+ };
+
+ function setupMorphTargets ( material, geometryGroup, object ) {
+
+ // set base
+
+ var attributes = material.program.attributes;
+
+ if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.morphTargetForcedOrder.length ) {
+
+ // set forced order
+
+ var m = 0;
+ var order = object.morphTargetForcedOrder;
+ var influences = object.morphTargetInfluences;
+
+ while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ "morphTarget" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ "morphNormal" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+ m ++;
+ }
+
+ } else {
+
+ // find the most influencing
+
+ var influence, activeInfluenceIndices = [];
+ var influences = object.morphTargetInfluences;
+ var i, il = influences.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ influence = influences[ i ];
+
+ if ( influence > 0 ) {
+
+ activeInfluenceIndices.push( [ influence, i ] );
+
+ }
+
+ }
+
+ if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+ activeInfluenceIndices.length = material.numSupportedMorphTargets;
+
+ } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+
+ } else if ( activeInfluenceIndices.length === 0 ) {
+
+ activeInfluenceIndices.push( [ 0, 0 ] );
+
+ };
+
+ var influenceIndex, m = 0;
+
+ while ( m < material.numSupportedMorphTargets ) {
+
+ if ( activeInfluenceIndices[ m ] ) {
+
+ influenceIndex = activeInfluenceIndices[ m ][ 1 ];
+
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ "morphTarget" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ "morphNormal" + m ] );
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
+
+ } else {
+
+ /*
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ if ( material.morphNormals ) {
+
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+ */
+
+ object.__webglMorphTargetInfluences[ m ] = 0;
+
+ }
+
+ m ++;
+
+ }
+
+ }
+
+ // load updated influences uniform
+
+ if ( material.program.uniforms.morphTargetInfluences !== null ) {
+
+ _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
+
+ }
+
+ };
+
+ // Sorting
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return b.id - a.id;
+
+ }
+
+ };
+
+ function numericalSort ( a, b ) {
+
+ return b[ 0 ] - a[ 0 ];
+
+ };
+
+
+ // Rendering
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ var i, il,
+
+ webglObject, object,
+ renderList,
+
+ lights = scene.__lights,
+ fog = scene.fog;
+
+ // reset caching for this frame
+
+ _currentMaterialId = -1;
+ _lightsNeedUpdate = true;
+
+ // update scene graph
+
+ if ( this.autoUpdateScene ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // update WebGL objects
+
+ if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
+
+ // custom render plugins (pre pass)
+
+ renderPlugins( this.renderPluginsPre, scene, camera );
+
+ //
+
+ _this.info.render.calls = 0;
+ _this.info.render.vertices = 0;
+ _this.info.render.faces = 0;
+ _this.info.render.points = 0;
+
+ this.setRenderTarget( renderTarget );
+
+ if ( this.autoClear || forceClear ) {
+
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+ }
+
+ // set matrices for regular objects (frustum culled)
+
+ renderList = scene.__webglObjects;
+
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ webglObject.render = false;
+
+ if ( object.visible ) {
+
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+
+ setupMatrices( object, camera );
+
+ unrollBufferMaterial( webglObject );
+
+ webglObject.render = true;
+
+ if ( this.sortObjects === true ) {
+
+ if ( object.renderDepth !== null ) {
+
+ webglObject.z = object.renderDepth;
+
+ } else {
+
+ _vector3.copy( object.matrixWorld.getPosition() );
+ _projScreenMatrix.multiplyVector3( _vector3 );
+
+ webglObject.z = _vector3.z;
+
+ }
+
+ webglObject.id = object.id;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( this.sortObjects ) {
+
+ renderList.sort( painterSortStable );
+
+ }
+
+ // set matrices for immediate objects
+
+ renderList = scene.__webglObjectsImmediate;
+
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ setupMatrices( object, camera );
+
+ unrollImmediateBufferMaterial( webglObject );
+
+ }
+
+ }
+
+ if ( scene.overrideMaterial ) {
+
+ var material = scene.overrideMaterial;
+
+ this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ this.setDepthTest( material.depthTest );
+ this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
+
+ } else {
+
+ var material = null;
+
+ // opaque pass (front-to-back order)
+
+ this.setBlending( THREE.NoBlending );
+
+ renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
+
+ // transparent pass (back-to-front order)
+
+ renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
+
+ }
+
+ // custom render plugins (post pass)
+
+ renderPlugins( this.renderPluginsPost, scene, camera );
+
+
+ // Generate mipmap if we're using any kind of mipmap filtering
+
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
+
+ updateRenderTargetMipmap( renderTarget );
+
+ }
+
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
+
+ this.setDepthTest( true );
+ this.setDepthWrite( true );
+
+ // _gl.finish();
+
+ };
+
+ function renderPlugins( plugins, scene, camera ) {
+
+ if ( ! plugins.length ) return;
+
+ for ( var i = 0, il = plugins.length; i < il; i ++ ) {
+
+ // reset state for plugin (to start from clean slate)
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+
+ _lightsNeedUpdate = true;
+
+ plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
+
+ // reset state after plugin (anything could have changed)
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _oldBlending = -1;
+ _oldDepthTest = -1;
+ _oldDepthWrite = -1;
+ _oldDoubleSided = -1;
+ _oldFlipSided = -1;
+ _currentGeometryGroupHash = -1;
+ _currentMaterialId = -1;
+
+ _lightsNeedUpdate = true;
+
+ }
+
+ };
+
+ function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var webglObject, object, buffer, material, start, end, delta;
+
+ if ( reverse ) {
+
+ start = renderList.length - 1;
+ end = -1;
+ delta = -1;
+
+ } else {
+
+ start = 0;
+ end = renderList.length;
+ delta = 1;
+ }
+
+ for ( var i = start; i !== end; i += delta ) {
+
+ webglObject = renderList[ i ];
+
+ if ( webglObject.render ) {
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.setMaterialFaces( material );
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
+
+ } else {
+
+ _this.renderBuffer( camera, lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var webglObject, object, material, program;
+
+ for ( var i = 0, il = renderList.length; i < il; i ++ ) {
+
+ webglObject = renderList[ i ];
+ object = webglObject.object;
+
+ if ( object.visible ) {
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.renderImmediateObject( camera, lights, fog, material, object );
+
+ }
+
+ }
+
+ };
+
+ this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ _currentGeometryGroupHash = -1;
+
+ _this.setMaterialFaces( material );
+
+ if ( object.immediateRenderCallback ) {
+
+ object.immediateRenderCallback( program, _gl, _frustum );
+
+ } else {
+
+ object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
+
+ }
+
+ };
+
+ function unrollImmediateBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ material = object.material;
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ };
+
+ function unrollBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ buffer = globject.buffer,
+ material, materialIndex, meshMaterial;
+
+ meshMaterial = object.material;
+
+ if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
+
+ materialIndex = buffer.materialIndex;
+
+ material = meshMaterial.materials[ materialIndex ];
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ } else {
+
+ material = meshMaterial;
+
+ if ( material ) {
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ }
+
+ }
+
+ };
+
+ // Geometry splitting
+
+ function sortFacesByMaterial ( geometry, material ) {
+
+ var f, fl, face, materialIndex, vertices,
+ groupHash, hash_map = {};
+
+ var numMorphTargets = geometry.morphTargets.length;
+ var numMorphNormals = geometry.morphNormals.length;
+
+ var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
+
+ geometry.geometryGroups = {};
+
+ for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+ face = geometry.faces[ f ];
+ materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+ if ( hash_map[ materialIndex ] === undefined ) {
+
+ hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
+
+ }
+
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ vertices = face instanceof THREE.Face3 ? 3 : 4;
+
+ if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
+
+ hash_map[ materialIndex ].counter += 1;
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+ }
+
+ }
+
+ if ( face instanceof THREE.Face3 ) {
+
+ geometry.geometryGroups[ groupHash ].faces3.push( f );
+
+ } else {
+
+ geometry.geometryGroups[ groupHash ].faces4.push( f );
+
+ }
+
+ geometry.geometryGroups[ groupHash ].vertices += vertices;
+
+ }
+
+ geometry.geometryGroupsList = [];
+
+ for ( var g in geometry.geometryGroups ) {
+
+ geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
+
+ geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
+
+ }
+
+ };
+
+ // Objects refresh
+
+ this.initWebGLObjects = function ( scene ) {
+
+ if ( !scene.__webglObjects ) {
+
+ scene.__webglObjects = [];
+ scene.__webglObjectsImmediate = [];
+ scene.__webglSprites = [];
+ scene.__webglFlares = [];
+
+ }
+
+ while ( scene.__objectsAdded.length ) {
+
+ addObject( scene.__objectsAdded[ 0 ], scene );
+ scene.__objectsAdded.splice( 0, 1 );
+
+ }
+
+ while ( scene.__objectsRemoved.length ) {
+
+ removeObject( scene.__objectsRemoved[ 0 ], scene );
+ scene.__objectsRemoved.splice( 0, 1 );
+
+ }
+
+ // update must be called after objects adding / removal
+
+ for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
+
+ updateObject( scene.__webglObjects[ o ].object );
+
+ }
+
+ };
+
+ // Objects adding
+
+ function addObject ( object, scene ) {
+
+ var g, geometry, material, geometryGroup;
+
+ if ( ! object.__webglInit ) {
+
+ object.__webglInit = true;
+
+ object._modelViewMatrix = new THREE.Matrix4();
+ object._normalMatrix = new THREE.Matrix3();
+
+ if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
+
+ object.geometry.__webglInit = true;
+ object.geometry.addEventListener( 'deallocate', onGeometryDeallocate );
+
+ }
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.geometry;
+ material = object.material;
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ if ( geometry.geometryGroups === undefined ) {
+
+ sortFacesByMaterial( geometry, material );
+
+ }
+
+ // create separate VBOs per geometry chunk
+
+ for ( g in geometry.geometryGroups ) {
+
+ geometryGroup = geometry.geometryGroups[ g ];
+
+ // initialise VBO on the first access
+
+ if ( ! geometryGroup.__webglVertexBuffer ) {
+
+ createMeshBuffers( geometryGroup );
+ initMeshBuffers( geometryGroup, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.morphTargetsNeedUpdate = true;
+ geometry.elementsNeedUpdate = true;
+ geometry.uvsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+ geometry.tangentsNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+ initDirectBuffers( geometry );
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ geometry = object.geometry;
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ createRibbonBuffers( geometry );
+ initRibbonBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+
+ }
+
+ } else if ( object instanceof THREE.Line ) {
+
+ geometry = object.geometry;
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ createLineBuffers( geometry );
+ initLineBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.lineDistancesNeedUpdate = true;
+
+ }
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ geometry = object.geometry;
+
+ if ( ! geometry.__webglVertexBuffer ) {
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ createParticleBuffers( geometry );
+ initParticleBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+ initDirectBuffers( geometry );
+
+ }
+
+
+ }
+
+ }
+
+ }
+
+ if ( ! object.__webglActive ) {
+
+ if ( object instanceof THREE.Mesh ) {
+
+ geometry = object.geometry;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ addBuffer( scene.__webglObjects, geometry, object );
+
+ } else {
+
+ for ( g in geometry.geometryGroups ) {
+
+ geometryGroup = geometry.geometryGroups[ g ];
+
+ addBuffer( scene.__webglObjects, geometryGroup, object );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ||
+ object instanceof THREE.Line ||
+ object instanceof THREE.ParticleSystem ) {
+
+ geometry = object.geometry;
+ addBuffer( scene.__webglObjects, geometry, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ addBufferImmediate( scene.__webglObjectsImmediate, object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ scene.__webglSprites.push( object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ scene.__webglFlares.push( object );
+
+ }
+
+ object.__webglActive = true;
+
+ }
+
+ };
+
+ function addBuffer ( objlist, buffer, object ) {
+
+ objlist.push(
+ {
+ buffer: buffer,
+ object: object,
+ opaque: null,
+ transparent: null
+ }
+ );
+
+ };
+
+ function addBufferImmediate ( objlist, object ) {
+
+ objlist.push(
+ {
+ object: object,
+ opaque: null,
+ transparent: null
+ }
+ );
+
+ };
+
+ // Objects updates
+
+ function updateObject ( object ) {
+
+ var geometry = object.geometry,
+ geometryGroup, customAttributesDirty, material;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
+
+ setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.elementsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.tangentsNeedUpdate = false;
+
+ } else {
+
+ // check all geometry groups
+
+ for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
+
+ geometryGroup = geometry.geometryGroupsList[ i ];
+
+ material = getBufferMaterial( object, geometryGroup );
+
+ if ( geometry.buffersNeedUpdate ) {
+
+ initMeshBuffers( geometryGroup, object );
+
+ }
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
+
+ setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
+
+ }
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.morphTargetsNeedUpdate = false;
+ geometry.elementsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.tangentsNeedUpdate = false;
+
+ geometry.buffersNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ }
+
+ } else if ( object instanceof THREE.Ribbon ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
+
+ setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
+
+ setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.lineDistancesNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.ParticleSystem ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
+
+ setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ } else {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
+
+ setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ }
+
+ }
+
+ };
+
+ // Objects updates - custom attributes check
+
+ function areCustomAttributesDirty ( material ) {
+
+ for ( var a in material.attributes ) {
+
+ if ( material.attributes[ a ].needsUpdate ) return true;
+
+ }
+
+ return false;
+
+ };
+
+ function clearCustomAttributes ( material ) {
+
+ for ( var a in material.attributes ) {
+
+ material.attributes[ a ].needsUpdate = false;
+
+ }
+
+ };
+
+ // Objects removal
+
+ function removeObject ( object, scene ) {
+
+ if ( object instanceof THREE.Mesh ||
+ object instanceof THREE.ParticleSystem ||
+ object instanceof THREE.Ribbon ||
+ object instanceof THREE.Line ) {
+
+ removeInstances( scene.__webglObjects, object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ removeInstancesDirect( scene.__webglSprites, object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ removeInstancesDirect( scene.__webglFlares, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ removeInstances( scene.__webglObjectsImmediate, object );
+
+ }
+
+ object.__webglActive = false;
+
+ };
+
+ function removeInstances ( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ].object === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ };
+
+ function removeInstancesDirect ( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ] === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ };
+
+ // Materials
+
+ this.initMaterial = function ( material, lights, fog, object ) {
+
+ material.addEventListener( 'deallocate', onMaterialDeallocate );
+
+ var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
+
+ if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ shaderID = 'depth';
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ shaderID = 'normal';
+
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ shaderID = 'lambert';
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ shaderID = 'phong';
+
+ } else if ( material instanceof THREE.LineBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ shaderID = 'dashed';
+
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ shaderID = 'particle_basic';
+
+ }
+
+ if ( shaderID ) {
+
+ setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
+
+ }
+
+ // heuristics to create shader parameters according to lights in the scene
+ // (not to blow over maxLights budget)
+
+ maxLightCount = allocateLights( lights );
+
+ maxShadows = allocateShadows( lights );
+
+ maxBones = allocateBones( object );
+
+ parameters = {
+
+ map: !!material.map,
+ envMap: !!material.envMap,
+ lightMap: !!material.lightMap,
+ bumpMap: !!material.bumpMap,
+ normalMap: !!material.normalMap,
+ specularMap: !!material.specularMap,
+
+ vertexColors: material.vertexColors,
+
+ fog: fog,
+ useFog: material.fog,
+ fogExp: fog instanceof THREE.FogExp2,
+
+ sizeAttenuation: material.sizeAttenuation,
+
+ skinning: material.skinning,
+ maxBones: maxBones,
+ useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
+ boneTextureWidth: object && object.boneTextureWidth,
+ boneTextureHeight: object && object.boneTextureHeight,
+
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: this.maxMorphTargets,
+ maxMorphNormals: this.maxMorphNormals,
+
+ maxDirLights: maxLightCount.directional,
+ maxPointLights: maxLightCount.point,
+ maxSpotLights: maxLightCount.spot,
+ maxHemiLights: maxLightCount.hemi,
+
+ maxShadows: maxShadows,
+ shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
+ shadowMapType: this.shadowMapType,
+ shadowMapDebug: this.shadowMapDebug,
+ shadowMapCascade: this.shadowMapCascade,
+
+ alphaTest: material.alphaTest,
+ metal: material.metal,
+ perPixel: material.perPixel,
+ wrapAround: material.wrapAround,
+ doubleSided: material.side === THREE.DoubleSide,
+ flipSided: material.side === THREE.BackSide
+
+ };
+
+ material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
+
+ var attributes = material.program.attributes;
+
+ if ( material.morphTargets ) {
+
+ material.numSupportedMorphTargets = 0;
+
+ var id, base = "morphTarget";
+
+ for ( i = 0; i < this.maxMorphTargets; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphTargets ++;
+
+ }
+
+ }
+
+ }
+
+ if ( material.morphNormals ) {
+
+ material.numSupportedMorphNormals = 0;
+
+ var id, base = "morphNormal";
+
+ for ( i = 0; i < this.maxMorphNormals; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphNormals ++;
+
+ }
+
+ }
+
+ }
+
+ material.uniformsList = [];
+
+ for ( u in material.uniforms ) {
+
+ material.uniformsList.push( [ material.uniforms[ u ], u ] );
+
+ }
+
+ };
+
+ function setMaterialShaders( material, shaders ) {
+
+ material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
+ material.vertexShader = shaders.vertexShader;
+ material.fragmentShader = shaders.fragmentShader;
+
+ };
+
+ function setProgram( camera, lights, fog, material, object ) {
+
+ _usedTextureUnits = 0;
+
+ if ( material.needsUpdate ) {
+
+ if ( material.program ) deallocateMaterial( material );
+
+ _this.initMaterial( material, lights, fog, object );
+ material.needsUpdate = false;
+
+ }
+
+ if ( material.morphTargets ) {
+
+ if ( ! object.__webglMorphTargetInfluences ) {
+
+ object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+ }
+
+ }
+
+ var refreshMaterial = false;
+
+ var program = material.program,
+ p_uniforms = program.uniforms,
+ m_uniforms = material.uniforms;
+
+ if ( program !== _currentProgram ) {
+
+ _gl.useProgram( program );
+ _currentProgram = program;
+
+ refreshMaterial = true;
+
+ }
+
+ if ( material.id !== _currentMaterialId ) {
+
+ _currentMaterialId = material.id;
+ refreshMaterial = true;
+
+ }
+
+ if ( refreshMaterial || camera !== _currentCamera ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ if ( camera !== _currentCamera ) _currentCamera = camera;
+
+ }
+
+ // 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 ) {
+
+ if ( _supportsBoneTextures && object.useVertexTexture ) {
+
+ if ( p_uniforms.boneTexture !== null ) {
+
+ var textureUnit = getTextureUnit();
+
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+ _this.setTexture( object.boneTexture, textureUnit );
+
+ }
+
+ } else {
+
+ if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
+
+ }
+
+ }
+
+ }
+
+ if ( refreshMaterial ) {
+
+ // refresh uniforms common to several materials
+
+ if ( fog && material.fog ) {
+
+ refreshUniformsFog( m_uniforms, fog );
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material.lights ) {
+
+ if ( _lightsNeedUpdate ) {
+
+ setupLights( program, lights );
+ _lightsNeedUpdate = false;
+
+ }
+
+ refreshUniformsLights( m_uniforms, _lights );
+
+ }
+
+ if ( material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsCommon( m_uniforms, material );
+
+ }
+
+ // refresh single material specific uniforms
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+ refreshUniformsDash( m_uniforms, material );
+
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+ refreshUniformsParticle( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsPhong( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ refreshUniformsLambert( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ m_uniforms.mNear.value = camera.near;
+ m_uniforms.mFar.value = camera.far;
+ m_uniforms.opacity.value = material.opacity;
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ m_uniforms.opacity.value = material.opacity;
+
+ }
+
+ if ( object.receiveShadow && ! material._shadowPass ) {
+
+ refreshUniformsShadow( m_uniforms, lights );
+
+ }
+
+ // load common uniforms
+
+ loadUniformsGeneric( program, material.uniformsList );
+
+ // load material specific uniforms
+ // (shader material also gets them for the sake of genericity)
+
+ if ( material instanceof THREE.ShaderMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material.envMap ) {
+
+ if ( p_uniforms.cameraPosition !== null ) {
+
+ var position = camera.matrixWorld.getPosition();
+ _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
+
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.ShaderMaterial ||
+ material.skinning ) {
+
+ if ( p_uniforms.viewMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+ }
+
+ }
+
+ }
+
+ loadUniformsMatrices( p_uniforms, object );
+
+ if ( p_uniforms.modelMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+ }
+
+ return program;
+
+ };
+
+ // Uniforms (refresh uniforms objects)
+
+ function refreshUniformsCommon ( uniforms, material ) {
+
+ uniforms.opacity.value = material.opacity;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.diffuse.value.copyGammaToLinear( material.color );
+
+ } else {
+
+ uniforms.diffuse.value = material.color;
+
+ }
+
+ uniforms.map.value = material.map;
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.specularMap.value = material.specularMap;
+
+ if ( material.bumpMap ) {
+
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
+
+ }
+
+ if ( material.normalMap ) {
+
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
+
+ }
+
+ // uv repeat and offset setting priorities
+ // 1. color map
+ // 2. specular map
+ // 3. normal map
+ // 4. bump map
+
+ var uvScaleMap;
+
+ if ( material.map ) {
+
+ uvScaleMap = material.map;
+
+ } else if ( material.specularMap ) {
+
+ uvScaleMap = material.specularMap;
+
+ } else if ( material.normalMap ) {
+
+ uvScaleMap = material.normalMap;
+
+ } else if ( material.bumpMap ) {
+
+ uvScaleMap = material.bumpMap;
+
+ }
+
+ if ( uvScaleMap !== undefined ) {
+
+ var offset = uvScaleMap.offset;
+ var repeat = uvScaleMap.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ uniforms.envMap.value = material.envMap;
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
+
+ if ( _this.gammaInput ) {
+
+ //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
+ uniforms.reflectivity.value = material.reflectivity;
+
+ } else {
+
+ uniforms.reflectivity.value = material.reflectivity;
+
+ }
+
+ uniforms.refractionRatio.value = material.refractionRatio;
+ uniforms.combine.value = material.combine;
+ uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
+
+ };
+
+ function refreshUniformsLine ( uniforms, material ) {
+
+ uniforms.diffuse.value = material.color;
+ uniforms.opacity.value = material.opacity;
+
+ };
+
+ function refreshUniformsDash ( uniforms, material ) {
+
+ uniforms.dashSize.value = material.dashSize;
+ uniforms.totalSize.value = material.dashSize + material.gapSize;
+ uniforms.scale.value = material.scale;
+
+ };
+
+ 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 refreshUniformsFog ( uniforms, fog ) {
+
+ uniforms.fogColor.value = fog.color;
+
+ if ( fog instanceof THREE.Fog ) {
+
+ uniforms.fogNear.value = fog.near;
+ uniforms.fogFar.value = fog.far;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ uniforms.fogDensity.value = fog.density;
+
+ }
+
+ };
+
+ function refreshUniformsPhong ( uniforms, material ) {
+
+ uniforms.shininess.value = material.shininess;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+ uniforms.specular.value.copyGammaToLinear( material.specular );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+ uniforms.specular.value = material.specular;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ };
+
+ function refreshUniformsLambert ( uniforms, material ) {
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ };
+
+ function refreshUniformsLights ( uniforms, lights ) {
+
+ uniforms.ambientLightColor.value = lights.ambient;
+
+ uniforms.directionalLightColor.value = lights.directional.colors;
+ uniforms.directionalLightDirection.value = lights.directional.positions;
+
+ uniforms.pointLightColor.value = lights.point.colors;
+ uniforms.pointLightPosition.value = lights.point.positions;
+ uniforms.pointLightDistance.value = lights.point.distances;
+
+ 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.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+ };
+
+ function refreshUniformsShadow ( uniforms, lights ) {
+
+ if ( uniforms.shadowMatrix ) {
+
+ var j = 0;
+
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+ var light = lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
+
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
+
+ j ++;
+
+ }
+
+ }
+
+ }
+
+ };
+
+ // Uniforms (load to GPU)
+
+ function loadUniformsMatrices ( uniforms, object ) {
+
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
+
+ if ( uniforms.normalMatrix ) {
+
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
+
+ }
+
+ };
+
+ function getTextureUnit() {
+
+ var textureUnit = _usedTextureUnits;
+
+ if ( textureUnit >= _maxTextures ) {
+
+ console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
+
+ }
+
+ _usedTextureUnits += 1;
+
+ return textureUnit;
+
+ };
+
+ function loadUniformsGeneric ( program, uniforms ) {
+
+ var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
+
+ for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+ location = program.uniforms[ uniforms[ j ][ 1 ] ];
+ if ( !location ) continue;
+
+ uniform = uniforms[ j ][ 0 ];
+
+ type = uniform.type;
+ value = uniform.value;
+
+ if ( type === "i" ) { // single integer
+
+ _gl.uniform1i( location, value );
+
+ } else if ( type === "f" ) { // single float
+
+ _gl.uniform1f( location, value );
+
+ } else if ( type === "v2" ) { // single THREE.Vector2
+
+ _gl.uniform2f( location, value.x, value.y );
+
+ } else if ( type === "v3" ) { // single THREE.Vector3
+
+ _gl.uniform3f( location, value.x, value.y, value.z );
+
+ } else if ( type === "v4" ) { // single THREE.Vector4
+
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+ } else if ( type === "c" ) { // single THREE.Color
+
+ _gl.uniform3f( location, value.r, value.g, value.b );
+
+ } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
+
+ _gl.uniform1iv( location, value );
+
+ } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
+
+ _gl.uniform3iv( location, value );
+
+ } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
+
+ _gl.uniform1fv( location, value );
+
+ } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
+
+ _gl.uniform3fv( location, value );
+
+ } else if ( type === "v2v" ) { // array of THREE.Vector2
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 2 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 2;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+
+ }
+
+ _gl.uniform2fv( location, uniform._array );
+
+ } else if ( type === "v3v" ) { // array of THREE.Vector3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 3 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 3;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+
+ }
+
+ _gl.uniform3fv( location, uniform._array );
+
+ } else if ( type === "v4v" ) { // array of THREE.Vector4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 4 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 4;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+ uniform._array[ offset + 3 ] = value[ i ].w;
+
+ }
+
+ _gl.uniform4fv( location, uniform._array );
+
+ } else if ( type === "m4") { // single THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 );
+
+ }
+
+ value.flattenToArray( uniform._array );
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ } else if ( type === "m4v" ) { // array of THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 * value.length );
+
+ }
+
+ for ( i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+ }
+
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
+
+ texture = value;
+ textureUnit = getTextureUnit();
+
+ _gl.uniform1i( location, textureUnit );
+
+ if ( !texture ) continue;
+
+ if ( texture.image instanceof Array && texture.image.length === 6 ) {
+
+ setCubeTexture( texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+ setCubeTextureDynamic( texture, textureUnit );
+
+ } else {
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ } else if ( type === "tv" ) { // array of THREE.Texture (2d)
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = [];
+
+ }
+
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ uniform._array[ i ] = getTextureUnit();
+
+ }
+
+ _gl.uniform1iv( location, uniform._array );
+
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ texture = uniform.value[ i ];
+ textureUnit = uniform._array[ i ];
+
+ if ( !texture ) continue;
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ function setupMatrices ( object, camera ) {
+
+ object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
+
+ object._normalMatrix.getInverse( object._modelViewMatrix );
+ object._normalMatrix.transpose();
+
+ };
+
+ //
+
+ function setColorGamma( array, offset, color, intensitySq ) {
+
+ array[ offset ] = color.r * color.r * intensitySq;
+ array[ offset + 1 ] = color.g * color.g * intensitySq;
+ array[ offset + 2 ] = color.b * color.b * intensitySq;
+
+ };
+
+ function setColorLinear( array, offset, color, intensity ) {
+
+ array[ offset ] = color.r * intensity;
+ array[ offset + 1 ] = color.g * intensity;
+ array[ offset + 2 ] = color.b * intensity;
+
+ };
+
+ function setupLights ( program, lights ) {
+
+ var l, ll, light, n,
+ r = 0, g = 0, b = 0,
+ color, skyColor, groundColor,
+ intensity, intensitySq,
+ position,
+ distance,
+
+ zlights = _lights,
+
+ dirColors = zlights.directional.colors,
+ dirPositions = zlights.directional.positions,
+
+ pointColors = zlights.point.colors,
+ pointPositions = zlights.point.positions,
+ pointDistances = zlights.point.distances,
+
+ spotColors = zlights.spot.colors,
+ spotPositions = zlights.spot.positions,
+ spotDistances = zlights.spot.distances,
+ spotDirections = zlights.spot.directions,
+ spotAnglesCos = zlights.spot.anglesCos,
+ spotExponents = zlights.spot.exponents,
+
+ hemiSkyColors = zlights.hemi.skyColors,
+ hemiGroundColors = zlights.hemi.groundColors,
+ hemiPositions = zlights.hemi.positions,
+
+ dirLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ hemiLength = 0,
+
+ dirCount = 0,
+ pointCount = 0,
+ spotCount = 0,
+ hemiCount = 0,
+
+ dirOffset = 0,
+ pointOffset = 0,
+ spotOffset = 0,
+ hemiOffset = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ color = light.color;
+ intensity = light.intensity;
+ distance = light.distance;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ if ( ! light.visible ) continue;
+
+ if ( _this.gammaInput ) {
+
+ r += color.r * color.r;
+ g += color.g * color.g;
+ b += color.b * color.b;
+
+ } else {
+
+ r += color.r;
+ g += color.g;
+ b += color.b;
+
+ }
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ dirCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.copy( light.matrixWorld.getPosition() );
+ _direction.subSelf( light.target.matrixWorld.getPosition() );
+ _direction.normalize();
+
+ // skip lights with undefined direction
+ // these create troubles in OpenGL (making pixel black)
+
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+ dirOffset = dirLength * 3;
+
+ dirPositions[ dirOffset ] = _direction.x;
+ dirPositions[ dirOffset + 1 ] = _direction.y;
+ dirPositions[ dirOffset + 2 ] = _direction.z;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( dirColors, dirOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( dirColors, dirOffset, color, intensity );
+
+ }
+
+ dirLength += 1;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ pointCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ pointOffset = pointLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( pointColors, pointOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( pointColors, pointOffset, color, intensity );
+
+ }
+
+ position = light.matrixWorld.getPosition();
+
+ pointPositions[ pointOffset ] = position.x;
+ pointPositions[ pointOffset + 1 ] = position.y;
+ pointPositions[ pointOffset + 2 ] = position.z;
+
+ pointDistances[ pointLength ] = distance;
+
+ pointLength += 1;
+
+ } else if ( light instanceof THREE.SpotLight ) {
+
+ spotCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ spotOffset = spotLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( spotColors, spotOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( spotColors, spotOffset, color, intensity );
+
+ }
+
+ position = light.matrixWorld.getPosition();
+
+ spotPositions[ spotOffset ] = position.x;
+ spotPositions[ spotOffset + 1 ] = position.y;
+ spotPositions[ spotOffset + 2 ] = position.z;
+
+ spotDistances[ spotLength ] = distance;
+
+ _direction.copy( position );
+ _direction.subSelf( light.target.matrixWorld.getPosition() );
+ _direction.normalize();
+
+ spotDirections[ spotOffset ] = _direction.x;
+ spotDirections[ spotOffset + 1 ] = _direction.y;
+ spotDirections[ spotOffset + 2 ] = _direction.z;
+
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+ spotExponents[ spotLength ] = light.exponent;
+
+ spotLength += 1;
+
+ } else if ( light instanceof THREE.HemisphereLight ) {
+
+ hemiCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.copy( light.matrixWorld.getPosition() );
+ _direction.normalize();
+
+ // skip lights with undefined direction
+ // these create troubles in OpenGL (making pixel black)
+
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
+
+ hemiOffset = hemiLength * 3;
+
+ hemiPositions[ hemiOffset ] = _direction.x;
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+ skyColor = light.color;
+ groundColor = light.groundColor;
+
+ if ( _this.gammaInput ) {
+
+ intensitySq = intensity * intensity;
+
+ setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
+ setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
+
+ } else {
+
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+ }
+
+ hemiLength += 1;
+
+ }
+
+ }
+
+ // 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;
+
+ zlights.directional.length = dirLength;
+ zlights.point.length = pointLength;
+ zlights.spot.length = spotLength;
+ zlights.hemi.length = hemiLength;
+
+ zlights.ambient[ 0 ] = r;
+ zlights.ambient[ 1 ] = g;
+ zlights.ambient[ 2 ] = b;
+
+ };
+
+ // GL state setting
+
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
+
+ if ( cullFace === THREE.CullFaceNone ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ if ( cullFace === THREE.CullFaceBack ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ } else if ( cullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.FRONT_AND_BACK );
+
+ }
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ };
+
+ this.setMaterialFaces = function ( material ) {
+
+ var doubleSided = material.side === THREE.DoubleSide;
+ var flipSided = material.side === THREE.BackSide;
+
+ if ( _oldDoubleSided !== doubleSided ) {
+
+ if ( doubleSided ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ _oldDoubleSided = doubleSided;
+
+ }
+
+ if ( _oldFlipSided !== flipSided ) {
+
+ if ( flipSided ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ _oldFlipSided = flipSided;
+
+ }
+
+ };
+
+ this.setDepthTest = function ( depthTest ) {
+
+ if ( _oldDepthTest !== depthTest ) {
+
+ if ( depthTest ) {
+
+ _gl.enable( _gl.DEPTH_TEST );
+
+ } else {
+
+ _gl.disable( _gl.DEPTH_TEST );
+
+ }
+
+ _oldDepthTest = depthTest;
+
+ }
+
+ };
+
+ this.setDepthWrite = function ( depthWrite ) {
+
+ if ( _oldDepthWrite !== depthWrite ) {
+
+ _gl.depthMask( depthWrite );
+ _oldDepthWrite = depthWrite;
+
+ }
+
+ };
+
+ function setLineWidth ( width ) {
+
+ if ( width !== _oldLineWidth ) {
+
+ _gl.lineWidth( width );
+
+ _oldLineWidth = width;
+
+ }
+
+ };
+
+ function setPolygonOffset ( polygonoffset, factor, units ) {
+
+ if ( _oldPolygonOffset !== polygonoffset ) {
+
+ if ( polygonoffset ) {
+
+ _gl.enable( _gl.POLYGON_OFFSET_FILL );
+
+ } else {
+
+ _gl.disable( _gl.POLYGON_OFFSET_FILL );
+
+ }
+
+ _oldPolygonOffset = polygonoffset;
+
+ }
+
+ if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
+
+ _gl.polygonOffset( factor, units );
+
+ _oldPolygonOffsetFactor = factor;
+ _oldPolygonOffsetUnits = units;
+
+ }
+
+ };
+
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
+
+ if ( blending !== _oldBlending ) {
+
+ if ( blending === THREE.NoBlending ) {
+
+ _gl.disable( _gl.BLEND );
+
+ } else if ( blending === THREE.AdditiveBlending ) {
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
+
+ } else if ( blending === THREE.SubtractiveBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
+
+ } 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 );
+
+ } else if ( blending === THREE.CustomBlending ) {
+
+ _gl.enable( _gl.BLEND );
+
+ } 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 );
+
+ }
+
+ _oldBlending = blending;
+
+ }
+
+ if ( blending === THREE.CustomBlending ) {
+
+ if ( blendEquation !== _oldBlendEquation ) {
+
+ _gl.blendEquation( paramThreeToGL( blendEquation ) );
+
+ _oldBlendEquation = blendEquation;
+
+ }
+
+ if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
+
+ _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
+
+ _oldBlendSrc = blendSrc;
+ _oldBlendDst = blendDst;
+
+ }
+
+ } else {
+
+ _oldBlendEquation = null;
+ _oldBlendSrc = null;
+ _oldBlendDst = null;
+
+ }
+
+ };
+
+ // Defines
+
+ function generateDefines ( defines ) {
+
+ var value, chunk, chunks = [];
+
+ for ( var d in defines ) {
+
+ value = defines[ d ];
+ if ( value === false ) continue;
+
+ chunk = "#define " + d + " " + value;
+ chunks.push( chunk );
+
+ }
+
+ return chunks.join( "\n" );
+
+ };
+
+ // Shaders
+
+ function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
+
+ var p, pl, d, program, code;
+ var chunks = [];
+
+ // Generate code
+
+ if ( shaderID ) {
+
+ chunks.push( shaderID );
+
+ } else {
+
+ chunks.push( fragmentShader );
+ chunks.push( vertexShader );
+
+ }
+
+ for ( d in defines ) {
+
+ chunks.push( d );
+ chunks.push( defines[ d ] );
+
+ }
+
+ for ( p in parameters ) {
+
+ chunks.push( p );
+ chunks.push( parameters[ p ] );
+
+ }
+
+ code = chunks.join();
+
+ // Check if code has been already compiled
+
+ for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+ var programInfo = _programs[ p ];
+
+ if ( programInfo.code === code ) {
+
+ //console.log( "Code already compiled." /*: \n\n" + code*/ );
+
+ programInfo.usedTimes ++;
+
+ return programInfo.program;
+
+ }
+
+ }
+
+ var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
+
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
+
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
+
+ }
+
+ //console.log( "building new program " );
+
+ //
+
+ var customDefines = generateDefines( defines );
+
+ //
+
+ program = _gl.createProgram();
+
+ var prefix_vertex = [
+
+ "precision " + _precision + " float;",
+
+ customDefines,
+
+ _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ "#define MAX_BONES " + parameters.maxBones,
+
+ parameters.map ? "#define USE_MAP" : "",
+ parameters.envMap ? "#define USE_ENVMAP" : "",
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.skinning ? "#define USE_SKINNING" : "",
+ parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
+ parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
+ parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
+
+ parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
+ parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
+
+ "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;",
+ "attribute vec2 uv2;",
+
+ "#ifdef USE_COLOR",
+
+ "attribute vec3 color;",
+
+ "#endif",
+
+ "#ifdef USE_MORPHTARGETS",
+
+ "attribute vec3 morphTarget0;",
+ "attribute vec3 morphTarget1;",
+ "attribute vec3 morphTarget2;",
+ "attribute vec3 morphTarget3;",
+
+ "#ifdef USE_MORPHNORMALS",
+
+ "attribute vec3 morphNormal0;",
+ "attribute vec3 morphNormal1;",
+ "attribute vec3 morphNormal2;",
+ "attribute vec3 morphNormal3;",
+
+ "#else",
+
+ "attribute vec3 morphTarget4;",
+ "attribute vec3 morphTarget5;",
+ "attribute vec3 morphTarget6;",
+ "attribute vec3 morphTarget7;",
+
+ "#endif",
+
+ "#endif",
+
+ "#ifdef USE_SKINNING",
+
+ "attribute vec4 skinIndex;",
+ "attribute vec4 skinWeight;",
+
+ "#endif",
+
+ ""
+
+ ].join("\n");
+
+ var prefix_fragment = [
+
+ "precision " + _precision + " float;",
+
+ ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
+
+ 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,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+ ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
+ ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
+
+ parameters.map ? "#define USE_MAP" : "",
+ parameters.envMap ? "#define USE_ENVMAP" : "",
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.metal ? "#define METAL" : "",
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ "uniform mat4 viewMatrix;",
+ "uniform vec3 cameraPosition;",
+ ""
+
+ ].join("\n");
+
+ var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
+ var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
+
+ _gl.attachShader( program, glVertexShader );
+ _gl.attachShader( program, glFragmentShader );
+
+ _gl.linkProgram( program );
+
+ if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
+
+ console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
+
+ }
+
+ // clean up
+
+ _gl.deleteShader( glFragmentShader );
+ _gl.deleteShader( glVertexShader );
+
+ //console.log( prefix_fragment + fragmentShader );
+ //console.log( prefix_vertex + vertexShader );
+
+ program.uniforms = {};
+ program.attributes = {};
+
+ var identifiers, u, a, i;
+
+ // cache uniform locations
+
+ identifiers = [
+
+ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
+ 'morphTargetInfluences'
+
+ ];
+
+ if ( parameters.useVertexTexture ) {
+
+ identifiers.push( 'boneTexture' );
+
+ } else {
+
+ identifiers.push( 'boneGlobalMatrices' );
+
+ }
+
+ for ( u in uniforms ) {
+
+ identifiers.push( u );
+
+ }
+
+ cacheUniformLocations( program, identifiers );
+
+ // cache attributes locations
+
+ identifiers = [
+
+ "position", "normal", "uv", "uv2", "tangent", "color",
+ "skinIndex", "skinWeight", "lineDistance"
+
+ ];
+
+ for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+ identifiers.push( "morphTarget" + i );
+
+ }
+
+ for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+ identifiers.push( "morphNormal" + i );
+
+ }
+
+ for ( a in attributes ) {
+
+ identifiers.push( a );
+
+ }
+
+ cacheAttributeLocations( program, identifiers );
+
+ program.id = _programs_counter ++;
+
+ _programs.push( { program: program, code: code, usedTimes: 1 } );
+
+ _this.info.memory.programs = _programs.length;
+
+ return program;
+
+ };
+
+ // Shader parameters cache
+
+ function cacheUniformLocations ( program, identifiers ) {
+
+ var i, l, id;
+
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ id = identifiers[ i ];
+ program.uniforms[ id ] = _gl.getUniformLocation( program, id );
+
+ }
+
+ };
+
+ function cacheAttributeLocations ( program, identifiers ) {
+
+ var i, l, id;
+
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ id = identifiers[ i ];
+ program.attributes[ id ] = _gl.getAttribLocation( program, id );
+
+ }
+
+ };
+
+ function addLineNumbers ( string ) {
+
+ var chunks = string.split( "\n" );
+
+ for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+ // Chrome reports shader errors on lines
+ // starting counting from 1
+
+ chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+ }
+
+ return chunks.join( "\n" );
+
+ };
+
+ function getShader ( type, string ) {
+
+ var shader;
+
+ if ( type === "fragment" ) {
+
+ shader = _gl.createShader( _gl.FRAGMENT_SHADER );
+
+ } else if ( type === "vertex" ) {
+
+ shader = _gl.createShader( _gl.VERTEX_SHADER );
+
+ }
+
+ _gl.shaderSource( shader, string );
+ _gl.compileShader( shader );
+
+ if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
+
+ console.error( _gl.getShaderInfoLog( shader ) );
+ console.error( addLineNumbers( string ) );
+ return null;
+
+ }
+
+ return shader;
+
+ };
+
+ // Textures
+
+
+ function isPowerOfTwo ( value ) {
+
+ return ( value & ( value - 1 ) ) === 0;
+
+ };
+
+ function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+ if ( isImagePowerOfTwo ) {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+ } else {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+ }
+
+ if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
+
+ if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
+
+ _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
+ texture.__oldAnisotropy = texture.anisotropy;
+
+ }
+
+ }
+
+ };
+
+ this.setTexture = function ( texture, slot ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.__webglInit ) {
+
+ texture.__webglInit = true;
+
+ texture.addEventListener( 'deallocate', onTextureDeallocate );
+
+ texture.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.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 );
+
+ var image = texture.image,
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+ var mipmap, mipmaps = texture.mipmaps;
+
+ if ( texture instanceof THREE.DataTexture ) {
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ 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 );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+ }
+
+ } else if ( texture instanceof THREE.CompressedTexture ) {
+
+ // compressed textures can only use manually created mipmaps
+ // WebGL can't generate mipmaps for DDS textures
+
+ for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ }
+
+ } else { // regular Texture (image, video, canvas)
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ }
+
+ };
+
+ function clampToMaxSize ( image, maxSize ) {
+
+ if ( image.width <= maxSize && image.height <= maxSize ) {
+
+ return image;
+
+ }
+
+ // Warning: Scaling through the canvas will only work with images that use
+ // premultiplied alpha.
+
+ var maxDimension = Math.max( image.width, image.height );
+ var newWidth = Math.floor( image.width * maxSize / maxDimension );
+ var newHeight = Math.floor( image.height * maxSize / maxDimension );
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = newWidth;
+ canvas.height = newHeight;
+
+ var ctx = canvas.getContext( "2d" );
+ ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
+
+ return canvas;
+
+ }
+
+ function setCubeTexture ( texture, slot ) {
+
+ if ( texture.image.length === 6 ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.image.__webglTextureCube ) {
+
+ texture.image.__webglTextureCube = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+ var isCompressed = texture instanceof THREE.CompressedTexture;
+
+ var cubeImage = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( _this.autoScaleCubemaps && ! isCompressed ) {
+
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+ } else {
+
+ cubeImage[ i ] = texture.image[ i ];
+
+ }
+
+ }
+
+ var image = cubeImage[ 0 ],
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( isCompressed ) {
+
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+ for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+ mipmap = mipmaps[ j ];
+ _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ }
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ }
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ }
+
+ }
+
+ };
+
+ function setCubeTextureDynamic ( texture, slot ) {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+ };
+
+ // Render targets
+
+ function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+ };
+
+ function setupRenderBuffer ( renderbuffer, renderTarget ) {
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ /* For some reason this is not working. Defaulting to RGBA4.
+ } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+ */
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ } else {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+ }
+
+ };
+
+ this.setRenderTarget = function ( renderTarget ) {
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+ if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
+
+ if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+ if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+ renderTarget.addEventListener( 'deallocate', onRenderTargetDeallocate );
+
+ renderTarget.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ // Setup texture, create render and frame buffers
+
+ var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
+ glFormat = paramThreeToGL( renderTarget.format ),
+ glType = paramThreeToGL( renderTarget.type );
+
+ if ( isCube ) {
+
+ renderTarget.__webglFramebuffer = [];
+ renderTarget.__webglRenderbuffer = [];
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+ renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+ setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ } else {
+
+ renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
+
+ } else {
+
+ renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
+
+ }
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ }
+
+ } else {
+
+ setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ }
+
+ // Release everything
+
+ if ( isCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+ }
+
+ var framebuffer, width, height, vx, vy;
+
+ if ( renderTarget ) {
+
+ if ( isCube ) {
+
+ framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+ } else {
+
+ framebuffer = renderTarget.__webglFramebuffer;
+
+ }
+
+ width = renderTarget.width;
+ height = renderTarget.height;
+
+ vx = 0;
+ vy = 0;
+
+ } else {
+
+ framebuffer = null;
+
+ width = _viewportWidth;
+ height = _viewportHeight;
+
+ vx = _viewportX;
+ vy = _viewportY;
+
+ }
+
+ if ( framebuffer !== _currentFramebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.viewport( vx, vy, width, height );
+
+ _currentFramebuffer = framebuffer;
+
+ }
+
+ _currentWidth = width;
+ _currentHeight = height;
+
+ };
+
+ function updateRenderTargetMipmap ( renderTarget ) {
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_2D );
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ };
+
+ // Fallback filters for non-power-of-2 textures
+
+ function filterFallback ( f ) {
+
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+ return _gl.NEAREST;
+
+ }
+
+ return _gl.LINEAR;
+
+ };
+
+ // Map three.js constants to WebGL constants
+
+ function paramThreeToGL ( p ) {
+
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+ if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+ if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+ if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+ if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+ if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+ if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+ if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+ if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+ if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+ if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+ if ( p === THREE.ByteType ) return _gl.BYTE;
+ if ( p === THREE.ShortType ) return _gl.SHORT;
+ if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+ if ( p === THREE.IntType ) return _gl.INT;
+ if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+ if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+ if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+ if ( p === THREE.RGBFormat ) return _gl.RGB;
+ if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+ if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+ if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+ if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+ if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+ if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+ if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+ if ( p === THREE.OneFactor ) return _gl.ONE;
+ if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+ if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+ if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+ if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+ if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+ if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+ if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+ if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+ if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+ if ( _glExtensionCompressedTextureS3TC !== undefined ) {
+
+ if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+ }
+
+ return 0;
+
+ };
+
+ // Allocations
+
+ function allocateBones ( object ) {
+
+ if ( _supportsBoneTextures && object && object.useVertexTexture ) {
+
+ return 1024;
+
+ } else {
+
+ // default for when object is not specified
+ // ( for example when prebuilding shader
+ // to be used with multiple objects )
+ //
+ // - leave some extra space for other uniforms
+ // - limit here is ANGLE's 254 max uniform vectors
+ // (up to 54 should be safe)
+
+ var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+ var maxBones = nVertexMatrices;
+
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+ maxBones = Math.min( object.bones.length, maxBones );
+
+ if ( maxBones < object.bones.length ) {
+
+ console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
+
+ }
+
+ }
+
+ return maxBones;
+
+ }
+
+ };
+
+ function allocateLights ( lights ) {
+
+ var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
+
+ dirLights = pointLights = spotLights = hemiLights = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+ if ( light instanceof THREE.PointLight ) pointLights ++;
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+ }
+
+ return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+ };
+
+ function allocateShadows ( lights ) {
+
+ var l, ll, light, maxShadows = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l++ ) {
+
+ light = lights[ l ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight ) maxShadows ++;
+ if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+ }
+
+ return maxShadows;
+
+ };
+
+ // Initialization
+
+ function initGL () {
+
+ try {
+
+ if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
+
+ throw 'Error creating WebGL context.';
+
+ }
+
+ } catch ( error ) {
+
+ console.error( error );
+
+ }
+
+ _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
+ _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
+
+ _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
+ _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
+ _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+
+
+ _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
+ _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
+ _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+
+ if ( ! _glExtensionTextureFloat ) {
+
+ console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
+
+ }
+
+ if ( ! _glExtensionStandardDerivatives ) {
+
+ console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
+
+ }
+
+ if ( ! _glExtensionTextureFilterAnisotropic ) {
+
+ console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
+
+ }
+
+ if ( ! _glExtensionCompressedTextureS3TC ) {
+
+ console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
+
+ }
+
+ };
+
+ function setDefaultGLState () {
+
+ _gl.clearColor( 0, 0, 0, 1 );
+ _gl.clearDepth( 1 );
+ _gl.clearStencil( 0 );
+
+ _gl.enable( _gl.DEPTH_TEST );
+ _gl.depthFunc( _gl.LEQUAL );
+
+ _gl.frontFace( _gl.CCW );
+ _gl.cullFace( _gl.BACK );
+ _gl.enable( _gl.CULL_FACE );
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ // default plugins (order is important)
+
+ this.shadowMapPlugin = new THREE.ShadowMapPlugin();
+ this.addPrePlugin( this.shadowMapPlugin );
+
+ this.addPostPlugin( new THREE.SpritePlugin() );
+ this.addPostPlugin( new THREE.LensFlarePlugin() );
+
+};
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+ THREE.EventTarget.call( this );
+
+ this.width = width;
+ this.height = height;
+
+ options = options || {};
+
+ this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
+ this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
+ this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
+
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+ this.generateMipmaps = true;
+
+ this.shareDepthFrom = null;
+
+};
+
+THREE.WebGLRenderTarget.prototype.clone = function() {
+
+ var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+ tmp.wrapS = this.wrapS;
+ tmp.wrapT = this.wrapT;
+
+ tmp.magFilter = this.magFilter;
+ tmp.minFilter = this.minFilter;
+
+ tmp.anisotropy = this.anisotropy;
+
+ tmp.offset.copy( this.offset );
+ tmp.repeat.copy( this.repeat );
+
+ tmp.format = this.format;
+ tmp.type = this.type;
+
+ tmp.depthBuffer = this.depthBuffer;
+ tmp.stencilBuffer = this.stencilBuffer;
+
+ tmp.generateMipmaps = this.generateMipmaps;
+
+ tmp.shareDepthFrom = this.shareDepthFrom;
+
+ return tmp;
+
+};
+
+THREE.WebGLRenderTarget.prototype.deallocate = function () {
+
+ this.dispatchEvent( { type: 'deallocate' } );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+ THREE.WebGLRenderTarget.call( this, width, height, options );
+
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableVertex = function () {
+
+ this.positionWorld = new THREE.Vector3();
+ this.positionScreen = new THREE.Vector4();
+
+ this.visible = true;
+
+};
+
+THREE.RenderableVertex.prototype.copy = function ( vertex ) {
+
+ this.positionWorld.copy( vertex.positionWorld );
+ this.positionScreen.copy( vertex.positionScreen );
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace3 = function () {
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+ this.v3 = new THREE.RenderableVertex();
+
+ this.centroidWorld = new THREE.Vector3();
+ this.centroidScreen = new THREE.Vector3();
+
+ this.normalWorld = new THREE.Vector3();
+ this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+ this.vertexNormalsLength = 0;
+
+ this.color = null;
+ this.material = null;
+ this.uvs = [[]];
+
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace4 = function () {
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+ this.v3 = new THREE.RenderableVertex();
+ this.v4 = new THREE.RenderableVertex();
+
+ this.centroidWorld = new THREE.Vector3();
+ this.centroidScreen = new THREE.Vector3();
+
+ this.normalWorld = new THREE.Vector3();
+ this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+ this.vertexNormalsLength = 0;
+
+ this.color = null;
+ this.material = null;
+ this.uvs = [[]];
+
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableObject = function () {
+
+ this.object = null;
+ this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableParticle = function () {
+
+ this.object = null;
+
+ this.x = null;
+ this.y = null;
+ this.z = null;
+
+ this.rotation = null;
+ this.scale = new THREE.Vector2();
+
+ this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableLine = function () {
+
+ this.z = null;
+
+ this.v1 = new THREE.RenderableVertex();
+ this.v2 = new THREE.RenderableVertex();
+
+ this.material = null;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ColorUtils = {
+
+ adjustHSV : function ( color, h, s, v ) {
+
+ var hsv = THREE.ColorUtils.__hsv;
+
+ color.getHSV( hsv );
+
+ hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
+ hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
+ hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );
+
+ color.setHSV( hsv.h, hsv.s, hsv.v );
+
+ }
+
+};
+
+THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.GeometryUtils = {
+
+ // Merge two geometries or geometry and geometry from object (using object's transform)
+
+ merge: function ( geometry1, object2 /* mesh | geometry */ ) {
+
+ var matrix, matrixRotation,
+ vertexOffset = geometry1.vertices.length,
+ uvPosition = geometry1.faceVertexUvs[ 0 ].length,
+ geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
+ vertices1 = geometry1.vertices,
+ vertices2 = geometry2.vertices,
+ faces1 = geometry1.faces,
+ faces2 = geometry2.faces,
+ uvs1 = geometry1.faceVertexUvs[ 0 ],
+ uvs2 = geometry2.faceVertexUvs[ 0 ];
+
+ if ( object2 instanceof THREE.Mesh ) {
+
+ object2.matrixAutoUpdate && object2.updateMatrix();
+
+ matrix = object2.matrix;
+ matrixRotation = new THREE.Matrix4();
+ matrixRotation.extractRotation( matrix, object2.scale );
+
+ }
+
+ // vertices
+
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+ var vertex = vertices2[ i ];
+
+ var vertexCopy = vertex.clone();
+
+ if ( matrix ) matrix.multiplyVector3( vertexCopy );
+
+ vertices1.push( vertexCopy );
+
+ }
+
+ // faces
+
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+ var face = faces2[ i ], faceCopy, normal, color,
+ faceVertexNormals = face.vertexNormals,
+ faceVertexColors = face.vertexColors;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
+
+ }
+
+ faceCopy.normal.copy( face.normal );
+
+ if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );
+
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+ normal = faceVertexNormals[ j ].clone();
+
+ if ( matrixRotation ) matrixRotation.multiplyVector3( normal );
+
+ faceCopy.vertexNormals.push( normal );
+
+ }
+
+ faceCopy.color.copy( face.color );
+
+ for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
+
+ color = faceVertexColors[ j ];
+ faceCopy.vertexColors.push( color.clone() );
+
+ }
+
+ faceCopy.materialIndex = face.materialIndex;
+
+ faceCopy.centroid.copy( face.centroid );
+ if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
+
+ faces1.push( faceCopy );
+
+ }
+
+ // uvs
+
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+ var uv = uvs2[ i ], uvCopy = [];
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ uvs1.push( uvCopy );
+
+ }
+
+ },
+
+ removeMaterials: function ( geometry, materialIndexArray ) {
+
+ var materialIndexMap = {};
+
+ for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
+
+ materialIndexMap[ materialIndexArray[i] ] = true;
+
+ }
+
+ var face, newFaces = [];
+
+ for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ face = geometry.faces[ i ];
+ if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
+
+ }
+
+ geometry.faces = newFaces;
+
+ },
+
+ // Get random point in triangle (via barycentric coordinates)
+ // (uniform distribution)
+ // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
+
+ randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
+
+ var a, b, c,
+ point = new THREE.Vector3(),
+ tmp = THREE.GeometryUtils.__v1;
+
+ a = THREE.GeometryUtils.random();
+ b = THREE.GeometryUtils.random();
+
+ if ( ( a + b ) > 1 ) {
+
+ a = 1 - a;
+ b = 1 - b;
+
+ }
+
+ c = 1 - a - b;
+
+ point.copy( vectorA );
+ point.multiplyScalar( a );
+
+ tmp.copy( vectorB );
+ tmp.multiplyScalar( b );
+
+ point.addSelf( tmp );
+
+ tmp.copy( vectorC );
+ tmp.multiplyScalar( c );
+
+ point.addSelf( tmp );
+
+ return point;
+
+ },
+
+ // Get random point in face (triangle / quad)
+ // (uniform distribution)
+
+ randomPointInFace: function ( face, geometry, useCachedAreas ) {
+
+ var vA, vB, vC, vD;
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vA = geometry.vertices[ face.a ];
+ vB = geometry.vertices[ face.b ];
+ vC = geometry.vertices[ face.c ];
+
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vA = geometry.vertices[ face.a ];
+ vB = geometry.vertices[ face.b ];
+ vC = geometry.vertices[ face.c ];
+ vD = geometry.vertices[ face.d ];
+
+ var area1, area2;
+
+ if ( useCachedAreas ) {
+
+ if ( face._area1 && face._area2 ) {
+
+ area1 = face._area1;
+ area2 = face._area2;
+
+ } else {
+
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ face._area1 = area1;
+ face._area2 = area2;
+
+ }
+
+ } else {
+
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ }
+
+ var r = THREE.GeometryUtils.random() * ( area1 + area2 );
+
+ if ( r < area1 ) {
+
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
+
+ } else {
+
+ return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
+
+ }
+
+ }
+
+ },
+
+ // Get uniformly distributed random points in mesh
+ // - create array with cumulative sums of face areas
+ // - pick random number from 0 to total area
+ // - find corresponding place in area array by binary search
+ // - get random point in face
+
+ randomPointsInGeometry: function ( geometry, n ) {
+
+ var face, i,
+ faces = geometry.faces,
+ vertices = geometry.vertices,
+ il = faces.length,
+ totalArea = 0,
+ cumulativeAreas = [],
+ vA, vB, vC, vD;
+
+ // precompute face areas
+
+ for ( i = 0; i < il; i ++ ) {
+
+ face = faces[ i ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ vA = vertices[ face.a ];
+ vB = vertices[ face.b ];
+ vC = vertices[ face.c ];
+
+ face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
+
+ } else if ( face instanceof THREE.Face4 ) {
+
+ vA = vertices[ face.a ];
+ vB = vertices[ face.b ];
+ vC = vertices[ face.c ];
+ vD = vertices[ face.d ];
+
+ face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+ face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+ face._area = face._area1 + face._area2;
+
+ }
+
+ totalArea += face._area;
+
+ cumulativeAreas[ i ] = totalArea;
+
+ }
+
+ // binary search cumulative areas array
+
+ function binarySearchIndices( value ) {
+
+ function binarySearch( start, end ) {
+
+ // return closest larger index
+ // if exact number is not found
+
+ if ( end < start )
+ return start;
+
+ var mid = start + Math.floor( ( end - start ) / 2 );
+
+ if ( cumulativeAreas[ mid ] > value ) {
+
+ return binarySearch( start, mid - 1 );
+
+ } else if ( cumulativeAreas[ mid ] < value ) {
+
+ return binarySearch( mid + 1, end );
+
+ } else {
+
+ return mid;
+
+ }
+
+ }
+
+ var result = binarySearch( 0, cumulativeAreas.length - 1 )
+ return result;
+
+ }
+
+ // pick random face weighted by face area
+
+ var r, index,
+ result = [];
+
+ var stats = {};
+
+ for ( i = 0; i < n; i ++ ) {
+
+ r = THREE.GeometryUtils.random() * totalArea;
+
+ index = binarySearchIndices( r );
+
+ result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
+
+ if ( ! stats[ index ] ) {
+
+ stats[ index ] = 1;
+
+ } else {
+
+ stats[ index ] += 1;
+
+ }
+
+ }
+
+ return result;
+
+ },
+
+ // Get triangle area (half of parallelogram)
+ // http://mathworld.wolfram.com/TriangleArea.html
+
+ triangleArea: function ( vectorA, vectorB, vectorC ) {
+
+ var tmp1 = THREE.GeometryUtils.__v1,
+ tmp2 = THREE.GeometryUtils.__v2;
+
+ tmp1.sub( vectorB, vectorA );
+ tmp2.sub( vectorC, vectorA );
+ tmp1.crossSelf( tmp2 );
+
+ return 0.5 * tmp1.length();
+
+ },
+
+ // Center geometry so that 0,0,0 is in center of bounding box
+
+ center: function ( geometry ) {
+
+ geometry.computeBoundingBox();
+
+ var bb = geometry.boundingBox;
+
+ var offset = new THREE.Vector3();
+
+ offset.add( bb.min, bb.max );
+ offset.multiplyScalar( -0.5 );
+
+ geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset ) );
+ geometry.computeBoundingBox();
+
+ return offset;
+
+ },
+
+ // Normalize UVs to be from <0,1>
+ // (for now just the first set of UVs)
+
+ normalizeUVs: function ( geometry ) {
+
+ var uvSet = geometry.faceVertexUvs[ 0 ];
+
+ for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
+
+ var uvs = uvSet[ i ];
+
+ for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
+
+ // texture repeat
+
+ if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
+ if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
+
+ }
+
+ }
+
+ },
+
+ triangulateQuads: function ( geometry ) {
+
+ var i, il, j, jl;
+
+ var faces = [];
+ var faceUvs = [];
+ var faceVertexUvs = [];
+
+ for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
+
+ faceUvs[ i ] = [];
+
+ }
+
+ for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+ faceVertexUvs[ i ] = [];
+
+ }
+
+ for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ var face = geometry.faces[ i ];
+
+ if ( face instanceof THREE.Face4 ) {
+
+ var a = face.a;
+ var b = face.b;
+ var c = face.c;
+ var d = face.d;
+
+ var triA = new THREE.Face3();
+ var triB = new THREE.Face3();
+
+ triA.color.copy( face.color );
+ triB.color.copy( face.color );
+
+ triA.materialIndex = face.materialIndex;
+ triB.materialIndex = face.materialIndex;
+
+ triA.a = a;
+ triA.b = b;
+ triA.c = d;
+
+ triB.a = b;
+ triB.b = c;
+ triB.c = d;
+
+ if ( face.vertexColors.length === 4 ) {
+
+ triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
+ triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
+ triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+ triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
+ triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
+ triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+ }
+
+ faces.push( triA, triB );
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceVertexUvs[ j ].length ) {
+
+ var uvs = geometry.faceVertexUvs[ j ][ i ];
+
+ var uvA = uvs[ 0 ];
+ var uvB = uvs[ 1 ];
+ var uvC = uvs[ 2 ];
+ var uvD = uvs[ 3 ];
+
+ var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
+ var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
+
+ faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+ }
+
+ }
+
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceUvs[ j ].length ) {
+
+ var faceUv = geometry.faceUvs[ j ][ i ];
+
+ faceUvs[ j ].push( faceUv, faceUv );
+
+ }
+
+ }
+
+ } else {
+
+ faces.push( face );
+
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+ faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
+
+ }
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+ }
+
+ }
+
+ }
+
+ geometry.faces = faces;
+ geometry.faceUvs = faceUvs;
+ geometry.faceVertexUvs = faceVertexUvs;
+
+ geometry.computeCentroids();
+ geometry.computeFaceNormals();
+ geometry.computeVertexNormals();
+
+ if ( geometry.hasTangents ) geometry.computeTangents();
+
+ },
+
+ // Make all faces use unique vertices
+ // so that each face can be separated from others
+
+ explode: function( geometry ) {
+
+ var vertices = [];
+
+ for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ var n = vertices.length;
+
+ var face = geometry.faces[ i ];
+
+ if ( face instanceof THREE.Face4 ) {
+
+ var a = face.a;
+ var b = face.b;
+ var c = face.c;
+ var d = face.d;
+
+ var va = geometry.vertices[ a ];
+ var vb = geometry.vertices[ b ];
+ var vc = geometry.vertices[ c ];
+ var vd = geometry.vertices[ d ];
+
+ vertices.push( va.clone() );
+ vertices.push( vb.clone() );
+ vertices.push( vc.clone() );
+ vertices.push( vd.clone() );
+
+ face.a = n;
+ face.b = n + 1;
+ face.c = n + 2;
+ face.d = n + 3;
+
+ } else {
+
+ var a = face.a;
+ var b = face.b;
+ var c = face.c;
+
+ var va = geometry.vertices[ a ];
+ var vb = geometry.vertices[ b ];
+ var vc = geometry.vertices[ c ];
+
+ vertices.push( va.clone() );
+ vertices.push( vb.clone() );
+ vertices.push( vc.clone() );
+
+ face.a = n;
+ face.b = n + 1;
+ face.c = n + 2;
+
+ }
+
+ }
+
+ geometry.vertices = vertices;
+ delete geometry.__tmpVertices;
+
+ },
+
+ // Break faces with edges longer than maxEdgeLength
+ // - not recursive
+
+ tessellate: function ( geometry, maxEdgeLength ) {
+
+ var i, il, face,
+ a, b, c, d,
+ va, vb, vc, vd,
+ dab, dbc, dac, dcd, dad,
+ m, m1, m2,
+ vm, vm1, vm2,
+ vnm, vnm1, vnm2,
+ vcm, vcm1, vcm2,
+ triA, triB,
+ quadA, quadB,
+ edge;
+
+ var faces = [];
+ var faceVertexUvs = [];
+
+ for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+ faceVertexUvs[ i ] = [];
+
+ }
+
+ for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+ face = geometry.faces[ i ];
+
+ if ( face instanceof THREE.Face3 ) {
+
+ a = face.a;
+ b = face.b;
+ c = face.c;
+
+ va = geometry.vertices[ a ];
+ vb = geometry.vertices[ b ];
+ vc = geometry.vertices[ c ];
+
+ dab = va.distanceTo( vb );
+ dbc = vb.distanceTo( vc );
+ dac = va.distanceTo( vc );
+
+ if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {
+
+ m = geometry.vertices.length;
+
+ triA = face.clone();
+ triB = face.clone();
+
+ if ( dab >= dbc && dab >= dac ) {
+
+ vm = va.clone();
+ vm.lerpSelf( vb, 0.5 );
+
+ triA.a = a;
+ triA.b = m;
+ triA.c = c;
+
+ triB.a = m;
+ triB.b = b;
+ triB.c = c;
+
+ if ( face.vertexNormals.length === 3 ) {
+
+ vnm = face.vertexNormals[ 0 ].clone();
+ vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
+
+ triA.vertexNormals[ 1 ].copy( vnm );
+ triB.vertexNormals[ 0 ].copy( vnm );
+
+ }
+
+ if ( face.vertexColors.length === 3 ) {
+
+ vcm = face.vertexColors[ 0 ].clone();
+ vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 );
+
+ triA.vertexColors[ 1 ].copy( vcm );
+ triB.vertexColors[ 0 ].copy( vcm );
+
+ }
+
+ edge = 0;
+
+ } else if ( dbc >= dab && dbc >= dac ) {
+
+ vm = vb.clone();
+ vm.lerpSelf( vc, 0.5 );
+
+ triA.a = a;
+ triA.b = b;
+ triA.c = m;
+
+ triB.a = m;
+ triB.b = c;
+ triB.c = a;
+
+ if ( face.vertexNormals.length === 3 ) {
+
+ vnm = face.vertexNormals[ 1 ].clone();
+ vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+ triA.vertexNormals[ 2 ].copy( vnm );
+
+ triB.vertexNormals[ 0 ].copy( vnm );
+ triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
+ triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
+
+ }
+
+ if ( face.vertexColors.length === 3 ) {
+
+ vcm = face.vertexColors[ 1 ].clone();
+ vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+ triA.vertexColors[ 2 ].copy( vcm );
+
+ triB.vertexColors[ 0 ].copy( vcm );
+ triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
+ triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
+
+ }
+
+ edge = 1;
+
+ } else {
+
+ vm = va.clone();
+ vm.lerpSelf( vc, 0.5 );
+
+ triA.a = a;
+ triA.b = b;
+ triA.c = m;
+
+ triB.a = m;
+ triB.b = b;
+ triB.c = c;
+
+ if ( face.vertexNormals.length === 3 ) {
+
+ vnm = face.vertexNormals[ 0 ].clone();
+ vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+ triA.vertexNormals[ 2 ].copy( vnm );
+ triB.vertexNormals[ 0 ].copy( vnm );
+
+ }
+
+ if ( face.vertexColors.length === 3 ) {
+
+ vcm = face.vertexColors[ 0 ].clone();
+ vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+ triA.vertexColors[ 2 ].copy( vcm );
+ triB.vertexColors[ 0 ].copy( vcm );
+
+ }
+
+ edge = 2;
+
+ }
+
+ faces.push( triA, triB );
+ geometry.vertices.push( vm );
+
+ var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB;
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceVertexUvs[ j ].length ) {
+
+ uvs = geometry.faceVertexUvs[ j ][ i ];
+
+ uvA = uvs[ 0 ];
+ uvB = uvs[ 1 ];
+ uvC = uvs[ 2 ];
+
+ // AB
+
+ if ( edge === 0 ) {
+
+ uvM = uvA.clone();
+ uvM.lerpSelf( uvB, 0.5 );
+
+ uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
+ uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
+
+ // BC
+
+ } else if ( edge === 1 ) {
+
+ uvM = uvB.clone();
+ uvM.lerpSelf( uvC, 0.5 );
+
+ uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
+ uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
+
+ // AC
+
+ } else {
+
+ uvM = uvA.clone();
+ uvM.lerpSelf( uvC, 0.5 );
+
+ uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
+ uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
+
+ }
+
+ faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+ }
+
+ }
+
+ } else {
+
+ faces.push( face );
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+ }
+
+ }
+
+ } else {
+
+ a = face.a;
+ b = face.b;
+ c = face.c;
+ d = face.d;
+
+ va = geometry.vertices[ a ];
+ vb = geometry.vertices[ b ];
+ vc = geometry.vertices[ c ];
+ vd = geometry.vertices[ d ];
+
+ dab = va.distanceTo( vb );
+ dbc = vb.distanceTo( vc );
+ dcd = vc.distanceTo( vd );
+ dad = va.distanceTo( vd );
+
+ if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {
+
+ m1 = geometry.vertices.length;
+ m2 = geometry.vertices.length + 1;
+
+ quadA = face.clone();
+ quadB = face.clone();
+
+ if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {
+
+ vm1 = va.clone();
+ vm1.lerpSelf( vb, 0.5 );
+
+ vm2 = vc.clone();
+ vm2.lerpSelf( vd, 0.5 );
+
+ quadA.a = a;
+ quadA.b = m1;
+ quadA.c = m2;
+ quadA.d = d;
+
+ quadB.a = m1;
+ quadB.b = b;
+ quadB.c = c;
+ quadB.d = m2;
+
+ if ( face.vertexNormals.length === 4 ) {
+
+ vnm1 = face.vertexNormals[ 0 ].clone();
+ vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
+
+ vnm2 = face.vertexNormals[ 2 ].clone();
+ vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 );
+
+ quadA.vertexNormals[ 1 ].copy( vnm1 );
+ quadA.vertexNormals[ 2 ].copy( vnm2 );
+
+ quadB.vertexNormals[ 0 ].copy( vnm1 );
+ quadB.vertexNormals[ 3 ].copy( vnm2 );
+
+ }
+
+ if ( face.vertexColors.length === 4 ) {
+
+ vcm1 = face.vertexColors[ 0 ].clone();
+ vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 );
+
+ vcm2 = face.vertexColors[ 2 ].clone();
+ vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 );
+
+ quadA.vertexColors[ 1 ].copy( vcm1 );
+ quadA.vertexColors[ 2 ].copy( vcm2 );
+
+ quadB.vertexColors[ 0 ].copy( vcm1 );
+ quadB.vertexColors[ 3 ].copy( vcm2 );
+
+ }
+
+ edge = 0;
+
+ } else {
+
+ vm1 = vb.clone();
+ vm1.lerpSelf( vc, 0.5 );
+
+ vm2 = vd.clone();
+ vm2.lerpSelf( va, 0.5 );
+
+ quadA.a = a;
+ quadA.b = b;
+ quadA.c = m1;
+ quadA.d = m2;
+
+ quadB.a = m2;
+ quadB.b = m1;
+ quadB.c = c;
+ quadB.d = d;
+
+ if ( face.vertexNormals.length === 4 ) {
+
+ vnm1 = face.vertexNormals[ 1 ].clone();
+ vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
+
+ vnm2 = face.vertexNormals[ 3 ].clone();
+ vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 );
+
+ quadA.vertexNormals[ 2 ].copy( vnm1 );
+ quadA.vertexNormals[ 3 ].copy( vnm2 );
+
+ quadB.vertexNormals[ 0 ].copy( vnm2 );
+ quadB.vertexNormals[ 1 ].copy( vnm1 );
+
+ }
+
+ if ( face.vertexColors.length === 4 ) {
+
+ vcm1 = face.vertexColors[ 1 ].clone();
+ vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 );
+
+ vcm2 = face.vertexColors[ 3 ].clone();
+ vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 );
+
+ quadA.vertexColors[ 2 ].copy( vcm1 );
+ quadA.vertexColors[ 3 ].copy( vcm2 );
+
+ quadB.vertexColors[ 0 ].copy( vcm2 );
+ quadB.vertexColors[ 1 ].copy( vcm1 );
+
+ }
+
+ edge = 1;
+
+ }
+
+ faces.push( quadA, quadB );
+ geometry.vertices.push( vm1, vm2 );
+
+ var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB;
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ if ( geometry.faceVertexUvs[ j ].length ) {
+
+ uvs = geometry.faceVertexUvs[ j ][ i ];
+
+ uvA = uvs[ 0 ];
+ uvB = uvs[ 1 ];
+ uvC = uvs[ 2 ];
+ uvD = uvs[ 3 ];
+
+ // AB + CD
+
+ if ( edge === 0 ) {
+
+ uvM1 = uvA.clone();
+ uvM1.lerpSelf( uvB, 0.5 );
+
+ uvM2 = uvC.clone();
+ uvM2.lerpSelf( uvD, 0.5 );
+
+ uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ];
+ uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ];
+
+ // BC + AD
+
+ } else {
+
+ uvM1 = uvB.clone();
+ uvM1.lerpSelf( uvC, 0.5 );
+
+ uvM2 = uvD.clone();
+ uvM2.lerpSelf( uvA, 0.5 );
+
+ uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ];
+ uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ];
+
+ }
+
+ faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB );
+
+ }
+
+ }
+
+ } else {
+
+ faces.push( face );
+
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+ faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ geometry.faces = faces;
+ geometry.faceVertexUvs = faceVertexUvs;
+
+ }
+
+};
+
+THREE.GeometryUtils.random = THREE.Math.random16;
+
+THREE.GeometryUtils.__v1 = new THREE.Vector3();
+THREE.GeometryUtils.__v2 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageUtils = {
+
+ crossOrigin: 'anonymous',
+
+ loadTexture: function ( url, mapping, onLoad, onError ) {
+
+ var image = new Image();
+ var texture = new THREE.Texture( image, mapping );
+
+ var loader = new THREE.ImageLoader();
+
+ loader.addEventListener( 'load', function ( event ) {
+
+ texture.image = event.content;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ } );
+
+ loader.addEventListener( 'error', function ( event ) {
+
+ if ( onError ) onError( event.message );
+
+ } );
+
+ loader.crossOrigin = this.crossOrigin;
+ loader.load( url, image );
+
+ texture.sourceFile = url;
+
+ return texture;
+
+ },
+
+ loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
+
+ var texture = new THREE.CompressedTexture();
+ texture.mapping = mapping;
+
+ var request = new XMLHttpRequest();
+
+ request.onload = function () {
+
+ var buffer = request.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ texture.format = dds.format;
+
+ texture.mipmaps = dds.mipmaps;
+ texture.image.width = dds.width;
+ texture.image.height = dds.height;
+
+ // gl.generateMipmap fails for compressed textures
+ // mipmaps must be embedded in the DDS file
+ // or texture filters must not use mipmapping
+
+ texture.generateMipmaps = false;
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ request.onerror = onError;
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ return texture;
+
+ },
+
+ loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+ images.loadCount = 0;
+
+ var texture = new THREE.Texture();
+ texture.image = images;
+ if ( mapping !== undefined ) texture.mapping = mapping;
+
+ // no flipping needed for cube textures
+
+ texture.flipY = false;
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ var cubeImage = new Image();
+ images[ i ] = cubeImage;
+
+ cubeImage.onload = function () {
+
+ images.loadCount += 1;
+
+ if ( images.loadCount === 6 ) {
+
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ };
+
+ cubeImage.onerror = onError;
+
+ cubeImage.crossOrigin = this.crossOrigin;
+ cubeImage.src = array[ i ];
+
+ }
+
+ return texture;
+
+ },
+
+ loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+ images.loadCount = 0;
+
+ var texture = new THREE.CompressedTexture();
+ texture.image = images;
+ if ( mapping !== undefined ) texture.mapping = mapping;
+
+ // no flipping for cube textures
+ // (also flipping doesn't work for compressed textures )
+
+ texture.flipY = false;
+
+ // can't generate mipmaps for compressed textures
+ // mips must be embedded in DDS files
+
+ texture.generateMipmaps = false;
+
+ var generateCubeFaceCallback = function ( rq, img ) {
+
+ return function () {
+
+ var buffer = rq.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ img.format = dds.format;
+
+ img.mipmaps = dds.mipmaps;
+ img.width = dds.width;
+ img.height = dds.height;
+
+ images.loadCount += 1;
+
+ if ( images.loadCount === 6 ) {
+
+ texture.format = dds.format;
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }
+
+ }
+
+ // compressed cubemap textures as 6 separate DDS files
+
+ if ( array instanceof Array ) {
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ var cubeImage = {};
+ images[ i ] = cubeImage;
+
+ var request = new XMLHttpRequest();
+
+ request.onload = generateCubeFaceCallback( request, cubeImage );
+ request.onerror = onError;
+
+ var url = array[ i ];
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ }
+
+ // compressed cubemap texture stored in a single DDS file
+
+ } else {
+
+ var url = array;
+ var request = new XMLHttpRequest();
+
+ request.onload = function( ) {
+
+ var buffer = request.response;
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+ if ( dds.isCubemap ) {
+
+ var faces = dds.mipmaps.length / dds.mipmapCount;
+
+ for ( var f = 0; f < faces; f ++ ) {
+
+ images[ f ] = { mipmaps : [] };
+
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+ images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
+ images[ f ].format = dds.format;
+ images[ f ].width = dds.width;
+ images[ f ].height = dds.height;
+
+ }
+
+ }
+
+ texture.format = dds.format;
+ texture.needsUpdate = true;
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ }
+
+ request.onerror = onError;
+
+ request.open( 'GET', url, true );
+ request.responseType = "arraybuffer";
+ request.send( null );
+
+ }
+
+ return texture;
+
+ },
+
+ parseDDS: function ( buffer, loadMipmaps ) {
+
+ var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
+
+ // Adapted from @toji's DDS utils
+ // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
+
+ // All values and structures referenced from:
+ // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
+
+ var DDS_MAGIC = 0x20534444;
+
+ var DDSD_CAPS = 0x1,
+ DDSD_HEIGHT = 0x2,
+ DDSD_WIDTH = 0x4,
+ DDSD_PITCH = 0x8,
+ DDSD_PIXELFORMAT = 0x1000,
+ DDSD_MIPMAPCOUNT = 0x20000,
+ DDSD_LINEARSIZE = 0x80000,
+ DDSD_DEPTH = 0x800000;
+
+ var DDSCAPS_COMPLEX = 0x8,
+ DDSCAPS_MIPMAP = 0x400000,
+ DDSCAPS_TEXTURE = 0x1000;
+
+ var DDSCAPS2_CUBEMAP = 0x200,
+ DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
+ DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
+ DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
+ DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
+ DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
+ DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
+ DDSCAPS2_VOLUME = 0x200000;
+
+ var DDPF_ALPHAPIXELS = 0x1,
+ DDPF_ALPHA = 0x2,
+ DDPF_FOURCC = 0x4,
+ DDPF_RGB = 0x40,
+ DDPF_YUV = 0x200,
+ DDPF_LUMINANCE = 0x20000;
+
+ function fourCCToInt32( value ) {
+
+ return value.charCodeAt(0) +
+ (value.charCodeAt(1) << 8) +
+ (value.charCodeAt(2) << 16) +
+ (value.charCodeAt(3) << 24);
+
+ }
+
+ function int32ToFourCC( value ) {
+
+ return String.fromCharCode(
+ value & 0xff,
+ (value >> 8) & 0xff,
+ (value >> 16) & 0xff,
+ (value >> 24) & 0xff
+ );
+ }
+
+ var FOURCC_DXT1 = fourCCToInt32("DXT1");
+ var FOURCC_DXT3 = fourCCToInt32("DXT3");
+ var FOURCC_DXT5 = fourCCToInt32("DXT5");
+
+ var headerLengthInt = 31; // The header length in 32 bit ints
+
+ // Offsets into the header array
+
+ var off_magic = 0;
+
+ var off_size = 1;
+ var off_flags = 2;
+ var off_height = 3;
+ var off_width = 4;
+
+ var off_mipmapCount = 7;
+
+ var off_pfFlags = 20;
+ var off_pfFourCC = 21;
+
+ var off_caps = 27;
+ var off_caps2 = 28;
+ var off_caps3 = 29;
+ var off_caps4 = 30;
+
+ // Parse header
+
+ var header = new Int32Array( buffer, 0, headerLengthInt );
+
+ if ( header[ off_magic ] !== DDS_MAGIC ) {
+
+ console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
+ return dds;
+
+ }
+
+ if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
+
+ console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
+ return dds;
+
+ }
+
+ var blockBytes;
+
+ var fourCC = header[ off_pfFourCC ];
+
+ switch ( fourCC ) {
+
+ case FOURCC_DXT1:
+
+ blockBytes = 8;
+ dds.format = THREE.RGB_S3TC_DXT1_Format;
+ break;
+
+ case FOURCC_DXT3:
+
+ blockBytes = 16;
+ dds.format = THREE.RGBA_S3TC_DXT3_Format;
+ break;
+
+ case FOURCC_DXT5:
+
+ blockBytes = 16;
+ dds.format = THREE.RGBA_S3TC_DXT5_Format;
+ break;
+
+ default:
+
+ console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
+ return dds;
+
+ }
+
+ dds.mipmapCount = 1;
+
+ if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
+
+ dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
+
+ }
+
+ //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
+
+ dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
+
+ dds.width = header[ off_width ];
+ dds.height = header[ off_height ];
+
+ var dataOffset = header[ off_size ] + 4;
+
+ // Extract mipmaps buffers
+
+ var width = dds.width;
+ var height = dds.height;
+
+ var faces = dds.isCubemap ? 6 : 1;
+
+ for ( var face = 0; face < faces; face ++ ) {
+
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
+
+ var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
+ var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
+
+ var mipmap = { "data": byteArray, "width": width, "height": height };
+ dds.mipmaps.push( mipmap );
+
+ dataOffset += dataLength;
+
+ width = Math.max( width * 0.5, 1 );
+ height = Math.max( height * 0.5, 1 );
+
+ }
+
+ width = dds.width;
+ height = dds.height;
+
+ }
+
+ return dds;
+
+ },
+
+ getNormalMap: function ( image, depth ) {
+
+ // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+
+ var cross = function ( a, b ) {
+
+ return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
+
+ }
+
+ var subtract = function ( a, b ) {
+
+ return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
+
+ }
+
+ var normalize = function ( a ) {
+
+ var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+ return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
+
+ }
+
+ depth = depth | 1;
+
+ var width = image.width;
+ var height = image.height;
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0 );
+
+ var data = context.getImageData( 0, 0, width, height ).data;
+ var imageData = context.createImageData( width, height );
+ var output = imageData.data;
+
+ for ( var x = 0; x < width; x ++ ) {
+
+ for ( var y = 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 points = [];
+ var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+ points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
+
+ var normals = [];
+ var num_points = points.length;
+
+ for ( var i = 0; i < num_points; i ++ ) {
+
+ var v1 = points[ i ];
+ var v2 = points[ ( i + 1 ) % num_points ];
+ v1 = subtract( v1, origin );
+ v2 = subtract( v2, origin );
+ normals.push( normalize( cross( v1, v2 ) ) );
+
+ }
+
+ var normal = [ 0, 0, 0 ];
+
+ for ( var i = 0; i < normals.length; i ++ ) {
+
+ normal[ 0 ] += normals[ i ][ 0 ];
+ normal[ 1 ] += normals[ i ][ 1 ];
+ normal[ 2 ] += normals[ i ][ 2 ];
+
+ }
+
+ normal[ 0 ] /= normals.length;
+ normal[ 1 ] /= normals.length;
+ normal[ 2 ] /= normals.length;
+
+ var idx = ( y * width + x ) * 4;
+
+ output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+ output[ idx + 3 ] = 255;
+
+ }
+
+ }
+
+ context.putImageData( imageData, 0, 0 );
+
+ return canvas;
+
+ },
+
+ generateDataTexture: function ( width, height, color ) {
+
+ var size = width * height;
+ var data = new Uint8Array( 3 * size );
+
+ var r = Math.floor( color.r * 255 );
+ var g = Math.floor( color.g * 255 );
+ var b = Math.floor( color.b * 255 );
+
+ for ( var i = 0; i < size; i ++ ) {
+
+ data[ i * 3 ] = r;
+ data[ i * 3 + 1 ] = g;
+ data[ i * 3 + 2 ] = b;
+
+ }
+
+ var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+ texture.needsUpdate = true;
+
+ return texture;
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+ createMultiMaterialObject: function ( geometry, materials ) {
+
+ var group = new THREE.Object3D();
+
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+ }
+
+ return group;
+
+ },
+
+ detach : function ( child, parent, scene ) {
+
+ child.applyMatrix( parent.matrixWorld );
+ parent.remove( child );
+ scene.add( child );
+
+ },
+
+ attach: function ( child, scene, parent ) {
+
+ var matrixWorldInverse = new THREE.Matrix4();
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+ child.applyMatrix( matrixWorldInverse );
+
+ scene.remove( child );
+ parent.add( child );
+
+ }
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * ShaderUtils currently contains:
+ *
+ * fresnel
+ * normal
+ * cube
+ *
+ */
+
+THREE.ShaderUtils = {
+
+ lib: {
+
+ /* -------------------------------------------------------------------------
+ // Fresnel shader
+ // - based on Nvidia Cg tutorial
+ ------------------------------------------------------------------------- */
+
+ 'fresnel': {
+
+ uniforms: {
+
+ "mRefractionRatio": { type: "f", value: 1.02 },
+ "mFresnelBias": { type: "f", value: 0.1 },
+ "mFresnelPower": { type: "f", value: 2.0 },
+ "mFresnelScale": { type: "f", value: 1.0 },
+ "tCube": { type: "t", value: null }
+
+ },
+
+ fragmentShader: [
+
+ "uniform samplerCube tCube;",
+
+ "varying vec3 vReflect;",
+ "varying vec3 vRefract[3];",
+ "varying float vReflectionFactor;",
+
+ "void main() {",
+
+ "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+ "vec4 refractedColor = vec4( 1.0 );",
+
+ "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
+ "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
+ "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
+
+ "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
+
+ "}"
+
+ ].join("\n"),
+
+ vertexShader: [
+
+ "uniform float mRefractionRatio;",
+ "uniform float mFresnelBias;",
+ "uniform float mFresnelScale;",
+ "uniform float mFresnelPower;",
+
+ "varying vec3 vReflect;",
+ "varying vec3 vRefract[3];",
+ "varying float vReflectionFactor;",
+
+ "void main() {",
+
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+
+ "vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
+
+ "vec3 I = worldPosition.xyz - cameraPosition;",
+
+ "vReflect = reflect( I, worldNormal );",
+ "vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
+ "vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
+ "vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
+ "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Normal map shader
+ // - Blinn-Phong
+ // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
+ // - point and directional lights (use with "lights: true" material option)
+ ------------------------------------------------------------------------- */
+
+ 'normal' : {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+
+ "enableAO" : { type: "i", value: 0 },
+ "enableDiffuse" : { type: "i", value: 0 },
+ "enableSpecular" : { type: "i", value: 0 },
+ "enableReflection": { type: "i", value: 0 },
+ "enableDisplacement": { type: "i", value: 0 },
+
+ "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+ "tDiffuse" : { type: "t", value: null },
+ "tCube" : { type: "t", value: null },
+ "tNormal" : { type: "t", value: null },
+ "tSpecular" : { type: "t", value: null },
+ "tAO" : { type: "t", value: null },
+
+ "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "uDisplacementBias": { type: "f", value: 0.0 },
+ "uDisplacementScale": { type: "f", value: 1.0 },
+
+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+ "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "uShininess": { type: "f", value: 30 },
+ "uOpacity": { type: "f", value: 1 },
+
+ "useRefract": { type: "i", value: 0 },
+ "uRefractionRatio": { type: "f", value: 0.98 },
+ "uReflectivity": { type: "f", value: 0.5 },
+
+ "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+ "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+ }
+
+ ] ),
+
+ fragmentShader: [
+
+ "uniform vec3 uAmbientColor;",
+ "uniform vec3 uDiffuseColor;",
+ "uniform vec3 uSpecularColor;",
+ "uniform float uShininess;",
+ "uniform float uOpacity;",
+
+ "uniform bool enableDiffuse;",
+ "uniform bool enableSpecular;",
+ "uniform bool enableAO;",
+ "uniform bool enableReflection;",
+
+ "uniform sampler2D tDiffuse;",
+ "uniform sampler2D tNormal;",
+ "uniform sampler2D tSpecular;",
+ "uniform sampler2D tAO;",
+
+ "uniform samplerCube tCube;",
+
+ "uniform vec2 uNormalScale;",
+
+ "uniform bool useRefract;",
+ "uniform float uRefractionRatio;",
+ "uniform float uReflectivity;",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ "uniform vec3 wrapRGB;",
+
+ "#endif",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+ "void main() {",
+
+ "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+ "vec3 specularTex = vec3( 1.0 );",
+
+ "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+ "normalTex.xy *= uNormalScale;",
+ "normalTex = normalize( normalTex );",
+
+ "if( enableDiffuse ) {",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vec4 texelColor = texture2D( tDiffuse, vUv );",
+ "texelColor.xyz *= texelColor.xyz;",
+
+ "gl_FragColor = gl_FragColor * texelColor;",
+
+ "#else",
+
+ "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+ "#endif",
+
+ "}",
+
+ "if( enableAO ) {",
+
+ "#ifdef GAMMA_INPUT",
+
+ "vec4 aoColor = texture2D( tAO, vUv );",
+ "aoColor.xyz *= aoColor.xyz;",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+ "#endif",
+
+ "}",
+
+ "if( enableSpecular )",
+ "specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+ "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+ "vec3 finalNormal = tsb * normalTex;",
+
+ "#ifdef FLIP_SIDED",
+
+ "finalNormal = -finalNormal;",
+
+ "#endif",
+
+ "vec3 normal = normalize( finalNormal );",
+ "vec3 viewPosition = normalize( vViewPosition );",
+
+ // point lights
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "vec3 pointDiffuse = vec3( 0.0 );",
+ "vec3 pointSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float pointDistance = 1.0;",
+ "if ( pointLightDistance[ i ] > 0.0 )",
+ "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ "pointVector = normalize( pointVector );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+ "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+ "#endif",
+
+ "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+ // specular
+
+ "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+ "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+ "#else",
+
+ "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // spot lights
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "vec3 spotDiffuse = vec3( 0.0 );",
+ "vec3 spotSpecular = vec3( 0.0 );",
+
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+ "float spotDistance = 1.0;",
+ "if ( spotLightDistance[ i ] > 0.0 )",
+ "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ "spotVector = normalize( spotVector );",
+
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+ "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+ "#else",
+
+ "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+ "#endif",
+
+ "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+ // specular
+
+ "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+ "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+ "#else",
+
+ "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+ "#endif",
+
+ "}",
+
+ "}",
+
+ "#endif",
+
+ // directional lights
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "vec3 dirDiffuse = vec3( 0.0 );",
+ "vec3 dirSpecular = vec3( 0.0 );",
+
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ "vec3 dirVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "#ifdef WRAP_AROUND",
+
+ "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+ "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+ "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+ "#else",
+
+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+ "#endif",
+
+ "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+ // specular
+
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+ "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+ "#else",
+
+ "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // hemisphere lights
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "vec3 hemiDiffuse = vec3( 0.0 );",
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
+
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ "vec3 lVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ "float dotProduct = dot( normal, lVector );",
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ "hemiDiffuse += uDiffuseColor * hemiColor;",
+
+ // specular (sky light)
+
+
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+ "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
+
+ // specular (ground light)
+
+ "vec3 lVectorGround = -lVector;",
+
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+ "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
+
+ "#ifdef PHYSICALLY_BASED_SHADING",
+
+ "float dotProductGround = dot( normal, lVectorGround );",
+
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
+
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+ "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+ "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+ "#else",
+
+ "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+ "#endif",
+
+ "}",
+
+ "#endif",
+
+ // all lights contribution summation
+
+ "vec3 totalDiffuse = vec3( 0.0 );",
+ "vec3 totalSpecular = vec3( 0.0 );",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ "totalDiffuse += dirDiffuse;",
+ "totalSpecular += dirSpecular;",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ "totalDiffuse += hemiDiffuse;",
+ "totalSpecular += hemiSpecular;",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ "totalDiffuse += pointDiffuse;",
+ "totalSpecular += pointSpecular;",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ "totalDiffuse += spotDiffuse;",
+ "totalSpecular += spotSpecular;",
+
+ "#endif",
+
+ "#ifdef METAL",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
+
+ "#else",
+
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
+
+ "#endif",
+
+ "if ( enableReflection ) {",
+
+ "vec3 vReflect;",
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+ "if ( useRefract ) {",
+
+ "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
+
+ "} else {",
+
+ "vReflect = reflect( cameraToVertex, normal );",
+
+ "}",
+
+ "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+ "#ifdef GAMMA_INPUT",
+
+ "cubeColor.xyz *= cubeColor.xyz;",
+
+ "#endif",
+
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
+
+ "}",
+
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n"),
+
+ vertexShader: [
+
+ "attribute vec4 tangent;",
+
+ "uniform vec2 uOffset;",
+ "uniform vec2 uRepeat;",
+
+ "uniform bool enableDisplacement;",
+
+ "#ifdef VERTEX_TEXTURES",
+
+ "uniform sampler2D tDisplacement;",
+ "uniform float uDisplacementScale;",
+ "uniform float uDisplacementBias;",
+
+ "#endif",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+ // normal, tangent and binormal vectors
+
+ "#ifdef USE_SKINNING",
+
+ "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
+
+ "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
+ "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
+
+ "#else",
+
+ "vNormal = normalize( normalMatrix * normal );",
+ "vTangent = normalize( normalMatrix * tangent.xyz );",
+
+ "#endif",
+
+ "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
+
+ "vUv = uv * uRepeat + uOffset;",
+
+ // displacement mapping
+
+ "vec3 displacedPosition;",
+
+ "#ifdef VERTEX_TEXTURES",
+
+ "if ( enableDisplacement ) {",
+
+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
+ "displacedPosition = position + normalize( normal ) * df;",
+
+ "} else {",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "displacedPosition = skinned.xyz;",
+
+ "#else",
+
+ "displacedPosition = position;",
+
+ "#endif",
+
+ "}",
+
+ "#else",
+
+ "#ifdef USE_SKINNING",
+
+ "vec4 skinVertex = vec4( position, 1.0 );",
+
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
+
+ "displacedPosition = skinned.xyz;",
+
+ "#else",
+
+ "displacedPosition = position;",
+
+ "#endif",
+
+ "#endif",
+
+ //
+
+ "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+ "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+ "gl_Position = projectionMatrix * mvPosition;",
+
+ //
+
+ "vWorldPosition = worldPosition.xyz;",
+ "vViewPosition = -mvPosition.xyz;",
+
+ // shadows
+
+ "#ifdef USE_SHADOWMAP",
+
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+ "}",
+
+ "#endif",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'cube': {
+
+ uniforms: { "tCube": { type: "t", value: null },
+ "tFlip": { type: "f", value: -1 } },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ "void main() {",
+
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+ "vWorldPosition = worldPosition.xyz;",
+
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform samplerCube tCube;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ "void main() {",
+
+ "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+ "}"
+
+ ].join("\n")
+
+ }
+
+ }
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For Text operations in three.js (See TextGeometry)
+ *
+ * It uses techniques used in:
+ *
+ * typeface.js and canvastext
+ * For converting fonts and rendering with javascript
+ * http://typeface.neocracy.org
+ *
+ * Triangulation ported from AS3
+ * Simple Polygon Triangulation
+ * http://actionsnippet.com/?p=1462
+ *
+ * A Method to triangulate shapes with holes
+ * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ *
+ */
+
+THREE.FontUtils = {
+
+ faces : {},
+
+ // Just for now. face[weight][style]
+
+ face : "helvetiker",
+ weight: "normal",
+ style : "normal",
+ size : 150,
+ divisions : 10,
+
+ getFace : function() {
+
+ return this.faces[ this.face ][ this.weight ][ this.style ];
+
+ },
+
+ loadFace : function( data ) {
+
+ var family = data.familyName.toLowerCase();
+
+ var ThreeFont = this;
+
+ ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
+
+ ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ return data;
+
+ },
+
+ drawText : function( text ) {
+
+ var characterPts = [], allPts = [];
+
+ // RenderText
+
+ var i, p,
+ face = this.getFace(),
+ scale = this.size / face.resolution,
+ offset = 0,
+ chars = String( text ).split( '' ),
+ length = chars.length;
+
+ var fontPaths = [];
+
+ for ( i = 0; i < length; i ++ ) {
+
+ var path = new THREE.Path();
+
+ var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+ offset += ret.offset;
+
+ fontPaths.push( ret.path );
+
+ }
+
+ // get the width
+
+ var width = offset / 2;
+ //
+ // for ( p = 0; p < allPts.length; p++ ) {
+ //
+ // allPts[ p ].x -= width;
+ //
+ // }
+
+ //var extract = this.extractPoints( allPts, characterPts );
+ //extract.contour = allPts;
+
+ //extract.paths = fontPaths;
+ //extract.offset = width;
+
+ return { paths : fontPaths, offset : width };
+
+ },
+
+
+
+
+ extractGlyphPoints : function( c, face, scale, offset, path ) {
+
+ var pts = [];
+
+ var i, i2, divisions,
+ outline, action, length,
+ scaleX, scaleY,
+ x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+ laste,
+ glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
+
+ if ( !glyph ) return;
+
+ if ( glyph.o ) {
+
+ outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+ length = outline.length;
+
+ scaleX = scale;
+ scaleY = scale;
+
+ for ( i = 0; i < length; ) {
+
+ action = outline[ i ++ ];
+
+ //console.log( action );
+
+ switch( action ) {
+
+ case 'm':
+
+ // Move To
+
+ x = outline[ i++ ] * scaleX + offset;
+ y = outline[ i++ ] * scaleY;
+
+ path.moveTo( x, y );
+ break;
+
+ case 'l':
+
+ // Line To
+
+ x = outline[ i++ ] * scaleX + offset;
+ y = outline[ i++ ] * scaleY;
+ path.lineTo(x,y);
+ break;
+
+ case 'q':
+
+ // QuadraticCurveTo
+
+ cpx = outline[ i++ ] * scaleX + offset;
+ cpy = outline[ i++ ] * scaleY;
+ cpx1 = outline[ i++ ] * scaleX + offset;
+ cpy1 = outline[ i++ ] * scaleY;
+
+ path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+ }
+
+ }
+
+ break;
+
+ case 'b':
+
+ // Cubic Bezier Curve
+
+ cpx = outline[ i++ ] * scaleX + offset;
+ cpy = outline[ i++ ] * scaleY;
+ cpx1 = outline[ i++ ] * scaleX + offset;
+ cpy1 = outline[ i++ ] * -scaleY;
+ cpx2 = outline[ i++ ] * scaleX + offset;
+ cpy2 = outline[ i++ ] * -scaleY;
+
+ path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ }
+ }
+
+
+
+ return { offset: glyph.ha*scale, path:path};
+ }
+
+};
+
+
+THREE.FontUtils.generateShapes = function( text, parameters ) {
+
+ // Parameters
+
+ parameters = parameters || {};
+
+ 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";
+
+ THREE.FontUtils.size = size;
+ THREE.FontUtils.divisions = curveSegments;
+
+ THREE.FontUtils.face = font;
+ THREE.FontUtils.weight = weight;
+ THREE.FontUtils.style = style;
+
+ // Get a Font data json object
+
+ var data = THREE.FontUtils.drawText( text );
+
+ var paths = data.paths;
+ var shapes = [];
+
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+ }
+
+ return shapes;
+
+};
+
+
+/**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+
+( function( namespace ) {
+
+ var EPSILON = 0.0000000001;
+
+ // takes in an contour array and returns
+
+ var process = function( contour, indices ) {
+
+ var n = contour.length;
+
+ if ( n < 3 ) return null;
+
+ var result = [],
+ verts = [],
+ vertIndices = [];
+
+ /* we want a counter-clockwise polygon in verts */
+
+ var u, v, w;
+
+ if ( area( contour ) > 0.0 ) {
+
+ for ( v = 0; v < n; v++ ) verts[ v ] = v;
+
+ } else {
+
+ for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
+
+ }
+
+ var nv = n;
+
+ /* remove nv - 2 vertices, creating 1 triangle every time */
+
+ var count = 2 * nv; /* error detection */
+
+ for( v = nv - 1; nv > 2; ) {
+
+ /* if we loop, it is probably a non-simple polygon */
+
+ if ( ( count-- ) <= 0 ) {
+
+ //** Triangulate: ERROR - probable bad polygon!
+
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ console.log( "Warning, unable to triangulate polygon!" );
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ /* three consecutive vertices in current polygon, */
+
+ u = v; if ( nv <= u ) u = 0; /* previous */
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
+
+ if ( snip( contour, u, v, w, nv, verts ) ) {
+
+ var a, b, c, s, t;
+
+ /* true names of the vertices */
+
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
+
+ /* output Triangle */
+
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
+
+
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+ /* remove v from the remaining polygon */
+
+ for( s = v, t = v + 1; t < nv; s++, t++ ) {
+
+ verts[ s ] = verts[ t ];
+
+ }
+
+ nv--;
+
+ /* reset error detection counter */
+
+ count = 2 * nv;
+
+ }
+
+ }
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ };
+
+ // calculate area of the contour polygon
+
+ var area = function ( contour ) {
+
+ var n = contour.length;
+ var a = 0.0;
+
+ for( var p = n - 1, q = 0; q < n; p = q++ ) {
+
+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+ }
+
+ return a * 0.5;
+
+ };
+
+ var snip = function ( contour, u, v, w, n, verts ) {
+
+ var p;
+ var ax, ay, bx, by;
+ var cx, cy, px, py;
+
+ ax = contour[ verts[ u ] ].x;
+ ay = contour[ verts[ u ] ].y;
+
+ bx = contour[ verts[ v ] ].x;
+ by = contour[ verts[ v ] ].y;
+
+ cx = contour[ verts[ w ] ].x;
+ cy = contour[ verts[ w ] ].y;
+
+ if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
+
+ var aX, aY, bX, bY, cX, cY;
+ var apx, apy, bpx, bpy, cpx, cpy;
+ var cCROSSap, bCROSScp, aCROSSbp;
+
+ aX = cx - bx; aY = cy - by;
+ bX = ax - cx; bY = ay - cy;
+ cX = bx - ax; cY = by - ay;
+
+ for ( p = 0; p < n; p++ ) {
+
+ if( (p === u) || (p === v) || (p === w) ) continue;
+
+ px = contour[ verts[ p ] ].x
+ py = contour[ verts[ p ] ].y
+
+ apx = px - ax; apy = py - ay;
+ bpx = px - bx; bpy = py - by;
+ cpx = px - cx; cpy = py - cy;
+
+ // see if p is inside triangle abc
+
+ aCROSSbp = aX*bpy - aY*bpx;
+ cCROSSap = cX*apy - cY*apx;
+ bCROSScp = bX*cpy - bY*cpx;
+
+ if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
+
+ }
+
+ return true;
+
+ };
+
+
+ namespace.Triangulate = process;
+ namespace.Triangulate.area = area;
+
+ return namespace;
+
+})(THREE.FontUtils);
+
+// To use the typeface.js face files, hook up the API
+self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This file contains following classes:
+ *
+ * -- 2d classes --
+ * THREE.Curve
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ * Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+// - t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+ console.log( "Warning, getPoint() not implemented!" );
+ return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+ if ( !divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPoint( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+ if ( !divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPointAt( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+ var lengths = this.getLengths();
+ return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+ if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
+
+ if ( this.cacheArcLengths
+ && ( this.cacheArcLengths.length == divisions + 1 )
+ && !this.needsUpdate) {
+
+ //console.log( "cached", this.cacheArcLengths );
+ return this.cacheArcLengths;
+
+ }
+
+ this.needsUpdate = false;
+
+ var cache = [];
+ var current, last = this.getPoint( 0 );
+ var p, sum = 0;
+
+ cache.push( 0 );
+
+ for ( p = 1; p <= divisions; p ++ ) {
+
+ current = this.getPoint ( p / divisions );
+ sum += current.distanceTo( last );
+ cache.push( sum );
+ last = current;
+
+ }
+
+ this.cacheArcLengths = cache;
+
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+ this.needsUpdate = true;
+ this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+ var arcLengths = this.getLengths();
+
+ var i = 0, il = arcLengths.length;
+
+ var targetArcLength; // The targeted u distance value to get
+
+ if ( distance ) {
+
+ targetArcLength = distance;
+
+ } else {
+
+ targetArcLength = u * arcLengths[ il - 1 ];
+
+ }
+
+ //var time = Date.now();
+
+ // binary search for the index with largest value smaller than target u distance
+
+ var low = 0, high = il - 1, comparison;
+
+ while ( low <= high ) {
+
+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+ comparison = arcLengths[ i ] - targetArcLength;
+
+ if ( comparison < 0 ) {
+
+ low = i + 1;
+ continue;
+
+ } else if ( comparison > 0 ) {
+
+ high = i - 1;
+ continue;
+
+ } else {
+
+ high = i;
+ break;
+
+ // DONE
+
+ }
+
+ }
+
+ i = high;
+
+ //console.log('b' , i, low, high, Date.now()- time);
+
+ if ( arcLengths[ i ] == targetArcLength ) {
+
+ var t = i / ( il - 1 );
+ return t;
+
+ }
+
+ // we could get finer grain at lengths, or use simple interpolatation between two points
+
+ var lengthBefore = arcLengths[ i ];
+ var lengthAfter = arcLengths[ i + 1 ];
+
+ var segmentLength = lengthAfter - lengthBefore;
+
+ // determine where we are between the 'before' and 'after' points
+
+ var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+ // add that fractional amount to t
+
+ var t = ( i + segmentFraction ) / ( il -1 );
+
+ return t;
+
+};
+
+// Returns a unit vector tangent at t
+// In case any sub curve does not implement its tangent derivation,
+// 2 points a small delta apart will be used to find its gradient
+// which seems to give a reasonable approximation
+
+THREE.Curve.prototype.getTangent = function( t ) {
+
+ var delta = 0.0001;
+ var t1 = t - delta;
+ var t2 = t + delta;
+
+ // Capping in case of danger
+
+ if ( t1 < 0 ) t1 = 0;
+ if ( t2 > 1 ) t2 = 1;
+
+ var pt1 = this.getPoint( t1 );
+ var pt2 = this.getPoint( t2 );
+
+ var vec = pt2.clone().subSelf(pt1);
+ return vec.normalize();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getTangent( t );
+
+};
+
+/**************************************************************
+ * Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+ var point = this.v2.clone().subSelf(this.v1);
+ point.multiplyScalar( t ).addSelf( this.v1 );
+
+ return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+ return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+ var tangent = this.v2.clone().subSelf(this.v1);
+
+ return tangent.normalize();
+
+};
+
+/**************************************************************
+ * Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+ // returns unit vector
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+
+/**************************************************************
+ * Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+
+/**************************************************************
+ * Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+ this.points = (points == undefined) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+ var v = new THREE.Vector2();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 1 ) * t;
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
+
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+
+ return v;
+
+};
+
+/**************************************************************
+ * Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle,
+ aClockwise ) {
+
+ this.aX = aX;
+ this.aY = aY;
+
+ this.xRadius = xRadius;
+ this.yRadius = yRadius;
+
+ this.aStartAngle = aStartAngle;
+ this.aEndAngle = aEndAngle;
+
+ this.aClockwise = aClockwise;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+ if ( !this.aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ var angle = this.aStartAngle + t * deltaAngle;
+
+ var tx = this.aX + this.xRadius * Math.cos( angle );
+ var ty = this.aY + this.yRadius * Math.sin( angle );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+/**************************************************************
+ * 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 );
+
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+ },
+
+ // Puay Bing, thanks for helping with this derivative!
+
+ tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+ return -3 * p0 * (1 - t) * (1 - t) +
+ 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
+ 6 * t * p2 * (1-t) - 3 * t * t * p2 +
+ 3 * t * t * p3;
+ },
+
+
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+ // To check if my formulas are correct
+
+ var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
+ var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+ var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
+ var h11 = 3 * t * t - 2 * t; // t3 − t2
+
+ return h00 + h10 + h01 + h11;
+
+ },
+
+ // Catmull-Rom
+
+ interpolate: function( p0, p1, p2, p3, t ) {
+
+ var v0 = ( p2 - p0 ) * 0.5;
+ var v1 = ( p3 - p1 ) * 0.5;
+ var t2 = t * t;
+ var t3 = t * t2;
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ }
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ * 3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+ constructor.prototype = Object.create( THREE.Curve.prototype );
+ constructor.prototype.getPoint = getPointFunc;
+
+ return constructor;
+
+};
+
+
+/**************************************************************
+ * Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+ function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var r = new THREE.Vector3();
+
+
+ r.sub( this.v2, this.v1 ); // diff
+ r.multiplyScalar( t );
+ r.addSelf( this.v1 );
+
+ return r;
+
+ }
+
+);
+
+
+/**************************************************************
+ * Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var tx, ty, tz;
+
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+ tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+);
+
+
+
+/**************************************************************
+ * Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ },
+
+ function ( t ) {
+
+ var tx, ty, tz;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+ tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+ return new THREE.Vector3( tx, ty, tz );
+
+ }
+
+);
+
+
+
+/**************************************************************
+ * Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = (points == undefined) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var v = new THREE.Vector3();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 1 ) * t;
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+ var pt0 = points[ c[0] ],
+ pt1 = points[ c[1] ],
+ pt2 = points[ c[2] ],
+ pt3 = points[ c[3] ];
+
+ v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
+ v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
+ v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
+
+ return v;
+
+ }
+
+);
+
+
+// THREE.SplineCurve3.prototype.getTangent = function(t) {
+// var v = new THREE.Vector3();
+// var c = [];
+// var points = this.points, point, intPoint, weight;
+// point = ( points.length - 1 ) * t;
+
+// intPoint = Math.floor( point );
+// weight = point - intPoint;
+
+// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
+// c[ 1 ] = intPoint;
+// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
+// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
+
+// var pt0 = points[ c[0] ],
+// pt1 = points[ c[1] ],
+// pt2 = points[ c[2] ],
+// pt3 = points[ c[3] ];
+
+// // t = weight;
+// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
+// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
+// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
+
+// return v;
+
+// }
+
+/**************************************************************
+ * Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = (points == undefined) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var v = new THREE.Vector3();
+ var c = [];
+ var points = this.points, point, intPoint, weight;
+ point = ( points.length - 0 ) * t;
+ // This needs to be from 0-length +1
+
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+ c[ 0 ] = ( intPoint - 1 ) % points.length;
+ c[ 1 ] = ( intPoint ) % points.length;
+ c[ 2 ] = ( intPoint + 1 ) % points.length;
+ c[ 3 ] = ( intPoint + 2 ) % points.length;
+
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
+ v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
+
+ return v;
+
+ }
+
+);
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ * Curved Path - a curve path is simply a array of connected
+ * curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+ this.curves = [];
+ this.bends = [];
+
+ this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+ this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+ // TODO
+ // If the ending of curve is not connected to the starting
+ // or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+ // TODO Test
+ // and verify for vector3 (needs to implement equals)
+ // Add a line curve if start and end of lines are not connected
+ var startPoint = this.curves[0].getPoint(0);
+ var endPoint = this.curves[this.curves.length-1].getPoint(1);
+
+ if (!startPoint.equals(endPoint)) {
+ this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
+ }
+
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+ var d = t * this.getLength();
+ var curveLengths = this.getCurveLengths();
+ var i = 0, diff, curve;
+
+ // To think about boundaries points.
+
+ while ( i < curveLengths.length ) {
+
+ if ( curveLengths[ i ] >= d ) {
+
+ diff = curveLengths[ i ] - d;
+ curve = this.curves[ i ];
+
+ var u = 1 - diff / curve.getLength();
+
+ return curve.getPointAt( u );
+
+ break;
+ }
+
+ i ++;
+
+ }
+
+ return null;
+
+ // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x;
+ else if ( p.x < minX ) minX = p.x;
+
+ if ( p.y > maxY ) maxY = p.y;
+ else if ( p.y < minY ) minY = p.y;
+
+ if (v3) {
+
+ if ( p.z > maxZ ) maxZ = p.z;
+ else if ( p.z < minZ ) minZ = p.z;
+
+ }
+
+ sum.addSelf( p );
+
+ }
+
+ var ret = {
+
+ minX: minX,
+ minY: minY,
+ maxX: maxX,
+ maxY: maxY,
+ centroid: sum.divideScalar( il )
+
+ };
+
+ if (v3) {
+
+ ret.maxZ = maxZ;
+ ret.minZ = minZ;
+
+ }
+
+ return ret;
+
+};
+
+/**************************************************************
+ * Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or ParticleSystem objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+ var pts = this.getPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+ var pts = this.getSpacedPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0; i < points.length; i ++ ) {
+
+ geometry.vertices.push( new THREE.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
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+ var bounds = this.getBoundingBox();
+
+ var i, il, p, oldX, oldY, xNorm;
+
+ for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+ p = oldPts[ i ];
+
+ oldX = p.x;
+ oldY = p.y;
+
+ xNorm = oldX / bounds.maxX;
+
+ // If using actual distance, for length > path, requires line extrusions
+ //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+ xNorm = path.getUtoTmapping( xNorm, oldX );
+
+ // check for out of bounds?
+
+ var pathPt = path.getPoint( xNorm );
+ var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
+
+ p.x = pathPt.x + normal.x;
+ p.y = pathPt.y + normal.y;
+
+ }
+
+ return oldPts;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+ THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
+
+ this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
+ this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
+
+ this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
+
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+};
+
+THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
+THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
+THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
+THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+ THREE.CurvePath.call(this);
+
+ this.actions = [];
+
+ if ( points ) {
+
+ this.fromPoints( points );
+
+ }
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+
+THREE.PathActions = {
+
+ MOVE_TO: 'moveTo',
+ LINE_TO: 'lineTo',
+ QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+ BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
+ CSPLINE_THRU: 'splineThru', // Catmull-rom spline
+ ARC: 'arc', // Circle
+ ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+ for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+ this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+ };
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCPx, aCPy ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+ aCP2x, aCP2y,
+ aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCP1x, aCP1y ),
+ new THREE.Vector2( aCP2x, aCP2y ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+//---
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
+ Array.prototype.push.apply( npts, pts );
+
+ var curve = new THREE.SplineCurve( npts );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ 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 );
+
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+ this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ 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 );
+
+ };
+
+
+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(aClockwise ? 1 : 0);
+ args.push(lastPoint.x);
+ args.push(lastPoint.y);
+
+ this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+ if ( ! divisions ) divisions = 40;
+
+ var points = [];
+
+ for ( var i = 0; i < divisions; i ++ ) {
+
+ points.push( this.getPoint( i / divisions ) );
+
+ //if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+ }
+
+ // if ( closedPath ) {
+ //
+ // points.push( points[ 0 ] );
+ //
+ // }
+
+ return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+ if (this.useSpacedPoints) {
+ console.log('tata');
+ return this.getSpacedPoints( divisions, closedPath );
+ }
+
+ divisions = divisions || 12;
+
+ var points = [];
+
+ var i, il, item, action, args;
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+ laste, j,
+ t, tx, ty;
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ action = item.action;
+ args = item.args;
+
+ switch( action ) {
+
+ case THREE.PathActions.MOVE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.LINE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+ cpx = args[ 2 ];
+ cpy = args[ 3 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.BEZIER_CURVE_TO:
+
+ cpx = args[ 4 ];
+ cpy = args[ 5 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ cpx2 = args[ 2 ];
+ cpy2 = args[ 3 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.CSPLINE_THRU:
+
+ laste = this.actions[ i - 1 ].args;
+
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+ var spts = [ last ];
+
+ var n = divisions * args[ 0 ].length;
+
+ spts = spts.concat( args[ 0 ] );
+
+ var spline = new THREE.SplineCurve( spts );
+
+ for ( j = 1; j <= n; j ++ ) {
+
+ points.push( spline.getPointAt( j / n ) ) ;
+
+ }
+
+ break;
+
+ case THREE.PathActions.ARC:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ aRadius = args[ 2 ],
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+ aClockwise = !!args[ 5 ];
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + aRadius * Math.cos( angle );
+ ty = aY + aRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ 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 ];
+
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + xRadius * Math.cos( angle );
+ ty = aY + yRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ } // end switch
+
+ }
+
+
+
+ // Normalize to remove the closing point by default.
+ var lastPoint = points[ points.length - 1];
+ var EPSILON = 0.0000000001;
+ if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+ Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+ points.splice( points.length - 1, 1);
+ if ( closedPath ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+};
+
+// Breaks path into shapes
+
+THREE.Path.prototype.toShapes = function() {
+
+ var i, il, item, action, args;
+
+ var subPaths = [], lastPath = new THREE.Path();
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ args = item.args;
+ action = item.action;
+
+ if ( action == THREE.PathActions.MOVE_TO ) {
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+ lastPath = new THREE.Path();
+
+ }
+
+ }
+
+ lastPath[ action ].apply( lastPath, args );
+
+ }
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+
+ }
+
+ // console.log(subPaths);
+
+ if ( subPaths.length == 0 ) return [];
+
+ var tmpPath, tmpShape, shapes = [];
+
+ var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+ // console.log("Holes first", holesFirst);
+
+ if ( subPaths.length == 1) {
+ tmpPath = subPaths[0];
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+ shapes.push( tmpShape );
+ return shapes;
+ };
+
+ if ( holesFirst ) {
+
+ tmpShape = new THREE.Shape();
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ shapes.push( tmpShape );
+ tmpShape = new THREE.Shape();
+
+ //console.log('cw', i);
+
+ } else {
+
+ tmpShape.holes.push( tmpPath );
+
+ //console.log('ccw', i);
+
+ }
+
+ }
+
+ } else {
+
+ // Shapes first
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+
+ if ( tmpShape ) shapes.push( tmpShape );
+
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ } else {
+
+ tmpShape.holes.push( tmpPath );
+
+ }
+
+ }
+
+ shapes.push( tmpShape );
+
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function ( ) {
+
+ THREE.Path.apply( this, arguments );
+ this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+ var extruded = new THREE.ExtrudeGeometry( this, options );
+ return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+ var geometry = new THREE.ShapeGeometry( this, options );
+ return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedPoints( divisions ),
+ holes: this.getPointsHoles( divisions )
+
+ };
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+ if (this.useSpacedPoints) {
+ return this.extractAllSpacedPoints(divisions);
+ }
+
+ return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// return {
+//
+// shape: this.transform( bend, divisions ),
+// holes: this.getPointsHoles( divisions, bend )
+//
+// };
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedSpacedPoints( divisions ),
+ holes: this.getSpacedPointsHoles( divisions )
+
+ };
+
+};
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+ /*
+ contour - array of vector2 for contour
+ holes - array of array of vector2
+ */
+
+ removeHoles: function ( contour, holes ) {
+
+ var shape = contour.concat(); // work on this shape
+ var allpoints = shape.concat();
+
+ /* For each isolated shape, find the closest points and break to the hole to allow triangulation */
+
+
+ var prevShapeVert, nextShapeVert,
+ prevHoleVert, nextHoleVert,
+ holeIndex, shapeIndex,
+ shapeId, shapeGroup,
+ h, h2,
+ hole, shortest, d,
+ p, pts1, pts2,
+ tmpShape1, tmpShape2,
+ tmpHole1, tmpHole2,
+ verts = [];
+
+ for ( h = 0; h < holes.length; h ++ ) {
+
+ hole = holes[ h ];
+
+ /*
+ shapeholes[ h ].concat(); // preserves original
+ holes.push( hole );
+ */
+
+ Array.prototype.push.apply( allpoints, hole );
+
+ shortest = Number.POSITIVE_INFINITY;
+
+
+ // Find the shortest pair of pts between shape and hole
+
+ // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
+ // Using distanceToSquared() intead of distanceTo() should speed a little
+ // since running square roots operations are reduced.
+
+ for ( h2 = 0; h2 < hole.length; h2 ++ ) {
+
+ pts1 = hole[ h2 ];
+ var dist = [];
+
+ for ( p = 0; p < shape.length; p++ ) {
+
+ pts2 = shape[ p ];
+ d = pts1.distanceToSquared( pts2 );
+ dist.push( d );
+
+ if ( d < shortest ) {
+
+ shortest = d;
+ holeIndex = h2;
+ shapeIndex = p;
+
+ }
+
+ }
+
+ }
+
+ //console.log("shortest", shortest, dist);
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ var areaapts = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var areaa = THREE.FontUtils.Triangulate.area( areaapts );
+
+ var areabpts = [
+
+ hole[ holeIndex ],
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ var areab = THREE.FontUtils.Triangulate.area( areabpts );
+
+ var shapeOffset = 1;
+ var holeOffset = -1;
+
+ var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
+ shapeIndex += shapeOffset;
+ holeIndex += holeOffset;
+
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
+ shapeIndex %= shape.length;
+
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
+ holeIndex %= hole.length;
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ areaapts = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
+
+ areabpts = [
+
+ hole[ holeIndex ],
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
+ //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 ));
+
+ if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
+
+ // In case areas are not correct.
+ //console.log("USE THIS");
+
+ shapeIndex = oldShapeIndex;
+ holeIndex = oldHoleIndex ;
+
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
+ shapeIndex %= shape.length;
+
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
+ holeIndex %= hole.length;
+
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+ } else {
+
+ //console.log("USE THAT ")
+
+ }
+
+ tmpShape1 = shape.slice( 0, shapeIndex );
+ tmpShape2 = shape.slice( shapeIndex );
+ tmpHole1 = hole.slice( holeIndex );
+ tmpHole2 = hole.slice( 0, holeIndex );
+
+ // Should check orders here again?
+
+ var trianglea = [
+
+ hole[ holeIndex ],
+ shape[ shapeIndex ],
+ shape[ prevShapeVert ]
+
+ ];
+
+ var triangleb = [
+
+ hole[ holeIndex ] ,
+ hole[ prevHoleVert ],
+ shape[ shapeIndex ]
+
+ ];
+
+ verts.push( trianglea );
+ verts.push( triangleb );
+
+ shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+ }
+
+ return {
+
+ shape:shape, /* shape with no holes */
+ isolatedPts: verts, /* isolated faces */
+ allpoints: allpoints
+
+ }
+
+
+ },
+
+ triangulateShape: function ( contour, holes ) {
+
+ var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
+
+ var shape = shapeWithoutHoles.shape,
+ allpoints = shapeWithoutHoles.allpoints,
+ isolatedPts = shapeWithoutHoles.isolatedPts;
+
+ var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
+
+ // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+ //console.log( "triangles",triangles, triangles.length );
+ //console.log( "allpoints",allpoints, allpoints.length );
+
+ var i, il, f, face,
+ key, index,
+ allPointsMap = {},
+ isolatedPointsMap = {};
+
+ // prepare all points map
+
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+ if ( allPointsMap[ key ] !== undefined ) {
+
+ console.log( "Duplicate point", key );
+
+ }
+
+ allPointsMap[ key ] = i;
+
+ }
+
+ // check all face vertices against all points map
+
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+ face = triangles[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ // check isolated points vertices against all points map
+
+ for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
+
+ face = isolatedPts[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ return triangles.concat( isolatedPts );
+
+ }, // end triangulate shapes
+
+ /*
+ triangulate2 : function( pts, holes ) {
+
+ // For use with Poly2Tri.js
+
+ var allpts = pts.concat();
+ var shape = [];
+ for (var p in pts) {
+ shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
+ }
+
+ var swctx = new js.poly2tri.SweepContext(shape);
+
+ for (var h in holes) {
+ var aHole = holes[h];
+ var newHole = []
+ for (i in aHole) {
+ newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
+ allpts.push(aHole[i]);
+ }
+ swctx.AddHole(newHole);
+ }
+
+ var find;
+ var findIndexForPt = function (pt) {
+ find = new THREE.Vector2(pt.x, pt.y);
+ var p;
+ for (p=0, pl = allpts.length; p 1 ) {
+
+ console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
+ scale = scale < 0 ? 0 : 1;
+
+ }
+
+ // interpolate
+
+ if ( type === "pos" ) {
+
+ vector = object.position;
+
+ if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+ this.points[ 1 ] = prevXYZ;
+ this.points[ 2 ] = nextXYZ;
+ this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+ scale = scale * 0.33 + 0.33;
+
+ currentPoint = this.interpolateCatmullRom( this.points, scale );
+
+ vector.x = currentPoint[ 0 ];
+ vector.y = currentPoint[ 1 ];
+ vector.z = currentPoint[ 2 ];
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
+
+ this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+ this.target.subSelf( vector );
+ this.target.y = 0;
+ this.target.normalize();
+
+ angle = Math.atan2( this.target.x, this.target.z );
+ object.rotation.set( 0, angle, 0 );
+
+ }
+
+ }
+
+ } else if ( type === "rot" ) {
+
+ THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
+
+ } else if ( type === "scl" ) {
+
+ vector = object.scale;
+
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ }
+
+ }
+
+ }
+
+};
+
+// Catmull-Rom spline
+
+THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
+
+ var c = [], v3 = [],
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ point = ( points.length - 1 ) * scale;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+ pa = points[ c[ 0 ] ];
+ pb = points[ c[ 1 ] ];
+ pc = points[ c[ 2 ] ];
+ pd = points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+ v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+ v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+ return v3;
+
+};
+
+THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+};
+
+
+
+// Get next key with
+
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key < keys.length - 1 ? key : keys.length - 1;
+
+ } else {
+
+ key = key % keys.length;
+
+ }
+
+ for ( ; key < keys.length; key++ ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key > 0 ? key : 0;
+
+ } else {
+
+ key = key >= 0 ? key : key + keys.length;
+
+ }
+
+
+ for ( ; key >= 0; key -- ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
+
+ this.root = root;
+ this.data = THREE.AnimationHandler.get( data );
+ this.hierarchy = THREE.AnimationHandler.parse( root );
+ this.currentTime = 0;
+ this.timeScale = 0.001;
+ this.isPlaying = false;
+ this.isPaused = true;
+ this.loop = true;
+ this.JITCompile = JITCompile !== undefined ? JITCompile : true;
+
+ // initialize to first keyframes
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ obj = this.hierarchy[h];
+
+ if ( keys.length && sids ) {
+
+ for ( var s = 0; s < sids.length; s++ ) {
+
+ var sid = sids[ s ],
+ next = this.getNextKeyWith( sid, h, 0 );
+
+ if ( next ) {
+
+ next.apply( sid );
+
+ }
+
+ }
+
+ obj.matrixAutoUpdate = false;
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+};
+
+// Play
+
+THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
+
+ if( !this.isPlaying ) {
+
+ this.isPlaying = true;
+ this.loop = loop !== undefined ? loop : true;
+ this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+ this.startTimeMs = startTimeMS;
+ this.startTime = 10000000;
+ this.endTime = -this.startTime;
+
+
+ // reset key cache
+
+ var h, hl = this.hierarchy.length,
+ object,
+ node;
+
+ for ( h = 0; h < hl; h++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+ object.useQuaternion = true;
+
+ if ( node.animationCache === undefined ) {
+
+ node.animationCache = {};
+ node.animationCache.prevKey = null;
+ node.animationCache.nextKey = null;
+ node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+ }
+
+ var keys = this.data.hierarchy[h].keys;
+
+ if (keys.length) {
+
+ node.animationCache.prevKey = keys[ 0 ];
+ node.animationCache.nextKey = keys[ 1 ];
+
+ this.startTime = Math.min( keys[0].time, this.startTime );
+ this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+ }
+
+ }
+
+ this.update( 0 );
+
+ }
+
+ this.isPaused = false;
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+
+// Pause
+
+THREE.KeyFrameAnimation.prototype.pause = function() {
+
+ if( this.isPaused ) {
+
+ THREE.AnimationHandler.addToUpdate( this );
+
+ } else {
+
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+ }
+
+ this.isPaused = !this.isPaused;
+
+};
+
+
+// Stop
+
+THREE.KeyFrameAnimation.prototype.stop = function() {
+
+ this.isPlaying = false;
+ this.isPaused = false;
+ THREE.AnimationHandler.removeFromUpdate( this );
+
+
+ // reset JIT matrix and remove cache
+
+ for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
+
+ var obj = this.hierarchy[ h ];
+ var node = this.data.hierarchy[ h ];
+
+ if ( node.animationCache !== undefined ) {
+
+ var original = node.animationCache.originalMatrix;
+
+ if( obj instanceof THREE.Bone ) {
+
+ original.copy( obj.skinMatrix );
+ obj.skinMatrix = original;
+
+ } else {
+
+ original.copy( obj.matrix );
+ obj.matrix = original;
+
+ }
+
+ delete node.animationCache;
+
+ }
+
+ }
+
+};
+
+
+// Update
+
+THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
+
+ // early out
+
+ if( !this.isPlaying ) return;
+
+
+ // vars
+
+ var prevKey, nextKey;
+ var object;
+ var node;
+ var frame;
+ var JIThierarchy = this.data.JIT.hierarchy;
+ var currentTime, unloopedCurrentTime;
+ var looped;
+
+
+ // update
+
+ this.currentTime += deltaTimeMS * this.timeScale;
+
+ unloopedCurrentTime = this.currentTime;
+ currentTime = this.currentTime = this.currentTime % this.data.length;
+
+ // if looped around, the current time should be based on the startTime
+ if ( currentTime < this.startTimeMs ) {
+
+ currentTime = this.currentTime = this.startTimeMs + currentTime;
+
+ }
+
+ frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+ looped = currentTime < unloopedCurrentTime;
+
+ if ( looped && !this.loop ) {
+
+ // Set the animation to the last keyframes and stop
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ end = keys.length-1,
+ obj = this.hierarchy[h];
+
+ if ( keys.length ) {
+
+ for ( var s = 0; s < sids.length; s++ ) {
+
+ var sid = sids[ s ],
+ prev = this.getPrevKeyWith( sid, h, end );
+
+ if ( prev ) {
+ prev.apply( sid );
+
+ }
+
+ }
+
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+ this.stop();
+ return;
+
+ }
+
+ // check pre-infinity
+ if ( currentTime < this.startTime ) {
+
+ return;
+
+ }
+
+ // update
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+
+ var keys = node.keys,
+ animationCache = node.animationCache;
+
+ // use JIT?
+
+ if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
+
+ if( object instanceof THREE.Bone ) {
+
+ object.skinMatrix = JIThierarchy[ h ][ frame ];
+ object.matrixWorldNeedsUpdate = false;
+
+ } else {
+
+ object.matrix = JIThierarchy[ h ][ frame ];
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ // use interpolation
+
+ } else if ( keys.length ) {
+
+ // make sure so original matrix and not JIT matrix is set
+
+ if ( this.JITCompile && animationCache ) {
+
+ if( object instanceof THREE.Bone ) {
+
+ object.skinMatrix = animationCache.originalMatrix;
+
+ } else {
+
+ object.matrix = animationCache.originalMatrix;
+
+ }
+
+ }
+
+ prevKey = animationCache.prevKey;
+ nextKey = animationCache.nextKey;
+
+ if ( prevKey && nextKey ) {
+
+ // switch keys?
+
+ if ( nextKey.time <= unloopedCurrentTime ) {
+
+ // did we loop?
+
+ if ( looped && this.loop ) {
+
+ prevKey = keys[ 0 ];
+ nextKey = keys[ 1 ];
+
+ while ( nextKey.time < currentTime ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ } else if ( !looped ) {
+
+ var lastIndex = keys.length - 1;
+
+ while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ }
+
+ animationCache.prevKey = prevKey;
+ animationCache.nextKey = nextKey;
+
+ }
+ if(nextKey.time >= currentTime)
+ prevKey.interpolate( nextKey, currentTime );
+ else
+ prevKey.interpolate( nextKey, nextKey.time);
+
+ }
+
+ this.data.hierarchy[h].node.updateMatrix();
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+ // update JIT?
+
+ if ( this.JITCompile ) {
+
+ if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
+
+ this.hierarchy[ 0 ].updateMatrixWorld( true );
+
+ for ( var h = 0; h < this.hierarchy.length; h++ ) {
+
+ if( this.hierarchy[ h ] instanceof THREE.Bone ) {
+
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
+
+ } else {
+
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
+
+ }
+
+ }
+
+ }
+
+ }
+
+};
+
+// Get next key with
+
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key % keys.length;
+
+ for ( ; key < keys.length; key++ ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key >= 0 ? key : key + keys.length;
+
+ for ( ; key >= 0; key-- ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ keys.length - 1 ];
+
+};
+/**
+ * Camera for rendering cube maps
+ * - renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+ THREE.Object3D.call( this );
+
+ var fov = 90, aspect = 1;
+
+ var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.up.set( 0, -1, 0 );
+ cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+ this.add( cameraPX );
+
+ var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.up.set( 0, -1, 0 );
+ cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
+ this.add( cameraNX );
+
+ var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+ this.add( cameraPY );
+
+ var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.up.set( 0, 0, -1 );
+ cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
+ this.add( cameraNY );
+
+ var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.up.set( 0, -1, 0 );
+ cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+ this.add( cameraPZ );
+
+ var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.up.set( 0, -1, 0 );
+ cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
+ this.add( cameraNZ );
+
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+ this.updateCubeMap = function ( renderer, scene ) {
+
+ var renderTarget = this.renderTarget;
+ var generateMipmaps = renderTarget.generateMipmaps;
+
+ renderTarget.generateMipmaps = false;
+
+ renderTarget.activeCubeFace = 0;
+ renderer.render( scene, cameraPX, renderTarget );
+
+ renderTarget.activeCubeFace = 1;
+ renderer.render( scene, cameraNX, renderTarget );
+
+ renderTarget.activeCubeFace = 2;
+ renderer.render( scene, cameraPY, renderTarget );
+
+ renderTarget.activeCubeFace = 3;
+ renderer.render( scene, cameraNY, renderTarget );
+
+ renderTarget.activeCubeFace = 4;
+ renderer.render( scene, cameraPZ, renderTarget );
+
+ renderTarget.generateMipmaps = generateMipmaps;
+
+ renderTarget.activeCubeFace = 5;
+ renderer.render( scene, cameraNZ, renderTarget );
+
+ };
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+/*
+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ *
+ * A general perpose camera, for setting FOV, Lens Focal Length,
+ * and switching between perspective and orthographic views easily.
+ * Use this only if you do not wish to manage
+ * both a Orthographic and Perspective Camera
+ *
+ */
+
+
+THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
+
+ THREE.Camera.call( this );
+
+ this.fov = fov;
+
+ this.left = -width / 2;
+ this.right = width / 2
+ this.top = height / 2;
+ this.bottom = -height / 2;
+
+ // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
+
+ this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
+ this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
+
+ this.zoom = 1;
+
+ this.toPerspective();
+
+ var aspect = width/height;
+
+};
+
+THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.CombinedCamera.prototype.toPerspective = function () {
+
+ // Switches to the Perspective Camera
+
+ this.near = this.cameraP.near;
+ this.far = this.cameraP.far;
+
+ this.cameraP.fov = this.fov / this.zoom ;
+
+ this.cameraP.updateProjectionMatrix();
+
+ this.projectionMatrix = this.cameraP.projectionMatrix;
+
+ this.inPerspectiveMode = true;
+ this.inOrthographicMode = false;
+
+};
+
+THREE.CombinedCamera.prototype.toOrthographic = function () {
+
+ // Switches to the Orthographic camera estimating viewport from Perspective
+
+ var fov = this.fov;
+ var aspect = this.cameraP.aspect;
+ var near = this.cameraP.near;
+ var far = this.cameraP.far;
+
+ // The size that we set is the mid plane of the viewing frustum
+
+ var hyperfocus = ( near + far ) / 2;
+
+ var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
+ var planeHeight = 2 * halfHeight;
+ var planeWidth = planeHeight * aspect;
+ var halfWidth = planeWidth / 2;
+
+ halfHeight /= this.zoom;
+ halfWidth /= this.zoom;
+
+ this.cameraO.left = -halfWidth;
+ this.cameraO.right = halfWidth;
+ this.cameraO.top = halfHeight;
+ this.cameraO.bottom = -halfHeight;
+
+ // this.cameraO.left = -farHalfWidth;
+ // this.cameraO.right = farHalfWidth;
+ // this.cameraO.top = farHalfHeight;
+ // this.cameraO.bottom = -farHalfHeight;
+
+ // this.cameraO.left = this.left / this.zoom;
+ // this.cameraO.right = this.right / this.zoom;
+ // this.cameraO.top = this.top / this.zoom;
+ // this.cameraO.bottom = this.bottom / this.zoom;
+
+ this.cameraO.updateProjectionMatrix();
+
+ this.near = this.cameraO.near;
+ this.far = this.cameraO.far;
+ this.projectionMatrix = this.cameraO.projectionMatrix;
+
+ this.inPerspectiveMode = false;
+ this.inOrthographicMode = true;
+
+};
+
+
+THREE.CombinedCamera.prototype.setSize = function( width, height ) {
+
+ this.cameraP.aspect = width / height;
+ this.left = -width / 2;
+ this.right = width / 2
+ this.top = height / 2;
+ this.bottom = -height / 2;
+
+};
+
+
+THREE.CombinedCamera.prototype.setFov = function( fov ) {
+
+ this.fov = fov;
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toOrthographic();
+
+ }
+
+};
+
+// For mantaining similar API with PerspectiveCamera
+
+THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toPerspective();
+ this.toOrthographic();
+
+ }
+
+};
+
+/*
+* Uses Focal Length (in mm) to estimate and set FOV
+* 35mm (fullframe) camera is used if frame size is not specified;
+* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+*/
+THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
+
+ this.setFov( fov );
+
+ return fov;
+};
+
+
+THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
+
+ this.zoom = zoom;
+
+ if ( this.inPerspectiveMode ) {
+
+ this.toPerspective();
+
+ } else {
+
+ this.toOrthographic();
+
+ }
+
+};
+
+THREE.CombinedCamera.prototype.toFrontView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+
+ // should we be modifing the matrix instead?
+
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBackView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = Math.PI;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toLeftView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = - Math.PI / 2;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toRightView = function() {
+
+ this.rotation.x = 0;
+ this.rotation.y = Math.PI / 2;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toTopView = function() {
+
+ this.rotation.x = - Math.PI / 2;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+THREE.CombinedCamera.prototype.toBottomView = function() {
+
+ this.rotation.x = Math.PI / 2;
+ this.rotation.y = 0;
+ this.rotation.z = 0;
+ this.rotationAutoUpdate = false;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * - 3d asterisk shape (for line pieces THREE.Line)
+ */
+
+THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {
+
+ THREE.Geometry.call( this );
+
+ var sd = innerRadius;
+ var ed = outerRadius;
+
+ var sd2 = 0.707 * sd;
+ var ed2 = 0.707 * ed;
+
+ var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
+ [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
+ [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
+ [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
+ [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
+ [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
+ [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
+ [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
+ [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
+ ];
+
+ for ( var i = 0, il = rays.length; i < il; i ++ ) {
+
+ var x = rays[ i ][ 0 ];
+ var y = rays[ i ][ 1 ];
+ var z = rays[ i ][ 2 ];
+
+ this.vertices.push( new THREE.Vector3( x, y, z ) );
+
+ }
+
+};
+
+THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ radius = radius || 50;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+ var i, uvs = [],
+ center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+ this.vertices.push(center);
+ uvs.push( centerUV );
+
+ for ( i = 0; i <= segments; i ++ ) {
+
+ var vertex = new THREE.Vector3();
+
+ vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
+ vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, -1 );
+
+ for ( i = 1; i <= segments; i ++ ) {
+
+ var v1 = i;
+ var v2 = i + 1 ;
+ var v3 = 0;
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ THREE.Geometry.call( this );
+
+ var scope = this;
+
+ this.width = width;
+ this.height = height;
+ this.depth = depth;
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+ this.depthSegments = depthSegments || 1;
+
+ var width_half = this.width / 2;
+ var height_half = this.height / 2;
+ var depth_half = this.depth / 2;
+
+ buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
+ buildPlane( 'z', 'y', 1, - 1, this.depth, this.height, - width_half, 1 ); // nx
+ buildPlane( 'x', 'z', 1, 1, this.width, this.depth, height_half, 2 ); // py
+ buildPlane( 'x', 'z', 1, - 1, this.width, this.depth, - height_half, 3 ); // ny
+ buildPlane( 'x', 'y', 1, - 1, this.width, this.height, depth_half, 4 ); // pz
+ buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
+
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+ var w, ix, iy,
+ gridX = scope.widthSegments,
+ gridY = scope.heightSegments,
+ width_half = width / 2,
+ height_half = height / 2,
+ offset = scope.vertices.length;
+
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+ w = 'z';
+
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+ w = 'y';
+ gridY = scope.depthSegments;
+
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+ w = 'x';
+ gridX = scope.depthSegments;
+
+ }
+
+ var gridX1 = gridX + 1,
+ gridY1 = gridY + 1,
+ segment_width = width / gridX,
+ segment_height = height / gridY,
+ normal = new THREE.Vector3();
+
+ normal[ w ] = depth > 0 ? 1 : - 1;
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var vector = new THREE.Vector3();
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+ vector[ w ] = depth;
+
+ scope.vertices.push( vector );
+
+ }
+
+ }
+
+ for ( iy = 0; iy < gridY; iy++ ) {
+
+ for ( ix = 0; ix < gridX; ix++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.faces.push( face );
+ scope.faceVertexUvs[ 0 ].push( [
+ new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
+ new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
+ ] );
+
+ }
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.mergeVertices();
+
+};
+
+THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
+
+ THREE.Geometry.call( this );
+
+ radiusTop = radiusTop !== undefined ? radiusTop : 20;
+ radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+ height = height !== undefined ? height : 100;
+
+ var heightHalf = height / 2;
+ var segmentsX = radiusSegments || 8;
+ var segmentsY = heightSegments || 1;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= segmentsY; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ var v = y / segmentsY;
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+ for ( x = 0; x <= segmentsX; x ++ ) {
+
+ var u = x / segmentsX;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = radius * Math.sin( u * Math.PI * 2 );
+ vertex.y = - v * height + heightHalf;
+ vertex.z = radius * Math.cos( u * Math.PI * 2 );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
+ var na, nb;
+
+ for ( x = 0; x < segmentsX; x ++ ) {
+
+ if ( radiusTop !== 0 ) {
+
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+ } else {
+
+ 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();
+
+ for ( y = 0; y < segmentsY; 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 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();
+
+ this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+ }
+
+ }
+
+ // top cap
+
+ if ( !openEnded && radiusTop > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+ for ( x = 0; x < segmentsX; x ++ ) {
+
+ var v1 = vertices[ 0 ][ x ];
+ var v2 = vertices[ 0 ][ x + 1 ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, 1, 0 );
+ var n2 = new THREE.Vector3( 0, 1, 0 );
+ var n3 = new THREE.Vector3( 0, 1, 0 );
+
+ var uv1 = uvs[ 0 ][ x ].clone();
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
+ var uv3 = new THREE.Vector2( uv2.u, 0 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ // bottom cap
+
+ if ( !openEnded && radiusBottom > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+ for ( x = 0; x < segmentsX; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+ var uv1 = uvs[ y ][ x + 1 ].clone();
+ var uv2 = uvs[ y ][ x ].clone();
+ var uv3 = new THREE.Vector2( uv2.u, 1 );
+
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ this.computeCentroids();
+ this.computeFaceNormals();
+
+}
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ * size: , // size of the text
+ * height: , // thickness to extrude text
+ * curveSegments: , // number of points on the curves
+ * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ * amount: , // Amount
+ *
+ * bevelEnabled: , // turn on bevel
+ * bevelThickness: , // how deep into text bevel goes
+ * bevelSize: , // how far from text outline is bevel
+ * bevelSegments: , // number of bevel layers
+ *
+ * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ * frames: // containing arrays of tangents, normals, binormals
+ *
+ * material: // material index for front and back faces
+ * extrudeMaterial: // material index for extrusion and beveled faces
+ * uvGenerator: