diff --git a/.gitignore b/.gitignore
index 29f9738..f2e2eec 100644
--- a/.gitignore
+++ b/.gitignore
@@ -2,4 +2,5 @@
front/data
node_modules
-data/
\ No newline at end of file
+data/
+front/app.js
\ No newline at end of file
diff --git a/README.md b/README.md
index bc12fd3..a7bd961 100644
--- a/README.md
+++ b/README.md
@@ -11,6 +11,7 @@ Right now the data has to be downloaded via the [dedicated GUI](http://data.lacu
1. `git clone` the project
1. `npm install`
+1. `npm install -g browserify`
1. Extract all the buildings and metadata in `front/data`:
@@ -20,6 +21,8 @@ node tools/unzipCUB3ds.js --out front/data/ --zip path/to/3Ddata/BATI3D_NT.zip
It should take about 5 minutes in normal hardware. This will extract all the buildings and other 3d objects from the open data in [.3ds format](http://en.wikipedia.org/wiki/.3ds). It will create thousands of binary files in `front/data/` as well as a file names `metadata.json`.
+1. `browserify front/src/main.js -o front/app.js -v -d`
+
1. Start the server
`````bash
@@ -28,6 +31,13 @@ node index.js
1. Open http://localhost:3000
+# Dev
+
+1. `npm install -g watchify`
+
+> watchify front/src/main.js -o front/app.js -v -d
+
+
# Licence
[MIT](LICENCE)
\ No newline at end of file
diff --git a/front/ext/OrbitControls.js b/front/ext/OrbitControls.js
deleted file mode 100644
index f3c4599..0000000
--- a/front/ext/OrbitControls.js
+++ /dev/null
@@ -1,403 +0,0 @@
-/**
- * @author qiao / https://github.com/qiao
- * @author mrdoob / http://mrdoob.com
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.OrbitControls = function ( object, domElement ) {
-
- this.object = object;
- this.domElement = ( domElement !== undefined ) ? domElement : document;
-
- // API
-
- this.enabled = true;
-
- this.center = new THREE.Vector3();
-
- this.userZoom = true;
- this.userZoomSpeed = 0.0001;
-
- this.userRotate = true;
- this.userRotateSpeed = 1.0;
-
- this.userPan = true;
- this.userPanSpeed = 200.0;
-
- this.autoRotate = false;
- this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
-
- this.minPolarAngle = 0; // radians
- this.maxPolarAngle = Math.PI; // radians
-
- this.minDistance = 0;
- this.maxDistance = Infinity;
-
- // 65 /*A*/, 83 /*S*/, 68 /*D*/
- this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40, ROTATE: 65, ZOOM: 83, PAN: 68 };
-
- // internals
-
- var scope = this;
-
- var EPS = 0.000001;
- var PIXELS_PER_ROUND = 1800;
-
- var rotateStart = new THREE.Vector2();
- var rotateEnd = new THREE.Vector2();
- var rotateDelta = new THREE.Vector2();
-
- var zoomStart = new THREE.Vector2();
- var zoomEnd = new THREE.Vector2();
- var zoomDelta = new THREE.Vector2();
-
- var phiDelta = 0;
- var thetaDelta = 0;
- var scale = 1;
-
- var lastPosition = new THREE.Vector3();
-
- var STATE = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2 };
- var state = STATE.NONE;
-
- // events
-
- var changeEvent = { type: 'change' };
-
-
- this.rotateLeft = function ( angle ) {
-
- if ( angle === undefined ) {
-
- angle = getAutoRotationAngle();
-
- }
-
- thetaDelta -= angle;
-
- };
-
- this.rotateRight = function ( angle ) {
-
- if ( angle === undefined ) {
-
- angle = getAutoRotationAngle();
-
- }
-
- thetaDelta += angle;
-
- };
-
- this.rotateUp = function ( angle ) {
-
- if ( angle === undefined ) {
-
- angle = getAutoRotationAngle();
-
- }
-
- phiDelta -= angle;
-
- };
-
- this.rotateDown = function ( angle ) {
-
- if ( angle === undefined ) {
-
- angle = getAutoRotationAngle();
-
- }
-
- phiDelta += angle;
-
- };
-
- this.zoomIn = function ( zoomScale ) {
-
- if ( zoomScale === undefined ) {
-
- zoomScale = getZoomScale();
-
- }
-
- scale /= zoomScale;
-
- };
-
- this.zoomOut = function ( zoomScale ) {
-
- if ( zoomScale === undefined ) {
-
- zoomScale = getZoomScale();
-
- }
-
- scale *= zoomScale;
-
- };
-
- this.pan = function ( distance ) {
-
- distance.transformDirection( this.object.matrix );
- distance.multiplyScalar( scope.userPanSpeed );
-
- this.object.position.add( distance );
- this.center.add( distance );
-
- };
-
- this.update = function () {
-
- var position = this.object.position;
- var offset = position.clone().sub( this.center );
-
- // angle from z-axis around y-axis
-
- var theta = Math.atan2( offset.x, offset.z );
-
- // angle from y-axis
-
- var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
-
- if ( this.autoRotate ) {
-
- this.rotateLeft( getAutoRotationAngle() );
-
- }
-
- theta += thetaDelta;
- phi += phiDelta;
-
- // restrict phi to be between desired limits
- phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
-
- // restrict phi to be betwee EPS and PI-EPS
- phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
-
- var radius = offset.length() * scale;
-
- // restrict radius to be between desired limits
- radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
-
- offset.x = radius * Math.sin( phi ) * Math.sin( theta );
- offset.y = radius * Math.cos( phi );
- offset.z = radius * Math.sin( phi ) * Math.cos( theta );
-
- position.copy( this.center ).add( offset );
-
- // this.object.lookAt( this.center );
-
- thetaDelta = 0;
- phiDelta = 0;
- scale = 1;
-
- if ( lastPosition.distanceTo( this.object.position ) > 0 ) {
-
- this.dispatchEvent( changeEvent );
-
- lastPosition.copy( this.object.position );
-
- }
-
- };
-
-
- function getAutoRotationAngle() {
-
- return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
-
- }
-
- function getZoomScale() {
-
- return Math.pow( 0.95, scope.userZoomSpeed );
-
- }
-
- function onMouseDown( event ) {
-
- if ( scope.enabled === false ) return;
- if ( scope.userRotate === false ) return;
-
- event.preventDefault();
-
- if ( state === STATE.NONE )
- {
- if ( event.button === 0 )
- state = STATE.ROTATE;
- if ( event.button === 1 )
- state = STATE.ZOOM;
- if ( event.button === 2 )
- state = STATE.PAN;
- }
-
-
- if ( state === STATE.ROTATE ) {
-
- //state = STATE.ROTATE;
-
- rotateStart.set( event.clientX, event.clientY );
-
- } else if ( state === STATE.ZOOM ) {
-
- //state = STATE.ZOOM;
-
- zoomStart.set( event.clientX, event.clientY );
-
- } else if ( state === STATE.PAN ) {
-
- //state = STATE.PAN;
-
- }
-
- document.addEventListener( 'mousemove', onMouseMove, false );
- document.addEventListener( 'mouseup', onMouseUp, false );
-
- }
-
- function onMouseMove( event ) {
-
- if ( scope.enabled === false ) return;
-
- event.preventDefault();
-
-
-
- if ( state === STATE.ROTATE ) {
-
- rotateEnd.set( event.clientX, event.clientY );
- rotateDelta.subVectors( rotateEnd, rotateStart );
-
- scope.rotateLeft( 2 * Math.PI * rotateDelta.x / PIXELS_PER_ROUND * scope.userRotateSpeed );
- scope.rotateUp( 2 * Math.PI * rotateDelta.y / PIXELS_PER_ROUND * scope.userRotateSpeed );
-
- rotateStart.copy( rotateEnd );
-
- } else if ( state === STATE.ZOOM ) {
-
- zoomEnd.set( event.clientX, event.clientY );
- zoomDelta.subVectors( zoomEnd, zoomStart );
-
- if ( zoomDelta.y > 0 ) {
-
- scope.zoomIn();
-
- } else {
-
- scope.zoomOut();
-
- }
-
- zoomStart.copy( zoomEnd );
-
- } else if ( state === STATE.PAN ) {
-
- var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
- var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
-
- scope.pan( new THREE.Vector3( - movementX, movementY, 0 ) );
-
- }
-
- }
-
- function onMouseUp( event ) {
-
- if ( scope.enabled === false ) return;
- if ( scope.userRotate === false ) return;
-
- document.removeEventListener( 'mousemove', onMouseMove, false );
- document.removeEventListener( 'mouseup', onMouseUp, false );
-
- state = STATE.NONE;
-
- }
-
- function onMouseWheel( event ) {
-
- if ( scope.enabled === false ) return;
- if ( scope.userZoom === false ) return;
-
- var delta = 0;
-
- if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9
-
- delta = event.wheelDelta;
-
- } else if ( event.detail ) { // Firefox
-
- delta = - event.detail;
-
- }
-
- if ( delta > 0 ) {
-
- scope.zoomOut();
-
- } else {
-
- scope.zoomIn();
-
- }
-
- }
-
- function onKeyDown( event ) {
-
- if ( scope.enabled === false ) return;
- if ( scope.userPan === false ) return;
-
- switch ( event.keyCode ) {
-
- /*case scope.keys.UP:
- scope.pan( new THREE.Vector3( 0, 1, 0 ) );
- break;
- case scope.keys.BOTTOM:
- scope.pan( new THREE.Vector3( 0, - 1, 0 ) );
- break;
- case scope.keys.LEFT:
- scope.pan( new THREE.Vector3( - 1, 0, 0 ) );
- break;
- case scope.keys.RIGHT:
- scope.pan( new THREE.Vector3( 1, 0, 0 ) );
- break;
- */
- case scope.keys.ROTATE:
- state = STATE.ROTATE;
- break;
- case scope.keys.ZOOM:
- state = STATE.ZOOM;
- break;
- case scope.keys.PAN:
- state = STATE.PAN;
- break;
-
- }
-
- }
-
- function onKeyUp( event ) {
-
- switch ( event.keyCode ) {
-
- case scope.keys.ROTATE:
- case scope.keys.ZOOM:
- case scope.keys.PAN:
- state = STATE.NONE;
- break;
- }
-
- }
-
- this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
- this.domElement.addEventListener( 'mousedown', onMouseDown, false );
- this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
- this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
- window.addEventListener( 'keydown', onKeyDown, false );
- window.addEventListener( 'keyup', onKeyUp, false );
-
-};
-
-THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
diff --git a/front/ext/dat.gui.min.js b/front/ext/dat.gui.min.js
deleted file mode 100644
index 87b9039..0000000
--- a/front/ext/dat.gui.min.js
+++ /dev/null
@@ -1,82 +0,0 @@
-var dat=dat||{};dat.gui=dat.gui||{};dat.utils=dat.utils||{};dat.controllers=dat.controllers||{};dat.dom=dat.dom||{};dat.color=dat.color||{};dat.utils.css=function(){return{load:function(e,a){a=a||document;var b=a.createElement("link");b.type="text/css";b.rel="stylesheet";b.href=e;a.getElementsByTagName("head")[0].appendChild(b)},inject:function(e,a){a=a||document;var b=document.createElement("style");b.type="text/css";b.innerHTML=e;a.getElementsByTagName("head")[0].appendChild(b)}}}();
-dat.utils.common=function(){var e=Array.prototype.forEach,a=Array.prototype.slice;return{BREAK:{},extend:function(b){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(a[f])||(b[f]=a[f])},this);return b},defaults:function(b){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(b[f])&&(b[f]=a[f])},this);return b},compose:function(){var b=a.call(arguments);return function(){for(var d=a.call(arguments),f=b.length-1;0<=f;f--)d=[b[f].apply(this,d)];return d[0]}},
-each:function(a,d,f){if(e&&a.forEach===e)a.forEach(d,f);else if(a.length===a.length+0)for(var c=0,p=a.length;c
this.__max&&(a=this.__max);void 0!==this.__step&&0!=a%this.__step&&(a=Math.round(a/this.__step)*this.__step);return b.superclass.prototype.setValue.call(this,a)},min:function(a){this.__min=a;return this},max:function(a){this.__max=a;return this},step:function(a){this.__step=a;return this}});return b}(dat.controllers.Controller,dat.utils.common);
-dat.controllers.NumberControllerBox=function(e,a,b){var d=function(f,c,e){function k(){var a=parseFloat(n.__input.value);b.isNaN(a)||n.setValue(a)}function l(a){var c=r-a.clientY;n.setValue(n.getValue()+c*n.__impliedStep);r=a.clientY}function q(){a.unbind(window,"mousemove",l);a.unbind(window,"mouseup",q)}this.__truncationSuspended=!1;d.superclass.call(this,f,c,e);var n=this,r;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"change",k);a.bind(this.__input,
-"blur",function(){k();n.__onFinishChange&&n.__onFinishChange.call(n,n.getValue())});a.bind(this.__input,"mousedown",function(c){a.bind(window,"mousemove",l);a.bind(window,"mouseup",q);r=c.clientY});a.bind(this.__input,"keydown",function(a){13===a.keyCode&&(n.__truncationSuspended=!0,this.blur(),n.__truncationSuspended=!1)});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;b.extend(d.prototype,e.prototype,{updateDisplay:function(){var a=this.__input,c;if(this.__truncationSuspended)c=
-this.getValue();else{c=this.getValue();var b=Math.pow(10,this.__precision);c=Math.round(c*b)/b}a.value=c;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.NumberController,dat.dom.dom,dat.utils.common);
-dat.controllers.NumberControllerSlider=function(e,a,b,d,f){function c(a,c,d,b,f){return b+(a-c)/(d-c)*(f-b)}var p=function(d,b,f,e,r){function y(d){d.preventDefault();var b=a.getOffset(h.__background),f=a.getWidth(h.__background);h.setValue(c(d.clientX,b.left,b.left+f,h.__min,h.__max));return!1}function g(){a.unbind(window,"mousemove",y);a.unbind(window,"mouseup",g);h.__onFinishChange&&h.__onFinishChange.call(h,h.getValue())}p.superclass.call(this,d,b,{min:f,max:e,step:r});var h=this;this.__background=
-document.createElement("div");this.__foreground=document.createElement("div");a.bind(this.__background,"mousedown",function(c){a.bind(window,"mousemove",y);a.bind(window,"mouseup",g);y(c)});a.addClass(this.__background,"slider");a.addClass(this.__foreground,"slider-fg");this.updateDisplay();this.__background.appendChild(this.__foreground);this.domElement.appendChild(this.__background)};p.superclass=e;p.useDefaultStyles=function(){b.inject(f)};d.extend(p.prototype,e.prototype,{updateDisplay:function(){var a=
-(this.getValue()-this.__min)/(this.__max-this.__min);this.__foreground.style.width=100*a+"%";return p.superclass.prototype.updateDisplay.call(this)}});return p}(dat.controllers.NumberController,dat.dom.dom,dat.utils.css,dat.utils.common,"/**\n * dat-gui JavaScript Controller Library\n * http://code.google.com/p/dat-gui\n *\n * Copyright 2011 Data Arts Team, Google Creative Lab\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n */\n\n.slider {\n box-shadow: inset 0 2px 4px rgba(0,0,0,0.15);\n height: 1em;\n border-radius: 1em;\n background-color: #eee;\n padding: 0 0.5em;\n overflow: hidden;\n}\n\n.slider-fg {\n padding: 1px 0 2px 0;\n background-color: #aaa;\n height: 1em;\n margin-left: -0.5em;\n padding-right: 0.5em;\n border-radius: 1em 0 0 1em;\n}\n\n.slider-fg:after {\n display: inline-block;\n border-radius: 1em;\n background-color: #fff;\n border: 1px solid #aaa;\n content: '';\n float: right;\n margin-right: -1em;\n margin-top: -1px;\n height: 0.9em;\n width: 0.9em;\n}");
-dat.controllers.FunctionController=function(e,a,b){var d=function(b,c,e){d.superclass.call(this,b,c);var k=this;this.__button=document.createElement("div");this.__button.innerHTML=void 0===e?"Fire":e;a.bind(this.__button,"click",function(a){a.preventDefault();k.fire();return!1});a.addClass(this.__button,"button");this.domElement.appendChild(this.__button)};d.superclass=e;b.extend(d.prototype,e.prototype,{fire:function(){this.__onChange&&this.__onChange.call(this);this.__onFinishChange&&this.__onFinishChange.call(this,
-this.getValue());this.getValue().call(this.object)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common);
-dat.controllers.BooleanController=function(e,a,b){var d=function(b,c){d.superclass.call(this,b,c);var e=this;this.__prev=this.getValue();this.__checkbox=document.createElement("input");this.__checkbox.setAttribute("type","checkbox");a.bind(this.__checkbox,"change",function(){e.setValue(!e.__prev)},!1);this.domElement.appendChild(this.__checkbox);this.updateDisplay()};d.superclass=e;b.extend(d.prototype,e.prototype,{setValue:function(a){a=d.superclass.prototype.setValue.call(this,a);this.__onFinishChange&&
-this.__onFinishChange.call(this,this.getValue());this.__prev=this.getValue();return a},updateDisplay:function(){!0===this.getValue()?(this.__checkbox.setAttribute("checked","checked"),this.__checkbox.checked=!0):this.__checkbox.checked=!1;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common);
-dat.color.toString=function(e){return function(a){if(1==a.a||e.isUndefined(a.a)){for(a=a.hex.toString(16);6>a.length;)a="0"+a;return"#"+a}return"rgba("+Math.round(a.r)+","+Math.round(a.g)+","+Math.round(a.b)+","+a.a+")"}}(dat.utils.common);
-dat.color.interpret=function(e,a){var b,d,f=[{litmus:a.isString,conversions:{THREE_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9])([A-F0-9])([A-F0-9])$/i);return null===a?!1:{space:"HEX",hex:parseInt("0x"+a[1].toString()+a[1].toString()+a[2].toString()+a[2].toString()+a[3].toString()+a[3].toString())}},write:e},SIX_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9]{6})$/i);return null===a?!1:{space:"HEX",hex:parseInt("0x"+a[1].toString())}},write:e},CSS_RGB:{read:function(a){a=a.match(/^rgb\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/);
-return null===a?!1:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3])}},write:e},CSS_RGBA:{read:function(a){a=a.match(/^rgba\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\,\s*(.+)\s*\)/);return null===a?!1:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3]),a:parseFloat(a[4])}},write:e}}},{litmus:a.isNumber,conversions:{HEX:{read:function(a){return{space:"HEX",hex:a,conversionName:"HEX"}},write:function(a){return a.hex}}}},{litmus:a.isArray,conversions:{RGB_ARRAY:{read:function(a){return 3!=
-a.length?!1:{space:"RGB",r:a[0],g:a[1],b:a[2]}},write:function(a){return[a.r,a.g,a.b]}},RGBA_ARRAY:{read:function(a){return 4!=a.length?!1:{space:"RGB",r:a[0],g:a[1],b:a[2],a:a[3]}},write:function(a){return[a.r,a.g,a.b,a.a]}}}},{litmus:a.isObject,conversions:{RGBA_OBJ:{read:function(c){return a.isNumber(c.r)&&a.isNumber(c.g)&&a.isNumber(c.b)&&a.isNumber(c.a)?{space:"RGB",r:c.r,g:c.g,b:c.b,a:c.a}:!1},write:function(a){return{r:a.r,g:a.g,b:a.b,a:a.a}}},RGB_OBJ:{read:function(c){return a.isNumber(c.r)&&
-a.isNumber(c.g)&&a.isNumber(c.b)?{space:"RGB",r:c.r,g:c.g,b:c.b}:!1},write:function(a){return{r:a.r,g:a.g,b:a.b}}},HSVA_OBJ:{read:function(c){return a.isNumber(c.h)&&a.isNumber(c.s)&&a.isNumber(c.v)&&a.isNumber(c.a)?{space:"HSV",h:c.h,s:c.s,v:c.v,a:c.a}:!1},write:function(a){return{h:a.h,s:a.s,v:a.v,a:a.a}}},HSV_OBJ:{read:function(d){return a.isNumber(d.h)&&a.isNumber(d.s)&&a.isNumber(d.v)?{space:"HSV",h:d.h,s:d.s,v:d.v}:!1},write:function(a){return{h:a.h,s:a.s,v:a.v}}}}}];return function(){d=!1;
-var c=1\n\n Here\'s the new load parameter for your GUI
\'s constructor:\n\n \n\n \n\n
Automatically save\n values to
localStorage
on exit.\n\n
The values saved to localStorage
will\n override those passed to dat.GUI
\'s constructor. This makes it\n easier to work incrementally, but localStorage
is fragile,\n and your friends may not see the same values you do.\n \n
\n \n
\n\n',
-".dg {\n /** Clear list styles */\n /* Auto-place container */\n /* Auto-placed GUI's */\n /* Line items that don't contain folders. */\n /** Folder names */\n /** Hides closed items */\n /** Controller row */\n /** Name-half (left) */\n /** Controller-half (right) */\n /** Controller placement */\n /** Shorter number boxes when slider is present. */\n /** Ensure the entire boolean and function row shows a hand */ }\n .dg ul {\n list-style: none;\n margin: 0;\n padding: 0;\n width: 100%;\n clear: both; }\n .dg.ac {\n position: fixed;\n top: 0;\n left: 0;\n right: 0;\n height: 0;\n z-index: 0; }\n .dg:not(.ac) .main {\n /** Exclude mains in ac so that we don't hide close button */\n overflow: hidden; }\n .dg.main {\n -webkit-transition: opacity 0.1s linear;\n -o-transition: opacity 0.1s linear;\n -moz-transition: opacity 0.1s linear;\n transition: opacity 0.1s linear; }\n .dg.main.taller-than-window {\n overflow-y: auto; }\n .dg.main.taller-than-window .close-button {\n opacity: 1;\n /* TODO, these are style notes */\n margin-top: -1px;\n border-top: 1px solid #2c2c2c; }\n .dg.main ul.closed .close-button {\n opacity: 1 !important; }\n .dg.main:hover .close-button,\n .dg.main .close-button.drag {\n opacity: 1; }\n .dg.main .close-button {\n /*opacity: 0;*/\n -webkit-transition: opacity 0.1s linear;\n -o-transition: opacity 0.1s linear;\n -moz-transition: opacity 0.1s linear;\n transition: opacity 0.1s linear;\n border: 0;\n position: absolute;\n line-height: 19px;\n height: 20px;\n /* TODO, these are style notes */\n cursor: pointer;\n text-align: center;\n background-color: #000; }\n .dg.main .close-button:hover {\n background-color: #111; }\n .dg.a {\n float: right;\n margin-right: 15px;\n overflow-x: hidden; }\n .dg.a.has-save > ul {\n margin-top: 27px; }\n .dg.a.has-save > ul.closed {\n margin-top: 0; }\n .dg.a .save-row {\n position: fixed;\n top: 0;\n z-index: 1002; }\n .dg li {\n -webkit-transition: height 0.1s ease-out;\n -o-transition: height 0.1s ease-out;\n -moz-transition: height 0.1s ease-out;\n transition: height 0.1s ease-out; }\n .dg li:not(.folder) {\n cursor: auto;\n height: 27px;\n line-height: 27px;\n overflow: hidden;\n padding: 0 4px 0 5px; }\n .dg li.folder {\n padding: 0;\n border-left: 4px solid rgba(0, 0, 0, 0); }\n .dg li.title {\n cursor: pointer;\n margin-left: -4px; }\n .dg .closed li:not(.title),\n .dg .closed ul li,\n .dg .closed ul li > * {\n height: 0;\n overflow: hidden;\n border: 0; }\n .dg .cr {\n clear: both;\n padding-left: 3px;\n height: 27px; }\n .dg .property-name {\n cursor: default;\n float: left;\n clear: left;\n width: 40%;\n overflow: hidden;\n text-overflow: ellipsis; }\n .dg .c {\n float: left;\n width: 60%; }\n .dg .c input[type=text] {\n border: 0;\n margin-top: 4px;\n padding: 3px;\n width: 100%;\n float: right; }\n .dg .has-slider input[type=text] {\n width: 30%;\n /*display: none;*/\n margin-left: 0; }\n .dg .slider {\n float: left;\n width: 66%;\n margin-left: -5px;\n margin-right: 0;\n height: 19px;\n margin-top: 4px; }\n .dg .slider-fg {\n height: 100%; }\n .dg .c input[type=checkbox] {\n margin-top: 9px; }\n .dg .c select {\n margin-top: 5px; }\n .dg .cr.function,\n .dg .cr.function .property-name,\n .dg .cr.function *,\n .dg .cr.boolean,\n .dg .cr.boolean * {\n cursor: pointer; }\n .dg .selector {\n display: none;\n position: absolute;\n margin-left: -9px;\n margin-top: 23px;\n z-index: 10; }\n .dg .c:hover .selector,\n .dg .selector.drag {\n display: block; }\n .dg li.save-row {\n padding: 0; }\n .dg li.save-row .button {\n display: inline-block;\n padding: 0px 6px; }\n .dg.dialogue {\n background-color: #222;\n width: 460px;\n padding: 15px;\n font-size: 13px;\n line-height: 15px; }\n\n/* TODO Separate style and structure */\n#dg-new-constructor {\n padding: 10px;\n color: #222;\n font-family: Monaco, monospace;\n font-size: 10px;\n border: 0;\n resize: none;\n box-shadow: inset 1px 1px 1px #888;\n word-wrap: break-word;\n margin: 12px 0;\n display: block;\n width: 440px;\n overflow-y: scroll;\n height: 100px;\n position: relative; }\n\n#dg-local-explain {\n display: none;\n font-size: 11px;\n line-height: 17px;\n border-radius: 3px;\n background-color: #333;\n padding: 8px;\n margin-top: 10px; }\n #dg-local-explain code {\n font-size: 10px; }\n\n#dat-gui-save-locally {\n display: none; }\n\n/** Main type */\n.dg {\n color: #eee;\n font: 11px 'Lucida Grande', sans-serif;\n text-shadow: 0 -1px 0 #111;\n /** Auto place */\n /* Controller row, */\n /** Controllers */ }\n .dg.main {\n /** Scrollbar */ }\n .dg.main::-webkit-scrollbar {\n width: 5px;\n background: #1a1a1a; }\n .dg.main::-webkit-scrollbar-corner {\n height: 0;\n display: none; }\n .dg.main::-webkit-scrollbar-thumb {\n border-radius: 5px;\n background: #676767; }\n .dg li:not(.folder) {\n background: #1a1a1a;\n border-bottom: 1px solid #2c2c2c; }\n .dg li.save-row {\n line-height: 25px;\n background: #dad5cb;\n border: 0; }\n .dg li.save-row select {\n margin-left: 5px;\n width: 108px; }\n .dg li.save-row .button {\n margin-left: 5px;\n margin-top: 1px;\n border-radius: 2px;\n font-size: 9px;\n line-height: 7px;\n padding: 4px 4px 5px 4px;\n background: #c5bdad;\n color: #fff;\n text-shadow: 0 1px 0 #b0a58f;\n box-shadow: 0 -1px 0 #b0a58f;\n cursor: pointer; }\n .dg li.save-row .button.gears {\n background: #c5bdad url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAANCAYAAAB/9ZQ7AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAQJJREFUeNpiYKAU/P//PwGIC/ApCABiBSAW+I8AClAcgKxQ4T9hoMAEUrxx2QSGN6+egDX+/vWT4e7N82AMYoPAx/evwWoYoSYbACX2s7KxCxzcsezDh3evFoDEBYTEEqycggWAzA9AuUSQQgeYPa9fPv6/YWm/Acx5IPb7ty/fw+QZblw67vDs8R0YHyQhgObx+yAJkBqmG5dPPDh1aPOGR/eugW0G4vlIoTIfyFcA+QekhhHJhPdQxbiAIguMBTQZrPD7108M6roWYDFQiIAAv6Aow/1bFwXgis+f2LUAynwoIaNcz8XNx3Dl7MEJUDGQpx9gtQ8YCueB+D26OECAAQDadt7e46D42QAAAABJRU5ErkJggg==) 2px 1px no-repeat;\n height: 7px;\n width: 8px; }\n .dg li.save-row .button:hover {\n background-color: #bab19e;\n box-shadow: 0 -1px 0 #b0a58f; }\n .dg li.folder {\n border-bottom: 0; }\n .dg li.title {\n padding-left: 16px;\n background: black url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat;\n cursor: pointer;\n border-bottom: 1px solid rgba(255, 255, 255, 0.2); }\n .dg .closed li.title {\n background-image: url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlGIWqMCbWAEAOw==); }\n .dg .cr.boolean {\n border-left: 3px solid #806787; }\n .dg .cr.function {\n border-left: 3px solid #e61d5f; }\n .dg .cr.number {\n border-left: 3px solid #2fa1d6; }\n .dg .cr.number input[type=text] {\n color: #2fa1d6; }\n .dg .cr.string {\n border-left: 3px solid #1ed36f; }\n .dg .cr.string input[type=text] {\n color: #1ed36f; }\n .dg .cr.function:hover, .dg .cr.boolean:hover {\n background: #111; }\n .dg .c input[type=text] {\n background: #303030;\n outline: none; }\n .dg .c input[type=text]:hover {\n background: #3c3c3c; }\n .dg .c input[type=text]:focus {\n background: #494949;\n color: #fff; }\n .dg .c .slider {\n background: #303030;\n cursor: ew-resize; }\n .dg .c .slider-fg {\n background: #2fa1d6; }\n .dg .c .slider:hover {\n background: #3c3c3c; }\n .dg .c .slider:hover .slider-fg {\n background: #44abda; }\n",
-dat.controllers.factory=function(e,a,b,d,f,c,p){return function(k,l,q,n){var r=k[l];if(p.isArray(q)||p.isObject(q))return new e(k,l,q);if(p.isNumber(r))return p.isNumber(q)&&p.isNumber(n)?new b(k,l,q,n):new a(k,l,{min:q,max:n});if(p.isString(r))return new d(k,l);if(p.isFunction(r))return new f(k,l,"");if(p.isBoolean(r))return new c(k,l)}}(dat.controllers.OptionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.StringController=function(e,a,b){var d=
-function(b,c){function e(){k.setValue(k.__input.value)}d.superclass.call(this,b,c);var k=this;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"keyup",e);a.bind(this.__input,"change",e);a.bind(this.__input,"blur",function(){k.__onFinishChange&&k.__onFinishChange.call(k,k.getValue())});a.bind(this.__input,"keydown",function(a){13===a.keyCode&&this.blur()});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;b.extend(d.prototype,
-e.prototype,{updateDisplay:function(){a.isActive(this.__input)||(this.__input.value=this.getValue());return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common),dat.controllers.FunctionController,dat.controllers.BooleanController,dat.utils.common),dat.controllers.Controller,dat.controllers.BooleanController,dat.controllers.FunctionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.OptionController,
-dat.controllers.ColorController=function(e,a,b,d,f){function c(a,b,d,c){a.style.background="";f.each(l,function(e){a.style.cssText+="background: "+e+"linear-gradient("+b+", "+d+" 0%, "+c+" 100%); "})}function p(a){a.style.background="";a.style.cssText+="background: -moz-linear-gradient(top, #ff0000 0%, #ff00ff 17%, #0000ff 34%, #00ffff 50%, #00ff00 67%, #ffff00 84%, #ff0000 100%);";a.style.cssText+="background: -webkit-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";
-a.style.cssText+="background: -o-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: -ms-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"}var k=function(e,n){function r(b){t(b);a.bind(window,"mousemove",t);a.bind(window,
-"mouseup",l)}function l(){a.unbind(window,"mousemove",t);a.unbind(window,"mouseup",l)}function g(){var a=d(this.value);!1!==a?(s.__color.__state=a,s.setValue(s.__color.toOriginal())):this.value=s.__color.toString()}function h(){a.unbind(window,"mousemove",u);a.unbind(window,"mouseup",h)}function t(b){b.preventDefault();var d=a.getWidth(s.__saturation_field),c=a.getOffset(s.__saturation_field),e=(b.clientX-c.left+document.body.scrollLeft)/d;b=1-(b.clientY-c.top+document.body.scrollTop)/d;1
-b&&(b=0);1e&&(e=0);s.__color.v=b;s.__color.s=e;s.setValue(s.__color.toOriginal());return!1}function u(b){b.preventDefault();var d=a.getHeight(s.__hue_field),c=a.getOffset(s.__hue_field);b=1-(b.clientY-c.top+document.body.scrollTop)/d;1b&&(b=0);s.__color.h=360*b;s.setValue(s.__color.toOriginal());return!1}k.superclass.call(this,e,n);this.__color=new b(this.getValue());this.__temp=new b(0);var s=this;this.domElement=document.createElement("div");a.makeSelectable(this.domElement,!1);
-this.__selector=document.createElement("div");this.__selector.className="selector";this.__saturation_field=document.createElement("div");this.__saturation_field.className="saturation-field";this.__field_knob=document.createElement("div");this.__field_knob.className="field-knob";this.__field_knob_border="2px solid ";this.__hue_knob=document.createElement("div");this.__hue_knob.className="hue-knob";this.__hue_field=document.createElement("div");this.__hue_field.className="hue-field";this.__input=document.createElement("input");
-this.__input.type="text";this.__input_textShadow="0 1px 1px ";a.bind(this.__input,"keydown",function(a){13===a.keyCode&&g.call(this)});a.bind(this.__input,"blur",g);a.bind(this.__selector,"mousedown",function(b){a.addClass(this,"drag").bind(window,"mouseup",function(b){a.removeClass(s.__selector,"drag")})});var v=document.createElement("div");f.extend(this.__selector.style,{width:"122px",height:"102px",padding:"3px",backgroundColor:"#222",boxShadow:"0px 1px 3px rgba(0,0,0,0.3)"});f.extend(this.__field_knob.style,
-{position:"absolute",width:"12px",height:"12px",border:this.__field_knob_border+(0.5>this.__color.v?"#fff":"#000"),boxShadow:"0px 1px 3px rgba(0,0,0,0.5)",borderRadius:"12px",zIndex:1});f.extend(this.__hue_knob.style,{position:"absolute",width:"15px",height:"2px",borderRight:"4px solid #fff",zIndex:1});f.extend(this.__saturation_field.style,{width:"100px",height:"100px",border:"1px solid #555",marginRight:"3px",display:"inline-block",cursor:"pointer"});f.extend(v.style,{width:"100%",height:"100%",
-background:"none"});c(v,"top","rgba(0,0,0,0)","#000");f.extend(this.__hue_field.style,{width:"15px",height:"100px",display:"inline-block",border:"1px solid #555",cursor:"ns-resize"});p(this.__hue_field);f.extend(this.__input.style,{outline:"none",textAlign:"center",color:"#fff",border:0,fontWeight:"bold",textShadow:this.__input_textShadow+"rgba(0,0,0,0.7)"});a.bind(this.__saturation_field,"mousedown",r);a.bind(this.__field_knob,"mousedown",r);a.bind(this.__hue_field,"mousedown",function(b){u(b);a.bind(window,
-"mousemove",u);a.bind(window,"mouseup",h)});this.__saturation_field.appendChild(v);this.__selector.appendChild(this.__field_knob);this.__selector.appendChild(this.__saturation_field);this.__selector.appendChild(this.__hue_field);this.__hue_field.appendChild(this.__hue_knob);this.domElement.appendChild(this.__input);this.domElement.appendChild(this.__selector);this.updateDisplay()};k.superclass=e;f.extend(k.prototype,e.prototype,{updateDisplay:function(){var a=d(this.getValue());if(!1!==a){var e=!1;
-f.each(b.COMPONENTS,function(b){if(!f.isUndefined(a[b])&&!f.isUndefined(this.__color.__state[b])&&a[b]!==this.__color.__state[b])return e=!0,{}},this);e&&f.extend(this.__color.__state,a)}f.extend(this.__temp.__state,this.__color.__state);this.__temp.a=1;var k=0.5>this.__color.v||0.5a&&(a+=1);return{h:360*a,s:e/c,v:c/255}},rgb_to_hex:function(a,b,d){a=this.hex_with_component(0,2,a);a=this.hex_with_component(a,1,b);return a=this.hex_with_component(a,0,d)},component_from_hex:function(a,b){return a>>8*b&255},hex_with_component:function(a,b,d){return d<<(e=8*b)|a&~(255<
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
- * associated documentation files (the 'Software'), to deal in the Software without restriction,
- * including without limitation the rights to use, copy, modify, merge, publish, distribute,
- * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included with all copies or
- * substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
- * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
- * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-// Original WeakMap implementation by Gozala @ https://gist.github.com/1269991
-// Updated and bugfixed by Raynos @ https://gist.github.com/1638059
-// Expanded by Benvie @ https://github.com/Benvie/harmony-collections
-
-void function(string_, object_, function_, prototype_, toString_,
- Array, Object, Function, FP, global, exports, undefined_, undefined){
-
- var getProperties = Object.getOwnPropertyNames,
- es5 = typeof getProperties === function_ && !(prototype_ in getProperties);
-
- var callbind = FP.bind
- ? FP.bind.bind(FP.call)
- : (function(call){
- return function(func){
- return function(){
- return call.apply(func, arguments);
- };
- };
- }(FP.call));
-
- var functionToString = callbind(FP[toString_]),
- objectToString = callbind({}[toString_]),
- numberToString = callbind(.0.toString),
- call = callbind(FP.call),
- apply = callbind(FP.apply),
- hasOwn = callbind({}.hasOwnProperty),
- push = callbind([].push),
- splice = callbind([].splice);
-
- var name = function(func){
- if (typeof func !== function_)
- return '';
- else if ('name' in func)
- return func.name;
-
- return functionToString(func).match(/^\n?function\s?(\w*)?_?\(/)[1];
- };
-
- var create = es5
- ? Object.create
- : function(proto, descs){
- var Ctor = function(){};
- Ctor[prototype_] = Object(proto);
- var object = new Ctor;
-
- if (descs)
- for (var key in descs)
- defineProperty(object, key, descs[k]);
-
- return object;
- };
-
-
- function Hash(){}
-
- if (es5 || typeof document === "undefined") {
- void function(ObjectCreate){
- Hash.prototype = ObjectCreate(null);
- function inherit(obj){
- return ObjectCreate(obj);
- }
- Hash.inherit = inherit;
- }(Object.create);
- } else {
- void function(F){
- var iframe = document.createElement('iframe');
- iframe.style.display = 'none';
- document.body.appendChild(iframe);
- iframe.src = 'javascript:'
- Hash.prototype = iframe.contentWindow.Object.prototype;
- document.body.removeChild(iframe);
- iframe = null;
-
- var props = ['constructor', 'hasOwnProperty', 'propertyIsEnumerable',
- 'isProtoypeOf', 'toLocaleString', 'toString', 'valueOf'];
-
- for (var i=0; i < props.length; i++)
- delete Hash.prototype[props[i]];
-
- function inherit(obj){
- F.prototype = obj;
- obj = new F;
- F.prototype = null;
- return obj;
- }
-
- Hash.inherit = inherit;
- }(function(){});
- }
-
- var defineProperty = es5
- ? Object.defineProperty
- : function(object, key, desc) {
- object[key] = desc.value;
- return object;
- };
-
- var define = function(object, key, value){
- if (typeof key === function_) {
- value = key;
- key = name(value).replace(/_$/, '');
- }
-
- return defineProperty(object, key, { configurable: true, writable: true, value: value });
- };
-
- var isArray = es5
- ? (function(isArray){
- return function(o){
- return isArray(o) || o instanceof Array;
- };
- })(Array.isArray)
- : function(o){
- return o instanceof Array || objectToString(o) === '[object Array]';
- };
-
- // ############
- // ### Data ###
- // ############
-
- var builtinWeakMap = 'WeakMap' in global;
-
- var MapData = builtinWeakMap
- ? (function(){
- var BuiltinWeakMap = global.WeakMap,
- wmget = callbind(BuiltinWeakMap[prototype_].get),
- wmset = callbind(BuiltinWeakMap[prototype_].set),
- wmhas = callbind(BuiltinWeakMap[prototype_].has);
-
- function MapData(name){
- var map = new BuiltinWeakMap;
-
- this.get = function(o){
- return wmget(map, o);
- };
- this.set = function(o, v){
- wmset(map, o, v);
- };
-
- if (name) {
- this.wrap = function(o, v){
- if (wmhas(map, o))
- throw new TypeError("Object is already a " + name);
- wmset(map, o, v);
- };
- this.unwrap = function(o){
- var storage = wmget(map, o);
- if (!storage)
- throw new TypeError(name + " is not generic");
- return storage;
- };
- }
- }
-
- return MapData;
- })()
- : (function(){
- var locker = 'return function(k){if(k===s)return l}',
- random = Math.random,
- uids = new Hash,
- slice = callbind(''.slice),
- indexOf = callbind([].indexOf);
-
- var createUID = function(){
- var key = slice(numberToString(random(), 36), 2);
- return key in uids ? createUID() : uids[key] = key;
- };
-
- var globalID = createUID();
-
- // common per-object storage area made visible by patching getOwnPropertyNames'
- function getOwnPropertyNames(obj){
- var props = getProperties(obj);
- if (hasOwn(obj, globalID))
- splice(props, indexOf(props, globalID), 1);
- return props;
- }
-
- if (es5) {
- // check for the random key on an object, create new storage if missing, return it
- var storage = function(obj){
- if (!hasOwn(obj, globalID))
- defineProperty(obj, globalID, { value: new Hash });
- return obj[globalID];
- };
-
- define(Object, getOwnPropertyNames);
- } else {
-
- var toStringToString = function(s){
- function toString(){ return s }
- return toString[toString_] = toString;
- }(Object[prototype_][toString_]+'');
-
- // store the values on a custom valueOf in order to hide them but store them locally
- var storage = function(obj){
- if (hasOwn(obj, toString_) && globalID in obj[toString_])
- return obj[toString_][globalID];
-
- if (!(toString_ in obj))
- throw new Error("Can't store values for "+obj);
-
- var oldToString = obj[toString_];
- function toString(){ return oldToString.call(this) }
- obj[toString_] = toString;
- toString[toString_] = toStringToString;
- return toString[globalID] = {};
- };
- }
-
-
-
- // shim for [[MapData]] from es6 spec, and pulls double duty as WeakMap storage
- function MapData(name){
- var puid = createUID(),
- iuid = createUID(),
- secret = { value: undefined, writable: true };
-
- var attach = function(obj){
- var store = storage(obj);
- if (hasOwn(store, puid))
- return store[puid](secret);
-
- var lockbox = new Hash;
- defineProperty(lockbox, iuid, secret);
- defineProperty(store, puid, {
- value: new Function('s', 'l', locker)(secret, lockbox)
- });
- return lockbox;
- };
-
- this.get = function(o){
- return attach(o)[iuid];
- };
- this.set = function(o, v){
- attach(o)[iuid] = v;
- };
-
- if (name) {
- this.wrap = function(o, v){
- var lockbox = attach(o);
- if (lockbox[iuid])
- throw new TypeError("Object is already a " + name);
- lockbox[iuid] = v;
- };
- this.unwrap = function(o){
- var storage = attach(o)[iuid];
- if (!storage)
- throw new TypeError(name + " is not generic");
- return storage;
- };
- }
- }
-
- return MapData;
- }());
-
- var exporter = (function(){
- // [native code] looks slightly different in each engine
- var src = (''+Object).split('Object');
-
- // fake [native code]
- function toString(){
- return src[0] + name(this) + src[1];
- }
-
- define(toString, toString);
-
- // attempt to use __proto__ so the methods don't all have an own toString
- var prepFunction = { __proto__: [] } instanceof Array
- ? function(func){ func.__proto__ = toString }
- : function(func){ define(func, toString) };
-
- // assemble an array of functions into a fully formed class
- var prepare = function(methods){
- var Ctor = methods.shift(),
- brand = '[object ' + name(Ctor) + ']';
-
- function toString(){ return brand }
- methods.push(toString);
- prepFunction(Ctor);
-
- for (var i=0; i < methods.length; i++) {
- prepFunction(methods[i]);
- define(Ctor[prototype_], methods[i]);
- }
-
- return Ctor;
- };
-
- return function(name, init){
- if (name in exports)
- return exports[name];
-
- var data = new MapData(name);
-
- return exports[name] = prepare(init(
- function(collection, value){
- data.wrap(collection, value);
- },
- function(collection){
- return data.unwrap(collection);
- }
- ));
- };
- }());
-
-
- // initialize collection with an iterable, currently only supports forEach function
- var initialize = function(iterable, callback){
- if (iterable !== null && typeof iterable === object_ && typeof iterable.forEach === function_) {
- iterable.forEach(function(item, i){
- if (isArray(item) && item.length === 2)
- callback(iterable[i][0], iterable[i][1]);
- else
- callback(iterable[i], i);
- });
- }
- }
-
- // attempt to fix the name of "delete_" methods, should work in V8 and spidermonkey
- var fixDelete = function(func, scopeNames, scopeValues){
- try {
- scopeNames[scopeNames.length] = ('return '+func).replace('e_', '\\u0065');
- return Function.apply(0, scopeNames).apply(0, scopeValues);
- } catch (e) {
- return func;
- }
- }
-
- var WM, HM, M;
-
- // ###############
- // ### WeakMap ###
- // ###############
-
- WM = builtinWeakMap ? (exports.WeakMap = global.WeakMap) : exporter('WeakMap', function(wrap, unwrap){
- var prototype = WeakMap[prototype_];
- var validate = function(key){
- if (key == null || typeof key !== object_ && typeof key !== function_)
- throw new TypeError("Invalid WeakMap key");
- };
-
- /**
- * @class WeakMap
- * @description Collection using objects with unique identities as keys that disallows enumeration
- * and allows for better garbage collection.
- * @param {Iterable} [iterable] An item to populate the collection with.
- */
- function WeakMap(iterable){
- if (this === global || this == null || this === prototype)
- return new WeakMap(iterable);
-
- wrap(this, new MapData);
-
- var self = this;
- iterable && initialize(iterable, function(value, key){
- call(set, self, value, key);
- });
- }
- /**
- * @method
- * @description Retrieve the value in the collection that matches key
- * @param {Any} key
- * @return {Any}
- */
- function get(key){
- validate(key);
- var value = unwrap(this).get(key);
- return value === undefined_ ? undefined : value;
- }
- /**
- * @method
- * @description Add or update a pair in the collection. Enforces uniqueness by overwriting.
- * @param {Any} key
- * @param {Any} val
- **/
- function set(key, value){
- validate(key);
- // store a token for explicit undefined so that "has" works correctly
- unwrap(this).set(key, value === undefined ? undefined_ : value);
- }
- /*
- * @method
- * @description Check if key is in the collection
- * @param {Any} key
- * @return {Boolean}
- **/
- function has(key){
- validate(key);
- return unwrap(this).get(key) !== undefined;
- }
- /**
- * @method
- * @description Remove key and matching value if found
- * @param {Any} key
- * @return {Boolean} true if item was in collection
- */
- function delete_(key){
- validate(key);
- var data = unwrap(this);
-
- if (data.get(key) === undefined)
- return false;
-
- data.set(key, undefined);
- return true;
- }
-
- delete_ = fixDelete(delete_, ['validate', 'unwrap'], [validate, unwrap]);
- return [WeakMap, get, set, has, delete_];
- });
-
-
- // ###############
- // ### HashMap ###
- // ###############
-
- HM = exporter('HashMap', function(wrap, unwrap){
- // separate numbers, strings, and atoms to compensate for key coercion to string
-
- var prototype = HashMap[prototype_],
- STRING = 0, NUMBER = 1, OTHER = 2,
- others = { 'true': true, 'false': false, 'null': null, 0: -0 };
-
- var proto = Math.random().toString(36).slice(2);
-
- var coerce = function(key){
- return key === '__proto__' ? proto : key;
- };
-
- var uncoerce = function(type, key){
- switch (type) {
- case STRING: return key === proto ? '__proto__' : key;
- case NUMBER: return +key;
- case OTHER: return others[key];
- }
- }
-
-
- var validate = function(key){
- if (key == null) return OTHER;
- switch (typeof key) {
- case 'boolean': return OTHER;
- case string_: return STRING;
- // negative zero has to be explicitly accounted for
- case 'number': return key === 0 && Infinity / key === -Infinity ? OTHER : NUMBER;
- default: throw new TypeError("Invalid HashMap key");
- }
- }
-
- /**
- * @class HashMap
- * @description Collection that only allows primitives to be keys.
- * @param {Iterable} [iterable] An item to populate the collection with.
- */
- function HashMap(iterable){
- if (this === global || this == null || this === prototype)
- return new HashMap(iterable);
-
- wrap(this, {
- size: 0,
- 0: new Hash,
- 1: new Hash,
- 2: new Hash
- });
-
- var self = this;
- iterable && initialize(iterable, function(value, key){
- call(set, self, value, key);
- });
- }
- /**
- * @method
- * @description Retrieve the value in the collection that matches key
- * @param {Any} key
- * @return {Any}
- */
- function get(key){
- return unwrap(this)[validate(key)][coerce(key)];
- }
- /**
- * @method
- * @description Add or update a pair in the collection. Enforces uniqueness by overwriting.
- * @param {Any} key
- * @param {Any} val
- **/
- function set(key, value){
- var items = unwrap(this),
- data = items[validate(key)];
-
- key = coerce(key);
- key in data || items.size++;
- data[key] = value;
- }
- /**
- * @method
- * @description Check if key exists in the collection.
- * @param {Any} key
- * @return {Boolean} is in collection
- **/
- function has(key){
- return coerce(key) in unwrap(this)[validate(key)];
- }
- /**
- * @method
- * @description Remove key and matching value if found
- * @param {Any} key
- * @return {Boolean} true if item was in collection
- */
- function delete_(key){
- var items = unwrap(this),
- data = items[validate(key)];
-
- key = coerce(key);
- if (key in data) {
- delete data[key];
- items.size--;
- return true;
- }
-
- return false;
- }
- /**
- * @method
- * @description Retrieve the amount of items in the collection
- * @return {Number}
- */
- function size(){
- return unwrap(this).size;
- }
- /**
- * @method
- * @description Loop through the collection raising callback for each
- * @param {Function} callback `callback(value, key)`
- * @param {Object} context The `this` binding for callbacks, default null
- */
- function forEach(callback, context){
- var data = unwrap(this);
- context = context == null ? global : context;
- for (var i=0; i < 3; i++)
- for (var key in data[i])
- call(callback, context, data[i][key], uncoerce(i, key), this);
- }
-
- delete_ = fixDelete(delete_, ['validate', 'unwrap', 'coerce'], [validate, unwrap, coerce]);
- return [HashMap, get, set, has, delete_, size, forEach];
- });
-
-
- // ###########
- // ### Map ###
- // ###########
-
- // if a fully implemented Map exists then use it
- if ('Map' in global && 'forEach' in global.Map.prototype) {
- M = exports.Map = global.Map;
- } else {
- M = exporter('Map', function(wrap, unwrap){
- // attempt to use an existing partially implemented Map
- var BuiltinMap = global.Map,
- prototype = Map[prototype_],
- wm = WM[prototype_],
- hm = (BuiltinMap || HM)[prototype_],
- mget = [callbind(hm.get), callbind(wm.get)],
- mset = [callbind(hm.set), callbind(wm.set)],
- mhas = [callbind(hm.has), callbind(wm.has)],
- mdelete = [callbind(hm['delete']), callbind(wm['delete'])];
-
- var type = BuiltinMap
- ? function(){ return 0 }
- : function(o){ return +(typeof o === object_ ? o !== null : typeof o === function_) }
-
- // if we have a builtin Map we can let it do most of the heavy lifting
- var init = BuiltinMap
- ? function(){ return { 0: new BuiltinMap } }
- : function(){ return { 0: new HM, 1: new WM } };
-
- /**
- * @class Map
- * @description Collection that allows any kind of value to be a key.
- * @param {Iterable} [iterable] An item to populate the collection with.
- */
- function Map(iterable){
- if (this === global || this == null || this === prototype)
- return new Map(iterable);
-
- var data = init();
- data.keys = [];
- data.values = [];
- wrap(this, data);
-
- var self = this;
- iterable && initialize(iterable, function(value, key){
- call(set, self, value, key);
- });
- }
- /**
- * @method
- * @description Retrieve the value in the collection that matches key
- * @param {Any} key
- * @return {Any}
- */
- function get(key){
- var data = unwrap(this),
- t = type(key);
- return data.values[mget[t](data[t], key)];
- }
- /**
- * @method
- * @description Add or update a pair in the collection. Enforces uniqueness by overwriting.
- * @param {Any} key
- * @param {Any} val
- **/
- function set(key, value){
- var data = unwrap(this),
- t = type(key),
- index = mget[t](data[t], key);
-
- if (index === undefined) {
- mset[t](data[t], key, data.keys.length);
- push(data.keys, key);
- push(data.values, value);
- } else {
- data.keys[index] = key;
- data.values[index] = value;
- }
- }
- /**
- * @method
- * @description Check if key exists in the collection.
- * @param {Any} key
- * @return {Boolean} is in collection
- **/
- function has(key){
- var t = type(key);
- return mhas[t](unwrap(this)[t], key);
- }
- /**
- * @method
- * @description Remove key and matching value if found
- * @param {Any} key
- * @return {Boolean} true if item was in collection
- */
- function delete_(key){
- var data = unwrap(this),
- t = type(key),
- index = mget[t](data[t], key);
-
- if (index === undefined)
- return false;
-
- mdelete[t](data[t], key);
- splice(data.keys, index, 1);
- splice(data.values, index, 1);
- return true;
- }
- /**
- * @method
- * @description Retrieve the amount of items in the collection
- * @return {Number}
- */
- function size(){
- return unwrap(this).keys.length;
- }
- /**
- * @method
- * @description Loop through the collection raising callback for each
- * @param {Function} callback `callback(value, key)`
- * @param {Object} context The `this` binding for callbacks, default null
- */
- function forEach(callback, context){
- var data = unwrap(this),
- keys = data.keys,
- values = data.values;
-
- context = context == null ? global : context;
-
- for (var i=0, len=keys.length; i < len; i++)
- call(callback, context, values[i], keys[i], this);
- }
-
- delete_ = fixDelete(delete_,
- ['type', 'unwrap', 'call', 'splice'],
- [type, unwrap, call, splice]
- );
- return [Map, get, set, has, delete_, size, forEach];
- });
- }
-
-
- // ###########
- // ### Set ###
- // ###########
-
- exporter('Set', function(wrap, unwrap){
- var prototype = Set[prototype_],
- m = M[prototype_],
- msize = callbind(m.size),
- mforEach = callbind(m.forEach),
- mget = callbind(m.get),
- mset = callbind(m.set),
- mhas = callbind(m.has),
- mdelete = callbind(m['delete']);
-
- /**
- * @class Set
- * @description Collection of values that enforces uniqueness.
- * @param {Iterable} [iterable] An item to populate the collection with.
- **/
- function Set(iterable){
- if (this === global || this == null || this === prototype)
- return new Set(iterable);
-
- wrap(this, new M);
-
- var self = this;
- iterable && initialize(iterable, function(value, key){
- call(add, self, value);
- });
- }
- /**
- * @method
- * @description Insert value if not found, enforcing uniqueness.
- * @param {Any} val
- */
- function add(key){
- mset(unwrap(this), key, key);
- }
- /**
- * @method
- * @description Check if key exists in the collection.
- * @param {Any} key
- * @return {Boolean} is in collection
- **/
- function has(key){
- return mhas(unwrap(this), key);
- }
- /**
- * @method
- * @description Remove key and matching value if found
- * @param {Any} key
- * @return {Boolean} true if item was in collection
- */
- function delete_(key){
- return mdelete(unwrap(this), key);
- }
- /**
- * @method
- * @description Retrieve the amount of items in the collection
- * @return {Number}
- */
- function size(){
- return msize(unwrap(this));
- }
- /**
- * @method
- * @description Loop through the collection raising callback for each. Index is simply the counter for the current iteration.
- * @param {Function} callback `callback(value, index)`
- * @param {Object} context The `this` binding for callbacks, default null
- */
- function forEach(callback, context){
- var index = 0,
- self = this;
- mforEach(unwrap(this), function(key){
- call(callback, this, key, index++, self);
- }, context);
- }
-
- delete_ = fixDelete(delete_, ['mdelete', 'unwrap'], [mdelete, unwrap]);
- return [Set, add, has, delete_, size, forEach];
- });
-}('string', 'object', 'function', 'prototype', 'toString',
- Array, Object, Function, Function.prototype, (0, eval)('this'),
- typeof exports === 'undefined' ? this : exports, {});
\ No newline at end of file
diff --git a/front/ext/jquery-1.11.1.min.js b/front/ext/jquery-1.11.1.min.js
deleted file mode 100644
index ab28a24..0000000
--- a/front/ext/jquery-1.11.1.min.js
+++ /dev/null
@@ -1,4 +0,0 @@
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diff --git a/front/ext/rbush.js b/front/ext/rbush.js
deleted file mode 100644
index 0d8b41a..0000000
--- a/front/ext/rbush.js
+++ /dev/null
@@ -1,505 +0,0 @@
-/*
- (c) 2013, Vladimir Agafonkin
- RBush, a JavaScript library for high-performance 2D spatial indexing of points and rectangles.
- https://github.com/mourner/rbush
-*/
-
-(function () { 'use strict';
-
-function rbush(maxEntries, format) {
-
- // jshint newcap: false, validthis: true
- if (!(this instanceof rbush)) return new rbush(maxEntries, format);
-
- // max entries in a node is 9 by default; min node fill is 40% for best performance
- this._maxEntries = Math.max(4, maxEntries || 9);
- this._minEntries = Math.max(2, Math.ceil(this._maxEntries * 0.4));
-
- if (format) {
- this._initFormat(format);
- }
-
- this.clear();
-}
-
-rbush.prototype = {
-
- all: function () {
- return this._all(this.data, []);
- },
-
- search: function (bbox) {
-
- var node = this.data,
- result = [];
-
- if (!this._intersects(bbox, node.bbox)) return result;
-
- var nodesToSearch = [],
- i, len, child, childBBox;
-
- while (node) {
- for (i = 0, len = node.children.length; i < len; i++) {
-
- child = node.children[i];
- childBBox = node.leaf ? this.toBBox(child) : child.bbox;
-
- if (this._intersects(bbox, childBBox)) {
- if (node.leaf) result.push(child);
- else if (this._contains(bbox, childBBox)) this._all(child, result);
- else nodesToSearch.push(child);
- }
- }
- node = nodesToSearch.pop();
- }
-
- return result;
- },
-
- load: function (data) {
- if (!(data && data.length)) return this;
-
- if (data.length < this._minEntries) {
- for (var i = 0, len = data.length; i < len; i++) {
- this.insert(data[i]);
- }
- return this;
- }
-
- // recursively build the tree with the given data from stratch using OMT algorithm
- var node = this._build(data.slice(), 0);
-
- if (!this.data.children.length) {
- // save as is if tree is empty
- this.data = node;
-
- } else if (this.data.height === node.height) {
- // split root if trees have the same height
- this._splitRoot(this.data, node);
-
- } else {
- if (this.data.height < node.height) {
- // swap trees if inserted one is bigger
- var tmpNode = this.data;
- this.data = node;
- node = tmpNode;
- }
-
- // insert the small tree into the large tree at appropriate level
- this._insert(node, this.data.height - node.height - 1, true);
- }
-
- return this;
- },
-
- insert: function (item) {
- if (item) this._insert(item, this.data.height - 1);
- return this;
- },
-
- clear: function () {
- this.data = {
- children: [],
- leaf: true,
- bbox: this._empty(),
- height: 1
- };
- return this;
- },
-
- remove: function (item) {
- if (!item) return this;
-
- var node = this.data,
- bbox = this.toBBox(item),
- path = [],
- indexes = [],
- i, parent, index, goingUp;
-
- // depth-first iterative tree traversal
- while (node || path.length) {
-
- if (!node) { // go up
- node = path.pop();
- parent = path[path.length - 1];
- i = indexes.pop();
- goingUp = true;
- }
-
- if (node.leaf) { // check current node
- index = node.children.indexOf(item);
-
- if (index !== -1) {
- // item found, remove the item and condense tree upwards
- node.children.splice(index, 1);
- path.push(node);
- this._condense(path);
- return this;
- }
- }
-
- if (!goingUp && !node.leaf && this._contains(node.bbox, bbox)) { // go down
- path.push(node);
- indexes.push(i);
- i = 0;
- parent = node;
- node = node.children[0];
-
- } else if (parent) { // go right
- i++;
- node = parent.children[i];
- goingUp = false;
-
- } else node = null; // nothing found
- }
-
- return this;
- },
-
- toBBox: function (item) { return item; },
-
- compareMinX: function (a, b) { return a[0] - b[0]; },
- compareMinY: function (a, b) { return a[1] - b[1]; },
-
- toJSON: function () { return this.data; },
-
- fromJSON: function (data) {
- this.data = data;
- return this;
- },
-
- _all: function (node, result) {
- var nodesToSearch = [];
- while (node) {
- if (node.leaf) result.push.apply(result, node.children);
- else nodesToSearch.push.apply(nodesToSearch, node.children);
-
- node = nodesToSearch.pop();
- }
- return result;
- },
-
- _build: function (items, level, height) {
-
- var N = items.length,
- M = this._maxEntries,
- node;
-
- if (N <= M) {
- node = {
- children: items,
- leaf: true,
- height: 1
- };
- this._calcBBox(node);
- return node;
- }
-
- if (!level) {
- // target height of the bulk-loaded tree
- height = Math.ceil(Math.log(N) / Math.log(M));
-
- // target number of root entries to maximize storage utilization
- M = Math.ceil(N / Math.pow(M, height - 1));
-
- items.sort(this.compareMinX);
- }
-
- // TODO eliminate recursion?
-
- node = {
- children: [],
- height: height
- };
-
- var N1 = Math.ceil(N / M) * Math.ceil(Math.sqrt(M)),
- N2 = Math.ceil(N / M),
- compare = level % 2 === 1 ? this.compareMinX : this.compareMinY,
- i, j, slice, sliceLen, childNode;
-
- // split the items into M mostly square tiles
- for (i = 0; i < N; i += N1) {
- slice = items.slice(i, i + N1).sort(compare);
-
- for (j = 0, sliceLen = slice.length; j < sliceLen; j += N2) {
- // pack each entry recursively
- childNode = this._build(slice.slice(j, j + N2), level + 1, height - 1);
- node.children.push(childNode);
- }
- }
-
- this._calcBBox(node);
-
- return node;
- },
-
- _chooseSubtree: function (bbox, node, level, path) {
-
- var i, len, child, targetNode, area, enlargement, minArea, minEnlargement;
-
- while (true) {
- path.push(node);
-
- if (node.leaf || path.length - 1 === level) break;
-
- minArea = minEnlargement = Infinity;
-
- for (i = 0, len = node.children.length; i < len; i++) {
- child = node.children[i];
- area = this._area(child.bbox);
- enlargement = this._enlargedArea(bbox, child.bbox) - area;
-
- // choose entry with the least area enlargement
- if (enlargement < minEnlargement) {
- minEnlargement = enlargement;
- minArea = area < minArea ? area : minArea;
- targetNode = child;
-
- } else if (enlargement === minEnlargement) {
- // otherwise choose one with the smallest area
- if (area < minArea) {
- minArea = area;
- targetNode = child;
- }
- }
- }
-
- node = targetNode;
- }
-
- return node;
- },
-
- _insert: function (item, level, isNode) {
-
- var bbox = isNode ? item.bbox : this.toBBox(item),
- insertPath = [];
-
- // find the best node for accommodating the item, saving all nodes along the path too
- var node = this._chooseSubtree(bbox, this.data, level, insertPath);
-
- // put the item into the node
- node.children.push(item);
- this._extend(node.bbox, bbox);
-
- // split on node overflow; propagate upwards if necessary
- while (level >= 0) {
- if (insertPath[level].children.length > this._maxEntries) {
- this._split(insertPath, level);
- level--;
- } else break;
- }
-
- // adjust bboxes along the insertion path
- this._adjustParentBBoxes(bbox, insertPath, level);
- },
-
- // split overflowed node into two
- _split: function (insertPath, level) {
-
- var node = insertPath[level],
- M = node.children.length,
- m = this._minEntries;
-
- this._chooseSplitAxis(node, m, M);
-
- var newNode = {
- children: node.children.splice(this._chooseSplitIndex(node, m, M)),
- height: node.height
- };
-
- if (node.leaf) newNode.leaf = true;
-
- this._calcBBox(node);
- this._calcBBox(newNode);
-
- if (level) insertPath[level - 1].children.push(newNode);
- else this._splitRoot(node, newNode);
- },
-
- _splitRoot: function (node, newNode) {
- // split root node
- this.data = {};
- this.data.children = [node, newNode];
- this.data.height = node.height + 1;
- this._calcBBox(this.data);
- },
-
- _chooseSplitIndex: function (node, m, M) {
-
- var i, bbox1, bbox2, overlap, area, minOverlap, minArea, index;
-
- minOverlap = minArea = Infinity;
-
- for (i = m; i <= M - m; i++) {
- bbox1 = this._distBBox(node, 0, i);
- bbox2 = this._distBBox(node, i, M);
-
- overlap = this._intersectionArea(bbox1, bbox2);
- area = this._area(bbox1) + this._area(bbox2);
-
- // choose distribution with minimum overlap
- if (overlap < minOverlap) {
- minOverlap = overlap;
- index = i;
-
- minArea = area < minArea ? area : minArea;
-
- } else if (overlap === minOverlap) {
- // otherwise choose distribution with minimum area
- if (area < minArea) {
- minArea = area;
- index = i;
- }
- }
- }
-
- return index;
- },
-
- // sorts node children by the best axis for split
- _chooseSplitAxis: function (node, m, M) {
-
- var compareMinX = node.leaf ? this.compareMinX : this._compareNodeMinX,
- compareMinY = node.leaf ? this.compareMinY : this._compareNodeMinY,
- xMargin = this._allDistMargin(node, m, M, compareMinX),
- yMargin = this._allDistMargin(node, m, M, compareMinY);
-
- // if total distributions margin value is minimal for x, sort by minX,
- // otherwise it's already sorted by minY
- if (xMargin < yMargin) node.children.sort(compareMinX);
- },
-
- // total margin of all possible split distributions where each node is at least m full
- _allDistMargin: function (node, m, M, compare) {
-
- node.children.sort(compare);
-
- var leftBBox = this._distBBox(node, 0, m),
- rightBBox = this._distBBox(node, M - m, M),
- margin = this._margin(leftBBox) + this._margin(rightBBox),
- i, child;
-
- for (i = m; i < M - m; i++) {
- child = node.children[i];
- this._extend(leftBBox, node.leaf ? this.toBBox(child) : child.bbox);
- margin += this._margin(leftBBox);
- }
-
- for (i = M - m - 1; i >= m; i--) {
- child = node.children[i];
- this._extend(rightBBox, node.leaf ? this.toBBox(child) : child.bbox);
- margin += this._margin(rightBBox);
- }
-
- return margin;
- },
-
- // min bounding rectangle of node children from k to p-1
- _distBBox: function (node, k, p) {
- var bbox = this._empty();
-
- for (var i = k, child; i < p; i++) {
- child = node.children[i];
- this._extend(bbox, node.leaf ? this.toBBox(child) : child.bbox);
- }
-
- return bbox;
- },
-
- // calculate node's bbox from bboxes of its children
- _calcBBox: function (node) {
- node.bbox = this._distBBox(node, 0, node.children.length);
- },
-
- _adjustParentBBoxes: function (bbox, path, level) {
- // adjust bboxes along the given tree path
- for (var i = level; i >= 0; i--) {
- this._extend(path[i].bbox, bbox);
- }
- },
-
- _condense: function (path) {
- // go through the path, removing empty nodes and updating bboxes
- for (var i = path.length - 1, siblings; i >= 0; i--) {
- if (path[i].children.length === 0) {
- if (i > 0) {
- siblings = path[i - 1].children;
- siblings.splice(siblings.indexOf(path[i]), 1);
-
- } else this.clear();
-
- } else this._calcBBox(path[i]);
- }
- },
-
- _contains: function(a, b) {
- return a[0] <= b[0] &&
- a[1] <= b[1] &&
- b[2] <= a[2] &&
- b[3] <= a[3];
- },
-
- _intersects: function (a, b) {
- return b[0] <= a[2] &&
- b[1] <= a[3] &&
- b[2] >= a[0] &&
- b[3] >= a[1];
- },
-
- _extend: function (a, b) {
- a[0] = Math.min(a[0], b[0]);
- a[1] = Math.min(a[1], b[1]);
- a[2] = Math.max(a[2], b[2]);
- a[3] = Math.max(a[3], b[3]);
- return a;
- },
-
- _area: function (a) { return (a[2] - a[0]) * (a[3] - a[1]); },
- _margin: function (a) { return (a[2] - a[0]) + (a[3] - a[1]); },
-
- _enlargedArea: function (a, b) {
- return (Math.max(b[2], a[2]) - Math.min(b[0], a[0])) *
- (Math.max(b[3], a[3]) - Math.min(b[1], a[1]));
- },
-
- _intersectionArea: function (a, b) {
- var minX = Math.max(a[0], b[0]),
- minY = Math.max(a[1], b[1]),
- maxX = Math.min(a[2], b[2]),
- maxY = Math.min(a[3], b[3]);
-
- return Math.max(0, maxX - minX) *
- Math.max(0, maxY - minY);
- },
-
- _empty: function () { return [Infinity, Infinity, -Infinity, -Infinity]; },
-
- _compareNodeMinX: function (a, b) { return a.bbox[0] - b.bbox[0]; },
- _compareNodeMinY: function (a, b) { return a.bbox[1] - b.bbox[1]; },
-
- _initFormat: function (format) {
- // data format (minX, minY, maxX, maxY accessors)
-
- // uses eval-type function compilation instead of just accepting a toBBox function
- // because the algorithms are very sensitive to sorting functions performance,
- // so they should be dead simple and without inner calls
-
- // jshint evil: true
-
- var compareArr = ['return a', ' - b', ';'];
-
- this.compareMinX = new Function('a', 'b', compareArr.join(format[0]));
- this.compareMinY = new Function('a', 'b', compareArr.join(format[1]));
-
- this.toBBox = new Function('a', 'return [a' + format.join(', a') + '];');
- }
-};
-
-// export as AMD/CommonJS module or global variable
-if (typeof define === 'function' && define.amd) define(function() { return rbush; });
-else if (typeof module !== 'undefined') module.exports = rbush;
-else if (typeof self !== 'undefined') self.rbush = rbush;
-else window.rbush = rbush;
-
-})();
\ No newline at end of file
diff --git a/front/ext/socket.io.js b/front/ext/socket.io.js
deleted file mode 100644
index 8f1b2b9..0000000
--- a/front/ext/socket.io.js
+++ /dev/null
@@ -1,6172 +0,0 @@
-!function(e){"object"==typeof exports?module.exports=e():"function"==typeof define&&define.amd?define(e):"undefined"!=typeof window?window.io=e():"undefined"!=typeof global?global.io=e():"undefined"!=typeof self&&(self.io=e())}(function(){var define,module,exports;
-return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);throw new Error("Cannot find module '"+o+"'")}var f=n[o]={exports:{}};t[o][0].call(f.exports,function(e){var n=t[o][1][e];return s(n?n:e)},f,f.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o
0 && !this.encoding) {
- var pack = this.packetBuffer.shift();
- this.packet(pack);
- }
-};
-
-/**
- * Clean up transport subscriptions and packet buffer.
- *
- * @api private
- */
-
-Manager.prototype.cleanup = function(){
- var sub;
- while (sub = this.subs.shift()) sub.destroy();
-
- this.packetBuffer = [];
- this.encoding = false;
-
- this.decoder.destroy();
-};
-
-/**
- * Close the current socket.
- *
- * @api private
- */
-
-Manager.prototype.close =
-Manager.prototype.disconnect = function(){
- this.skipReconnect = true;
- this.engine.close();
-};
-
-/**
- * Called upon engine close.
- *
- * @api private
- */
-
-Manager.prototype.onclose = function(reason){
- debug('close');
- this.cleanup();
- this.readyState = 'closed';
- this.emit('close', reason);
- if (this._reconnection && !this.skipReconnect) {
- this.reconnect();
- }
-};
-
-/**
- * Attempt a reconnection.
- *
- * @api private
- */
-
-Manager.prototype.reconnect = function(){
- if (this.reconnecting) return this;
-
- var self = this;
- this.attempts++;
-
- if (this.attempts > this._reconnectionAttempts) {
- debug('reconnect failed');
- this.emitAll('reconnect_failed');
- this.reconnecting = false;
- } else {
- var delay = this.attempts * this.reconnectionDelay();
- delay = Math.min(delay, this.reconnectionDelayMax());
- debug('will wait %dms before reconnect attempt', delay);
-
- this.reconnecting = true;
- var timer = setTimeout(function(){
- debug('attempting reconnect');
- self.emitAll('reconnect_attempt', self.attempts);
- self.emitAll('reconnecting', self.attempts);
- self.open(function(err){
- if (err) {
- debug('reconnect attempt error');
- self.reconnecting = false;
- self.reconnect();
- self.emitAll('reconnect_error', err.data);
- } else {
- debug('reconnect success');
- self.onreconnect();
- }
- });
- }, delay);
-
- this.subs.push({
- destroy: function(){
- clearTimeout(timer);
- }
- });
- }
-};
-
-/**
- * Called upon successful reconnect.
- *
- * @api private
- */
-
-Manager.prototype.onreconnect = function(){
- var attempt = this.attempts;
- this.attempts = 0;
- this.reconnecting = false;
- this.emitAll('reconnect', attempt);
-};
-
-},{"./on":4,"./socket":5,"./url":6,"component-bind":7,"component-emitter":8,"debug":9,"engine.io-client":11,"object-component":37,"socket.io-parser":40}],4:[function(require,module,exports){
-
-/**
- * Module exports.
- */
-
-module.exports = on;
-
-/**
- * Helper for subscriptions.
- *
- * @param {Object|EventEmitter} obj with `Emitter` mixin or `EventEmitter`
- * @param {String} event name
- * @param {Function} callback
- * @api public
- */
-
-function on(obj, ev, fn) {
- obj.on(ev, fn);
- return {
- destroy: function(){
- obj.removeListener(ev, fn);
- }
- };
-}
-
-},{}],5:[function(require,module,exports){
-
-/**
- * Module dependencies.
- */
-
-var parser = require('socket.io-parser');
-var Emitter = require('component-emitter');
-var toArray = require('to-array');
-var on = require('./on');
-var bind = require('component-bind');
-var debug = require('debug')('socket.io-client:socket');
-var hasBin = require('has-binary-data');
-var indexOf = require('indexof');
-
-/**
- * Module exports.
- */
-
-module.exports = exports = Socket;
-
-/**
- * Internal events (blacklisted).
- * These events can't be emitted by the user.
- *
- * @api private
- */
-
-var events = {
- connect: 1,
- connect_error: 1,
- connect_timeout: 1,
- disconnect: 1,
- error: 1,
- reconnect: 1,
- reconnect_attempt: 1,
- reconnect_failed: 1,
- reconnect_error: 1,
- reconnecting: 1
-};
-
-/**
- * Shortcut to `Emitter#emit`.
- */
-
-var emit = Emitter.prototype.emit;
-
-/**
- * `Socket` constructor.
- *
- * @api public
- */
-
-function Socket(io, nsp){
- this.io = io;
- this.nsp = nsp;
- this.json = this; // compat
- this.ids = 0;
- this.acks = {};
- this.open();
- this.receiveBuffer = [];
- this.sendBuffer = [];
- this.connected = false;
- this.disconnected = true;
- this.subEvents();
-}
-
-/**
- * Mix in `Emitter`.
- */
-
-Emitter(Socket.prototype);
-
-/**
- * Subscribe to open, close and packet events
- *
- * @api private
- */
-
-Socket.prototype.subEvents = function() {
- var io = this.io;
- this.subs = [
- on(io, 'open', bind(this, 'onopen')),
- on(io, 'packet', bind(this, 'onpacket')),
- on(io, 'close', bind(this, 'onclose'))
- ];
-};
-
-/**
- * Called upon engine `open`.
- *
- * @api private
- */
-
-Socket.prototype.open =
-Socket.prototype.connect = function(){
- if (this.connected) return this;
-
- this.io.open(); // ensure open
- if ('open' == this.io.readyState) this.onopen();
- return this;
-};
-
-/**
- * Sends a `message` event.
- *
- * @return {Socket} self
- * @api public
- */
-
-Socket.prototype.send = function(){
- var args = toArray(arguments);
- args.unshift('message');
- this.emit.apply(this, args);
- return this;
-};
-
-/**
- * Override `emit`.
- * If the event is in `events`, it's emitted normally.
- *
- * @param {String} event name
- * @return {Socket} self
- * @api public
- */
-
-Socket.prototype.emit = function(ev){
- if (events.hasOwnProperty(ev)) {
- emit.apply(this, arguments);
- return this;
- }
-
- var args = toArray(arguments);
- var parserType = parser.EVENT; // default
- if (hasBin(args)) { parserType = parser.BINARY_EVENT; } // binary
- var packet = { type: parserType, data: args };
-
- // event ack callback
- if ('function' == typeof args[args.length - 1]) {
- debug('emitting packet with ack id %d', this.ids);
- this.acks[this.ids] = args.pop();
- packet.id = this.ids++;
- }
-
- if (this.connected) {
- this.packet(packet);
- } else {
- this.sendBuffer.push(packet);
- }
-
- return this;
-};
-
-/**
- * Sends a packet.
- *
- * @param {Object} packet
- * @api private
- */
-
-Socket.prototype.packet = function(packet){
- packet.nsp = this.nsp;
- this.io.packet(packet);
-};
-
-/**
- * "Opens" the socket.
- *
- * @api private
- */
-
-Socket.prototype.onopen = function(){
- debug('transport is open - connecting');
-
- // write connect packet if necessary
- if ('/' != this.nsp) {
- this.packet({ type: parser.CONNECT });
- }
-};
-
-/**
- * Called upon engine `close`.
- *
- * @param {String} reason
- * @api private
- */
-
-Socket.prototype.onclose = function(reason){
- debug('close (%s)', reason);
- this.connected = false;
- this.disconnected = true;
- this.emit('disconnect', reason);
-};
-
-/**
- * Called with socket packet.
- *
- * @param {Object} packet
- * @api private
- */
-
-Socket.prototype.onpacket = function(packet){
- if (packet.nsp != this.nsp) return;
-
- switch (packet.type) {
- case parser.CONNECT:
- this.onconnect();
- break;
-
- case parser.EVENT:
- this.onevent(packet);
- break;
-
- case parser.BINARY_EVENT:
- this.onevent(packet);
- break;
-
- case parser.ACK:
- this.onack(packet);
- break;
-
- case parser.BINARY_ACK:
- this.onack(packet);
- break;
-
- case parser.DISCONNECT:
- this.ondisconnect();
- break;
-
- case parser.ERROR:
- this.emit('error', packet.data);
- break;
- }
-};
-
-/**
- * Called upon a server event.
- *
- * @param {Object} packet
- * @api private
- */
-
-Socket.prototype.onevent = function(packet){
- var args = packet.data || [];
- debug('emitting event %j', args);
-
- if (null != packet.id) {
- debug('attaching ack callback to event');
- args.push(this.ack(packet.id));
- }
-
- if (this.connected) {
- emit.apply(this, args);
- } else {
- this.receiveBuffer.push(args);
- }
-};
-
-/**
- * Produces an ack callback to emit with an event.
- *
- * @api private
- */
-
-Socket.prototype.ack = function(id){
- var self = this;
- var sent = false;
- return function(){
- // prevent double callbacks
- if (sent) return;
- sent = true;
- var args = toArray(arguments);
- debug('sending ack %j', args);
-
- var type = hasBin(args) ? parser.BINARY_ACK : parser.ACK;
- self.packet({
- type: type,
- id: id,
- data: args
- });
- };
-};
-
-/**
- * Called upon a server acknowlegement.
- *
- * @param {Object} packet
- * @api private
- */
-
-Socket.prototype.onack = function(packet){
- debug('calling ack %s with %j', packet.id, packet.data);
- var fn = this.acks[packet.id];
- fn.apply(this, packet.data);
- delete this.acks[packet.id];
-};
-
-/**
- * Called upon server connect.
- *
- * @api private
- */
-
-Socket.prototype.onconnect = function(){
- this.connected = true;
- this.disconnected = false;
- this.emit('connect');
- this.emitBuffered();
-};
-
-/**
- * Emit buffered events (received and emitted).
- *
- * @api private
- */
-
-Socket.prototype.emitBuffered = function(){
- var i;
- for (i = 0; i < this.receiveBuffer.length; i++) {
- emit.apply(this, this.receiveBuffer[i]);
- }
- this.receiveBuffer = [];
-
- for (i = 0; i < this.sendBuffer.length; i++) {
- this.packet(this.sendBuffer[i]);
- }
- this.sendBuffer = [];
-};
-
-/**
- * Called upon server disconnect.
- *
- * @api private
- */
-
-Socket.prototype.ondisconnect = function(){
- debug('server disconnect (%s)', this.nsp);
- this.destroy();
- this.onclose('io server disconnect');
-};
-
-/**
- * Called upon forced client/server side disconnections,
- * this method ensures the manager stops tracking us and
- * that reconnections don't get triggered for this.
- *
- * @api private.
- */
-
-Socket.prototype.destroy = function(){
- // clean subscriptions to avoid reconnections
- for (var i = 0; i < this.subs.length; i++) {
- this.subs[i].destroy();
- }
-
- this.io.destroy(this);
-};
-
-/**
- * Disconnects the socket manually.
- *
- * @return {Socket} self
- * @api public
- */
-
-Socket.prototype.close =
-Socket.prototype.disconnect = function(){
- if (!this.connected) return this;
-
- debug('performing disconnect (%s)', this.nsp);
- this.packet({ type: parser.DISCONNECT });
-
- // remove socket from pool
- this.destroy();
-
- // fire events
- this.onclose('io client disconnect');
- return this;
-};
-
-},{"./on":4,"component-bind":7,"component-emitter":8,"debug":9,"has-binary-data":32,"indexof":36,"socket.io-parser":40,"to-array":43}],6:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};
-/**
- * Module dependencies.
- */
-
-var parseuri = require('parseuri');
-var debug = require('debug')('socket.io-client:url');
-
-/**
- * Module exports.
- */
-
-module.exports = url;
-
-/**
- * URL parser.
- *
- * @param {String} url
- * @param {Object} An object meant to mimic window.location.
- * Defaults to window.location.
- * @api public
- */
-
-function url(uri, loc){
- var obj = uri;
-
- // default to window.location
- var loc = loc || global.location;
- if (null == uri) uri = loc.protocol + '//' + loc.hostname;
-
- // relative path support
- if ('string' == typeof uri) {
- if ('/' == uri.charAt(0)) {
- if ('undefined' != typeof loc) {
- uri = loc.hostname + uri;
- }
- }
-
- if (!/^(https?|wss?):\/\//.test(uri)) {
- debug('protocol-less url %s', uri);
- if ('undefined' != typeof loc) {
- uri = loc.protocol + '//' + uri;
- } else {
- uri = 'https://' + uri;
- }
- }
-
- // parse
- debug('parse %s', uri);
- obj = parseuri(uri);
- }
-
- // make sure we treat `localhost:80` and `localhost` equally
- if (!obj.port) {
- if (/^(http|ws)$/.test(obj.protocol)) {
- obj.port = '80';
- }
- else if (/^(http|ws)s$/.test(obj.protocol)) {
- obj.port = '443';
- }
- }
-
- obj.path = obj.path || '/';
-
- // define unique id
- obj.id = obj.protocol + '://' + obj.host + ':' + obj.port;
- // define href
- obj.href = obj.protocol + '://' + obj.host + (loc && loc.port == obj.port ? '' : (':' + obj.port));
-
- return obj;
-}
-
-},{"debug":9,"parseuri":38}],7:[function(require,module,exports){
-/**
- * Slice reference.
- */
-
-var slice = [].slice;
-
-/**
- * Bind `obj` to `fn`.
- *
- * @param {Object} obj
- * @param {Function|String} fn or string
- * @return {Function}
- * @api public
- */
-
-module.exports = function(obj, fn){
- if ('string' == typeof fn) fn = obj[fn];
- if ('function' != typeof fn) throw new Error('bind() requires a function');
- var args = slice.call(arguments, 2);
- return function(){
- return fn.apply(obj, args.concat(slice.call(arguments)));
- }
-};
-
-},{}],8:[function(require,module,exports){
-
-/**
- * Expose `Emitter`.
- */
-
-module.exports = Emitter;
-
-/**
- * Initialize a new `Emitter`.
- *
- * @api public
- */
-
-function Emitter(obj) {
- if (obj) return mixin(obj);
-};
-
-/**
- * Mixin the emitter properties.
- *
- * @param {Object} obj
- * @return {Object}
- * @api private
- */
-
-function mixin(obj) {
- for (var key in Emitter.prototype) {
- obj[key] = Emitter.prototype[key];
- }
- return obj;
-}
-
-/**
- * Listen on the given `event` with `fn`.
- *
- * @param {String} event
- * @param {Function} fn
- * @return {Emitter}
- * @api public
- */
-
-Emitter.prototype.on =
-Emitter.prototype.addEventListener = function(event, fn){
- this._callbacks = this._callbacks || {};
- (this._callbacks[event] = this._callbacks[event] || [])
- .push(fn);
- return this;
-};
-
-/**
- * Adds an `event` listener that will be invoked a single
- * time then automatically removed.
- *
- * @param {String} event
- * @param {Function} fn
- * @return {Emitter}
- * @api public
- */
-
-Emitter.prototype.once = function(event, fn){
- var self = this;
- this._callbacks = this._callbacks || {};
-
- function on() {
- self.off(event, on);
- fn.apply(this, arguments);
- }
-
- on.fn = fn;
- this.on(event, on);
- return this;
-};
-
-/**
- * Remove the given callback for `event` or all
- * registered callbacks.
- *
- * @param {String} event
- * @param {Function} fn
- * @return {Emitter}
- * @api public
- */
-
-Emitter.prototype.off =
-Emitter.prototype.removeListener =
-Emitter.prototype.removeAllListeners =
-Emitter.prototype.removeEventListener = function(event, fn){
- this._callbacks = this._callbacks || {};
-
- // all
- if (0 == arguments.length) {
- this._callbacks = {};
- return this;
- }
-
- // specific event
- var callbacks = this._callbacks[event];
- if (!callbacks) return this;
-
- // remove all handlers
- if (1 == arguments.length) {
- delete this._callbacks[event];
- return this;
- }
-
- // remove specific handler
- var cb;
- for (var i = 0; i < callbacks.length; i++) {
- cb = callbacks[i];
- if (cb === fn || cb.fn === fn) {
- callbacks.splice(i, 1);
- break;
- }
- }
- return this;
-};
-
-/**
- * Emit `event` with the given args.
- *
- * @param {String} event
- * @param {Mixed} ...
- * @return {Emitter}
- */
-
-Emitter.prototype.emit = function(event){
- this._callbacks = this._callbacks || {};
- var args = [].slice.call(arguments, 1)
- , callbacks = this._callbacks[event];
-
- if (callbacks) {
- callbacks = callbacks.slice(0);
- for (var i = 0, len = callbacks.length; i < len; ++i) {
- callbacks[i].apply(this, args);
- }
- }
-
- return this;
-};
-
-/**
- * Return array of callbacks for `event`.
- *
- * @param {String} event
- * @return {Array}
- * @api public
- */
-
-Emitter.prototype.listeners = function(event){
- this._callbacks = this._callbacks || {};
- return this._callbacks[event] || [];
-};
-
-/**
- * Check if this emitter has `event` handlers.
- *
- * @param {String} event
- * @return {Boolean}
- * @api public
- */
-
-Emitter.prototype.hasListeners = function(event){
- return !! this.listeners(event).length;
-};
-
-},{}],9:[function(require,module,exports){
-
-/**
- * Expose `debug()` as the module.
- */
-
-module.exports = debug;
-
-/**
- * Create a debugger with the given `name`.
- *
- * @param {String} name
- * @return {Type}
- * @api public
- */
-
-function debug(name) {
- if (!debug.enabled(name)) return function(){};
-
- return function(fmt){
- fmt = coerce(fmt);
-
- var curr = new Date;
- var ms = curr - (debug[name] || curr);
- debug[name] = curr;
-
- fmt = name
- + ' '
- + fmt
- + ' +' + debug.humanize(ms);
-
- // This hackery is required for IE8
- // where `console.log` doesn't have 'apply'
- window.console
- && console.log
- && Function.prototype.apply.call(console.log, console, arguments);
- }
-}
-
-/**
- * The currently active debug mode names.
- */
-
-debug.names = [];
-debug.skips = [];
-
-/**
- * Enables a debug mode by name. This can include modes
- * separated by a colon and wildcards.
- *
- * @param {String} name
- * @api public
- */
-
-debug.enable = function(name) {
- try {
- localStorage.debug = name;
- } catch(e){}
-
- var split = (name || '').split(/[\s,]+/)
- , len = split.length;
-
- for (var i = 0; i < len; i++) {
- name = split[i].replace('*', '.*?');
- if (name[0] === '-') {
- debug.skips.push(new RegExp('^' + name.substr(1) + '$'));
- }
- else {
- debug.names.push(new RegExp('^' + name + '$'));
- }
- }
-};
-
-/**
- * Disable debug output.
- *
- * @api public
- */
-
-debug.disable = function(){
- debug.enable('');
-};
-
-/**
- * Humanize the given `ms`.
- *
- * @param {Number} m
- * @return {String}
- * @api private
- */
-
-debug.humanize = function(ms) {
- var sec = 1000
- , min = 60 * 1000
- , hour = 60 * min;
-
- if (ms >= hour) return (ms / hour).toFixed(1) + 'h';
- if (ms >= min) return (ms / min).toFixed(1) + 'm';
- if (ms >= sec) return (ms / sec | 0) + 's';
- return ms + 'ms';
-};
-
-/**
- * Returns true if the given mode name is enabled, false otherwise.
- *
- * @param {String} name
- * @return {Boolean}
- * @api public
- */
-
-debug.enabled = function(name) {
- for (var i = 0, len = debug.skips.length; i < len; i++) {
- if (debug.skips[i].test(name)) {
- return false;
- }
- }
- for (var i = 0, len = debug.names.length; i < len; i++) {
- if (debug.names[i].test(name)) {
- return true;
- }
- }
- return false;
-};
-
-/**
- * Coerce `val`.
- */
-
-function coerce(val) {
- if (val instanceof Error) return val.stack || val.message;
- return val;
-}
-
-// persist
-
-try {
- if (window.localStorage) debug.enable(localStorage.debug);
-} catch(e){}
-
-},{}],10:[function(require,module,exports){
-
-/**
- * Module dependencies.
- */
-
-var index = require('indexof');
-
-/**
- * Expose `Emitter`.
- */
-
-module.exports = Emitter;
-
-/**
- * Initialize a new `Emitter`.
- *
- * @api public
- */
-
-function Emitter(obj) {
- if (obj) return mixin(obj);
-};
-
-/**
- * Mixin the emitter properties.
- *
- * @param {Object} obj
- * @return {Object}
- * @api private
- */
-
-function mixin(obj) {
- for (var key in Emitter.prototype) {
- obj[key] = Emitter.prototype[key];
- }
- return obj;
-}
-
-/**
- * Listen on the given `event` with `fn`.
- *
- * @param {String} event
- * @param {Function} fn
- * @return {Emitter}
- * @api public
- */
-
-Emitter.prototype.on = function(event, fn){
- this._callbacks = this._callbacks || {};
- (this._callbacks[event] = this._callbacks[event] || [])
- .push(fn);
- return this;
-};
-
-/**
- * Adds an `event` listener that will be invoked a single
- * time then automatically removed.
- *
- * @param {String} event
- * @param {Function} fn
- * @return {Emitter}
- * @api public
- */
-
-Emitter.prototype.once = function(event, fn){
- var self = this;
- this._callbacks = this._callbacks || {};
-
- function on() {
- self.off(event, on);
- fn.apply(this, arguments);
- }
-
- fn._off = on;
- this.on(event, on);
- return this;
-};
-
-/**
- * Remove the given callback for `event` or all
- * registered callbacks.
- *
- * @param {String} event
- * @param {Function} fn
- * @return {Emitter}
- * @api public
- */
-
-Emitter.prototype.off =
-Emitter.prototype.removeListener =
-Emitter.prototype.removeAllListeners = function(event, fn){
- this._callbacks = this._callbacks || {};
-
- // all
- if (0 == arguments.length) {
- this._callbacks = {};
- return this;
- }
-
- // specific event
- var callbacks = this._callbacks[event];
- if (!callbacks) return this;
-
- // remove all handlers
- if (1 == arguments.length) {
- delete this._callbacks[event];
- return this;
- }
-
- // remove specific handler
- var i = index(callbacks, fn._off || fn);
- if (~i) callbacks.splice(i, 1);
- return this;
-};
-
-/**
- * Emit `event` with the given args.
- *
- * @param {String} event
- * @param {Mixed} ...
- * @return {Emitter}
- */
-
-Emitter.prototype.emit = function(event){
- this._callbacks = this._callbacks || {};
- var args = [].slice.call(arguments, 1)
- , callbacks = this._callbacks[event];
-
- if (callbacks) {
- callbacks = callbacks.slice(0);
- for (var i = 0, len = callbacks.length; i < len; ++i) {
- callbacks[i].apply(this, args);
- }
- }
-
- return this;
-};
-
-/**
- * Return array of callbacks for `event`.
- *
- * @param {String} event
- * @return {Array}
- * @api public
- */
-
-Emitter.prototype.listeners = function(event){
- this._callbacks = this._callbacks || {};
- return this._callbacks[event] || [];
-};
-
-/**
- * Check if this emitter has `event` handlers.
- *
- * @param {String} event
- * @return {Boolean}
- * @api public
- */
-
-Emitter.prototype.hasListeners = function(event){
- return !! this.listeners(event).length;
-};
-
-},{"indexof":36}],11:[function(require,module,exports){
-
-module.exports = require('./lib/');
-
-},{"./lib/":12}],12:[function(require,module,exports){
-
-module.exports = require('./socket');
-
-/**
- * Exports parser
- *
- * @api public
- *
- */
-module.exports.parser = require('engine.io-parser');
-
-},{"./socket":13,"engine.io-parser":22}],13:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/**
- * Module dependencies.
- */
-
-var transports = require('./transports');
-var Emitter = require('component-emitter');
-var debug = require('debug')('engine.io-client:socket');
-var index = require('indexof');
-var parser = require('engine.io-parser');
-var parseuri = require('parseuri');
-var parsejson = require('parsejson');
-var parseqs = require('parseqs');
-
-/**
- * Module exports.
- */
-
-module.exports = Socket;
-
-/**
- * Noop function.
- *
- * @api private
- */
-
-function noop(){}
-
-/**
- * Socket constructor.
- *
- * @param {String|Object} uri or options
- * @param {Object} options
- * @api public
- */
-
-function Socket(uri, opts){
- if (!(this instanceof Socket)) return new Socket(uri, opts);
-
- opts = opts || {};
-
- if (uri && 'object' == typeof uri) {
- opts = uri;
- uri = null;
- }
-
- if (uri) {
- uri = parseuri(uri);
- opts.host = uri.host;
- opts.secure = uri.protocol == 'https' || uri.protocol == 'wss';
- opts.port = uri.port;
- if (uri.query) opts.query = uri.query;
- }
-
- this.secure = null != opts.secure ? opts.secure :
- (global.location && 'https:' == location.protocol);
-
- if (opts.host) {
- var pieces = opts.host.split(':');
- opts.hostname = pieces.shift();
- if (pieces.length) opts.port = pieces.pop();
- }
-
- this.agent = opts.agent || false;
- this.hostname = opts.hostname ||
- (global.location ? location.hostname : 'localhost');
- this.port = opts.port || (global.location && location.port ?
- location.port :
- (this.secure ? 443 : 80));
- this.query = opts.query || {};
- if ('string' == typeof this.query) this.query = parseqs.decode(this.query);
- this.upgrade = false !== opts.upgrade;
- this.path = (opts.path || '/engine.io').replace(/\/$/, '') + '/';
- this.forceJSONP = !!opts.forceJSONP;
- this.forceBase64 = !!opts.forceBase64;
- this.timestampParam = opts.timestampParam || 't';
- this.timestampRequests = opts.timestampRequests;
- this.transports = opts.transports || ['polling', 'websocket'];
- this.readyState = '';
- this.writeBuffer = [];
- this.callbackBuffer = [];
- this.policyPort = opts.policyPort || 843;
- this.rememberUpgrade = opts.rememberUpgrade || false;
- this.open();
- this.binaryType = null;
- this.onlyBinaryUpgrades = opts.onlyBinaryUpgrades;
-}
-
-Socket.priorWebsocketSuccess = false;
-
-/**
- * Mix in `Emitter`.
- */
-
-Emitter(Socket.prototype);
-
-/**
- * Protocol version.
- *
- * @api public
- */
-
-Socket.protocol = parser.protocol; // this is an int
-
-/**
- * Expose deps for legacy compatibility
- * and standalone browser access.
- */
-
-Socket.Socket = Socket;
-Socket.Transport = require('./transport');
-Socket.transports = require('./transports');
-Socket.parser = require('engine.io-parser');
-
-/**
- * Creates transport of the given type.
- *
- * @param {String} transport name
- * @return {Transport}
- * @api private
- */
-
-Socket.prototype.createTransport = function (name) {
- debug('creating transport "%s"', name);
- var query = clone(this.query);
-
- // append engine.io protocol identifier
- query.EIO = parser.protocol;
-
- // transport name
- query.transport = name;
-
- // session id if we already have one
- if (this.id) query.sid = this.id;
-
- var transport = new transports[name]({
- agent: this.agent,
- hostname: this.hostname,
- port: this.port,
- secure: this.secure,
- path: this.path,
- query: query,
- forceJSONP: this.forceJSONP,
- forceBase64: this.forceBase64,
- timestampRequests: this.timestampRequests,
- timestampParam: this.timestampParam,
- policyPort: this.policyPort,
- socket: this
- });
-
- return transport;
-};
-
-function clone (obj) {
- var o = {};
- for (var i in obj) {
- if (obj.hasOwnProperty(i)) {
- o[i] = obj[i];
- }
- }
- return o;
-}
-
-/**
- * Initializes transport to use and starts probe.
- *
- * @api private
- */
-Socket.prototype.open = function () {
- var transport;
- if (this.rememberUpgrade && Socket.priorWebsocketSuccess && this.transports.indexOf('websocket') != -1) {
- transport = 'websocket';
- } else {
- transport = this.transports[0];
- }
- this.readyState = 'opening';
- var transport = this.createTransport(transport);
- transport.open();
- this.setTransport(transport);
-};
-
-/**
- * Sets the current transport. Disables the existing one (if any).
- *
- * @api private
- */
-
-Socket.prototype.setTransport = function(transport){
- debug('setting transport %s', transport.name);
- var self = this;
-
- if (this.transport) {
- debug('clearing existing transport %s', this.transport.name);
- this.transport.removeAllListeners();
- }
-
- // set up transport
- this.transport = transport;
-
- // set up transport listeners
- transport
- .on('drain', function(){
- self.onDrain();
- })
- .on('packet', function(packet){
- self.onPacket(packet);
- })
- .on('error', function(e){
- self.onError(e);
- })
- .on('close', function(){
- self.onClose('transport close');
- });
-};
-
-/**
- * Probes a transport.
- *
- * @param {String} transport name
- * @api private
- */
-
-Socket.prototype.probe = function (name) {
- debug('probing transport "%s"', name);
- var transport = this.createTransport(name, { probe: 1 })
- , failed = false
- , self = this;
-
- Socket.priorWebsocketSuccess = false;
-
- function onTransportOpen(){
- if (self.onlyBinaryUpgrades) {
- var upgradeLosesBinary = !this.supportsBinary && self.transport.supportsBinary;
- failed = failed || upgradeLosesBinary;
- }
- if (failed) return;
-
- debug('probe transport "%s" opened', name);
- transport.send([{ type: 'ping', data: 'probe' }]);
- transport.once('packet', function (msg) {
- if (failed) return;
- if ('pong' == msg.type && 'probe' == msg.data) {
- debug('probe transport "%s" pong', name);
- self.upgrading = true;
- self.emit('upgrading', transport);
- Socket.priorWebsocketSuccess = 'websocket' == transport.name;
-
- debug('pausing current transport "%s"', self.transport.name);
- self.transport.pause(function () {
- if (failed) return;
- if ('closed' == self.readyState || 'closing' == self.readyState) {
- return;
- }
- debug('changing transport and sending upgrade packet');
-
- cleanup();
-
- self.setTransport(transport);
- transport.send([{ type: 'upgrade' }]);
- self.emit('upgrade', transport);
- transport = null;
- self.upgrading = false;
- self.flush();
- });
- } else {
- debug('probe transport "%s" failed', name);
- var err = new Error('probe error');
- err.transport = transport.name;
- self.emit('upgradeError', err);
- }
- });
- }
-
- function freezeTransport() {
- if (failed) return;
-
- // Any callback called by transport should be ignored since now
- failed = true;
-
- cleanup();
-
- transport.close();
- transport = null;
- }
-
- //Handle any error that happens while probing
- function onerror(err) {
- var error = new Error('probe error: ' + err);
- error.transport = transport.name;
-
- freezeTransport();
-
- debug('probe transport "%s" failed because of error: %s', name, err);
-
- self.emit('upgradeError', error);
- }
-
- function onTransportClose(){
- onerror("transport closed");
- }
-
- //When the socket is closed while we're probing
- function onclose(){
- onerror("socket closed");
- }
-
- //When the socket is upgraded while we're probing
- function onupgrade(to){
- if (transport && to.name != transport.name) {
- debug('"%s" works - aborting "%s"', to.name, transport.name);
- freezeTransport();
- }
- }
-
- //Remove all listeners on the transport and on self
- function cleanup(){
- transport.removeListener('open', onTransportOpen);
- transport.removeListener('error', onerror);
- transport.removeListener('close', onTransportClose);
- self.removeListener('close', onclose);
- self.removeListener('upgrading', onupgrade);
- }
-
- transport.once('open', onTransportOpen);
- transport.once('error', onerror);
- transport.once('close', onTransportClose);
-
- this.once('close', onclose);
- this.once('upgrading', onupgrade);
-
- transport.open();
-
-};
-
-/**
- * Called when connection is deemed open.
- *
- * @api public
- */
-
-Socket.prototype.onOpen = function () {
- debug('socket open');
- this.readyState = 'open';
- Socket.priorWebsocketSuccess = 'websocket' == this.transport.name;
- this.emit('open');
- this.flush();
-
- // we check for `readyState` in case an `open`
- // listener already closed the socket
- if ('open' == this.readyState && this.upgrade && this.transport.pause) {
- debug('starting upgrade probes');
- for (var i = 0, l = this.upgrades.length; i < l; i++) {
- this.probe(this.upgrades[i]);
- }
- }
-};
-
-/**
- * Handles a packet.
- *
- * @api private
- */
-
-Socket.prototype.onPacket = function (packet) {
- if ('opening' == this.readyState || 'open' == this.readyState) {
- debug('socket receive: type "%s", data "%s"', packet.type, packet.data);
-
- this.emit('packet', packet);
-
- // Socket is live - any packet counts
- this.emit('heartbeat');
-
- switch (packet.type) {
- case 'open':
- this.onHandshake(parsejson(packet.data));
- break;
-
- case 'pong':
- this.setPing();
- break;
-
- case 'error':
- var err = new Error('server error');
- err.code = packet.data;
- this.emit('error', err);
- break;
-
- case 'message':
- this.emit('data', packet.data);
- this.emit('message', packet.data);
- break;
- }
- } else {
- debug('packet received with socket readyState "%s"', this.readyState);
- }
-};
-
-/**
- * Called upon handshake completion.
- *
- * @param {Object} handshake obj
- * @api private
- */
-
-Socket.prototype.onHandshake = function (data) {
- this.emit('handshake', data);
- this.id = data.sid;
- this.transport.query.sid = data.sid;
- this.upgrades = this.filterUpgrades(data.upgrades);
- this.pingInterval = data.pingInterval;
- this.pingTimeout = data.pingTimeout;
- this.onOpen();
- // In case open handler closes socket
- if ('closed' == this.readyState) return;
- this.setPing();
-
- // Prolong liveness of socket on heartbeat
- this.removeListener('heartbeat', this.onHeartbeat);
- this.on('heartbeat', this.onHeartbeat);
-};
-
-/**
- * Resets ping timeout.
- *
- * @api private
- */
-
-Socket.prototype.onHeartbeat = function (timeout) {
- clearTimeout(this.pingTimeoutTimer);
- var self = this;
- self.pingTimeoutTimer = setTimeout(function () {
- if ('closed' == self.readyState) return;
- self.onClose('ping timeout');
- }, timeout || (self.pingInterval + self.pingTimeout));
-};
-
-/**
- * Pings server every `this.pingInterval` and expects response
- * within `this.pingTimeout` or closes connection.
- *
- * @api private
- */
-
-Socket.prototype.setPing = function () {
- var self = this;
- clearTimeout(self.pingIntervalTimer);
- self.pingIntervalTimer = setTimeout(function () {
- debug('writing ping packet - expecting pong within %sms', self.pingTimeout);
- self.ping();
- self.onHeartbeat(self.pingTimeout);
- }, self.pingInterval);
-};
-
-/**
-* Sends a ping packet.
-*
-* @api public
-*/
-
-Socket.prototype.ping = function () {
- this.sendPacket('ping');
-};
-
-/**
- * Called on `drain` event
- *
- * @api private
- */
-
-Socket.prototype.onDrain = function() {
- for (var i = 0; i < this.prevBufferLen; i++) {
- if (this.callbackBuffer[i]) {
- this.callbackBuffer[i]();
- }
- }
-
- this.writeBuffer.splice(0, this.prevBufferLen);
- this.callbackBuffer.splice(0, this.prevBufferLen);
-
- // setting prevBufferLen = 0 is very important
- // for example, when upgrading, upgrade packet is sent over,
- // and a nonzero prevBufferLen could cause problems on `drain`
- this.prevBufferLen = 0;
-
- if (this.writeBuffer.length == 0) {
- this.emit('drain');
- } else {
- this.flush();
- }
-};
-
-/**
- * Flush write buffers.
- *
- * @api private
- */
-
-Socket.prototype.flush = function () {
- if ('closed' != this.readyState && this.transport.writable &&
- !this.upgrading && this.writeBuffer.length) {
- debug('flushing %d packets in socket', this.writeBuffer.length);
- this.transport.send(this.writeBuffer);
- // keep track of current length of writeBuffer
- // splice writeBuffer and callbackBuffer on `drain`
- this.prevBufferLen = this.writeBuffer.length;
- this.emit('flush');
- }
-};
-
-/**
- * Sends a message.
- *
- * @param {String} message.
- * @param {Function} callback function.
- * @return {Socket} for chaining.
- * @api public
- */
-
-Socket.prototype.write =
-Socket.prototype.send = function (msg, fn) {
- this.sendPacket('message', msg, fn);
- return this;
-};
-
-/**
- * Sends a packet.
- *
- * @param {String} packet type.
- * @param {String} data.
- * @param {Function} callback function.
- * @api private
- */
-
-Socket.prototype.sendPacket = function (type, data, fn) {
- var packet = { type: type, data: data };
- this.emit('packetCreate', packet);
- this.writeBuffer.push(packet);
- this.callbackBuffer.push(fn);
- this.flush();
-};
-
-/**
- * Closes the connection.
- *
- * @api private
- */
-
-Socket.prototype.close = function () {
- if ('opening' == this.readyState || 'open' == this.readyState) {
- this.onClose('forced close');
- debug('socket closing - telling transport to close');
- this.transport.close();
- }
-
- return this;
-};
-
-/**
- * Called upon transport error
- *
- * @api private
- */
-
-Socket.prototype.onError = function (err) {
- debug('socket error %j', err);
- Socket.priorWebsocketSuccess = false;
- this.emit('error', err);
- this.onClose('transport error', err);
-};
-
-/**
- * Called upon transport close.
- *
- * @api private
- */
-
-Socket.prototype.onClose = function (reason, desc) {
- if ('opening' == this.readyState || 'open' == this.readyState) {
- debug('socket close with reason: "%s"', reason);
- var self = this;
-
- // clear timers
- clearTimeout(this.pingIntervalTimer);
- clearTimeout(this.pingTimeoutTimer);
-
- // clean buffers in next tick, so developers can still
- // grab the buffers on `close` event
- setTimeout(function() {
- self.writeBuffer = [];
- self.callbackBuffer = [];
- self.prevBufferLen = 0;
- }, 0);
-
- // stop event from firing again for transport
- this.transport.removeAllListeners('close');
-
- // ensure transport won't stay open
- this.transport.close();
-
- // ignore further transport communication
- this.transport.removeAllListeners();
-
- // set ready state
- this.readyState = 'closed';
-
- // clear session id
- this.id = null;
-
- // emit close event
- this.emit('close', reason, desc);
- }
-};
-
-/**
- * Filters upgrades, returning only those matching client transports.
- *
- * @param {Array} server upgrades
- * @api private
- *
- */
-
-Socket.prototype.filterUpgrades = function (upgrades) {
- var filteredUpgrades = [];
- for (var i = 0, j = upgrades.length; i';
- iframe = document.createElement(html);
- } catch (e) {
- iframe = document.createElement('iframe');
- iframe.name = self.iframeId;
- iframe.src = 'javascript:0';
- }
-
- iframe.id = self.iframeId;
-
- self.form.appendChild(iframe);
- self.iframe = iframe;
- }
-
- initIframe();
-
- // escape \n to prevent it from being converted into \r\n by some UAs
- // double escaping is required for escaped new lines because unescaping of new lines can be done safely on server-side
- data = data.replace(rEscapedNewline, '\\\n');
- this.area.value = data.replace(rNewline, '\\n');
-
- try {
- this.form.submit();
- } catch(e) {}
-
- if (this.iframe.attachEvent) {
- this.iframe.onreadystatechange = function(){
- if (self.iframe.readyState == 'complete') {
- complete();
- }
- };
- } else {
- this.iframe.onload = complete;
- }
-};
-
-},{"./polling":18,"component-inherit":21}],17:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/**
- * Module requirements.
- */
-
-var XMLHttpRequest = require('xmlhttprequest');
-var Polling = require('./polling');
-var Emitter = require('component-emitter');
-var inherit = require('component-inherit');
-var debug = require('debug')('engine.io-client:polling-xhr');
-
-/**
- * Module exports.
- */
-
-module.exports = XHR;
-module.exports.Request = Request;
-
-/**
- * Empty function
- */
-
-function empty(){}
-
-/**
- * XHR Polling constructor.
- *
- * @param {Object} opts
- * @api public
- */
-
-function XHR(opts){
- Polling.call(this, opts);
-
- if (global.location) {
- var isSSL = 'https:' == location.protocol;
- var port = location.port;
-
- // some user agents have empty `location.port`
- if (!port) {
- port = isSSL ? 443 : 80;
- }
-
- this.xd = opts.hostname != global.location.hostname ||
- port != opts.port;
- }
-}
-
-/**
- * Inherits from Polling.
- */
-
-inherit(XHR, Polling);
-
-/**
- * XHR supports binary
- */
-
-XHR.prototype.supportsBinary = true;
-
-/**
- * Creates a request.
- *
- * @param {String} method
- * @api private
- */
-
-XHR.prototype.request = function(opts){
- opts = opts || {};
- opts.uri = this.uri();
- opts.xd = this.xd;
- opts.agent = this.agent || false;
- opts.supportsBinary = this.supportsBinary;
- return new Request(opts);
-};
-
-/**
- * Sends data.
- *
- * @param {String} data to send.
- * @param {Function} called upon flush.
- * @api private
- */
-
-XHR.prototype.doWrite = function(data, fn){
- var isBinary = typeof data !== 'string' && data !== undefined;
- var req = this.request({ method: 'POST', data: data, isBinary: isBinary });
- var self = this;
- req.on('success', fn);
- req.on('error', function(err){
- self.onError('xhr post error', err);
- });
- this.sendXhr = req;
-};
-
-/**
- * Starts a poll cycle.
- *
- * @api private
- */
-
-XHR.prototype.doPoll = function(){
- debug('xhr poll');
- var req = this.request();
- var self = this;
- req.on('data', function(data){
- self.onData(data);
- });
- req.on('error', function(err){
- self.onError('xhr poll error', err);
- });
- this.pollXhr = req;
-};
-
-/**
- * Request constructor
- *
- * @param {Object} options
- * @api public
- */
-
-function Request(opts){
- this.method = opts.method || 'GET';
- this.uri = opts.uri;
- this.xd = !!opts.xd;
- this.async = false !== opts.async;
- this.data = undefined != opts.data ? opts.data : null;
- this.agent = opts.agent;
- this.create(opts.isBinary, opts.supportsBinary);
-}
-
-/**
- * Mix in `Emitter`.
- */
-
-Emitter(Request.prototype);
-
-/**
- * Creates the XHR object and sends the request.
- *
- * @api private
- */
-
-Request.prototype.create = function(isBinary, supportsBinary){
- var xhr = this.xhr = new XMLHttpRequest({ agent: this.agent, xdomain: this.xd });
- var self = this;
-
- try {
- debug('xhr open %s: %s', this.method, this.uri);
- xhr.open(this.method, this.uri, this.async);
- if (supportsBinary) {
- // This has to be done after open because Firefox is stupid
- // http://stackoverflow.com/questions/13216903/get-binary-data-with-xmlhttprequest-in-a-firefox-extension
- xhr.responseType = 'arraybuffer';
- }
-
- if ('POST' == this.method) {
- try {
- if (isBinary) {
- xhr.setRequestHeader('Content-type', 'application/octet-stream');
- } else {
- xhr.setRequestHeader('Content-type', 'text/plain;charset=UTF-8');
- }
- } catch (e) {}
- }
-
- // ie6 check
- if ('withCredentials' in xhr) {
- xhr.withCredentials = true;
- }
-
- xhr.onreadystatechange = function(){
- var data;
-
- try {
- if (4 != xhr.readyState) return;
- if (200 == xhr.status || 1223 == xhr.status) {
- var contentType = xhr.getResponseHeader('Content-Type');
- if (contentType === 'application/octet-stream') {
- data = xhr.response;
- } else {
- if (!supportsBinary) {
- data = xhr.responseText;
- } else {
- data = 'ok';
- }
- }
- } else {
- // make sure the `error` event handler that's user-set
- // does not throw in the same tick and gets caught here
- setTimeout(function(){
- self.onError(xhr.status);
- }, 0);
- }
- } catch (e) {
- self.onError(e);
- }
-
- if (null != data) {
- self.onData(data);
- }
- };
-
- debug('xhr data %s', this.data);
- xhr.send(this.data);
- } catch (e) {
- // Need to defer since .create() is called directly fhrom the constructor
- // and thus the 'error' event can only be only bound *after* this exception
- // occurs. Therefore, also, we cannot throw here at all.
- setTimeout(function() {
- self.onError(e);
- }, 0);
- return;
- }
-
- if (global.document) {
- this.index = Request.requestsCount++;
- Request.requests[this.index] = this;
- }
-};
-
-/**
- * Called upon successful response.
- *
- * @api private
- */
-
-Request.prototype.onSuccess = function(){
- this.emit('success');
- this.cleanup();
-};
-
-/**
- * Called if we have data.
- *
- * @api private
- */
-
-Request.prototype.onData = function(data){
- this.emit('data', data);
- this.onSuccess();
-};
-
-/**
- * Called upon error.
- *
- * @api private
- */
-
-Request.prototype.onError = function(err){
- this.emit('error', err);
- this.cleanup();
-};
-
-/**
- * Cleans up house.
- *
- * @api private
- */
-
-Request.prototype.cleanup = function(){
- if ('undefined' == typeof this.xhr || null === this.xhr) {
- return;
- }
- // xmlhttprequest
- this.xhr.onreadystatechange = empty;
-
- try {
- this.xhr.abort();
- } catch(e) {}
-
- if (global.document) {
- delete Request.requests[this.index];
- }
-
- this.xhr = null;
-};
-
-/**
- * Aborts the request.
- *
- * @api public
- */
-
-Request.prototype.abort = function(){
- this.cleanup();
-};
-
-/**
- * Aborts pending requests when unloading the window. This is needed to prevent
- * memory leaks (e.g. when using IE) and to ensure that no spurious error is
- * emitted.
- */
-
-if (global.document) {
- Request.requestsCount = 0;
- Request.requests = {};
- if (global.attachEvent) {
- global.attachEvent('onunload', unloadHandler);
- } else if (global.addEventListener) {
- global.addEventListener('beforeunload', unloadHandler);
- }
-}
-
-function unloadHandler() {
- for (var i in Request.requests) {
- if (Request.requests.hasOwnProperty(i)) {
- Request.requests[i].abort();
- }
- }
-}
-
-},{"./polling":18,"component-emitter":8,"component-inherit":21,"debug":9,"xmlhttprequest":20}],18:[function(require,module,exports){
-/**
- * Module dependencies.
- */
-
-var Transport = require('../transport');
-var parseqs = require('parseqs');
-var parser = require('engine.io-parser');
-var inherit = require('component-inherit');
-var debug = require('debug')('engine.io-client:polling');
-
-/**
- * Module exports.
- */
-
-module.exports = Polling;
-
-/**
- * Is XHR2 supported?
- */
-
-var hasXHR2 = (function() {
- var XMLHttpRequest = require('xmlhttprequest');
- var xhr = new XMLHttpRequest({ agent: this.agent, xdomain: false });
- return null != xhr.responseType;
-})();
-
-/**
- * Polling interface.
- *
- * @param {Object} opts
- * @api private
- */
-
-function Polling(opts){
- var forceBase64 = (opts && opts.forceBase64);
- if (!hasXHR2 || forceBase64) {
- this.supportsBinary = false;
- }
- Transport.call(this, opts);
-}
-
-/**
- * Inherits from Transport.
- */
-
-inherit(Polling, Transport);
-
-/**
- * Transport name.
- */
-
-Polling.prototype.name = 'polling';
-
-/**
- * Opens the socket (triggers polling). We write a PING message to determine
- * when the transport is open.
- *
- * @api private
- */
-
-Polling.prototype.doOpen = function(){
- this.poll();
-};
-
-/**
- * Pauses polling.
- *
- * @param {Function} callback upon buffers are flushed and transport is paused
- * @api private
- */
-
-Polling.prototype.pause = function(onPause){
- var pending = 0;
- var self = this;
-
- this.readyState = 'pausing';
-
- function pause(){
- debug('paused');
- self.readyState = 'paused';
- onPause();
- }
-
- if (this.polling || !this.writable) {
- var total = 0;
-
- if (this.polling) {
- debug('we are currently polling - waiting to pause');
- total++;
- this.once('pollComplete', function(){
- debug('pre-pause polling complete');
- --total || pause();
- });
- }
-
- if (!this.writable) {
- debug('we are currently writing - waiting to pause');
- total++;
- this.once('drain', function(){
- debug('pre-pause writing complete');
- --total || pause();
- });
- }
- } else {
- pause();
- }
-};
-
-/**
- * Starts polling cycle.
- *
- * @api public
- */
-
-Polling.prototype.poll = function(){
- debug('polling');
- this.polling = true;
- this.doPoll();
- this.emit('poll');
-};
-
-/**
- * Overloads onData to detect payloads.
- *
- * @api private
- */
-
-Polling.prototype.onData = function(data){
- var self = this;
- debug('polling got data %s', data);
- var callback = function(packet, index, total) {
- // if its the first message we consider the transport open
- if ('opening' == self.readyState) {
- self.onOpen();
- }
-
- // if its a close packet, we close the ongoing requests
- if ('close' == packet.type) {
- self.onClose();
- return false;
- }
-
- // otherwise bypass onData and handle the message
- self.onPacket(packet);
- };
-
- // decode payload
- parser.decodePayload(data, this.socket.binaryType, callback);
-
- // if an event did not trigger closing
- if ('closed' != this.readyState) {
- // if we got data we're not polling
- this.polling = false;
- this.emit('pollComplete');
-
- if ('open' == this.readyState) {
- this.poll();
- } else {
- debug('ignoring poll - transport state "%s"', this.readyState);
- }
- }
-};
-
-/**
- * For polling, send a close packet.
- *
- * @api private
- */
-
-Polling.prototype.doClose = function(){
- var self = this;
-
- function close(){
- debug('writing close packet');
- self.write([{ type: 'close' }]);
- }
-
- if ('open' == this.readyState) {
- debug('transport open - closing');
- close();
- } else {
- // in case we're trying to close while
- // handshaking is in progress (GH-164)
- debug('transport not open - deferring close');
- this.once('open', close);
- }
-};
-
-/**
- * Writes a packets payload.
- *
- * @param {Array} data packets
- * @param {Function} drain callback
- * @api private
- */
-
-Polling.prototype.write = function(packets){
- var self = this;
- this.writable = false;
- var callbackfn = function() {
- self.writable = true;
- self.emit('drain');
- };
-
- var self = this;
- parser.encodePayload(packets, this.supportsBinary, function(data) {
- self.doWrite(data, callbackfn);
- });
-};
-
-/**
- * Generates uri for connection.
- *
- * @api private
- */
-
-Polling.prototype.uri = function(){
- var query = this.query || {};
- var schema = this.secure ? 'https' : 'http';
- var port = '';
-
- // cache busting is forced
- if (false !== this.timestampRequests) {
- query[this.timestampParam] = +new Date + '-' + Transport.timestamps++;
- }
-
- if (!this.supportsBinary && !query.sid) {
- query.b64 = 1;
- }
-
- query = parseqs.encode(query);
-
- // avoid port if default for schema
- if (this.port && (('https' == schema && this.port != 443) ||
- ('http' == schema && this.port != 80))) {
- port = ':' + this.port;
- }
-
- // prepend ? to query
- if (query.length) {
- query = '?' + query;
- }
-
- return schema + '://' + this.hostname + port + this.path + query;
-};
-
-},{"../transport":14,"component-inherit":21,"debug":9,"engine.io-parser":22,"parseqs":30,"xmlhttprequest":20}],19:[function(require,module,exports){
-/**
- * Module dependencies.
- */
-
-var Transport = require('../transport');
-var parser = require('engine.io-parser');
-var parseqs = require('parseqs');
-var inherit = require('component-inherit');
-var debug = require('debug')('engine.io-client:websocket');
-
-/**
- * `ws` exposes a WebSocket-compatible interface in
- * Node, or the `WebSocket` or `MozWebSocket` globals
- * in the browser.
- */
-
-var WebSocket = require('ws');
-
-/**
- * Module exports.
- */
-
-module.exports = WS;
-
-/**
- * WebSocket transport constructor.
- *
- * @api {Object} connection options
- * @api public
- */
-
-function WS(opts){
- var forceBase64 = (opts && opts.forceBase64);
- if (forceBase64) {
- this.supportsBinary = false;
- }
- Transport.call(this, opts);
-}
-
-/**
- * Inherits from Transport.
- */
-
-inherit(WS, Transport);
-
-/**
- * Transport name.
- *
- * @api public
- */
-
-WS.prototype.name = 'websocket';
-
-/*
- * WebSockets support binary
- */
-
-WS.prototype.supportsBinary = true;
-
-/**
- * Opens socket.
- *
- * @api private
- */
-
-WS.prototype.doOpen = function(){
- if (!this.check()) {
- // let probe timeout
- return;
- }
-
- var self = this;
- var uri = this.uri();
- var protocols = void(0);
- var opts = { agent: this.agent };
-
- this.ws = new WebSocket(uri, protocols, opts);
-
- if (this.ws.binaryType === undefined) {
- this.supportsBinary = false;
- }
-
- this.ws.binaryType = 'arraybuffer';
- this.addEventListeners();
-};
-
-/**
- * Adds event listeners to the socket
- *
- * @api private
- */
-
-WS.prototype.addEventListeners = function(){
- var self = this;
-
- this.ws.onopen = function(){
- self.onOpen();
- };
- this.ws.onclose = function(){
- self.onClose();
- };
- this.ws.onmessage = function(ev){
- self.onData(ev.data);
- };
- this.ws.onerror = function(e){
- self.onError('websocket error', e);
- };
-};
-
-/**
- * Override `onData` to use a timer on iOS.
- * See: https://gist.github.com/mloughran/2052006
- *
- * @api private
- */
-
-if ('undefined' != typeof navigator
- && /iPad|iPhone|iPod/i.test(navigator.userAgent)) {
- WS.prototype.onData = function(data){
- var self = this;
- setTimeout(function(){
- Transport.prototype.onData.call(self, data);
- }, 0);
- };
-}
-
-/**
- * Writes data to socket.
- *
- * @param {Array} array of packets.
- * @api private
- */
-
-WS.prototype.write = function(packets){
- var self = this;
- this.writable = false;
- // encodePacket efficient as it uses WS framing
- // no need for encodePayload
- for (var i = 0, l = packets.length; i < l; i++) {
- parser.encodePacket(packets[i], this.supportsBinary, function(data) {
- //Sometimes the websocket has already been closed but the browser didn't
- //have a chance of informing us about it yet, in that case send will
- //throw an error
- try {
- self.ws.send(data);
- } catch (e){
- debug('websocket closed before onclose event');
- }
- });
- }
-
- function ondrain() {
- self.writable = true;
- self.emit('drain');
- }
- // fake drain
- // defer to next tick to allow Socket to clear writeBuffer
- setTimeout(ondrain, 0);
-};
-
-/**
- * Called upon close
- *
- * @api private
- */
-
-WS.prototype.onClose = function(){
- Transport.prototype.onClose.call(this);
-};
-
-/**
- * Closes socket.
- *
- * @api private
- */
-
-WS.prototype.doClose = function(){
- if (typeof this.ws !== 'undefined') {
- this.ws.close();
- }
-};
-
-/**
- * Generates uri for connection.
- *
- * @api private
- */
-
-WS.prototype.uri = function(){
- var query = this.query || {};
- var schema = this.secure ? 'wss' : 'ws';
- var port = '';
-
- // avoid port if default for schema
- if (this.port && (('wss' == schema && this.port != 443)
- || ('ws' == schema && this.port != 80))) {
- port = ':' + this.port;
- }
-
- // append timestamp to URI
- if (this.timestampRequests) {
- query[this.timestampParam] = +new Date;
- }
-
- // communicate binary support capabilities
- if (!this.supportsBinary) {
- query.b64 = 1;
- }
-
- query = parseqs.encode(query);
-
- // prepend ? to query
- if (query.length) {
- query = '?' + query;
- }
-
- return schema + '://' + this.hostname + port + this.path + query;
-};
-
-/**
- * Feature detection for WebSocket.
- *
- * @return {Boolean} whether this transport is available.
- * @api public
- */
-
-WS.prototype.check = function(){
- return !!WebSocket && !('__initialize' in WebSocket && this.name === WS.prototype.name);
-};
-
-},{"../transport":14,"component-inherit":21,"debug":9,"engine.io-parser":22,"parseqs":30,"ws":31}],20:[function(require,module,exports){
-// browser shim for xmlhttprequest module
-var hasCORS = require('has-cors');
-
-module.exports = function(opts) {
- var xdomain = opts.xdomain;
-
- // XMLHttpRequest can be disabled on IE
- try {
- if ('undefined' != typeof XMLHttpRequest && (!xdomain || hasCORS)) {
- return new XMLHttpRequest();
- }
- } catch (e) { }
-
- if (!xdomain) {
- try {
- return new ActiveXObject('Microsoft.XMLHTTP');
- } catch(e) { }
- }
-}
-
-},{"has-cors":34}],21:[function(require,module,exports){
-
-module.exports = function(a, b){
- var fn = function(){};
- fn.prototype = b.prototype;
- a.prototype = new fn;
- a.prototype.constructor = a;
-};
-},{}],22:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/**
- * Module dependencies.
- */
-
-var keys = require('./keys');
-var sliceBuffer = require('arraybuffer.slice');
-var base64encoder = require('base64-arraybuffer');
-var after = require('after');
-var utf8 = require('utf8');
-
-/**
- * Check if we are running an android browser. That requires us to use
- * ArrayBuffer with polling transports...
- *
- * http://ghinda.net/jpeg-blob-ajax-android/
- */
-
-var isAndroid = navigator.userAgent.match(/Android/i);
-
-/**
- * Current protocol version.
- */
-
-exports.protocol = 2;
-
-/**
- * Packet types.
- */
-
-var packets = exports.packets = {
- open: 0 // non-ws
- , close: 1 // non-ws
- , ping: 2
- , pong: 3
- , message: 4
- , upgrade: 5
- , noop: 6
-};
-
-var packetslist = keys(packets);
-
-/**
- * Premade error packet.
- */
-
-var err = { type: 'error', data: 'parser error' };
-
-/**
- * Create a blob api even for blob builder when vendor prefixes exist
- */
-
-var Blob = require('blob');
-
-/**
- * Encodes a packet.
- *
- * [ ]
- *
- * Example:
- *
- * 5hello world
- * 3
- * 4
- *
- * Binary is encoded in an identical principle
- *
- * @api private
- */
-
-exports.encodePacket = function (packet, supportsBinary, callback) {
- if (typeof supportsBinary == 'function') {
- callback = supportsBinary;
- supportsBinary = false;
- }
-
- var data = (packet.data === undefined)
- ? undefined
- : packet.data.buffer || packet.data;
-
- if (global.ArrayBuffer && data instanceof ArrayBuffer) {
- return encodeArrayBuffer(packet, supportsBinary, callback);
- } else if (Blob && data instanceof global.Blob) {
- return encodeBlob(packet, supportsBinary, callback);
- }
-
- // Sending data as a utf-8 string
- var encoded = packets[packet.type];
-
- // data fragment is optional
- if (undefined !== packet.data) {
- encoded += utf8.encode(String(packet.data));
- }
-
- return callback('' + encoded);
-
-};
-
-/**
- * Encode packet helpers for binary types
- */
-
-function encodeArrayBuffer(packet, supportsBinary, callback) {
- if (!supportsBinary) {
- return exports.encodeBase64Packet(packet, callback);
- }
-
- var data = packet.data;
- var contentArray = new Uint8Array(data);
- var resultBuffer = new Uint8Array(1 + data.byteLength);
-
- resultBuffer[0] = packets[packet.type];
- for (var i = 0; i < contentArray.length; i++) {
- resultBuffer[i+1] = contentArray[i];
- }
-
- return callback(resultBuffer.buffer);
-}
-
-function encodeBlobAsArrayBuffer(packet, supportsBinary, callback) {
- if (!supportsBinary) {
- return exports.encodeBase64Packet(packet, callback);
- }
-
- var fr = new FileReader();
- fr.onload = function() {
- packet.data = fr.result;
- exports.encodePacket(packet, supportsBinary, callback);
- };
- return fr.readAsArrayBuffer(packet.data);
-}
-
-function encodeBlob(packet, supportsBinary, callback) {
- if (!supportsBinary) {
- return exports.encodeBase64Packet(packet, callback);
- }
-
- if (isAndroid) {
- return encodeBlobAsArrayBuffer(packet, supportsBinary, callback);
- }
-
- var length = new Uint8Array(1);
- length[0] = packets[packet.type];
- var blob = new Blob([length.buffer, packet.data]);
-
- return callback(blob);
-}
-
-/**
- * Encodes a packet with binary data in a base64 string
- *
- * @param {Object} packet, has `type` and `data`
- * @return {String} base64 encoded message
- */
-
-exports.encodeBase64Packet = function(packet, callback) {
- var message = 'b' + exports.packets[packet.type];
- if (Blob && packet.data instanceof Blob) {
- var fr = new FileReader();
- fr.onload = function() {
- var b64 = fr.result.split(',')[1];
- callback(message + b64);
- };
- return fr.readAsDataURL(packet.data);
- }
-
- var b64data;
- try {
- b64data = String.fromCharCode.apply(null, new Uint8Array(packet.data));
- } catch (e) {
- // iPhone Safari doesn't let you apply with typed arrays
- var typed = new Uint8Array(packet.data);
- var basic = new Array(typed.length);
- for (var i = 0; i < typed.length; i++) {
- basic[i] = typed[i];
- }
- b64data = String.fromCharCode.apply(null, basic);
- }
- message += global.btoa(b64data);
- return callback(message);
-};
-
-/**
- * Decodes a packet. Changes format to Blob if requested.
- *
- * @return {Object} with `type` and `data` (if any)
- * @api private
- */
-
-exports.decodePacket = function (data, binaryType) {
- // String data
- if (typeof data == 'string' || data === undefined) {
- if (data.charAt(0) == 'b') {
- return exports.decodeBase64Packet(data.substr(1), binaryType);
- }
-
- data = utf8.decode(data);
- var type = data.charAt(0);
-
- if (Number(type) != type || !packetslist[type]) {
- return err;
- }
-
- if (data.length > 1) {
- return { type: packetslist[type], data: data.substring(1) };
- } else {
- return { type: packetslist[type] };
- }
- }
-
- var asArray = new Uint8Array(data);
- var type = asArray[0];
- var rest = sliceBuffer(data, 1);
- if (Blob && binaryType === 'blob') {
- rest = new Blob([rest]);
- }
- return { type: packetslist[type], data: rest };
-};
-
-/**
- * Decodes a packet encoded in a base64 string
- *
- * @param {String} base64 encoded message
- * @return {Object} with `type` and `data` (if any)
- */
-
-exports.decodeBase64Packet = function(msg, binaryType) {
- var type = packetslist[msg.charAt(0)];
- if (!global.ArrayBuffer) {
- return { type: type, data: { base64: true, data: msg.substr(1) } };
- }
-
- var data = base64encoder.decode(msg.substr(1));
-
- if (binaryType === 'blob' && Blob) {
- data = new Blob([data]);
- }
-
- return { type: type, data: data };
-};
-
-/**
- * Encodes multiple messages (payload).
- *
- * :data
- *
- * Example:
- *
- * 11:hello world2:hi
- *
- * If any contents are binary, they will be encoded as base64 strings. Base64
- * encoded strings are marked with a b before the length specifier
- *
- * @param {Array} packets
- * @api private
- */
-
-exports.encodePayload = function (packets, supportsBinary, callback) {
- if (typeof supportsBinary == 'function') {
- callback = supportsBinary;
- supportsBinary = null;
- }
-
- if (supportsBinary) {
- if (Blob && !isAndroid) {
- return exports.encodePayloadAsBlob(packets, callback);
- }
-
- return exports.encodePayloadAsArrayBuffer(packets, callback);
- }
-
- if (!packets.length) {
- return callback('0:');
- }
-
- function setLengthHeader(message) {
- return message.length + ':' + message;
- }
-
- function encodeOne(packet, doneCallback) {
- exports.encodePacket(packet, supportsBinary, function(message) {
- doneCallback(null, setLengthHeader(message));
- });
- }
-
- map(packets, encodeOne, function(err, results) {
- return callback(results.join(''));
- });
-};
-
-/**
- * Async array map using after
- */
-
-function map(ary, each, done) {
- var result = new Array(ary.length);
- var next = after(ary.length, done);
-
- var eachWithIndex = function(i, el, cb) {
- each(el, function(error, msg) {
- result[i] = msg;
- cb(error, result);
- });
- };
-
- for (var i = 0; i < ary.length; i++) {
- eachWithIndex(i, ary[i], next);
- }
-}
-
-/*
- * Decodes data when a payload is maybe expected. Possible binary contents are
- * decoded from their base64 representation
- *
- * @param {String} data, callback method
- * @api public
- */
-
-exports.decodePayload = function (data, binaryType, callback) {
- if (typeof data != 'string') {
- return exports.decodePayloadAsBinary(data, binaryType, callback);
- }
-
- if (typeof binaryType === 'function') {
- callback = binaryType;
- binaryType = null;
- }
-
- var packet;
- if (data == '') {
- // parser error - ignoring payload
- return callback(err, 0, 1);
- }
-
- var length = ''
- , n, msg;
-
- for (var i = 0, l = data.length; i < l; i++) {
- var chr = data.charAt(i);
-
- if (':' != chr) {
- length += chr;
- } else {
- if ('' == length || (length != (n = Number(length)))) {
- // parser error - ignoring payload
- return callback(err, 0, 1);
- }
-
- msg = data.substr(i + 1, n);
-
- if (length != msg.length) {
- // parser error - ignoring payload
- return callback(err, 0, 1);
- }
-
- if (msg.length) {
- packet = exports.decodePacket(msg, binaryType);
-
- if (err.type == packet.type && err.data == packet.data) {
- // parser error in individual packet - ignoring payload
- return callback(err, 0, 1);
- }
-
- var ret = callback(packet, i + n, l);
- if (false === ret) return;
- }
-
- // advance cursor
- i += n;
- length = '';
- }
- }
-
- if (length != '') {
- // parser error - ignoring payload
- return callback(err, 0, 1);
- }
-
-};
-
-/**
- * Encodes multiple messages (payload) as binary.
- *
- * <1 = binary, 0 = string>[...]
- *
- * Example:
- * 1 3 255 1 2 3, if the binary contents are interpreted as 8 bit integers
- *
- * @param {Array} packets
- * @return {ArrayBuffer} encoded payload
- * @api private
- */
-
-exports.encodePayloadAsArrayBuffer = function(packets, callback) {
- if (!packets.length) {
- return callback(new ArrayBuffer(0));
- }
-
- function encodeOne(packet, doneCallback) {
- exports.encodePacket(packet, true, function(data) {
- return doneCallback(null, data);
- });
- }
-
- map(packets, encodeOne, function(err, encodedPackets) {
- var totalLength = encodedPackets.reduce(function(acc, p) {
- var len;
- if (typeof p === 'string'){
- len = p.length;
- } else {
- len = p.byteLength;
- }
- return acc + len.toString().length + len + 2; // string/binary identifier + separator = 2
- }, 0);
-
- var resultArray = new Uint8Array(totalLength);
-
- var bufferIndex = 0;
- encodedPackets.forEach(function(p) {
- var isString = typeof p === 'string';
- var ab = p;
- if (isString) {
- var view = new Uint8Array(p.length);
- for (var i = 0; i < p.length; i++) {
- view[i] = p.charCodeAt(i);
- }
- ab = view.buffer;
- }
-
- if (isString) { // not true binary
- resultArray[bufferIndex++] = 0;
- } else { // true binary
- resultArray[bufferIndex++] = 1;
- }
-
- var lenStr = ab.byteLength.toString();
- for (var i = 0; i < lenStr.length; i++) {
- resultArray[bufferIndex++] = parseInt(lenStr[i]);
- }
- resultArray[bufferIndex++] = 255;
-
- var view = new Uint8Array(ab);
- for (var i = 0; i < view.length; i++) {
- resultArray[bufferIndex++] = view[i];
- }
- });
-
- return callback(resultArray.buffer);
- });
-};
-
-/**
- * Encode as Blob
- */
-
-exports.encodePayloadAsBlob = function(packets, callback) {
- function encodeOne(packet, doneCallback) {
- exports.encodePacket(packet, true, function(encoded) {
- var binaryIdentifier = new Uint8Array(1);
- binaryIdentifier[0] = 1;
- if (typeof encoded === 'string') {
- var view = new Uint8Array(encoded.length);
- for (var i = 0; i < encoded.length; i++) {
- view[i] = encoded.charCodeAt(i);
- }
- encoded = view.buffer;
- binaryIdentifier[0] = 0;
- }
-
- var len = (encoded instanceof ArrayBuffer)
- ? encoded.byteLength
- : encoded.size;
-
- var lenStr = len.toString();
- var lengthAry = new Uint8Array(lenStr.length + 1);
- for (var i = 0; i < lenStr.length; i++) {
- lengthAry[i] = parseInt(lenStr[i]);
- }
- lengthAry[lenStr.length] = 255;
-
- if (Blob) {
- var blob = new Blob([binaryIdentifier.buffer, lengthAry.buffer, encoded]);
- doneCallback(null, blob);
- }
- });
- }
-
- map(packets, encodeOne, function(err, results) {
- return callback(new Blob(results));
- });
-};
-
-/*
- * Decodes data when a payload is maybe expected. Strings are decoded by
- * interpreting each byte as a key code for entries marked to start with 0. See
- * description of encodePayloadAsBinary
- *
- * @param {ArrayBuffer} data, callback method
- * @api public
- */
-
-exports.decodePayloadAsBinary = function (data, binaryType, callback) {
- if (typeof binaryType === 'function') {
- callback = binaryType;
- binaryType = null;
- }
-
- var bufferTail = data;
- var buffers = [];
-
- while (bufferTail.byteLength > 0) {
- var tailArray = new Uint8Array(bufferTail);
- var isString = tailArray[0] === 0;
- var msgLength = '';
- for (var i = 1; ; i++) {
- if (tailArray[i] == 255) break;
- msgLength += tailArray[i];
- }
- bufferTail = sliceBuffer(bufferTail, 2 + msgLength.length);
- msgLength = parseInt(msgLength);
-
- var msg = sliceBuffer(bufferTail, 0, msgLength);
- if (isString) {
- try {
- msg = String.fromCharCode.apply(null, new Uint8Array(msg));
- } catch (e) {
- // iPhone Safari doesn't let you apply to typed arrays
- var typed = new Uint8Array(msg);
- msg = '';
- for (var i = 0; i < typed.length; i++) {
- msg += String.fromCharCode(typed[i]);
- }
- }
- }
- buffers.push(msg);
- bufferTail = sliceBuffer(bufferTail, msgLength);
- }
-
- var total = buffers.length;
- buffers.forEach(function(buffer, i) {
- callback(exports.decodePacket(buffer, binaryType), i, total);
- });
-};
-
-},{"./keys":23,"after":24,"arraybuffer.slice":25,"base64-arraybuffer":26,"blob":27,"utf8":28}],23:[function(require,module,exports){
-
-/**
- * Gets the keys for an object.
- *
- * @return {Array} keys
- * @api private
- */
-
-module.exports = Object.keys || function keys (obj){
- var arr = [];
- var has = Object.prototype.hasOwnProperty;
-
- for (var i in obj) {
- if (has.call(obj, i)) {
- arr.push(i);
- }
- }
- return arr;
-};
-
-},{}],24:[function(require,module,exports){
-module.exports = after
-
-function after(count, callback, err_cb) {
- var bail = false
- err_cb = err_cb || noop
- proxy.count = count
-
- return (count === 0) ? callback() : proxy
-
- function proxy(err, result) {
- if (proxy.count <= 0) {
- throw new Error('after called too many times')
- }
- --proxy.count
-
- // after first error, rest are passed to err_cb
- if (err) {
- bail = true
- callback(err)
- // future error callbacks will go to error handler
- callback = err_cb
- } else if (proxy.count === 0 && !bail) {
- callback(null, result)
- }
- }
-}
-
-function noop() {}
-
-},{}],25:[function(require,module,exports){
-/**
- * An abstraction for slicing an arraybuffer even when
- * ArrayBuffer.prototype.slice is not supported
- *
- * @api public
- */
-
-module.exports = function(arraybuffer, start, end) {
- var bytes = arraybuffer.byteLength;
- start = start || 0;
- end = end || bytes;
-
- if (arraybuffer.slice) { return arraybuffer.slice(start, end); }
-
- if (start < 0) { start += bytes; }
- if (end < 0) { end += bytes; }
- if (end > bytes) { end = bytes; }
-
- if (start >= bytes || start >= end || bytes === 0) {
- return new ArrayBuffer(0);
- }
-
- var abv = new Uint8Array(arraybuffer);
- var result = new Uint8Array(end - start);
- for (var i = start, ii = 0; i < end; i++, ii++) {
- result[ii] = abv[i];
- }
- return result.buffer;
-};
-
-},{}],26:[function(require,module,exports){
-/*
- * base64-arraybuffer
- * https://github.com/niklasvh/base64-arraybuffer
- *
- * Copyright (c) 2012 Niklas von Hertzen
- * Licensed under the MIT license.
- */
-(function(chars){
- "use strict";
-
- exports.encode = function(arraybuffer) {
- var bytes = new Uint8Array(arraybuffer),
- i, len = bytes.length, base64 = "";
-
- for (i = 0; i < len; i+=3) {
- base64 += chars[bytes[i] >> 2];
- base64 += chars[((bytes[i] & 3) << 4) | (bytes[i + 1] >> 4)];
- base64 += chars[((bytes[i + 1] & 15) << 2) | (bytes[i + 2] >> 6)];
- base64 += chars[bytes[i + 2] & 63];
- }
-
- if ((len % 3) === 2) {
- base64 = base64.substring(0, base64.length - 1) + "=";
- } else if (len % 3 === 1) {
- base64 = base64.substring(0, base64.length - 2) + "==";
- }
-
- return base64;
- };
-
- exports.decode = function(base64) {
- var bufferLength = base64.length * 0.75,
- len = base64.length, i, p = 0,
- encoded1, encoded2, encoded3, encoded4;
-
- if (base64[base64.length - 1] === "=") {
- bufferLength--;
- if (base64[base64.length - 2] === "=") {
- bufferLength--;
- }
- }
-
- var arraybuffer = new ArrayBuffer(bufferLength),
- bytes = new Uint8Array(arraybuffer);
-
- for (i = 0; i < len; i+=4) {
- encoded1 = chars.indexOf(base64[i]);
- encoded2 = chars.indexOf(base64[i+1]);
- encoded3 = chars.indexOf(base64[i+2]);
- encoded4 = chars.indexOf(base64[i+3]);
-
- bytes[p++] = (encoded1 << 2) | (encoded2 >> 4);
- bytes[p++] = ((encoded2 & 15) << 4) | (encoded3 >> 2);
- bytes[p++] = ((encoded3 & 3) << 6) | (encoded4 & 63);
- }
-
- return arraybuffer;
- };
-})("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/");
-
-},{}],27:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/**
- * Create a blob builder even when vendor prefixes exist
- */
-
-var BlobBuilder = global.BlobBuilder
- || global.WebKitBlobBuilder
- || global.MSBlobBuilder
- || global.MozBlobBuilder;
-
-/**
- * Check if Blob constructor is supported
- */
-
-var blobSupported = (function() {
- try {
- var b = new Blob(['hi']);
- return b.size == 2;
- } catch(e) {
- return false;
- }
-})();
-
-/**
- * Check if BlobBuilder is supported
- */
-
-var blobBuilderSupported = BlobBuilder
- && BlobBuilder.prototype.append
- && BlobBuilder.prototype.getBlob;
-
-function BlobBuilderConstructor(ary, options) {
- options = options || {};
-
- var bb = new BlobBuilder();
- for (var i = 0; i < ary.length; i++) {
- bb.append(ary[i]);
- }
- return (options.type) ? bb.getBlob(options.type) : bb.getBlob();
-};
-
-module.exports = (function() {
- if (blobSupported) {
- return global.Blob;
- } else if (blobBuilderSupported) {
- return BlobBuilderConstructor;
- } else {
- return undefined;
- }
-})();
-
-},{}],28:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/*! http://mths.be/utf8js v2.0.0 by @mathias */
-;(function(root) {
-
- // Detect free variables `exports`
- var freeExports = typeof exports == 'object' && exports;
-
- // Detect free variable `module`
- var freeModule = typeof module == 'object' && module &&
- module.exports == freeExports && module;
-
- // Detect free variable `global`, from Node.js or Browserified code,
- // and use it as `root`
- var freeGlobal = typeof global == 'object' && global;
- if (freeGlobal.global === freeGlobal || freeGlobal.window === freeGlobal) {
- root = freeGlobal;
- }
-
- /*--------------------------------------------------------------------------*/
-
- var stringFromCharCode = String.fromCharCode;
-
- // Taken from http://mths.be/punycode
- function ucs2decode(string) {
- var output = [];
- var counter = 0;
- var length = string.length;
- var value;
- var extra;
- while (counter < length) {
- value = string.charCodeAt(counter++);
- if (value >= 0xD800 && value <= 0xDBFF && counter < length) {
- // high surrogate, and there is a next character
- extra = string.charCodeAt(counter++);
- if ((extra & 0xFC00) == 0xDC00) { // low surrogate
- output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);
- } else {
- // unmatched surrogate; only append this code unit, in case the next
- // code unit is the high surrogate of a surrogate pair
- output.push(value);
- counter--;
- }
- } else {
- output.push(value);
- }
- }
- return output;
- }
-
- // Taken from http://mths.be/punycode
- function ucs2encode(array) {
- var length = array.length;
- var index = -1;
- var value;
- var output = '';
- while (++index < length) {
- value = array[index];
- if (value > 0xFFFF) {
- value -= 0x10000;
- output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);
- value = 0xDC00 | value & 0x3FF;
- }
- output += stringFromCharCode(value);
- }
- return output;
- }
-
- /*--------------------------------------------------------------------------*/
-
- function createByte(codePoint, shift) {
- return stringFromCharCode(((codePoint >> shift) & 0x3F) | 0x80);
- }
-
- function encodeCodePoint(codePoint) {
- if ((codePoint & 0xFFFFFF80) == 0) { // 1-byte sequence
- return stringFromCharCode(codePoint);
- }
- var symbol = '';
- if ((codePoint & 0xFFFFF800) == 0) { // 2-byte sequence
- symbol = stringFromCharCode(((codePoint >> 6) & 0x1F) | 0xC0);
- }
- else if ((codePoint & 0xFFFF0000) == 0) { // 3-byte sequence
- symbol = stringFromCharCode(((codePoint >> 12) & 0x0F) | 0xE0);
- symbol += createByte(codePoint, 6);
- }
- else if ((codePoint & 0xFFE00000) == 0) { // 4-byte sequence
- symbol = stringFromCharCode(((codePoint >> 18) & 0x07) | 0xF0);
- symbol += createByte(codePoint, 12);
- symbol += createByte(codePoint, 6);
- }
- symbol += stringFromCharCode((codePoint & 0x3F) | 0x80);
- return symbol;
- }
-
- function utf8encode(string) {
- var codePoints = ucs2decode(string);
-
- // console.log(JSON.stringify(codePoints.map(function(x) {
- // return 'U+' + x.toString(16).toUpperCase();
- // })));
-
- var length = codePoints.length;
- var index = -1;
- var codePoint;
- var byteString = '';
- while (++index < length) {
- codePoint = codePoints[index];
- byteString += encodeCodePoint(codePoint);
- }
- return byteString;
- }
-
- /*--------------------------------------------------------------------------*/
-
- function readContinuationByte() {
- if (byteIndex >= byteCount) {
- throw Error('Invalid byte index');
- }
-
- var continuationByte = byteArray[byteIndex] & 0xFF;
- byteIndex++;
-
- if ((continuationByte & 0xC0) == 0x80) {
- return continuationByte & 0x3F;
- }
-
- // If we end up here, it’s not a continuation byte
- throw Error('Invalid continuation byte');
- }
-
- function decodeSymbol() {
- var byte1;
- var byte2;
- var byte3;
- var byte4;
- var codePoint;
-
- if (byteIndex > byteCount) {
- throw Error('Invalid byte index');
- }
-
- if (byteIndex == byteCount) {
- return false;
- }
-
- // Read first byte
- byte1 = byteArray[byteIndex] & 0xFF;
- byteIndex++;
-
- // 1-byte sequence (no continuation bytes)
- if ((byte1 & 0x80) == 0) {
- return byte1;
- }
-
- // 2-byte sequence
- if ((byte1 & 0xE0) == 0xC0) {
- var byte2 = readContinuationByte();
- codePoint = ((byte1 & 0x1F) << 6) | byte2;
- if (codePoint >= 0x80) {
- return codePoint;
- } else {
- throw Error('Invalid continuation byte');
- }
- }
-
- // 3-byte sequence (may include unpaired surrogates)
- if ((byte1 & 0xF0) == 0xE0) {
- byte2 = readContinuationByte();
- byte3 = readContinuationByte();
- codePoint = ((byte1 & 0x0F) << 12) | (byte2 << 6) | byte3;
- if (codePoint >= 0x0800) {
- return codePoint;
- } else {
- throw Error('Invalid continuation byte');
- }
- }
-
- // 4-byte sequence
- if ((byte1 & 0xF8) == 0xF0) {
- byte2 = readContinuationByte();
- byte3 = readContinuationByte();
- byte4 = readContinuationByte();
- codePoint = ((byte1 & 0x0F) << 0x12) | (byte2 << 0x0C) |
- (byte3 << 0x06) | byte4;
- if (codePoint >= 0x010000 && codePoint <= 0x10FFFF) {
- return codePoint;
- }
- }
-
- throw Error('Invalid UTF-8 detected');
- }
-
- var byteArray;
- var byteCount;
- var byteIndex;
- function utf8decode(byteString) {
- byteArray = ucs2decode(byteString);
- byteCount = byteArray.length;
- byteIndex = 0;
- var codePoints = [];
- var tmp;
- while ((tmp = decodeSymbol()) !== false) {
- codePoints.push(tmp);
- }
- return ucs2encode(codePoints);
- }
-
- /*--------------------------------------------------------------------------*/
-
- var utf8 = {
- 'version': '2.0.0',
- 'encode': utf8encode,
- 'decode': utf8decode
- };
-
- // Some AMD build optimizers, like r.js, check for specific condition patterns
- // like the following:
- if (
- typeof define == 'function' &&
- typeof define.amd == 'object' &&
- define.amd
- ) {
- define(function() {
- return utf8;
- });
- } else if (freeExports && !freeExports.nodeType) {
- if (freeModule) { // in Node.js or RingoJS v0.8.0+
- freeModule.exports = utf8;
- } else { // in Narwhal or RingoJS v0.7.0-
- var object = {};
- var hasOwnProperty = object.hasOwnProperty;
- for (var key in utf8) {
- hasOwnProperty.call(utf8, key) && (freeExports[key] = utf8[key]);
- }
- }
- } else { // in Rhino or a web browser
- root.utf8 = utf8;
- }
-
-}(this));
-
-},{}],29:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/**
- * JSON parse.
- *
- * @see Based on jQuery#parseJSON (MIT) and JSON2
- * @api private
- */
-
-var rvalidchars = /^[\],:{}\s]*$/;
-var rvalidescape = /\\(?:["\\\/bfnrt]|u[0-9a-fA-F]{4})/g;
-var rvalidtokens = /"[^"\\\n\r]*"|true|false|null|-?\d+(?:\.\d*)?(?:[eE][+\-]?\d+)?/g;
-var rvalidbraces = /(?:^|:|,)(?:\s*\[)+/g;
-var rtrimLeft = /^\s+/;
-var rtrimRight = /\s+$/;
-
-module.exports = function parsejson(data) {
- if ('string' != typeof data || !data) {
- return null;
- }
-
- data = data.replace(rtrimLeft, '').replace(rtrimRight, '');
-
- // Attempt to parse using the native JSON parser first
- if (global.JSON && JSON.parse) {
- return JSON.parse(data);
- }
-
- if (rvalidchars.test(data.replace(rvalidescape, '@')
- .replace(rvalidtokens, ']')
- .replace(rvalidbraces, ''))) {
- return (new Function('return ' + data))();
- }
-};
-},{}],30:[function(require,module,exports){
-/**
- * Compiles a querystring
- * Returns string representation of the object
- *
- * @param {Object}
- * @api private
- */
-
-exports.encode = function (obj) {
- var str = '';
-
- for (var i in obj) {
- if (obj.hasOwnProperty(i)) {
- if (str.length) str += '&';
- str += encodeURIComponent(i) + '=' + encodeURIComponent(obj[i]);
- }
- }
-
- return str;
-};
-
-/**
- * Parses a simple querystring into an object
- *
- * @param {String} qs
- * @api private
- */
-
-exports.decode = function(qs){
- var qry = {};
- var pairs = qs.split('&');
- for (var i = 0, l = pairs.length; i < l; i++) {
- var pair = pairs[i].split('=');
- qry[decodeURIComponent(pair[0])] = decodeURIComponent(pair[1]);
- }
- return qry;
-};
-
-},{}],31:[function(require,module,exports){
-
-/**
- * Module dependencies.
- */
-
-var global = (function() { return this; })();
-
-/**
- * WebSocket constructor.
- */
-
-var WebSocket = global.WebSocket || global.MozWebSocket;
-
-/**
- * Module exports.
- */
-
-module.exports = WebSocket ? ws : null;
-
-/**
- * WebSocket constructor.
- *
- * The third `opts` options object gets ignored in web browsers, since it's
- * non-standard, and throws a TypeError if passed to the constructor.
- * See: https://github.com/einaros/ws/issues/227
- *
- * @param {String} uri
- * @param {Array} protocols (optional)
- * @param {Object) opts (optional)
- * @api public
- */
-
-function ws(uri, protocols, opts) {
- var instance;
- if (protocols) {
- instance = new WebSocket(uri, protocols);
- } else {
- instance = new WebSocket(uri);
- }
- return instance;
-}
-
-if (WebSocket) ws.prototype = WebSocket.prototype;
-
-},{}],32:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/*
- * Module requirements.
- */
-
-var isArray = require('isarray');
-
-/**
- * Module exports.
- */
-
-module.exports = hasBinary;
-
-/**
- * Checks for binary data.
- *
- * Right now only Buffer and ArrayBuffer are supported..
- *
- * @param {Object} anything
- * @api public
- */
-
-function hasBinary(data) {
-
- function recursiveCheckForBinary(obj) {
- if (!obj) return false;
-
- if ( (global.Buffer && Buffer.isBuffer(obj)) ||
- (global.ArrayBuffer && obj instanceof ArrayBuffer) ||
- (global.Blob && obj instanceof Blob) ||
- (global.File && obj instanceof File)
- ) {
- return true;
- }
-
- if (isArray(obj)) {
- for (var i = 0; i < obj.length; i++) {
- if (recursiveCheckForBinary(obj[i])) {
- return true;
- }
- }
- } else if (obj && 'object' == typeof obj) {
- if (obj.toJSON) {
- obj = obj.toJSON();
- }
-
- for (var key in obj) {
- if (recursiveCheckForBinary(obj[key])) {
- return true;
- }
- }
- }
-
- return false;
- }
-
- return recursiveCheckForBinary(data);
-}
-
-},{"isarray":33}],33:[function(require,module,exports){
-module.exports = Array.isArray || function (arr) {
- return Object.prototype.toString.call(arr) == '[object Array]';
-};
-
-},{}],34:[function(require,module,exports){
-
-/**
- * Module dependencies.
- */
-
-var global = require('global');
-
-/**
- * Module exports.
- *
- * Logic borrowed from Modernizr:
- *
- * - https://github.com/Modernizr/Modernizr/blob/master/feature-detects/cors.js
- */
-
-try {
- module.exports = 'XMLHttpRequest' in global &&
- 'withCredentials' in new global.XMLHttpRequest();
-} catch (err) {
- // if XMLHttp support is disabled in IE then it will throw
- // when trying to create
- module.exports = false;
-}
-
-},{"global":35}],35:[function(require,module,exports){
-
-/**
- * Returns `this`. Execute this without a "context" (i.e. without it being
- * attached to an object of the left-hand side), and `this` points to the
- * "global" scope of the current JS execution.
- */
-
-module.exports = (function () { return this; })();
-
-},{}],36:[function(require,module,exports){
-
-var indexOf = [].indexOf;
-
-module.exports = function(arr, obj){
- if (indexOf) return arr.indexOf(obj);
- for (var i = 0; i < arr.length; ++i) {
- if (arr[i] === obj) return i;
- }
- return -1;
-};
-},{}],37:[function(require,module,exports){
-
-/**
- * HOP ref.
- */
-
-var has = Object.prototype.hasOwnProperty;
-
-/**
- * Return own keys in `obj`.
- *
- * @param {Object} obj
- * @return {Array}
- * @api public
- */
-
-exports.keys = Object.keys || function(obj){
- var keys = [];
- for (var key in obj) {
- if (has.call(obj, key)) {
- keys.push(key);
- }
- }
- return keys;
-};
-
-/**
- * Return own values in `obj`.
- *
- * @param {Object} obj
- * @return {Array}
- * @api public
- */
-
-exports.values = function(obj){
- var vals = [];
- for (var key in obj) {
- if (has.call(obj, key)) {
- vals.push(obj[key]);
- }
- }
- return vals;
-};
-
-/**
- * Merge `b` into `a`.
- *
- * @param {Object} a
- * @param {Object} b
- * @return {Object} a
- * @api public
- */
-
-exports.merge = function(a, b){
- for (var key in b) {
- if (has.call(b, key)) {
- a[key] = b[key];
- }
- }
- return a;
-};
-
-/**
- * Return length of `obj`.
- *
- * @param {Object} obj
- * @return {Number}
- * @api public
- */
-
-exports.length = function(obj){
- return exports.keys(obj).length;
-};
-
-/**
- * Check if `obj` is empty.
- *
- * @param {Object} obj
- * @return {Boolean}
- * @api public
- */
-
-exports.isEmpty = function(obj){
- return 0 == exports.length(obj);
-};
-},{}],38:[function(require,module,exports){
-/**
- * Parses an URI
- *
- * @author Steven Levithan (MIT license)
- * @api private
- */
-
-var re = /^(?:(?![^:@]+:[^:@\/]*@)(http|https|ws|wss):\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?((?:[a-f0-9]{0,4}:){2,7}[a-f0-9]{0,4}|[^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/;
-
-var parts = [
- 'source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host'
- , 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'
-];
-
-module.exports = function parseuri(str) {
- var m = re.exec(str || '')
- , uri = {}
- , i = 14;
-
- while (i--) {
- uri[parts[i]] = m[i] || '';
- }
-
- return uri;
-};
-
-},{}],39:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};/**
- * Modle requirements
- */
-
-var isArray = require('isarray');
-
-/**
- * Replaces every Buffer | ArrayBuffer in packet with a numbered placeholder.
- * Anything with blobs or files should be fed through removeBlobs before coming
- * here.
- *
- * @param {Object} packet - socket.io event packet
- * @return {Object} with deconstructed packet and list of buffers
- * @api public
- */
-
-exports.deconstructPacket = function(packet) {
- var buffers = [];
- var packetData = packet.data;
-
- function deconstructBinPackRecursive(data) {
- if (!data) return data;
-
- if ((global.Buffer && Buffer.isBuffer(data)) ||
- (global.ArrayBuffer && data instanceof ArrayBuffer)) { // replace binary
- var placeholder = {_placeholder: true, num: buffers.length};
- buffers.push(data);
- return placeholder;
- } else if (isArray(data)) {
- var newData = new Array(data.length);
- for (var i = 0; i < data.length; i++) {
- newData[i] = deconstructBinPackRecursive(data[i]);
- }
- return newData;
- } else if ('object' == typeof data && !(data instanceof Date)) {
- var newData = {};
- for (var key in data) {
- newData[key] = deconstructBinPackRecursive(data[key]);
- }
- return newData;
- }
- return data;
- }
-
- var pack = packet;
- pack.data = deconstructBinPackRecursive(packetData);
- pack.attachments = buffers.length; // number of binary 'attachments'
- return {packet: pack, buffers: buffers};
-}
-
-/**
- * Reconstructs a binary packet from its placeholder packet and buffers
- *
- * @param {Object} packet - event packet with placeholders
- * @param {Array} buffers - binary buffers to put in placeholder positions
- * @return {Object} reconstructed packet
- * @api public
- */
-
- exports.reconstructPacket = function(packet, buffers) {
- var curPlaceHolder = 0;
-
- function reconstructBinPackRecursive(data) {
- if (data && data._placeholder) {
- var buf = buffers[data.num]; // appropriate buffer (should be natural order anyway)
- return buf;
- } else if (isArray(data)) {
- for (var i = 0; i < data.length; i++) {
- data[i] = reconstructBinPackRecursive(data[i]);
- }
- return data;
- } else if (data && 'object' == typeof data) {
- for (var key in data) {
- data[key] = reconstructBinPackRecursive(data[key]);
- }
- return data;
- }
- return data;
- }
-
- packet.data = reconstructBinPackRecursive(packet.data);
- packet.attachments = undefined; // no longer useful
- return packet;
- }
-
-/**
- * Asynchronously removes Blobs or Files from data via
- * FileReader's readAsArrayBuffer method. Used before encoding
- * data as msgpack. Calls callback with the blobless data.
- *
- * @param {Object} data
- * @param {Function} callback
- * @api private
- */
-
-exports.removeBlobs = function(data, callback) {
-
- function removeBlobsRecursive(obj, curKey, containingObject) {
- if (!obj) return obj;
-
- // convert any blob
- if ((global.Blob && obj instanceof Blob) ||
- (global.File && obj instanceof File)) {
- pendingBlobs++;
-
- // async filereader
- var fileReader = new FileReader();
- fileReader.onload = function() { // this.result == arraybuffer
- if (containingObject) {
- containingObject[curKey] = this.result;
- }
- else {
- bloblessData = this.result;
- }
-
- // if nothing pending its callback time
- if(! --pendingBlobs) {
- callback(bloblessData);
- }
- };
-
- fileReader.readAsArrayBuffer(obj); // blob -> arraybuffer
- }
-
- if (isArray(obj)) { // handle array
- for (var i = 0; i < obj.length; i++) {
- removeBlobsRecursive(obj[i], i, obj);
- }
- } else if (obj && 'object' == typeof obj && !isBuf(obj)) { // and object
- for (var key in obj) {
- removeBlobsRecursive(obj[key], key, obj);
- }
- }
- }
-
- var pendingBlobs = 0;
- var bloblessData = data;
- removeBlobsRecursive(bloblessData);
- if (!pendingBlobs) {
- callback(bloblessData);
- }
-}
-
-/**
- * Returns true if obj is a buffer or an arraybuffer.
- *
- * @api private
- */
-function isBuf(obj) {
- return (global.Buffer && Buffer.isBuffer(obj)) ||
- (global.ArrayBuffer && obj instanceof ArrayBuffer);
-}
-
-},{"isarray":41}],40:[function(require,module,exports){
-var global=typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {};
-/**
- * Module dependencies.
- */
-
-var debug = require('debug')('socket.io-parser');
-var json = require('json3');
-var isArray = require('isarray');
-var Emitter = require('emitter');
-var binary = require('./binary');
-
-/**
- * Protocol version.
- *
- * @api public
- */
-
-exports.protocol = 3;
-
-/**
- * Packet types.
- *
- * @api public
- */
-
-exports.types = [
- 'CONNECT',
- 'DISCONNECT',
- 'EVENT',
- 'BINARY_EVENT',
- 'ACK',
- 'BINARY_ACK',
- 'ERROR'
-];
-
-/**
- * Packet type `connect`.
- *
- * @api public
- */
-
-exports.CONNECT = 0;
-
-/**
- * Packet type `disconnect`.
- *
- * @api public
- */
-
-exports.DISCONNECT = 1;
-
-/**
- * Packet type `event`.
- *
- * @api public
- */
-
-exports.EVENT = 2;
-
-/**
- * Packet type `ack`.
- *
- * @api public
- */
-
-exports.ACK = 3;
-
-/**
- * Packet type `error`.
- *
- * @api public
- */
-
-exports.ERROR = 4;
-
-/**
- * Packet type 'binary event'
- *
- * @api public
- */
-
-exports.BINARY_EVENT = 5;
-
-/**
- * Packet type `binary ack`. For acks with binary arguments.
- *
- * @api public
- */
-
-exports.BINARY_ACK = 6;
-
-exports.Encoder = Encoder
-
-/**
- * A socket.io Encoder instance
- *
- * @api public
- */
-function Encoder() {};
-
-/**
- * Encode a packet as a single string if non-binary, or as a
- * buffer sequence, depending on packet type.
- *
- * @param {Object} obj - packet object
- * @param {Function} callback - function to handle encodings (likely engine.write)
- * @return Calls callback with Array of encodings
- * @api public
- */
-
-Encoder.prototype.encode = function(obj, callback){
- debug('encoding packet %j', obj);
-
- if (exports.BINARY_EVENT == obj.type || exports.BINARY_ACK == obj.type) {
- encodeAsBinary(obj, callback);
- }
- else {
- var encoding = encodeAsString(obj);
- callback([encoding]);
- }
-};
-
-/**
- * Encode packet as string.
- *
- * @param {Object} packet
- * @return {String} encoded
- * @api private
- */
-
-function encodeAsString(obj) {
- var str = '';
- var nsp = false;
-
- // first is type
- str += obj.type;
-
- // attachments if we have them
- if (exports.BINARY_EVENT == obj.type || exports.BINARY_ACK == obj.type) {
- str += obj.attachments;
- str += '-';
- }
-
- // if we have a namespace other than `/`
- // we append it followed by a comma `,`
- if (obj.nsp && '/' != obj.nsp) {
- nsp = true;
- str += obj.nsp;
- }
-
- // immediately followed by the id
- if (null != obj.id) {
- if (nsp) {
- str += ',';
- nsp = false;
- }
- str += obj.id;
- }
-
- // json data
- if (null != obj.data) {
- if (nsp) str += ',';
- str += json.stringify(obj.data);
- }
-
- debug('encoded %j as %s', obj, str);
- return str;
-}
-
-/**
- * Encode packet as 'buffer sequence' by removing blobs, and
- * deconstructing packet into object with placeholders and
- * a list of buffers.
- *
- * @param {Object} packet
- * @return {Buffer} encoded
- * @api private
- */
-
-function encodeAsBinary(obj, callback) {
-
- function writeEncoding(bloblessData) {
- var deconstruction = binary.deconstructPacket(bloblessData);
- var pack = encodeAsString(deconstruction.packet);
- var buffers = deconstruction.buffers;
-
- buffers.unshift(pack); // add packet info to beginning of data list
- callback(buffers); // write all the buffers
- }
-
- binary.removeBlobs(obj, writeEncoding);
-}
-
-exports.Decoder = Decoder
-
-/**
- * A socket.io Decoder instance
- *
- * @return {Object} decoder
- * @api public
- */
-
-function Decoder() {
- this.reconstructor = null;
-}
-
-/**
- * Mix in `Emitter` with Decoder.
- */
-
-Emitter(Decoder.prototype);
-
-/**
- * Decodes an ecoded packet string into packet JSON.
- *
- * @param {String} obj - encoded packet
- * @return {Object} packet
- * @api public
- */
-
-Decoder.prototype.add = function(obj) {
- var packet;
- if ('string' == typeof obj) {
- packet = decodeString(obj);
- if (exports.BINARY_EVENT == packet.type || exports.BINARY_ACK == packet.type) { // binary packet's json
- this.reconstructor = new BinaryReconstructor(packet);
-
- // no attachments, labeled binary but no binary data to follow
- if (this.reconstructor.reconPack.attachments == 0) {
- this.emit('decoded', packet);
- }
- } else { // non-binary full packet
- this.emit('decoded', packet);
- }
- }
- else if ((global.Buffer && Buffer.isBuffer(obj)) ||
- (global.ArrayBuffer && obj instanceof ArrayBuffer) ||
- obj.base64) { // raw binary data
- if (!this.reconstructor) {
- throw new Error('got binary data when not reconstructing a packet');
- } else {
- packet = this.reconstructor.takeBinaryData(obj);
- if (packet) { // received final buffer
- this.reconstructor = null;
- this.emit('decoded', packet);
- }
- }
- }
- else {
- throw new Error('Unknown type: ' + obj);
- }
-}
-
-/**
- * Decode a packet String (JSON data)
- *
- * @param {String} str
- * @return {Object} packet
- * @api private
- */
-
-function decodeString(str) {
- var p = {};
- var i = 0;
-
- // look up type
- p.type = Number(str.charAt(0));
- if (null == exports.types[p.type]) return error();
-
- // look up attachments if type binary
- if (exports.BINARY_EVENT == p.type || exports.BINARY_ACK == p.type) {
- p.attachments = '';
- while (str.charAt(++i) != '-') {
- p.attachments += str.charAt(i);
- }
- p.attachments = Number(p.attachments);
- }
-
- // look up namespace (if any)
- if ('/' == str.charAt(i + 1)) {
- p.nsp = '';
- while (++i) {
- var c = str.charAt(i);
- if (',' == c) break;
- p.nsp += c;
- if (i + 1 == str.length) break;
- }
- } else {
- p.nsp = '/';
- }
-
- // look up id
- var next = str.charAt(i + 1);
- if ('' != next && Number(next) == next) {
- p.id = '';
- while (++i) {
- var c = str.charAt(i);
- if (null == c || Number(c) != c) {
- --i;
- break;
- }
- p.id += str.charAt(i);
- if (i + 1 == str.length) break;
- }
- p.id = Number(p.id);
- }
-
- // look up json data
- if (str.charAt(++i)) {
- try {
- p.data = json.parse(str.substr(i));
- } catch(e){
- return error();
- }
- }
-
- debug('decoded %s as %j', str, p);
- return p;
-};
-
-/**
- * Deallocates a parser's resources
- *
- * @api public
- */
-
-Decoder.prototype.destroy = function() {
- if (this.reconstructor) {
- this.reconstructor.finishedReconstruction();
- }
-}
-
-/**
- * A manager of a binary event's 'buffer sequence'. Should
- * be constructed whenever a packet of type BINARY_EVENT is
- * decoded.
- *
- * @param {Object} packet
- * @return {BinaryReconstructor} initialized reconstructor
- * @api private
- */
-
-function BinaryReconstructor(packet) {
- this.reconPack = packet;
- this.buffers = [];
-}
-
-/**
- * Method to be called when binary data received from connection
- * after a BINARY_EVENT packet.
- *
- * @param {Buffer | ArrayBuffer} binData - the raw binary data received
- * @return {null | Object} returns null if more binary data is expected or
- * a reconstructed packet object if all buffers have been received.
- * @api private
- */
-
-BinaryReconstructor.prototype.takeBinaryData = function(binData) {
- this.buffers.push(binData);
- if (this.buffers.length == this.reconPack.attachments) { // done with buffer list
- var packet = binary.reconstructPacket(this.reconPack, this.buffers);
- this.finishedReconstruction();
- return packet;
- }
- return null;
-}
-
-/**
- * Cleans up binary packet reconstruction variables.
- *
- * @api private
- */
-
-BinaryReconstructor.prototype.finishedReconstruction = function() {
- this.reconPack = null;
- this.buffers = [];
-}
-
-function error(data){
- return {
- type: exports.ERROR,
- data: 'parser error'
- };
-}
-
-},{"./binary":39,"debug":9,"emitter":10,"isarray":41,"json3":42}],41:[function(require,module,exports){
-module.exports=require(33)
-},{}],42:[function(require,module,exports){
-/*! JSON v3.2.6 | http://bestiejs.github.io/json3 | Copyright 2012-2013, Kit Cambridge | http://kit.mit-license.org */
-;(function (window) {
- // Convenience aliases.
- var getClass = {}.toString, isProperty, forEach, undef;
-
- // Detect the `define` function exposed by asynchronous module loaders. The
- // strict `define` check is necessary for compatibility with `r.js`.
- var isLoader = typeof define === "function" && define.amd;
-
- // Detect native implementations.
- var nativeJSON = typeof JSON == "object" && JSON;
-
- // Set up the JSON 3 namespace, preferring the CommonJS `exports` object if
- // available.
- var JSON3 = typeof exports == "object" && exports && !exports.nodeType && exports;
-
- if (JSON3 && nativeJSON) {
- // Explicitly delegate to the native `stringify` and `parse`
- // implementations in CommonJS environments.
- JSON3.stringify = nativeJSON.stringify;
- JSON3.parse = nativeJSON.parse;
- } else {
- // Export for web browsers, JavaScript engines, and asynchronous module
- // loaders, using the global `JSON` object if available.
- JSON3 = window.JSON = nativeJSON || {};
- }
-
- // Test the `Date#getUTC*` methods. Based on work by @Yaffle.
- var isExtended = new Date(-3509827334573292);
- try {
- // The `getUTCFullYear`, `Month`, and `Date` methods return nonsensical
- // results for certain dates in Opera >= 10.53.
- isExtended = isExtended.getUTCFullYear() == -109252 && isExtended.getUTCMonth() === 0 && isExtended.getUTCDate() === 1 &&
- // Safari < 2.0.2 stores the internal millisecond time value correctly,
- // but clips the values returned by the date methods to the range of
- // signed 32-bit integers ([-2 ** 31, 2 ** 31 - 1]).
- isExtended.getUTCHours() == 10 && isExtended.getUTCMinutes() == 37 && isExtended.getUTCSeconds() == 6 && isExtended.getUTCMilliseconds() == 708;
- } catch (exception) {}
-
- // Internal: Determines whether the native `JSON.stringify` and `parse`
- // implementations are spec-compliant. Based on work by Ken Snyder.
- function has(name) {
- if (has[name] !== undef) {
- // Return cached feature test result.
- return has[name];
- }
-
- var isSupported;
- if (name == "bug-string-char-index") {
- // IE <= 7 doesn't support accessing string characters using square
- // bracket notation. IE 8 only supports this for primitives.
- isSupported = "a"[0] != "a";
- } else if (name == "json") {
- // Indicates whether both `JSON.stringify` and `JSON.parse` are
- // supported.
- isSupported = has("json-stringify") && has("json-parse");
- } else {
- var value, serialized = '{"a":[1,true,false,null,"\\u0000\\b\\n\\f\\r\\t"]}';
- // Test `JSON.stringify`.
- if (name == "json-stringify") {
- var stringify = JSON3.stringify, stringifySupported = typeof stringify == "function" && isExtended;
- if (stringifySupported) {
- // A test function object with a custom `toJSON` method.
- (value = function () {
- return 1;
- }).toJSON = value;
- try {
- stringifySupported =
- // Firefox 3.1b1 and b2 serialize string, number, and boolean
- // primitives as object literals.
- stringify(0) === "0" &&
- // FF 3.1b1, b2, and JSON 2 serialize wrapped primitives as object
- // literals.
- stringify(new Number()) === "0" &&
- stringify(new String()) == '""' &&
- // FF 3.1b1, 2 throw an error if the value is `null`, `undefined`, or
- // does not define a canonical JSON representation (this applies to
- // objects with `toJSON` properties as well, *unless* they are nested
- // within an object or array).
- stringify(getClass) === undef &&
- // IE 8 serializes `undefined` as `"undefined"`. Safari <= 5.1.7 and
- // FF 3.1b3 pass this test.
- stringify(undef) === undef &&
- // Safari <= 5.1.7 and FF 3.1b3 throw `Error`s and `TypeError`s,
- // respectively, if the value is omitted entirely.
- stringify() === undef &&
- // FF 3.1b1, 2 throw an error if the given value is not a number,
- // string, array, object, Boolean, or `null` literal. This applies to
- // objects with custom `toJSON` methods as well, unless they are nested
- // inside object or array literals. YUI 3.0.0b1 ignores custom `toJSON`
- // methods entirely.
- stringify(value) === "1" &&
- stringify([value]) == "[1]" &&
- // Prototype <= 1.6.1 serializes `[undefined]` as `"[]"` instead of
- // `"[null]"`.
- stringify([undef]) == "[null]" &&
- // YUI 3.0.0b1 fails to serialize `null` literals.
- stringify(null) == "null" &&
- // FF 3.1b1, 2 halts serialization if an array contains a function:
- // `[1, true, getClass, 1]` serializes as "[1,true,],". FF 3.1b3
- // elides non-JSON values from objects and arrays, unless they
- // define custom `toJSON` methods.
- stringify([undef, getClass, null]) == "[null,null,null]" &&
- // Simple serialization test. FF 3.1b1 uses Unicode escape sequences
- // where character escape codes are expected (e.g., `\b` => `\u0008`).
- stringify({ "a": [value, true, false, null, "\x00\b\n\f\r\t"] }) == serialized &&
- // FF 3.1b1 and b2 ignore the `filter` and `width` arguments.
- stringify(null, value) === "1" &&
- stringify([1, 2], null, 1) == "[\n 1,\n 2\n]" &&
- // JSON 2, Prototype <= 1.7, and older WebKit builds incorrectly
- // serialize extended years.
- stringify(new Date(-8.64e15)) == '"-271821-04-20T00:00:00.000Z"' &&
- // The milliseconds are optional in ES 5, but required in 5.1.
- stringify(new Date(8.64e15)) == '"+275760-09-13T00:00:00.000Z"' &&
- // Firefox <= 11.0 incorrectly serializes years prior to 0 as negative
- // four-digit years instead of six-digit years. Credits: @Yaffle.
- stringify(new Date(-621987552e5)) == '"-000001-01-01T00:00:00.000Z"' &&
- // Safari <= 5.1.5 and Opera >= 10.53 incorrectly serialize millisecond
- // values less than 1000. Credits: @Yaffle.
- stringify(new Date(-1)) == '"1969-12-31T23:59:59.999Z"';
- } catch (exception) {
- stringifySupported = false;
- }
- }
- isSupported = stringifySupported;
- }
- // Test `JSON.parse`.
- if (name == "json-parse") {
- var parse = JSON3.parse;
- if (typeof parse == "function") {
- try {
- // FF 3.1b1, b2 will throw an exception if a bare literal is provided.
- // Conforming implementations should also coerce the initial argument to
- // a string prior to parsing.
- if (parse("0") === 0 && !parse(false)) {
- // Simple parsing test.
- value = parse(serialized);
- var parseSupported = value["a"].length == 5 && value["a"][0] === 1;
- if (parseSupported) {
- try {
- // Safari <= 5.1.2 and FF 3.1b1 allow unescaped tabs in strings.
- parseSupported = !parse('"\t"');
- } catch (exception) {}
- if (parseSupported) {
- try {
- // FF 4.0 and 4.0.1 allow leading `+` signs and leading
- // decimal points. FF 4.0, 4.0.1, and IE 9-10 also allow
- // certain octal literals.
- parseSupported = parse("01") !== 1;
- } catch (exception) {}
- }
- if (parseSupported) {
- try {
- // FF 4.0, 4.0.1, and Rhino 1.7R3-R4 allow trailing decimal
- // points. These environments, along with FF 3.1b1 and 2,
- // also allow trailing commas in JSON objects and arrays.
- parseSupported = parse("1.") !== 1;
- } catch (exception) {}
- }
- }
- }
- } catch (exception) {
- parseSupported = false;
- }
- }
- isSupported = parseSupported;
- }
- }
- return has[name] = !!isSupported;
- }
-
- if (!has("json")) {
- // Common `[[Class]]` name aliases.
- var functionClass = "[object Function]";
- var dateClass = "[object Date]";
- var numberClass = "[object Number]";
- var stringClass = "[object String]";
- var arrayClass = "[object Array]";
- var booleanClass = "[object Boolean]";
-
- // Detect incomplete support for accessing string characters by index.
- var charIndexBuggy = has("bug-string-char-index");
-
- // Define additional utility methods if the `Date` methods are buggy.
- if (!isExtended) {
- var floor = Math.floor;
- // A mapping between the months of the year and the number of days between
- // January 1st and the first of the respective month.
- var Months = [0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334];
- // Internal: Calculates the number of days between the Unix epoch and the
- // first day of the given month.
- var getDay = function (year, month) {
- return Months[month] + 365 * (year - 1970) + floor((year - 1969 + (month = +(month > 1))) / 4) - floor((year - 1901 + month) / 100) + floor((year - 1601 + month) / 400);
- };
- }
-
- // Internal: Determines if a property is a direct property of the given
- // object. Delegates to the native `Object#hasOwnProperty` method.
- if (!(isProperty = {}.hasOwnProperty)) {
- isProperty = function (property) {
- var members = {}, constructor;
- if ((members.__proto__ = null, members.__proto__ = {
- // The *proto* property cannot be set multiple times in recent
- // versions of Firefox and SeaMonkey.
- "toString": 1
- }, members).toString != getClass) {
- // Safari <= 2.0.3 doesn't implement `Object#hasOwnProperty`, but
- // supports the mutable *proto* property.
- isProperty = function (property) {
- // Capture and break the object's prototype chain (see section 8.6.2
- // of the ES 5.1 spec). The parenthesized expression prevents an
- // unsafe transformation by the Closure Compiler.
- var original = this.__proto__, result = property in (this.__proto__ = null, this);
- // Restore the original prototype chain.
- this.__proto__ = original;
- return result;
- };
- } else {
- // Capture a reference to the top-level `Object` constructor.
- constructor = members.constructor;
- // Use the `constructor` property to simulate `Object#hasOwnProperty` in
- // other environments.
- isProperty = function (property) {
- var parent = (this.constructor || constructor).prototype;
- return property in this && !(property in parent && this[property] === parent[property]);
- };
- }
- members = null;
- return isProperty.call(this, property);
- };
- }
-
- // Internal: A set of primitive types used by `isHostType`.
- var PrimitiveTypes = {
- 'boolean': 1,
- 'number': 1,
- 'string': 1,
- 'undefined': 1
- };
-
- // Internal: Determines if the given object `property` value is a
- // non-primitive.
- var isHostType = function (object, property) {
- var type = typeof object[property];
- return type == 'object' ? !!object[property] : !PrimitiveTypes[type];
- };
-
- // Internal: Normalizes the `for...in` iteration algorithm across
- // environments. Each enumerated key is yielded to a `callback` function.
- forEach = function (object, callback) {
- var size = 0, Properties, members, property;
-
- // Tests for bugs in the current environment's `for...in` algorithm. The
- // `valueOf` property inherits the non-enumerable flag from
- // `Object.prototype` in older versions of IE, Netscape, and Mozilla.
- (Properties = function () {
- this.valueOf = 0;
- }).prototype.valueOf = 0;
-
- // Iterate over a new instance of the `Properties` class.
- members = new Properties();
- for (property in members) {
- // Ignore all properties inherited from `Object.prototype`.
- if (isProperty.call(members, property)) {
- size++;
- }
- }
- Properties = members = null;
-
- // Normalize the iteration algorithm.
- if (!size) {
- // A list of non-enumerable properties inherited from `Object.prototype`.
- members = ["valueOf", "toString", "toLocaleString", "propertyIsEnumerable", "isPrototypeOf", "hasOwnProperty", "constructor"];
- // IE <= 8, Mozilla 1.0, and Netscape 6.2 ignore shadowed non-enumerable
- // properties.
- forEach = function (object, callback) {
- var isFunction = getClass.call(object) == functionClass, property, length;
- var hasProperty = !isFunction && typeof object.constructor != 'function' && isHostType(object, 'hasOwnProperty') ? object.hasOwnProperty : isProperty;
- for (property in object) {
- // Gecko <= 1.0 enumerates the `prototype` property of functions under
- // certain conditions; IE does not.
- if (!(isFunction && property == "prototype") && hasProperty.call(object, property)) {
- callback(property);
- }
- }
- // Manually invoke the callback for each non-enumerable property.
- for (length = members.length; property = members[--length]; hasProperty.call(object, property) && callback(property));
- };
- } else if (size == 2) {
- // Safari <= 2.0.4 enumerates shadowed properties twice.
- forEach = function (object, callback) {
- // Create a set of iterated properties.
- var members = {}, isFunction = getClass.call(object) == functionClass, property;
- for (property in object) {
- // Store each property name to prevent double enumeration. The
- // `prototype` property of functions is not enumerated due to cross-
- // environment inconsistencies.
- if (!(isFunction && property == "prototype") && !isProperty.call(members, property) && (members[property] = 1) && isProperty.call(object, property)) {
- callback(property);
- }
- }
- };
- } else {
- // No bugs detected; use the standard `for...in` algorithm.
- forEach = function (object, callback) {
- var isFunction = getClass.call(object) == functionClass, property, isConstructor;
- for (property in object) {
- if (!(isFunction && property == "prototype") && isProperty.call(object, property) && !(isConstructor = property === "constructor")) {
- callback(property);
- }
- }
- // Manually invoke the callback for the `constructor` property due to
- // cross-environment inconsistencies.
- if (isConstructor || isProperty.call(object, (property = "constructor"))) {
- callback(property);
- }
- };
- }
- return forEach(object, callback);
- };
-
- // Public: Serializes a JavaScript `value` as a JSON string. The optional
- // `filter` argument may specify either a function that alters how object and
- // array members are serialized, or an array of strings and numbers that
- // indicates which properties should be serialized. The optional `width`
- // argument may be either a string or number that specifies the indentation
- // level of the output.
- if (!has("json-stringify")) {
- // Internal: A map of control characters and their escaped equivalents.
- var Escapes = {
- 92: "\\\\",
- 34: '\\"',
- 8: "\\b",
- 12: "\\f",
- 10: "\\n",
- 13: "\\r",
- 9: "\\t"
- };
-
- // Internal: Converts `value` into a zero-padded string such that its
- // length is at least equal to `width`. The `width` must be <= 6.
- var leadingZeroes = "000000";
- var toPaddedString = function (width, value) {
- // The `|| 0` expression is necessary to work around a bug in
- // Opera <= 7.54u2 where `0 == -0`, but `String(-0) !== "0"`.
- return (leadingZeroes + (value || 0)).slice(-width);
- };
-
- // Internal: Double-quotes a string `value`, replacing all ASCII control
- // characters (characters with code unit values between 0 and 31) with
- // their escaped equivalents. This is an implementation of the
- // `Quote(value)` operation defined in ES 5.1 section 15.12.3.
- var unicodePrefix = "\\u00";
- var quote = function (value) {
- var result = '"', index = 0, length = value.length, isLarge = length > 10 && charIndexBuggy, symbols;
- if (isLarge) {
- symbols = value.split("");
- }
- for (; index < length; index++) {
- var charCode = value.charCodeAt(index);
- // If the character is a control character, append its Unicode or
- // shorthand escape sequence; otherwise, append the character as-is.
- switch (charCode) {
- case 8: case 9: case 10: case 12: case 13: case 34: case 92:
- result += Escapes[charCode];
- break;
- default:
- if (charCode < 32) {
- result += unicodePrefix + toPaddedString(2, charCode.toString(16));
- break;
- }
- result += isLarge ? symbols[index] : charIndexBuggy ? value.charAt(index) : value[index];
- }
- }
- return result + '"';
- };
-
- // Internal: Recursively serializes an object. Implements the
- // `Str(key, holder)`, `JO(value)`, and `JA(value)` operations.
- var serialize = function (property, object, callback, properties, whitespace, indentation, stack) {
- var value, className, year, month, date, time, hours, minutes, seconds, milliseconds, results, element, index, length, prefix, result;
- try {
- // Necessary for host object support.
- value = object[property];
- } catch (exception) {}
- if (typeof value == "object" && value) {
- className = getClass.call(value);
- if (className == dateClass && !isProperty.call(value, "toJSON")) {
- if (value > -1 / 0 && value < 1 / 0) {
- // Dates are serialized according to the `Date#toJSON` method
- // specified in ES 5.1 section 15.9.5.44. See section 15.9.1.15
- // for the ISO 8601 date time string format.
- if (getDay) {
- // Manually compute the year, month, date, hours, minutes,
- // seconds, and milliseconds if the `getUTC*` methods are
- // buggy. Adapted from @Yaffle's `date-shim` project.
- date = floor(value / 864e5);
- for (year = floor(date / 365.2425) + 1970 - 1; getDay(year + 1, 0) <= date; year++);
- for (month = floor((date - getDay(year, 0)) / 30.42); getDay(year, month + 1) <= date; month++);
- date = 1 + date - getDay(year, month);
- // The `time` value specifies the time within the day (see ES
- // 5.1 section 15.9.1.2). The formula `(A % B + B) % B` is used
- // to compute `A modulo B`, as the `%` operator does not
- // correspond to the `modulo` operation for negative numbers.
- time = (value % 864e5 + 864e5) % 864e5;
- // The hours, minutes, seconds, and milliseconds are obtained by
- // decomposing the time within the day. See section 15.9.1.10.
- hours = floor(time / 36e5) % 24;
- minutes = floor(time / 6e4) % 60;
- seconds = floor(time / 1e3) % 60;
- milliseconds = time % 1e3;
- } else {
- year = value.getUTCFullYear();
- month = value.getUTCMonth();
- date = value.getUTCDate();
- hours = value.getUTCHours();
- minutes = value.getUTCMinutes();
- seconds = value.getUTCSeconds();
- milliseconds = value.getUTCMilliseconds();
- }
- // Serialize extended years correctly.
- value = (year <= 0 || year >= 1e4 ? (year < 0 ? "-" : "+") + toPaddedString(6, year < 0 ? -year : year) : toPaddedString(4, year)) +
- "-" + toPaddedString(2, month + 1) + "-" + toPaddedString(2, date) +
- // Months, dates, hours, minutes, and seconds should have two
- // digits; milliseconds should have three.
- "T" + toPaddedString(2, hours) + ":" + toPaddedString(2, minutes) + ":" + toPaddedString(2, seconds) +
- // Milliseconds are optional in ES 5.0, but required in 5.1.
- "." + toPaddedString(3, milliseconds) + "Z";
- } else {
- value = null;
- }
- } else if (typeof value.toJSON == "function" && ((className != numberClass && className != stringClass && className != arrayClass) || isProperty.call(value, "toJSON"))) {
- // Prototype <= 1.6.1 adds non-standard `toJSON` methods to the
- // `Number`, `String`, `Date`, and `Array` prototypes. JSON 3
- // ignores all `toJSON` methods on these objects unless they are
- // defined directly on an instance.
- value = value.toJSON(property);
- }
- }
- if (callback) {
- // If a replacement function was provided, call it to obtain the value
- // for serialization.
- value = callback.call(object, property, value);
- }
- if (value === null) {
- return "null";
- }
- className = getClass.call(value);
- if (className == booleanClass) {
- // Booleans are represented literally.
- return "" + value;
- } else if (className == numberClass) {
- // JSON numbers must be finite. `Infinity` and `NaN` are serialized as
- // `"null"`.
- return value > -1 / 0 && value < 1 / 0 ? "" + value : "null";
- } else if (className == stringClass) {
- // Strings are double-quoted and escaped.
- return quote("" + value);
- }
- // Recursively serialize objects and arrays.
- if (typeof value == "object") {
- // Check for cyclic structures. This is a linear search; performance
- // is inversely proportional to the number of unique nested objects.
- for (length = stack.length; length--;) {
- if (stack[length] === value) {
- // Cyclic structures cannot be serialized by `JSON.stringify`.
- throw TypeError();
- }
- }
- // Add the object to the stack of traversed objects.
- stack.push(value);
- results = [];
- // Save the current indentation level and indent one additional level.
- prefix = indentation;
- indentation += whitespace;
- if (className == arrayClass) {
- // Recursively serialize array elements.
- for (index = 0, length = value.length; index < length; index++) {
- element = serialize(index, value, callback, properties, whitespace, indentation, stack);
- results.push(element === undef ? "null" : element);
- }
- result = results.length ? (whitespace ? "[\n" + indentation + results.join(",\n" + indentation) + "\n" + prefix + "]" : ("[" + results.join(",") + "]")) : "[]";
- } else {
- // Recursively serialize object members. Members are selected from
- // either a user-specified list of property names, or the object
- // itself.
- forEach(properties || value, function (property) {
- var element = serialize(property, value, callback, properties, whitespace, indentation, stack);
- if (element !== undef) {
- // According to ES 5.1 section 15.12.3: "If `gap` {whitespace}
- // is not the empty string, let `member` {quote(property) + ":"}
- // be the concatenation of `member` and the `space` character."
- // The "`space` character" refers to the literal space
- // character, not the `space` {width} argument provided to
- // `JSON.stringify`.
- results.push(quote(property) + ":" + (whitespace ? " " : "") + element);
- }
- });
- result = results.length ? (whitespace ? "{\n" + indentation + results.join(",\n" + indentation) + "\n" + prefix + "}" : ("{" + results.join(",") + "}")) : "{}";
- }
- // Remove the object from the traversed object stack.
- stack.pop();
- return result;
- }
- };
-
- // Public: `JSON.stringify`. See ES 5.1 section 15.12.3.
- JSON3.stringify = function (source, filter, width) {
- var whitespace, callback, properties, className;
- if (typeof filter == "function" || typeof filter == "object" && filter) {
- if ((className = getClass.call(filter)) == functionClass) {
- callback = filter;
- } else if (className == arrayClass) {
- // Convert the property names array into a makeshift set.
- properties = {};
- for (var index = 0, length = filter.length, value; index < length; value = filter[index++], ((className = getClass.call(value)), className == stringClass || className == numberClass) && (properties[value] = 1));
- }
- }
- if (width) {
- if ((className = getClass.call(width)) == numberClass) {
- // Convert the `width` to an integer and create a string containing
- // `width` number of space characters.
- if ((width -= width % 1) > 0) {
- for (whitespace = "", width > 10 && (width = 10); whitespace.length < width; whitespace += " ");
- }
- } else if (className == stringClass) {
- whitespace = width.length <= 10 ? width : width.slice(0, 10);
- }
- }
- // Opera <= 7.54u2 discards the values associated with empty string keys
- // (`""`) only if they are used directly within an object member list
- // (e.g., `!("" in { "": 1})`).
- return serialize("", (value = {}, value[""] = source, value), callback, properties, whitespace, "", []);
- };
- }
-
- // Public: Parses a JSON source string.
- if (!has("json-parse")) {
- var fromCharCode = String.fromCharCode;
-
- // Internal: A map of escaped control characters and their unescaped
- // equivalents.
- var Unescapes = {
- 92: "\\",
- 34: '"',
- 47: "/",
- 98: "\b",
- 116: "\t",
- 110: "\n",
- 102: "\f",
- 114: "\r"
- };
-
- // Internal: Stores the parser state.
- var Index, Source;
-
- // Internal: Resets the parser state and throws a `SyntaxError`.
- var abort = function() {
- Index = Source = null;
- throw SyntaxError();
- };
-
- // Internal: Returns the next token, or `"$"` if the parser has reached
- // the end of the source string. A token may be a string, number, `null`
- // literal, or Boolean literal.
- var lex = function () {
- var source = Source, length = source.length, value, begin, position, isSigned, charCode;
- while (Index < length) {
- charCode = source.charCodeAt(Index);
- switch (charCode) {
- case 9: case 10: case 13: case 32:
- // Skip whitespace tokens, including tabs, carriage returns, line
- // feeds, and space characters.
- Index++;
- break;
- case 123: case 125: case 91: case 93: case 58: case 44:
- // Parse a punctuator token (`{`, `}`, `[`, `]`, `:`, or `,`) at
- // the current position.
- value = charIndexBuggy ? source.charAt(Index) : source[Index];
- Index++;
- return value;
- case 34:
- // `"` delimits a JSON string; advance to the next character and
- // begin parsing the string. String tokens are prefixed with the
- // sentinel `@` character to distinguish them from punctuators and
- // end-of-string tokens.
- for (value = "@", Index++; Index < length;) {
- charCode = source.charCodeAt(Index);
- if (charCode < 32) {
- // Unescaped ASCII control characters (those with a code unit
- // less than the space character) are not permitted.
- abort();
- } else if (charCode == 92) {
- // A reverse solidus (`\`) marks the beginning of an escaped
- // control character (including `"`, `\`, and `/`) or Unicode
- // escape sequence.
- charCode = source.charCodeAt(++Index);
- switch (charCode) {
- case 92: case 34: case 47: case 98: case 116: case 110: case 102: case 114:
- // Revive escaped control characters.
- value += Unescapes[charCode];
- Index++;
- break;
- case 117:
- // `\u` marks the beginning of a Unicode escape sequence.
- // Advance to the first character and validate the
- // four-digit code point.
- begin = ++Index;
- for (position = Index + 4; Index < position; Index++) {
- charCode = source.charCodeAt(Index);
- // A valid sequence comprises four hexdigits (case-
- // insensitive) that form a single hexadecimal value.
- if (!(charCode >= 48 && charCode <= 57 || charCode >= 97 && charCode <= 102 || charCode >= 65 && charCode <= 70)) {
- // Invalid Unicode escape sequence.
- abort();
- }
- }
- // Revive the escaped character.
- value += fromCharCode("0x" + source.slice(begin, Index));
- break;
- default:
- // Invalid escape sequence.
- abort();
- }
- } else {
- if (charCode == 34) {
- // An unescaped double-quote character marks the end of the
- // string.
- break;
- }
- charCode = source.charCodeAt(Index);
- begin = Index;
- // Optimize for the common case where a string is valid.
- while (charCode >= 32 && charCode != 92 && charCode != 34) {
- charCode = source.charCodeAt(++Index);
- }
- // Append the string as-is.
- value += source.slice(begin, Index);
- }
- }
- if (source.charCodeAt(Index) == 34) {
- // Advance to the next character and return the revived string.
- Index++;
- return value;
- }
- // Unterminated string.
- abort();
- default:
- // Parse numbers and literals.
- begin = Index;
- // Advance past the negative sign, if one is specified.
- if (charCode == 45) {
- isSigned = true;
- charCode = source.charCodeAt(++Index);
- }
- // Parse an integer or floating-point value.
- if (charCode >= 48 && charCode <= 57) {
- // Leading zeroes are interpreted as octal literals.
- if (charCode == 48 && ((charCode = source.charCodeAt(Index + 1)), charCode >= 48 && charCode <= 57)) {
- // Illegal octal literal.
- abort();
- }
- isSigned = false;
- // Parse the integer component.
- for (; Index < length && ((charCode = source.charCodeAt(Index)), charCode >= 48 && charCode <= 57); Index++);
- // Floats cannot contain a leading decimal point; however, this
- // case is already accounted for by the parser.
- if (source.charCodeAt(Index) == 46) {
- position = ++Index;
- // Parse the decimal component.
- for (; position < length && ((charCode = source.charCodeAt(position)), charCode >= 48 && charCode <= 57); position++);
- if (position == Index) {
- // Illegal trailing decimal.
- abort();
- }
- Index = position;
- }
- // Parse exponents. The `e` denoting the exponent is
- // case-insensitive.
- charCode = source.charCodeAt(Index);
- if (charCode == 101 || charCode == 69) {
- charCode = source.charCodeAt(++Index);
- // Skip past the sign following the exponent, if one is
- // specified.
- if (charCode == 43 || charCode == 45) {
- Index++;
- }
- // Parse the exponential component.
- for (position = Index; position < length && ((charCode = source.charCodeAt(position)), charCode >= 48 && charCode <= 57); position++);
- if (position == Index) {
- // Illegal empty exponent.
- abort();
- }
- Index = position;
- }
- // Coerce the parsed value to a JavaScript number.
- return +source.slice(begin, Index);
- }
- // A negative sign may only precede numbers.
- if (isSigned) {
- abort();
- }
- // `true`, `false`, and `null` literals.
- if (source.slice(Index, Index + 4) == "true") {
- Index += 4;
- return true;
- } else if (source.slice(Index, Index + 5) == "false") {
- Index += 5;
- return false;
- } else if (source.slice(Index, Index + 4) == "null") {
- Index += 4;
- return null;
- }
- // Unrecognized token.
- abort();
- }
- }
- // Return the sentinel `$` character if the parser has reached the end
- // of the source string.
- return "$";
- };
-
- // Internal: Parses a JSON `value` token.
- var get = function (value) {
- var results, hasMembers;
- if (value == "$") {
- // Unexpected end of input.
- abort();
- }
- if (typeof value == "string") {
- if ((charIndexBuggy ? value.charAt(0) : value[0]) == "@") {
- // Remove the sentinel `@` character.
- return value.slice(1);
- }
- // Parse object and array literals.
- if (value == "[") {
- // Parses a JSON array, returning a new JavaScript array.
- results = [];
- for (;; hasMembers || (hasMembers = true)) {
- value = lex();
- // A closing square bracket marks the end of the array literal.
- if (value == "]") {
- break;
- }
- // If the array literal contains elements, the current token
- // should be a comma separating the previous element from the
- // next.
- if (hasMembers) {
- if (value == ",") {
- value = lex();
- if (value == "]") {
- // Unexpected trailing `,` in array literal.
- abort();
- }
- } else {
- // A `,` must separate each array element.
- abort();
- }
- }
- // Elisions and leading commas are not permitted.
- if (value == ",") {
- abort();
- }
- results.push(get(value));
- }
- return results;
- } else if (value == "{") {
- // Parses a JSON object, returning a new JavaScript object.
- results = {};
- for (;; hasMembers || (hasMembers = true)) {
- value = lex();
- // A closing curly brace marks the end of the object literal.
- if (value == "}") {
- break;
- }
- // If the object literal contains members, the current token
- // should be a comma separator.
- if (hasMembers) {
- if (value == ",") {
- value = lex();
- if (value == "}") {
- // Unexpected trailing `,` in object literal.
- abort();
- }
- } else {
- // A `,` must separate each object member.
- abort();
- }
- }
- // Leading commas are not permitted, object property names must be
- // double-quoted strings, and a `:` must separate each property
- // name and value.
- if (value == "," || typeof value != "string" || (charIndexBuggy ? value.charAt(0) : value[0]) != "@" || lex() != ":") {
- abort();
- }
- results[value.slice(1)] = get(lex());
- }
- return results;
- }
- // Unexpected token encountered.
- abort();
- }
- return value;
- };
-
- // Internal: Updates a traversed object member.
- var update = function(source, property, callback) {
- var element = walk(source, property, callback);
- if (element === undef) {
- delete source[property];
- } else {
- source[property] = element;
- }
- };
-
- // Internal: Recursively traverses a parsed JSON object, invoking the
- // `callback` function for each value. This is an implementation of the
- // `Walk(holder, name)` operation defined in ES 5.1 section 15.12.2.
- var walk = function (source, property, callback) {
- var value = source[property], length;
- if (typeof value == "object" && value) {
- // `forEach` can't be used to traverse an array in Opera <= 8.54
- // because its `Object#hasOwnProperty` implementation returns `false`
- // for array indices (e.g., `![1, 2, 3].hasOwnProperty("0")`).
- if (getClass.call(value) == arrayClass) {
- for (length = value.length; length--;) {
- update(value, length, callback);
- }
- } else {
- forEach(value, function (property) {
- update(value, property, callback);
- });
- }
- }
- return callback.call(source, property, value);
- };
-
- // Public: `JSON.parse`. See ES 5.1 section 15.12.2.
- JSON3.parse = function (source, callback) {
- var result, value;
- Index = 0;
- Source = "" + source;
- result = get(lex());
- // If a JSON string contains multiple tokens, it is invalid.
- if (lex() != "$") {
- abort();
- }
- // Reset the parser state.
- Index = Source = null;
- return callback && getClass.call(callback) == functionClass ? walk((value = {}, value[""] = result, value), "", callback) : result;
- };
- }
- }
-
- // Export for asynchronous module loaders.
- if (isLoader) {
- define(function () {
- return JSON3;
- });
- }
-}(this));
-
-},{}],43:[function(require,module,exports){
-module.exports = toArray
-
-function toArray(list, index) {
- var array = []
-
- index = index || 0
-
- for (var i = index || 0; i < list.length; i++) {
- array[i - index] = list[i]
- }
-
- return array
-}
-
-},{}]},{},[1])
-(1)
-});
-;
diff --git a/front/ext/three.js b/front/ext/three.js
deleted file mode 100644
index d98a124..0000000
--- a/front/ext/three.js
+++ /dev/null
@@ -1,35842 +0,0 @@
-// File:src/Three.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-var THREE = { REVISION: '68' };
-
-// browserify support
-if ( typeof module === 'object' ) {
-
- module.exports = THREE;
-
-}
-
-// 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;
-*/
-
-// File:src/math/Color.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Color = function ( color ) {
-
- if ( arguments.length === 3 ) {
-
- return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
-
- }
-
- return this.set( color )
-
-};
-
-THREE.Color.prototype = {
-
- constructor: THREE.Color,
-
- r: 1, g: 1, b: 1,
-
- set: function ( value ) {
-
- if ( value instanceof THREE.Color ) {
-
- this.copy( value );
-
- } else if ( typeof value === 'number' ) {
-
- this.setHex( value );
-
- } else if ( typeof value === 'string' ) {
-
- this.setStyle( value );
-
- }
-
- return this;
-
- },
-
- setHex: function ( hex ) {
-
- hex = Math.floor( hex );
-
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
-
- return this;
-
- },
-
- setRGB: function ( r, g, b ) {
-
- this.r = r;
- this.g = g;
- this.b = b;
-
- return this;
-
- },
-
- setHSL: function ( h, s, l ) {
-
- // h,s,l ranges are in 0.0 - 1.0
-
- if ( s === 0 ) {
-
- this.r = this.g = this.b = l;
-
- } else {
-
- var hue2rgb = function ( p, q, t ) {
-
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
-
- };
-
- var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- var q = ( 2 * l ) - p;
-
- this.r = hue2rgb( q, p, h + 1 / 3 );
- this.g = hue2rgb( q, p, h );
- this.b = hue2rgb( q, p, h - 1 / 3 );
-
- }
-
- return this;
-
- },
-
- setStyle: function ( style ) {
-
- // 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;
-
- }
-
-
- },
-
- 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;
-
- },
-
- getHex: function () {
-
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
-
- },
-
- getHexString: function () {
-
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
-
- },
-
- getHSL: function ( optionalTarget ) {
-
- // h,s,l ranges are in 0.0 - 1.0
-
- var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
-
- var r = this.r, g = this.g, b = this.b;
-
- var max = Math.max( r, g, b );
- var min = Math.min( r, g, b );
-
- var hue, saturation;
- var lightness = ( min + max ) / 2.0;
-
- if ( min === max ) {
-
- hue = 0;
- saturation = 0;
-
- } else {
-
- var delta = max - min;
-
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
-
- switch ( max ) {
-
- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
- case g: hue = ( b - r ) / delta + 2; break;
- case b: hue = ( r - g ) / delta + 4; break;
-
- }
-
- hue /= 6;
-
- }
-
- hsl.h = hue;
- hsl.s = saturation;
- hsl.l = lightness;
-
- return hsl;
-
- },
-
- getStyle: function () {
-
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
-
- },
-
- offsetHSL: function ( h, s, l ) {
-
- var hsl = this.getHSL();
-
- hsl.h += h; hsl.s += s; hsl.l += l;
-
- this.setHSL( hsl.h, hsl.s, hsl.l );
-
- return this;
-
- },
-
- add: function ( color ) {
-
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
-
- return this;
-
- },
-
- addColors: function ( color1, color2 ) {
-
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.r += s;
- this.g += s;
- this.b += s;
-
- return this;
-
- },
-
- multiply: function ( color ) {
-
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.r *= s;
- this.g *= s;
- this.b *= s;
-
- return this;
-
- },
-
- lerp: function ( color, alpha ) {
-
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
-
- return this;
-
- },
-
- equals: function ( c ) {
-
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
-
- },
-
- fromArray: function ( array ) {
-
- this.r = array[ 0 ];
- this.g = array[ 1 ];
- this.b = array[ 2 ];
-
- return this;
-
- },
-
- toArray: function () {
-
- return [ this.r, this.g, this.b ];
-
- },
-
- 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 };
-
-// File:src/math/Quaternion.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-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,
-
- _x: 0,_y: 0, _z: 0, _w: 0,
-
- get x () {
-
- return this._x;
-
- },
-
- set x ( value ) {
-
- this._x = value;
- this.onChangeCallback();
-
- },
-
- get y () {
-
- return this._y;
-
- },
-
- set y ( value ) {
-
- this._y = value;
- this.onChangeCallback();
-
- },
-
- get z () {
-
- return this._z;
-
- },
-
- set z ( value ) {
-
- this._z = value;
- this.onChangeCallback();
-
- },
-
- get w () {
-
- return this._w;
-
- },
-
- set w ( value ) {
-
- this._w = value;
- this.onChangeCallback();
-
- },
-
- set: function ( x, y, z, w ) {
-
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- copy: function ( quaternion ) {
-
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromEuler: function ( euler, update ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- }
-
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
-
- var c1 = Math.cos( euler._x / 2 );
- var c2 = Math.cos( euler._y / 2 );
- var c3 = Math.cos( euler._z / 2 );
- var s1 = Math.sin( euler._x / 2 );
- var s2 = Math.sin( euler._y / 2 );
- var s3 = Math.sin( euler._z / 2 );
-
- if ( euler.order === 'XYZ' ) {
-
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( euler.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 ( euler.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 ( euler.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 ( euler.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 ( euler.order === 'XZY' ) {
-
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
-
- }
-
- if ( update !== false ) this.onChangeCallback();
-
- return this;
-
- },
-
- setFromAxisAngle: function ( axis, angle ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-
- // assumes axis is normalized
-
- var halfAngle = angle / 2, s = Math.sin( halfAngle );
-
- this._x = axis.x * s;
- this._y = axis.y * s;
- this._z = axis.z * s;
- this._w = Math.cos( halfAngle );
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromRotationMatrix: function ( m ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var te = m.elements,
-
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
-
- trace = m11 + m22 + m33,
- s;
-
- if ( trace > 0 ) {
-
- s = 0.5 / Math.sqrt( trace + 1.0 );
-
- this._w = 0.25 / s;
- this._x = ( m32 - m23 ) * s;
- this._y = ( m13 - m31 ) * s;
- this._z = ( m21 - m12 ) * s;
-
- } else if ( m11 > m22 && m11 > m33 ) {
-
- s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
-
- this._w = ( m32 - m23 ) / s;
- this._x = 0.25 * s;
- this._y = ( m12 + m21 ) / s;
- this._z = ( m13 + m31 ) / s;
-
- } else if ( m22 > m33 ) {
-
- s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
-
- this._w = ( m13 - m31 ) / s;
- this._x = ( m12 + m21 ) / s;
- this._y = 0.25 * s;
- this._z = ( m23 + m32 ) / s;
-
- } else {
-
- s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
-
- this._w = ( m21 - m12 ) / s;
- this._x = ( m13 + m31 ) / s;
- this._y = ( m23 + m32 ) / s;
- this._z = 0.25 * s;
-
- }
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromUnitVectors: function () {
-
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
-
- // assumes direction vectors vFrom and vTo are normalized
-
- var v1, r;
-
- var EPS = 0.000001;
-
- return function ( vFrom, vTo ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- r = vFrom.dot( vTo ) + 1;
-
- if ( r < EPS ) {
-
- r = 0;
-
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
-
- v1.set( - vFrom.y, vFrom.x, 0 );
-
- } else {
-
- v1.set( 0, - vFrom.z, vFrom.y );
-
- }
-
- } else {
-
- v1.crossVectors( vFrom, vTo );
-
- }
-
- this._x = v1.x;
- this._y = v1.y;
- this._z = v1.z;
- this._w = r;
-
- this.normalize();
-
- return this;
-
- }
-
- }(),
-
- inverse: function () {
-
- this.conjugate().normalize();
-
- return this;
-
- },
-
- conjugate: function () {
-
- this._x *= - 1;
- this._y *= - 1;
- this._z *= - 1;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
-
- },
-
- lengthSq: function () {
-
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
-
- },
-
- length: function () {
-
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
-
- },
-
- normalize: function () {
-
- var l = this.length();
-
- if ( l === 0 ) {
-
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
-
- } else {
-
- l = 1 / l;
-
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
-
- }
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- multiply: function ( q, p ) {
-
- if ( p !== undefined ) {
-
- console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
- return this.multiplyQuaternions( q, p );
-
- }
-
- return this.multiplyQuaternions( this, q );
-
- },
-
- multiplyQuaternions: function ( a, b ) {
-
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-
- var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
- var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
-
- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
- return vector.applyQuaternion( this );
-
- },
-
- slerp: 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 );
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- equals: function ( quaternion ) {
-
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
-
- },
-
- fromArray: function ( array ) {
-
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- this._w = array[ 3 ];
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- toArray: function () {
-
- return [ this._x, this._y, this._z, this._w ];
-
- },
-
- onChange: function ( callback ) {
-
- this.onChangeCallback = callback;
-
- return this;
-
- },
-
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Quaternion( this._x, this._y, this._z, this._w );
-
- }
-
-};
-
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
-
- return qm.copy( qa ).slerp( qb, t );
-
-}
-
-// File:src/math/Vector2.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.Vector2 = function ( x, y ) {
-
- this.x = x || 0;
- this.y = y || 0;
-
-};
-
-THREE.Vector2.prototype = {
-
- constructor: THREE.Vector2,
-
- 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;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
-
- return this;
-
- },
-
- multiply: function ( v ) {
-
- this.x *= v.x;
- this.y *= v.y;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.x *= s;
- this.y *= s;
-
- return this;
-
- },
-
- divide: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
-
- }
-
- return this;
-
- },
-
- min: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- max: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- 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;
- },
-
- clampScalar: ( function () {
-
- var min, max;
-
- return function ( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector2();
- max = new THREE.Vector2();
-
- }
-
- min.set( minVal, minVal );
- max.set( maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- } )(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y );
-
- },
-
- 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 ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
- }
-
- return this;
-
- },
-
- lerp: 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 ) );
-
- },
-
- fromArray: function ( array ) {
-
- this.x = array[ 0 ];
- this.y = array[ 1 ];
-
- return this;
-
- },
-
- toArray: function () {
-
- return [ this.x, this.y ];
-
- },
-
- clone: function () {
-
- return new THREE.Vector2( this.x, this.y );
-
- }
-
-};
-
-// File:src/math/Vector3.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector3 = function ( x, y, z ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
-
-};
-
-THREE.Vector3.prototype = {
-
- constructor: THREE.Vector3,
-
- set: function ( x, y, z ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
-
- return this;
-
- },
-
- multiply: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
- return this.multiplyVectors( v, w );
-
- }
-
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
-
- return this;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
-
- return this;
-
- },
-
- multiplyVectors: function ( a, b ) {
-
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
-
- return this;
-
- },
-
- applyEuler: function () {
-
- var quaternion;
-
- return function ( euler ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
- }
-
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
- this.applyQuaternion( quaternion.setFromEuler( euler ) );
-
- return this;
-
- };
-
- }(),
-
- applyAxisAngle: function () {
-
- var quaternion;
-
- return function ( axis, angle ) {
-
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
- this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
-
- return this;
-
- };
-
- }(),
-
- applyMatrix3: function ( m ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
-
- return this;
-
- },
-
- applyMatrix4: function ( m ) {
-
- // input: THREE.Matrix4 affine matrix
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
-
- return this;
-
- },
-
- applyProjection: function ( m ) {
-
- // input: THREE.Matrix4 projection matrix
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
- var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
-
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
-
- return this;
-
- },
-
- applyQuaternion: function ( q ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
-
- var qx = q.x;
- var qy = q.y;
- var qz = q.z;
- var qw = q.w;
-
- // calculate quat * vector
-
- var ix = qw * x + qy * z - qz * y;
- var iy = qw * y + qz * x - qx * z;
- var iz = qw * z + qx * y - qy * x;
- var iw = - qx * x - qy * y - qz * z;
-
- // calculate result * inverse quat
-
- this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
- this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
- this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
-
- return this;
-
- },
-
- transformDirection: function ( m ) {
-
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
-
- this.normalize();
-
- return this;
-
- },
-
- divide: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
-
- }
-
- return this;
-
- },
-
- min: 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;
-
- },
-
- max: 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;
-
- },
-
- clamp: 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;
-
- },
-
- clampScalar: ( function () {
-
- var min, max;
-
- return function ( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector3();
- max = new THREE.Vector3();
-
- }
-
- min.set( minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- } )(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( l ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
- }
-
- return this;
-
- },
-
- lerp: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
-
- return this;
-
- },
-
- cross: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
- return this.crossVectors( v, w );
-
- }
-
- var x = this.x, y = this.y, z = this.z;
-
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
-
- return this;
-
- },
-
- crossVectors: function ( a, b ) {
-
- var ax = a.x, ay = a.y, az = a.z;
- var bx = b.x, by = b.y, bz = b.z;
-
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
-
- return this;
-
- },
-
- projectOnVector: function () {
-
- var v1, dot;
-
- return function ( vector ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- v1.copy( vector ).normalize();
-
- dot = this.dot( v1 );
-
- return this.copy( v1 ).multiplyScalar( dot );
-
- };
-
- }(),
-
- projectOnPlane: function () {
-
- var v1;
-
- return function ( planeNormal ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- v1.copy( this ).projectOnVector( planeNormal );
-
- return this.sub( v1 );
-
- }
-
- }(),
-
- reflect: function () {
-
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
-
- var v1;
-
- return function ( normal ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
-
- }
-
- }(),
-
- angleTo: function ( v ) {
-
- var theta = this.dot( v ) / ( this.length() * v.length() );
-
- // clamp, to handle numerical problems
-
- return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x;
- var dy = this.y - v.y;
- var dz = this.z - v.z;
-
- return dx * dx + dy * dy + dz * dz;
-
- },
-
- setEulerFromRotationMatrix: function ( m, order ) {
-
- console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
-
- },
-
- setEulerFromQuaternion: function ( q, order ) {
-
- console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
-
- },
-
- getPositionFromMatrix: function ( m ) {
-
- console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
-
- return this.setFromMatrixPosition( m );
-
- },
-
- getScaleFromMatrix: function ( m ) {
-
- console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
-
- return this.setFromMatrixScale( m );
- },
-
- getColumnFromMatrix: function ( index, matrix ) {
-
- console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
-
- return this.setFromMatrixColumn( index, matrix );
-
- },
-
- setFromMatrixPosition: function ( m ) {
-
- this.x = m.elements[ 12 ];
- this.y = m.elements[ 13 ];
- this.z = m.elements[ 14 ];
-
- return this;
-
- },
-
- setFromMatrixScale: function ( m ) {
-
- var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
- var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
- var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
-
- this.x = sx;
- this.y = sy;
- this.z = sz;
-
- return this;
- },
-
- setFromMatrixColumn: function ( index, matrix ) {
-
- var offset = index * 4;
-
- var me = matrix.elements;
-
- this.x = me[ offset ];
- this.y = me[ offset + 1 ];
- this.z = me[ offset + 2 ];
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
-
- },
-
- fromArray: function ( array ) {
-
- this.x = array[ 0 ];
- this.y = array[ 1 ];
- this.z = array[ 2 ];
-
- return this;
-
- },
-
- toArray: function () {
-
- return [ this.x, this.y, this.z ];
-
- },
-
- clone: function () {
-
- return new THREE.Vector3( this.x, this.y, this.z );
-
- }
-
-};
-
-// File:src/math/Vector4.js
-
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector4 = function ( x, y, z, w ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Vector4.prototype = {
-
- constructor: THREE.Vector4,
-
- set: function ( x, y, z, w ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setW: function ( w ) {
-
- this.w = w;
-
- return this;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- case 3: this.w = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- case 3: return this.w;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
-
- return this;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
-
- return this;
-
- },
-
- applyMatrix4: function ( m ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
- var w = this.w;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
- this.w *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
-
- }
-
- return this;
-
- },
-
- setAxisAngleFromQuaternion: function ( q ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-
- // q is assumed to be normalized
-
- this.w = 2 * Math.acos( q.w );
-
- var s = Math.sqrt( 1 - q.w * q.w );
-
- if ( s < 0.0001 ) {
-
- this.x = 1;
- this.y = 0;
- this.z = 0;
-
- } else {
-
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
-
- }
-
- return this;
-
- },
-
- setAxisAngleFromRotationMatrix: function ( m ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var angle, x, y, z, // variables for result
- epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
-
- te = m.elements,
-
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
-
- if ( ( Math.abs( m12 - m21 ) < epsilon )
- && ( Math.abs( m13 - m31 ) < epsilon )
- && ( Math.abs( m23 - m32 ) < epsilon ) ) {
-
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
-
- if ( ( Math.abs( m12 + m21 ) < epsilon2 )
- && ( Math.abs( m13 + m31 ) < epsilon2 )
- && ( Math.abs( m23 + m32 ) < epsilon2 )
- && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
-
- // this singularity is identity matrix so angle = 0
-
- this.set( 1, 0, 0, 0 );
-
- return this; // zero angle, arbitrary axis
-
- }
-
- // otherwise this singularity is angle = 180
-
- angle = Math.PI;
-
- var xx = ( m11 + 1 ) / 2;
- var yy = ( m22 + 1 ) / 2;
- var zz = ( m33 + 1 ) / 2;
- var xy = ( m12 + m21 ) / 4;
- var xz = ( m13 + m31 ) / 4;
- var yz = ( m23 + m32 ) / 4;
-
- if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
-
- if ( xx < epsilon ) {
-
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
-
- } else {
-
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
-
- }
-
- } else if ( yy > zz ) { // m22 is the largest diagonal term
-
- if ( yy < epsilon ) {
-
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
-
- } else {
-
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
-
- }
-
- } else { // m33 is the largest diagonal term so base result on this
-
- if ( zz < epsilon ) {
-
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
-
- } else {
-
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
-
- }
-
- }
-
- this.set( x, y, z, angle );
-
- return this; // return 180 deg rotation
-
- }
-
- // as we have reached here there are no singularities so we can handle normally
-
- var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
- + ( m13 - m31 ) * ( m13 - m31 )
- + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
-
- if ( Math.abs( s ) < 0.001 ) s = 1;
-
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
-
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
-
- return this;
-
- },
-
- min: function ( v ) {
-
- 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;
-
- },
-
- max: 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;
-
- },
-
- clamp: 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;
-
- },
-
- clampScalar: ( function () {
-
- var min, max;
-
- return function ( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector4();
- max = new THREE.Vector4();
-
- }
-
- min.set( minVal, minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- } )(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- this.w = Math.floor( this.w );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- this.w = Math.ceil( this.w );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- this.w = Math.round( this.w );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
- this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
- this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
- this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( l ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
-
- }
-
- return this;
-
- },
-
- lerp: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
-
- },
-
- fromArray: function ( array ) {
-
- this.x = array[ 0 ];
- this.y = array[ 1 ];
- this.z = array[ 2 ];
- this.w = array[ 3 ];
-
- return this;
-
- },
-
- toArray: function () {
-
- return [ this.x, this.y, this.z, this.w ];
-
- },
-
- clone: function () {
-
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
- }
-
-};
-
-// File:src/math/Euler.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Euler = function ( x, y, z, order ) {
-
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._order = order || THREE.Euler.DefaultOrder;
-
-};
-
-THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
-
-THREE.Euler.DefaultOrder = 'XYZ';
-
-THREE.Euler.prototype = {
-
- constructor: THREE.Euler,
-
- _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
-
- get x () {
-
- return this._x;
-
- },
-
- set x ( value ) {
-
- this._x = value;
- this.onChangeCallback();
-
- },
-
- get y () {
-
- return this._y;
-
- },
-
- set y ( value ) {
-
- this._y = value;
- this.onChangeCallback();
-
- },
-
- get z () {
-
- return this._z;
-
- },
-
- set z ( value ) {
-
- this._z = value;
- this.onChangeCallback();
-
- },
-
- get order () {
-
- return this._order;
-
- },
-
- set order ( value ) {
-
- this._order = value;
- this.onChangeCallback();
-
- },
-
- set: function ( x, y, z, order ) {
-
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order || this._order;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- copy: function ( euler ) {
-
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromRotationMatrix: function ( m, order ) {
-
- var clamp = THREE.Math.clamp;
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var te = m.elements;
- var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
- var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
- var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
-
- order = order || this._order;
-
- if ( order === 'XYZ' ) {
-
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
-
- if ( Math.abs( m13 ) < 0.99999 ) {
-
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
-
- } else {
-
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
-
- }
-
- } else if ( order === 'YXZ' ) {
-
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
-
- if ( Math.abs( m23 ) < 0.99999 ) {
-
- this._y = Math.atan2( m13, m33 );
- this._z = Math.atan2( m21, m22 );
-
- } else {
-
- this._y = Math.atan2( - m31, m11 );
- this._z = 0;
-
- }
-
- } else if ( order === 'ZXY' ) {
-
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
-
- if ( Math.abs( m32 ) < 0.99999 ) {
-
- this._y = Math.atan2( - m31, m33 );
- this._z = Math.atan2( - m12, m22 );
-
- } else {
-
- this._y = 0;
- this._z = Math.atan2( m21, m11 );
-
- }
-
- } else if ( order === 'ZYX' ) {
-
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
-
- if ( Math.abs( m31 ) < 0.99999 ) {
-
- this._x = Math.atan2( m32, m33 );
- this._z = Math.atan2( m21, m11 );
-
- } else {
-
- this._x = 0;
- this._z = Math.atan2( - m12, m22 );
-
- }
-
- } else if ( order === 'YZX' ) {
-
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
-
- if ( Math.abs( m21 ) < 0.99999 ) {
-
- this._x = Math.atan2( - m23, m22 );
- this._y = Math.atan2( - m31, m11 );
-
- } else {
-
- this._x = 0;
- this._y = Math.atan2( m13, m33 );
-
- }
-
- } else if ( order === 'XZY' ) {
-
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
-
- if ( Math.abs( m12 ) < 0.99999 ) {
-
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
-
- } else {
-
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
-
- }
-
- } else {
-
- console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
-
- }
-
- this._order = order;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromQuaternion: function ( q, order, update ) {
-
- var clamp = THREE.Math.clamp;
-
- // q is assumed to be normalized
-
- // 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;
-
- order = order || this._order;
-
- if ( 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 ), - 1, 1 ) );
- 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 ), - 1, 1 ) );
- 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 ), - 1, 1 ) );
- 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 ), - 1, 1 ) );
- 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 ), - 1, 1 ) );
-
- } 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 ), - 1, 1 ) );
-
- } else {
-
- console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
-
- }
-
- this._order = order;
-
- if ( update !== false ) this.onChangeCallback();
-
- return this;
-
- },
-
- reorder: function () {
-
- // WARNING: this discards revolution information -bhouston
-
- var q = new THREE.Quaternion();
-
- return function ( newOrder ) {
-
- q.setFromEuler( this );
- this.setFromQuaternion( q, newOrder );
-
- };
-
-
- }(),
-
- equals: function ( euler ) {
-
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
-
- },
-
- fromArray: function ( array ) {
-
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- toArray: function () {
-
- return [ this._x, this._y, this._z, this._order ];
-
- },
-
- onChange: function ( callback ) {
-
- this.onChangeCallback = callback;
-
- return this;
-
- },
-
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Euler( this._x, this._y, this._z, this._order );
-
- }
-
-};
-
-// File:src/math/Line3.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Line3 = function ( start, end ) {
-
- this.start = ( start !== undefined ) ? start : new THREE.Vector3();
- this.end = ( end !== undefined ) ? end : new THREE.Vector3();
-
-};
-
-THREE.Line3.prototype = {
-
- constructor: THREE.Line3,
-
- set: function ( start, end ) {
-
- this.start.copy( start );
- this.end.copy( end );
-
- return this;
-
- },
-
- copy: function ( line ) {
-
- this.start.copy( line.start );
- this.end.copy( line.end );
-
- return this;
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
-
- },
-
- delta: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors( this.end, this.start );
-
- },
-
- distanceSq: function () {
-
- return this.start.distanceToSquared( this.end );
-
- },
-
- distance: function () {
-
- return this.start.distanceTo( this.end );
-
- },
-
- at: function ( t, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- return this.delta( result ).multiplyScalar( t ).add( this.start );
-
- },
-
- closestPointToPointParameter: function () {
-
- var startP = new THREE.Vector3();
- var startEnd = new THREE.Vector3();
-
- return function ( point, clampToLine ) {
-
- startP.subVectors( point, this.start );
- startEnd.subVectors( this.end, this.start );
-
- var startEnd2 = startEnd.dot( startEnd );
- var startEnd_startP = startEnd.dot( startP );
-
- var t = startEnd_startP / startEnd2;
-
- if ( clampToLine ) {
-
- t = THREE.Math.clamp( t, 0, 1 );
-
- }
-
- return t;
-
- };
-
- }(),
-
- closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
-
- var t = this.closestPointToPointParameter( point, clampToLine );
-
- var result = optionalTarget || new THREE.Vector3();
-
- return this.delta( result ).multiplyScalar( t ).add( this.start );
-
- },
-
- applyMatrix4: function ( matrix ) {
-
- this.start.applyMatrix4( matrix );
- this.end.applyMatrix4( matrix );
-
- return this;
-
- },
-
- equals: function ( line ) {
-
- return line.start.equals( this.start ) && line.end.equals( this.end );
-
- },
-
- clone: function () {
-
- return new THREE.Line3().copy( this );
-
- }
-
-};
-
-// File:src/math/Box2.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Box2 = function ( min, max ) {
-
- this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
- this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
-
-};
-
-THREE.Box2.prototype = {
-
- constructor: THREE.Box2,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- this.makeEmpty();
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- this.expandByPoint( points[ i ] )
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function () {
-
- var v1 = new THREE.Vector2();
-
- return function ( center, size ) {
-
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( 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.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.subVectors( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.min( point );
- this.max.max( point );
-
- return this;
- },
-
- expandByVector: function ( vector ) {
-
- this.min.sub( vector );
- this.max.add( vector );
-
- return this;
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
-
- return this;
- },
-
- containsPoint: function ( point ) {
-
- if ( point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- containsBox: function ( box ) {
-
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- getParameter: function ( point, optionalTarget ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- var result = optionalTarget || new THREE.Vector2();
-
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
-
- },
-
- 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 ).clamp( this.min, this.max );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector2();
-
- return function ( point ) {
-
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
-
- };
-
- }(),
-
- intersect: function ( box ) {
-
- this.min.max( box.min );
- this.max.min( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.min( box.min );
- this.max.max( box.max );
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.min.add( offset );
- this.max.add( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box2().copy( this );
-
- }
-
-};
-
-// File:src/math/Box3.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Box3 = function ( min, max ) {
-
- this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
- this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
-
-};
-
-THREE.Box3.prototype = {
-
- constructor: THREE.Box3,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- this.makeEmpty();
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- this.expandByPoint( points[ i ] )
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( center, size ) {
-
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
-
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
-
- return this;
-
- };
-
- }(),
-
- setFromObject: function () {
-
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and childrens', world transforms
-
- var v1 = new THREE.Vector3();
-
- return function ( object ) {
-
- var scope = this;
-
- object.updateMatrixWorld( true );
-
- this.makeEmpty();
-
- object.traverse( function ( node ) {
-
- if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
-
- var vertices = node.geometry.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- v1.copy( vertices[ i ] );
-
- v1.applyMatrix4( node.matrixWorld );
-
- scope.expandByPoint( v1 );
-
- }
-
- }
-
- } );
-
- 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.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.min( point );
- this.max.max( point );
-
- return this;
-
- },
-
- expandByVector: function ( vector ) {
-
- this.min.sub( vector );
- this.max.add( vector );
-
- return this;
-
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
-
- return this;
-
- },
-
- containsPoint: function ( point ) {
-
- if ( point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ||
- point.z < this.min.z || point.z > this.max.z ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- containsBox: function ( box ) {
-
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
- ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- getParameter: function ( point, optionalTarget ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- var result = optionalTarget || new THREE.Vector3();
-
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
-
- },
-
- 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 result.copy( point ).clamp( this.min, this.max );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point ) {
-
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
-
- };
-
- }(),
-
- getBoundingSphere: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Sphere();
-
- result.center = this.center();
- result.radius = this.size( v1 ).length() * 0.5;
-
- return result;
-
- };
-
- }(),
-
- intersect: function ( box ) {
-
- this.min.max( box.min );
- this.max.min( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.min( box.min );
- this.max.max( box.max );
-
- return this;
-
- },
-
- applyMatrix4: function () {
-
- var points = [
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3()
- ];
-
- return function ( matrix ) {
-
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
- points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
- points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
- points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
- points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
- points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
- points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
- points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
-
- this.makeEmpty();
- this.setFromPoints( points );
-
- return this;
-
- };
-
- }(),
-
- translate: function ( offset ) {
-
- this.min.add( offset );
- this.max.add( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box3().copy( this );
-
- }
-
-};
-
-// File:src/math/Matrix3.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
-
- this.elements = new Float32Array( 9 );
-
- var te = this.elements;
-
- te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 3 ] = n12 || 0; te[ 6 ] = n13 || 0;
- te[ 1 ] = n21 || 0; te[ 4 ] = ( n22 !== undefined ) ? n22 : 1; te[ 7 ] = n23 || 0;
- te[ 2 ] = n31 || 0; te[ 5 ] = n32 || 0; te[ 8 ] = ( n33 !== undefined ) ? n33 : 1;
-
-};
-
-THREE.Matrix3.prototype = {
-
- constructor: THREE.Matrix3,
-
- set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
-
- var te = this.elements;
-
- te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
- te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
- te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
-
- return this;
-
- },
-
- identity: function () {
-
- this.set(
-
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
-
- );
-
- return this;
-
- },
-
- copy: function ( m ) {
-
- var me = m.elements;
-
- this.set(
-
- me[ 0 ], me[ 3 ], me[ 6 ],
- me[ 1 ], me[ 4 ], me[ 7 ],
- me[ 2 ], me[ 5 ], me[ 8 ]
-
- );
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
- return vector.applyMatrix3( this );
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
-
- },
-
- applyToVector3Array: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( array, offset, length ) {
-
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = array.length;
-
- for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
-
- v1.x = array[ j ];
- v1.y = array[ j + 1 ];
- v1.z = array[ j + 2 ];
-
- v1.applyMatrix3( this );
-
- array[ j ] = v1.x;
- array[ j + 1 ] = v1.y;
- array[ j + 2 ] = v1.z;
-
- }
-
- return array;
-
- };
-
- }(),
-
- multiplyScalar: function ( s ) {
-
- var te = this.elements;
-
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
-
- return this;
-
- },
-
- determinant: function () {
-
- var te = this.elements;
-
- var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
-
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
-
- },
-
- getInverse: function ( matrix, throwOnInvertible ) {
-
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
-
- var me = matrix.elements;
- var te = this.elements;
-
- te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
- te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
- te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
- te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
- te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
- te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
- te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
- te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
- te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
-
- var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
-
- // no inverse
-
- if ( det === 0 ) {
-
- var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
-
- if ( throwOnInvertible || false ) {
-
- throw new Error( msg );
-
- } else {
-
- console.warn( msg );
-
- }
-
- this.identity();
-
- return this;
-
- }
-
- this.multiplyScalar( 1.0 / det );
-
- return this;
-
- },
-
- transpose: function () {
-
- var tmp, m = this.elements;
-
- tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
- tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
- tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
-
- return this;
-
- },
-
- flattenToArrayOffset: function ( array, offset ) {
-
- var te = this.elements;
-
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
-
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
-
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
-
- return array;
-
- },
-
- getNormalMatrix: function ( m ) {
-
- // input: THREE.Matrix4
-
- this.getInverse( m ).transpose();
-
- 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;
-
- },
-
- fromArray: function ( array ) {
-
- this.elements.set( array );
-
- return this;
-
- },
-
- toArray: function () {
-
- var te = this.elements;
-
- return [
- te[ 0 ], te[ 1 ], te[ 2 ],
- te[ 3 ], te[ 4 ], te[ 5 ],
- te[ 6 ], te[ 7 ], te[ 8 ]
- ];
-
- },
-
- clone: function () {
-
- var te = this.elements;
-
- return new THREE.Matrix3(
-
- te[ 0 ], te[ 3 ], te[ 6 ],
- te[ 1 ], te[ 4 ], te[ 7 ],
- te[ 2 ], te[ 5 ], te[ 8 ]
-
- );
-
- }
-
-};
-
-// File:src/math/Matrix4.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-
-THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
- this.elements = new Float32Array( 16 );
-
- // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
- // we should not support semi specification of Matrix4, it is just weird.
-
- var te = this.elements;
-
- te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 4 ] = n12 || 0; te[ 8 ] = n13 || 0; te[ 12 ] = n14 || 0;
- te[ 1 ] = n21 || 0; te[ 5 ] = ( n22 !== undefined ) ? n22 : 1; te[ 9 ] = n23 || 0; te[ 13 ] = n24 || 0;
- te[ 2 ] = n31 || 0; te[ 6 ] = n32 || 0; te[ 10 ] = ( n33 !== undefined ) ? n33 : 1; te[ 14 ] = n34 || 0;
- te[ 3 ] = n41 || 0; te[ 7 ] = n42 || 0; te[ 11 ] = n43 || 0; te[ 15 ] = ( 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 ) {
-
- this.elements.set( m.elements );
-
- return this;
-
- },
-
- extractPosition: function ( m ) {
-
- console.warn( 'THREEMatrix4: .extractPosition() has been renamed to .copyPosition().' );
- return this.copyPosition( m );
-
- },
-
- copyPosition: function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
-
- return this;
-
- },
-
- extractRotation: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
- var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
- var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
-
- te[ 0 ] = me[ 0 ] * scaleX;
- te[ 1 ] = me[ 1 ] * scaleX;
- te[ 2 ] = me[ 2 ] * scaleX;
-
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
-
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
-
- return this;
-
- };
-
- }(),
-
- makeRotationFromEuler: function ( euler ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
- }
-
- var te = this.elements;
-
- var x = euler.x, y = euler.y, z = euler.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
-
- if ( euler.order === 'XYZ' ) {
-
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
- te[ 0 ] = c * e;
- te[ 4 ] = - c * f;
- te[ 8 ] = d;
-
- te[ 1 ] = af + be * d;
- te[ 5 ] = ae - bf * d;
- te[ 9 ] = - b * c;
-
- te[ 2 ] = bf - ae * d;
- te[ 6 ] = be + af * d;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'YXZ' ) {
-
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
- te[ 0 ] = ce + df * b;
- te[ 4 ] = de * b - cf;
- te[ 8 ] = a * d;
-
- te[ 1 ] = a * f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b;
-
- te[ 2 ] = cf * b - de;
- te[ 6 ] = df + ce * b;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'ZXY' ) {
-
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
- te[ 0 ] = ce - df * b;
- te[ 4 ] = - a * f;
- te[ 8 ] = de + cf * b;
-
- te[ 1 ] = cf + de * b;
- te[ 5 ] = a * e;
- te[ 9 ] = df - ce * b;
-
- te[ 2 ] = - a * d;
- te[ 6 ] = b;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'ZYX' ) {
-
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
- te[ 0 ] = c * e;
- te[ 4 ] = be * d - af;
- te[ 8 ] = ae * d + bf;
-
- te[ 1 ] = c * f;
- te[ 5 ] = bf * d + ae;
- te[ 9 ] = af * d - be;
-
- te[ 2 ] = - d;
- te[ 6 ] = b * c;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'YZX' ) {
-
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
- te[ 0 ] = c * e;
- te[ 4 ] = bd - ac * f;
- te[ 8 ] = bc * f + ad;
-
- te[ 1 ] = f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b * e;
-
- te[ 2 ] = - d * e;
- te[ 6 ] = ad * f + bc;
- te[ 10 ] = ac - bd * f;
-
- } else if ( euler.order === 'XZY' ) {
-
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
- te[ 0 ] = c * e;
- te[ 4 ] = - f;
- te[ 8 ] = d * e;
-
- te[ 1 ] = ac * f + bd;
- te[ 5 ] = a * e;
- te[ 9 ] = ad * f - bc;
-
- te[ 2 ] = bc * f - ad;
- te[ 6 ] = b * e;
- te[ 10 ] = bd * f + ac;
-
- }
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- setRotationFromQuaternion: function ( q ) {
-
- console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
-
- return this.makeRotationFromQuaternion( q );
-
- },
-
- makeRotationFromQuaternion: function ( q ) {
-
- var te = this.elements;
-
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
-
- te[ 0 ] = 1 - ( yy + zz );
- te[ 4 ] = xy - wz;
- te[ 8 ] = xz + wy;
-
- te[ 1 ] = xy + wz;
- te[ 5 ] = 1 - ( xx + zz );
- te[ 9 ] = yz - wx;
-
- te[ 2 ] = xz - wy;
- te[ 6 ] = yz + wx;
- te[ 10 ] = 1 - ( xx + yy );
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- lookAt: function () {
-
- var x = new THREE.Vector3();
- var y = new THREE.Vector3();
- var z = new THREE.Vector3();
-
- return function ( eye, target, up ) {
-
- var te = this.elements;
-
- z.subVectors( eye, target ).normalize();
-
- if ( z.length() === 0 ) {
-
- z.z = 1;
-
- }
-
- x.crossVectors( up, z ).normalize();
-
- if ( x.length() === 0 ) {
-
- z.x += 0.0001;
- x.crossVectors( up, z ).normalize();
-
- }
-
- y.crossVectors( z, x );
-
-
- te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
- te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
- te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
-
- return this;
-
- };
-
- }(),
-
- multiply: function ( m, n ) {
-
- if ( n !== undefined ) {
-
- console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
- return this.multiplyMatrices( m, n );
-
- }
-
- return this.multiplyMatrices( this, m );
-
- },
-
- multiplyMatrices: function ( a, b ) {
-
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
-
- var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
- var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
- var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
- var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
-
- var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
- var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
- var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
- var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
-
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
-
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
-
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
-
- te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
-
- return this;
-
- },
-
- multiplyToArray: function ( a, b, r ) {
-
- var te = this.elements;
-
- this.multiplyMatrices( a, b );
-
- r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
- r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
- r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
- r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- var te = this.elements;
-
- te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
- te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
- te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
- te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
- return vector.applyProjection( this );
-
- },
-
- multiplyVector4: function ( vector ) {
-
- console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
-
- },
-
- applyToVector3Array: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( array, offset, length ) {
-
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = array.length;
-
- for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
-
- v1.x = array[ j ];
- v1.y = array[ j + 1 ];
- v1.z = array[ j + 2 ];
-
- v1.applyMatrix4( this );
-
- array[ j ] = v1.x;
- array[ j + 1 ] = v1.y;
- array[ j + 2 ] = v1.z;
-
- }
-
- return array;
-
- };
-
- }(),
-
- rotateAxis: function ( v ) {
-
- console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
-
- v.transformDirection( this );
-
- },
-
- crossVector: function ( vector ) {
-
- console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
-
- },
-
- determinant: function () {
-
- var te = this.elements;
-
- var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
- var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
- var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
- var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
-
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
-
- return (
- n41 * (
- + n14 * n23 * n32
- - n13 * n24 * n32
- - n14 * n22 * n33
- + n12 * n24 * n33
- + n13 * n22 * n34
- - n12 * n23 * n34
- ) +
- n42 * (
- + n11 * n23 * n34
- - n11 * n24 * n33
- + n14 * n21 * n33
- - n13 * n21 * n34
- + n13 * n24 * n31
- - n14 * n23 * n31
- ) +
- n43 * (
- + n11 * n24 * n32
- - n11 * n22 * n34
- - n14 * n21 * n32
- + n12 * n21 * n34
- + n14 * n22 * n31
- - n12 * n24 * n31
- ) +
- n44 * (
- - n13 * n22 * n31
- - n11 * n23 * n32
- + n11 * n22 * n33
- + n13 * n21 * n32
- - n12 * n21 * n33
- + n12 * n23 * n31
- )
-
- );
-
- },
-
- transpose: function () {
-
- var te = this.elements;
- var tmp;
-
- tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
- tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
- tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
-
- tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
- tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
- tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
-
- return this;
-
- },
-
- flattenToArrayOffset: function ( array, offset ) {
-
- var te = this.elements;
-
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
-
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
-
- array[ offset + 8 ] = te[ 8 ];
- array[ offset + 9 ] = te[ 9 ];
- array[ offset + 10 ] = te[ 10 ];
- array[ offset + 11 ] = te[ 11 ];
-
- array[ offset + 12 ] = te[ 12 ];
- array[ offset + 13 ] = te[ 13 ];
- array[ offset + 14 ] = te[ 14 ];
- array[ offset + 15 ] = te[ 15 ];
-
- return array;
-
- },
-
- getPosition: function () {
-
- var v1 = new THREE.Vector3();
-
- return function () {
-
- console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
-
- var te = this.elements;
- return 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;
-
- },
-
- getInverse: function ( m, throwOnInvertible ) {
-
- // 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;
-
- var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
-
- if ( det == 0 ) {
-
- var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
-
- if ( throwOnInvertible || false ) {
-
- throw new Error( msg );
-
- } else {
-
- console.warn( msg );
-
- }
-
- this.identity();
-
- return this;
- }
-
- this.multiplyScalar( 1 / det );
-
- return this;
-
- },
-
- translate: function ( v ) {
-
- console.warn( 'THREE.Matrix4: .translate() has been removed.' );
-
- },
-
- rotateX: function ( angle ) {
-
- console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
-
- },
-
- rotateY: function ( angle ) {
-
- console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
-
- },
-
- rotateZ: function ( angle ) {
-
- console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
-
- },
-
- rotateByAxis: function ( axis, angle ) {
-
- console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
-
- },
-
- 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 ( x, y, z ) {
-
- this.set(
-
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationX: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- 1, 0, 0, 0,
- 0, c, - s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationY: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- c, 0, s, 0,
- 0, 1, 0, 0,
- - s, 0, c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationZ: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- c, - s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationAxis: function ( axis, angle ) {
-
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
-
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var tx = t * x, ty = t * y;
-
- this.set(
-
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeScale: function ( x, y, z ) {
-
- this.set(
-
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- compose: function ( position, quaternion, scale ) {
-
- this.makeRotationFromQuaternion( quaternion );
- this.scale( scale );
- this.setPosition( position );
-
- return this;
-
- },
-
- decompose: function () {
-
- var vector = new THREE.Vector3();
- var matrix = new THREE.Matrix4();
-
- return function ( position, quaternion, scale ) {
-
- var te = this.elements;
-
- var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
-
- // if determine is negative, we need to invert one scale
- var det = this.determinant();
- if ( det < 0 ) {
- sx = - sx;
- }
-
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
-
- // scale the rotation part
-
- matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
-
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
-
- matrix.elements[ 0 ] *= invSX;
- matrix.elements[ 1 ] *= invSX;
- matrix.elements[ 2 ] *= invSX;
-
- matrix.elements[ 4 ] *= invSY;
- matrix.elements[ 5 ] *= invSY;
- matrix.elements[ 6 ] *= invSY;
-
- matrix.elements[ 8 ] *= invSZ;
- matrix.elements[ 9 ] *= invSZ;
- matrix.elements[ 10 ] *= invSZ;
-
- quaternion.setFromRotationMatrix( matrix );
-
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
-
- return this;
-
- };
-
- }(),
-
- makeFrustum: function ( left, right, bottom, top, near, far ) {
-
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
-
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
-
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
-
- return this;
-
- },
-
- makePerspective: function ( fov, aspect, near, far ) {
-
- var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
- var ymin = - ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
-
- return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
-
- },
-
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
-
- var te = this.elements;
- var w = 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;
-
- },
-
- fromArray: function ( array ) {
-
- this.elements.set( array );
-
- return this;
-
- },
-
- toArray: function () {
-
- var te = this.elements;
-
- return [
- te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
- te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
- te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
- te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
- ];
-
- },
-
- 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 ]
-
- );
-
- }
-
-};
-
-// File:src/math/Ray.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Ray = function ( origin, direction ) {
-
- this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
- this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
-
-};
-
-THREE.Ray.prototype = {
-
- constructor: THREE.Ray,
-
- set: function ( origin, direction ) {
-
- this.origin.copy( origin );
- this.direction.copy( direction );
-
- return this;
-
- },
-
- copy: function ( ray ) {
-
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
-
- return this;
-
- },
-
- at: function ( t, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
-
- },
-
- recast: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( t ) {
-
- this.origin.copy( this.at( t, v1 ) );
-
- return this;
-
- };
-
- }(),
-
- closestPointToPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- result.subVectors( point, this.origin );
- var directionDistance = result.dot( this.direction );
-
- if ( directionDistance < 0 ) {
-
- return result.copy( this.origin );
-
- }
-
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point ) {
-
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
-
- // point behind the ray
-
- if ( directionDistance < 0 ) {
-
- return this.origin.distanceTo( point );
-
- }
-
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- return v1.distanceTo( point );
-
- };
-
- }(),
-
- distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
-
- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
-
- var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
- var segDir = v1.clone().sub( v0 ).normalize();
- var segExtent = v0.distanceTo( v1 ) * 0.5;
- var diff = this.origin.clone().sub( segCenter );
- var a01 = - this.direction.dot( segDir );
- var b0 = diff.dot( this.direction );
- var b1 = - diff.dot( segDir );
- var c = diff.lengthSq();
- var det = Math.abs( 1 - a01 * a01 );
- var s0, s1, sqrDist, extDet;
-
- if ( det >= 0 ) {
-
- // The ray and segment are not parallel.
-
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
-
- if ( s0 >= 0 ) {
-
- if ( s1 >= - extDet ) {
-
- if ( s1 <= extDet ) {
-
- // region 0
- // Minimum at interior points of ray and segment.
-
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
-
- } else {
-
- // region 1
-
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- } else {
-
- // region 5
-
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- } else {
-
- if ( s1 <= - extDet ) {
-
- // region 4
-
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- } else if ( s1 <= extDet ) {
-
- // region 3
-
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
-
- } else {
-
- // region 2
-
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- }
-
- } else {
-
- // Ray and segment are parallel.
-
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- if ( optionalPointOnRay ) {
-
- optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
-
- }
-
- if ( optionalPointOnSegment ) {
-
- optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
-
- }
-
- return sqrDist;
-
- },
-
- isIntersectionSphere: function ( sphere ) {
-
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
-
- },
-
- intersectSphere: function () {
-
- // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
-
- var v1 = new THREE.Vector3();
-
- return function ( sphere, optionalTarget ) {
-
- v1.subVectors( sphere.center, this.origin );
-
- var tca = v1.dot( this.direction );
-
- var d2 = v1.dot( v1 ) - tca * tca;
-
- var radius2 = sphere.radius * sphere.radius;
-
- if ( d2 > radius2 ) return null;
-
- var thc = Math.sqrt( radius2 - d2 );
-
- // t0 = first intersect point - entrance on front of sphere
- var t0 = tca - thc;
-
- // t1 = second intersect point - exit point on back of sphere
- var t1 = tca + thc;
-
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if ( t0 < 0 && t1 < 0 ) return null;
-
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, optionalTarget );
-
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, optionalTarget );
-
- }
-
- }(),
-
- isIntersectionPlane: function ( plane ) {
-
- // check if the ray lies on the plane first
-
- var distToPoint = plane.distanceToPoint( this.origin );
-
- if ( distToPoint === 0 ) {
-
- return true;
-
- }
-
- var denominator = plane.normal.dot( this.direction );
-
- if ( denominator * distToPoint < 0 ) {
-
- return true;
-
- }
-
- // ray origin is behind the plane (and is pointing behind it)
-
- return false;
-
- },
-
- distanceToPlane: function ( plane ) {
-
- var denominator = plane.normal.dot( this.direction );
- if ( denominator == 0 ) {
-
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) == 0 ) {
-
- return 0;
-
- }
-
- // Null is preferable to undefined since undefined means.... it is undefined
-
- return null;
-
- }
-
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
-
- // Return if the ray never intersects the plane
-
- return t >= 0 ? t : null;
-
- },
-
- intersectPlane: function ( plane, optionalTarget ) {
-
- var t = this.distanceToPlane( plane );
-
- if ( t === null ) {
-
- return null;
- }
-
- return this.at( t, optionalTarget );
-
- },
-
- isIntersectionBox: function () {
-
- var v = new THREE.Vector3();
-
- return function ( box ) {
-
- return this.intersectBox( box, v ) !== null;
-
- };
-
- }(),
-
- intersectBox: function ( box , optionalTarget ) {
-
- // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
-
- var tmin,tmax,tymin,tymax,tzmin,tzmax;
-
- var invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
-
- var origin = this.origin;
-
- if ( invdirx >= 0 ) {
-
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
-
- } else {
-
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
-
- if ( invdiry >= 0 ) {
-
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
-
- } else {
-
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
-
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
-
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
-
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
-
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
-
- if ( invdirz >= 0 ) {
-
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
-
- } else {
-
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
-
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
-
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
-
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
-
- //return point closest to the ray (positive side)
-
- if ( tmax < 0 ) return null;
-
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
-
- },
-
- intersectTriangle: function () {
-
- // Compute the offset origin, edges, and normal.
- var diff = new THREE.Vector3();
- var edge1 = new THREE.Vector3();
- var edge2 = new THREE.Vector3();
- var normal = new THREE.Vector3();
-
- return function ( a, b, c, backfaceCulling, optionalTarget ) {
-
- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
-
- edge1.subVectors( b, a );
- edge2.subVectors( c, a );
- normal.crossVectors( edge1, edge2 );
-
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- var DdN = this.direction.dot( normal );
- var sign;
-
- if ( DdN > 0 ) {
-
- if ( backfaceCulling ) return null;
- sign = 1;
-
- } else if ( DdN < 0 ) {
-
- sign = - 1;
- DdN = - DdN;
-
- } else {
-
- return null;
-
- }
-
- diff.subVectors( this.origin, a );
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
-
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
-
- return null;
-
- }
-
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
-
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
-
- return null;
-
- }
-
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
-
- return null;
-
- }
-
- // Line intersects triangle, check if ray does.
- var QdN = - sign * diff.dot( normal );
-
- // t < 0, no intersection
- if ( QdN < 0 ) {
-
- return null;
-
- }
-
- // Ray intersects triangle.
- return this.at( QdN / DdN, optionalTarget );
-
- };
-
- }(),
-
- applyMatrix4: function ( matrix4 ) {
-
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
- this.origin.applyMatrix4( matrix4 );
- this.direction.sub( this.origin );
- this.direction.normalize();
-
- return this;
- },
-
- equals: function ( ray ) {
-
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
-
- },
-
- clone: function () {
-
- return new THREE.Ray().copy( this );
-
- }
-
-};
-
-// File:src/math/Sphere.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Sphere = function ( center, radius ) {
-
- this.center = ( center !== undefined ) ? center : new THREE.Vector3();
- this.radius = ( radius !== undefined ) ? radius : 0;
-
-};
-
-THREE.Sphere.prototype = {
-
- constructor: THREE.Sphere,
-
- set: function ( center, radius ) {
-
- this.center.copy( center );
- this.radius = radius;
-
- return this;
- },
-
- setFromPoints: function () {
-
- var box = new THREE.Box3();
-
- return function ( points, optionalCenter ) {
-
- var center = this.center;
-
- if ( optionalCenter !== undefined ) {
-
- center.copy( optionalCenter );
-
- } else {
-
- box.setFromPoints( points ).center( center );
-
- }
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
-
- }
-
- this.radius = Math.sqrt( maxRadiusSq );
-
- return this;
-
- };
-
- }(),
-
- copy: function ( sphere ) {
-
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
-
- return this;
-
- },
-
- empty: function () {
-
- return ( this.radius <= 0 );
-
- },
-
- containsPoint: function ( point ) {
-
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
-
- },
-
- distanceToPoint: function ( point ) {
-
- return ( point.distanceTo( this.center ) - this.radius );
-
- },
-
- intersectsSphere: function ( sphere ) {
-
- var radiusSum = this.radius + sphere.radius;
-
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var deltaLengthSq = this.center.distanceToSquared( point );
-
- var result = optionalTarget || new THREE.Vector3();
- result.copy( point );
-
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
-
- result.sub( this.center ).normalize();
- result.multiplyScalar( this.radius ).add( this.center );
-
- }
-
- return result;
-
- },
-
- getBoundingBox: function ( optionalTarget ) {
-
- var box = optionalTarget || new THREE.Box3();
-
- box.set( this.center, this.center );
- box.expandByScalar( this.radius );
-
- return box;
-
- },
-
- applyMatrix4: function ( matrix ) {
-
- this.center.applyMatrix4( matrix );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.center.add( offset );
-
- return this;
-
- },
-
- equals: function ( sphere ) {
-
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
-
- },
-
- clone: function () {
-
- return new THREE.Sphere().copy( this );
-
- }
-
-};
-
-// File:src/math/Frustum.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
-
- this.planes = [
-
- ( p0 !== undefined ) ? p0 : new THREE.Plane(),
- ( p1 !== undefined ) ? p1 : new THREE.Plane(),
- ( p2 !== undefined ) ? p2 : new THREE.Plane(),
- ( p3 !== undefined ) ? p3 : new THREE.Plane(),
- ( p4 !== undefined ) ? p4 : new THREE.Plane(),
- ( p5 !== undefined ) ? p5 : new THREE.Plane()
-
- ];
-
-};
-
-THREE.Frustum.prototype = {
-
- constructor: THREE.Frustum,
-
- set: function ( p0, p1, p2, p3, p4, p5 ) {
-
- var planes = this.planes;
-
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
-
- return this;
-
- },
-
- copy: function ( frustum ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- planes[ i ].copy( frustum.planes[ i ] );
-
- }
-
- return this;
-
- },
-
- setFromMatrix: function ( m ) {
-
- var planes = this.planes;
- var me = m.elements;
- var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
- var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
- var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
- var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
-
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
-
- return this;
-
- },
-
- intersectsObject: function () {
-
- var sphere = new THREE.Sphere();
-
- return function ( object ) {
-
- var geometry = object.geometry;
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( object.matrixWorld );
-
- return this.intersectsSphere( sphere );
-
- };
-
- }(),
-
- intersectsSphere: function ( sphere ) {
-
- var planes = this.planes;
- var center = sphere.center;
- var negRadius = - sphere.radius;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- var distance = planes[ i ].distanceToPoint( center );
-
- if ( distance < negRadius ) {
-
- return false;
-
- }
-
- }
-
- return true;
-
- },
-
- intersectsBox: function () {
-
- var p1 = new THREE.Vector3(),
- p2 = new THREE.Vector3();
-
- return function ( box ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6 ; i ++ ) {
-
- var plane = planes[ i ];
-
- p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
- p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
- p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
- p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
-
- var d1 = plane.distanceToPoint( p1 );
- var d2 = plane.distanceToPoint( p2 );
-
- // if both outside plane, no intersection
-
- if ( d1 < 0 && d2 < 0 ) {
-
- return false;
-
- }
- }
-
- return true;
- };
-
- }(),
-
-
- containsPoint: function ( point ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
-
- return false;
-
- }
-
- }
-
- return true;
-
- },
-
- clone: function () {
-
- return new THREE.Frustum().copy( this );
-
- }
-
-};
-
-// File:src/math/Plane.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Plane = function ( normal, constant ) {
-
- this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
- this.constant = ( constant !== undefined ) ? constant : 0;
-
-};
-
-THREE.Plane.prototype = {
-
- constructor: THREE.Plane,
-
- set: function ( normal, constant ) {
-
- this.normal.copy( normal );
- this.constant = constant;
-
- return this;
-
- },
-
- setComponents: function ( x, y, z, w ) {
-
- this.normal.set( x, y, z );
- this.constant = w;
-
- return this;
-
- },
-
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
-
- this.normal.copy( normal );
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
-
- return this;
-
- },
-
- setFromCoplanarPoints: function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( a, b, c ) {
-
- var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
-
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
-
- this.setFromNormalAndCoplanarPoint( normal, a );
-
- return this;
-
- };
-
- }(),
-
-
- copy: function ( plane ) {
-
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
-
- return this;
-
- },
-
- normalize: function () {
-
- // Note: will lead to a divide by zero if the plane is invalid.
-
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
-
- return this;
-
- },
-
- negate: function () {
-
- this.constant *= - 1;
- this.normal.negate();
-
- return this;
-
- },
-
- distanceToPoint: function ( point ) {
-
- return this.normal.dot( point ) + this.constant;
-
- },
-
- distanceToSphere: function ( sphere ) {
-
- return this.distanceToPoint( sphere.center ) - sphere.radius;
-
- },
-
- projectPoint: function ( point, optionalTarget ) {
-
- return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
-
- },
-
- orthoPoint: function ( point, optionalTarget ) {
-
- var perpendicularMagnitude = this.distanceToPoint( point );
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
-
- },
-
- isIntersectionLine: function ( line ) {
-
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
-
- var startSign = this.distanceToPoint( line.start );
- var endSign = this.distanceToPoint( line.end );
-
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
-
- },
-
- intersectLine: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( line, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- var direction = line.delta( v1 );
-
- var denominator = this.normal.dot( direction );
-
- if ( denominator == 0 ) {
-
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) == 0 ) {
-
- return result.copy( line.start );
-
- }
-
- // Unsure if this is the correct method to handle this case.
- return undefined;
-
- }
-
- var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
-
- if ( t < 0 || t > 1 ) {
-
- return undefined;
-
- }
-
- return result.copy( direction ).multiplyScalar( t ).add( line.start );
-
- };
-
- }(),
-
-
- coplanarPoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( - this.constant );
-
- },
-
- applyMatrix4: function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
- var m1 = new THREE.Matrix3();
-
- return function ( matrix, optionalNormalMatrix ) {
-
- // compute new normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
- var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
-
- var newCoplanarPoint = this.coplanarPoint( v2 );
- newCoplanarPoint.applyMatrix4( matrix );
-
- 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 );
-
- }
-
-};
-
-// File:src/math/Math.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Math = {
-
- generateUUID: function () {
-
- // http://www.broofa.com/Tools/Math.uuid.htm
-
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
- var uuid = new Array( 36 );
- var rnd = 0, r;
-
- return function () {
-
- for ( var i = 0; i < 36; i ++ ) {
-
- if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
-
- uuid[ i ] = '-';
-
- } else if ( i == 14 ) {
-
- uuid[ i ] = '4';
-
- } else {
-
- if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
- r = rnd & 0xf;
- rnd = rnd >> 4;
- uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
-
- }
- }
-
- return uuid.join( '' );
-
- };
-
- }(),
-
- // Clamp 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 );
-
- },
-
- // http://en.wikipedia.org/wiki/Smoothstep
-
- smoothstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * ( 3 - 2 * x );
-
- },
-
- smootherstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
-
- },
-
- // 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;
-
- },
-
- degToRad: function () {
-
- var degreeToRadiansFactor = Math.PI / 180;
-
- return function ( degrees ) {
-
- return degrees * degreeToRadiansFactor;
-
- };
-
- }(),
-
- radToDeg: function () {
-
- var radianToDegreesFactor = 180 / Math.PI;
-
- return function ( radians ) {
-
- return radians * radianToDegreesFactor;
-
- };
-
- }(),
-
- isPowerOfTwo: function ( value ) {
-
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
-
- }
-
-};
-
-// File:src/math/Spline.js
-
-/**
- * Spline from Tween.js, slightly optimized (and trashed)
- * http://sole.github.com/tween.js/examples/05_spline.html
- *
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Spline = function ( points ) {
-
- this.points = points;
-
- var c = [], v3 = { x: 0, y: 0, z: 0 },
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
-
- this.initFromArray = function ( a ) {
-
- this.points = [];
-
- for ( var i = 0; i < a.length; i ++ ) {
-
- this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
-
- }
-
- };
-
- this.getPoint = function ( k ) {
-
- point = ( this.points.length - 1 ) * k;
- intPoint = Math.floor( point );
- weight = point - intPoint;
-
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
- c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
-
- pa = this.points[ c[ 0 ] ];
- pb = this.points[ c[ 1 ] ];
- pc = this.points[ c[ 2 ] ];
- pd = this.points[ c[ 3 ] ];
-
- w2 = weight * weight;
- w3 = weight * w2;
-
- v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
- v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
- v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
-
- return v3;
-
- };
-
- this.getControlPointsArray = function () {
-
- var i, p, l = this.points.length,
- coords = [];
-
- for ( i = 0; i < l; i ++ ) {
-
- p = this.points[ i ];
- coords[ i ] = [ p.x, p.y, p.z ];
-
- }
-
- return coords;
-
- };
-
- // approximate length by summing linear segments
-
- this.getLength = function ( nSubDivisions ) {
-
- var i, index, nSamples, position,
- point = 0, intPoint = 0, oldIntPoint = 0,
- oldPosition = new THREE.Vector3(),
- tmpVec = new THREE.Vector3(),
- chunkLengths = [],
- totalLength = 0;
-
- // first point has 0 length
-
- chunkLengths[ 0 ] = 0;
-
- if ( ! nSubDivisions ) nSubDivisions = 100;
-
- nSamples = this.points.length * nSubDivisions;
-
- oldPosition.copy( this.points[ 0 ] );
-
- for ( i = 1; i < nSamples; i ++ ) {
-
- index = i / nSamples;
-
- position = this.getPoint( index );
- tmpVec.copy( position );
-
- totalLength += tmpVec.distanceTo( oldPosition );
-
- oldPosition.copy( position );
-
- point = ( this.points.length - 1 ) * index;
- intPoint = Math.floor( point );
-
- if ( intPoint != oldIntPoint ) {
-
- chunkLengths[ intPoint ] = totalLength;
- oldIntPoint = intPoint;
-
- }
-
- }
-
- // last point ends with total length
-
- chunkLengths[ chunkLengths.length ] = totalLength;
-
- return { chunks: chunkLengths, total: totalLength };
-
- };
-
- this.reparametrizeByArcLength = function ( samplingCoef ) {
-
- var i, j,
- index, indexCurrent, indexNext,
- 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;
-
- };
-
-};
-
-// File:src/math/Triangle.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Triangle = function ( a, b, c ) {
-
- this.a = ( a !== undefined ) ? a : new THREE.Vector3();
- this.b = ( b !== undefined ) ? b : new THREE.Vector3();
- this.c = ( c !== undefined ) ? c : new THREE.Vector3();
-
-};
-
-THREE.Triangle.normal = function () {
-
- var v0 = new THREE.Vector3();
-
- return function ( a, b, c, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- result.subVectors( c, b );
- v0.subVectors( a, b );
- result.cross( v0 );
-
- var resultLengthSq = result.lengthSq();
- if ( resultLengthSq > 0 ) {
-
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
-
- }
-
- return result.set( 0, 0, 0 );
-
- };
-
-}();
-
-// static/instance method to calculate barycoordinates
-// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
-THREE.Triangle.barycoordFromPoint = function () {
-
- var v0 = new THREE.Vector3();
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( point, a, b, c, optionalTarget ) {
-
- v0.subVectors( c, a );
- v1.subVectors( b, a );
- v2.subVectors( point, a );
-
- var dot00 = v0.dot( v0 );
- var dot01 = v0.dot( v1 );
- var dot02 = v0.dot( v2 );
- var dot11 = v1.dot( v1 );
- var dot12 = v1.dot( v2 );
-
- var denom = ( dot00 * dot11 - dot01 * dot01 );
-
- var result = optionalTarget || new THREE.Vector3();
-
- // 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 () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point, a, b, c ) {
-
- var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
-
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
-
- };
-
-}();
-
-THREE.Triangle.prototype = {
-
- constructor: THREE.Triangle,
-
- set: function ( a, b, c ) {
-
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
-
- return this;
-
- },
-
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
-
- this.a.copy( points[ i0 ] );
- this.b.copy( points[ i1 ] );
- this.c.copy( points[ i2 ] );
-
- return this;
-
- },
-
- copy: function ( triangle ) {
-
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
-
- return this;
-
- },
-
- area: function () {
-
- var v0 = new THREE.Vector3();
- var v1 = new THREE.Vector3();
-
- return function () {
-
- v0.subVectors( this.c, this.b );
- v1.subVectors( this.a, this.b );
-
- return v0.cross( v1 ).length() * 0.5;
-
- };
-
- }(),
-
- midpoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
-
- },
-
- normal: function ( optionalTarget ) {
-
- return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
-
- },
-
- plane: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Plane();
-
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
-
- },
-
- barycoordFromPoint: function ( point, optionalTarget ) {
-
- return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
-
- },
-
- containsPoint: function ( point ) {
-
- return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
-
- },
-
- 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 );
-
- }
-
-};
-
-// File:src/core/Clock.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Clock = function ( autoStart ) {
-
- this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
-
- this.startTime = 0;
- this.oldTime = 0;
- this.elapsedTime = 0;
-
- this.running = false;
-
-};
-
-THREE.Clock.prototype = {
-
- constructor: THREE.Clock,
-
- start: function () {
-
- this.startTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
-
- this.oldTime = this.startTime;
- this.running = true;
- },
-
- stop: function () {
-
- this.getElapsedTime();
- this.running = false;
-
- },
-
- getElapsedTime: function () {
-
- this.getDelta();
- return this.elapsedTime;
-
- },
-
- getDelta: function () {
-
- var diff = 0;
-
- if ( this.autoStart && ! this.running ) {
-
- this.start();
-
- }
-
- if ( this.running ) {
-
- var newTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
-
- diff = 0.001 * ( newTime - this.oldTime );
- this.oldTime = newTime;
-
- this.elapsedTime += diff;
-
- }
-
- return diff;
-
- }
-
-};
-
-// File:src/core/EventDispatcher.js
-
-/**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
-
-THREE.EventDispatcher = function () {}
-
-THREE.EventDispatcher.prototype = {
-
- constructor: THREE.EventDispatcher,
-
- apply: function ( object ) {
-
- object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
- object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
- object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
- object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
-
- },
-
- addEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) this._listeners = {};
-
- var listeners = this._listeners;
-
- if ( listeners[ type ] === undefined ) {
-
- listeners[ type ] = [];
-
- }
-
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
- listeners[ type ].push( listener );
-
- }
-
- },
-
- hasEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return false;
-
- var listeners = this._listeners;
-
- if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- removeEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ type ];
-
- if ( listenerArray !== undefined ) {
-
- var index = listenerArray.indexOf( listener );
-
- if ( index !== - 1 ) {
-
- listenerArray.splice( index, 1 );
-
- }
-
- }
-
- },
-
- dispatchEvent: function ( event ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ event.type ];
-
- if ( listenerArray !== undefined ) {
-
- event.target = this;
-
- var array = [];
- var length = listenerArray.length;
-
- for ( var i = 0; i < length; i ++ ) {
-
- array[ i ] = listenerArray[ i ];
-
- }
-
- for ( var i = 0; i < length; i ++ ) {
-
- array[ i ].call( this, event );
-
- }
-
- }
-
- }
-
-};
-
-// File:src/core/Raycaster.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
- * @author stephomi / http://stephaneginier.com/
- */
-
-( function ( THREE ) {
-
- THREE.Raycaster = function ( origin, direction, near, far ) {
-
- this.ray = new THREE.Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
-
- this.near = near || 0;
- this.far = far || Infinity;
-
- this.params = {
- Sprite: {},
- Mesh: {},
- PointCloud: { threshold: 1 },
- LOD: {},
- Line: {}
- };
-
- };
-
- var descSort = function ( a, b ) {
-
- return a.distance - b.distance;
-
- };
-
- var intersectObject = function ( object, raycaster, intersects, recursive ) {
-
- object.raycast( raycaster, intersects );
-
- if ( recursive === true ) {
-
- var children = object.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- intersectObject( children[ i ], raycaster, intersects, true );
-
- }
-
- }
-
- };
-
- //
-
- THREE.Raycaster.prototype = {
-
- constructor: THREE.Raycaster,
-
- precision: 0.0001,
- linePrecision: 1,
-
- set: function ( origin, direction ) {
-
- this.ray.set( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
-
- },
-
- intersectObject: function ( object, recursive ) {
-
- var intersects = [];
-
- intersectObject( object, this, intersects, recursive );
-
- intersects.sort( descSort );
-
- return intersects;
-
- },
-
- intersectObjects: function ( objects, recursive ) {
-
- var intersects = [];
-
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
- intersectObject( objects[ i ], this, intersects, recursive );
-
- }
-
- intersects.sort( descSort );
-
- return intersects;
-
- }
-
- };
-
-}( THREE ) );
-
-// File:src/core/Object3D.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Object3D = function () {
-
- this.id = THREE.Object3DIdCount ++;
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
-
- this.parent = undefined;
- this.children = [];
-
- this.up = THREE.Object3D.DefaultUp.clone();
-
- var scope = this;
-
- var position = new THREE.Vector3();
- var rotation = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3( 1, 1, 1 );
-
- rotation.onChange( function () {
- quaternion.setFromEuler( rotation, false );
- } );
-
- quaternion.onChange( function () {
- rotation.setFromQuaternion( quaternion, undefined, false );
- } );
-
- Object.defineProperties( this, {
- position: {
- enumerable: true,
- value: position
- },
- rotation: {
- enumerable: true,
- value: rotation
- },
- quaternion: {
- enumerable: true,
- value: quaternion
- },
- scale: {
- enumerable: true,
- value: scale
- },
- } );
-
- this.renderDepth = null;
-
- this.rotationAutoUpdate = true;
-
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
-
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = false;
-
- this.visible = true;
-
- this.castShadow = false;
- this.receiveShadow = false;
-
- this.frustumCulled = true;
-
- this.userData = {};
-
-};
-
-THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
-
-THREE.Object3D.prototype = {
-
- constructor: THREE.Object3D,
-
- get eulerOrder () {
-
- console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
- return this.rotation.order;
-
- },
-
- set eulerOrder ( value ) {
-
- console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
- this.rotation.order = value;
-
- },
-
- get useQuaternion () {
-
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
- },
-
- set useQuaternion ( value ) {
-
- console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
- },
-
- applyMatrix: function ( matrix ) {
-
- this.matrix.multiplyMatrices( matrix, this.matrix );
-
- this.matrix.decompose( this.position, this.quaternion, this.scale );
-
- },
-
- setRotationFromAxisAngle: function ( axis, angle ) {
-
- // assumes axis is normalized
-
- this.quaternion.setFromAxisAngle( axis, angle );
-
- },
-
- setRotationFromEuler: function ( euler ) {
-
- this.quaternion.setFromEuler( euler, true );
-
- },
-
- setRotationFromMatrix: function ( m ) {
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- this.quaternion.setFromRotationMatrix( m );
-
- },
-
- setRotationFromQuaternion: function ( q ) {
-
- // assumes q is normalized
-
- this.quaternion.copy( q );
-
- },
-
- rotateOnAxis: function () {
-
- // rotate object on axis in object space
- // axis is assumed to be normalized
-
- var q1 = new THREE.Quaternion();
-
- return function ( axis, angle ) {
-
- q1.setFromAxisAngle( axis, angle );
-
- this.quaternion.multiply( q1 );
-
- return this;
-
- }
-
- }(),
-
- rotateX: function () {
-
- var v1 = new THREE.Vector3( 1, 0, 0 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- rotateY: function () {
-
- var v1 = new THREE.Vector3( 0, 1, 0 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- rotateZ: function () {
-
- var v1 = new THREE.Vector3( 0, 0, 1 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- translateOnAxis: function () {
-
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
-
- var v1 = new THREE.Vector3();
-
- return function ( axis, distance ) {
-
- v1.copy( axis ).applyQuaternion( this.quaternion );
-
- this.position.add( v1.multiplyScalar( distance ) );
-
- return this;
-
- }
-
- }(),
-
- translate: function ( distance, axis ) {
-
- console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
- return this.translateOnAxis( axis, distance );
-
- },
-
- translateX: function () {
-
- var v1 = new THREE.Vector3( 1, 0, 0 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- translateY: function () {
-
- var v1 = new THREE.Vector3( 0, 1, 0 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- translateZ: function () {
-
- var v1 = new THREE.Vector3( 0, 0, 1 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- localToWorld: function ( vector ) {
-
- return vector.applyMatrix4( this.matrixWorld );
-
- },
-
- worldToLocal: function () {
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
-
- };
-
- }(),
-
- lookAt: function () {
-
- // This routine does not support objects with rotated and/or translated parent(s)
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- m1.lookAt( vector, this.position, this.up );
-
- this.quaternion.setFromRotationMatrix( m1 );
-
- };
-
- }(),
-
- add: function ( object ) {
-
- if ( arguments.length > 1 ) {
-
- for ( var i = 0; i < arguments.length; i++ ) {
-
- this.add( arguments[ i ] );
-
- }
-
- return this;
-
- };
-
- if ( object === this ) {
-
- console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." );
- return this;
-
- }
-
- if ( object instanceof THREE.Object3D ) {
-
- if ( object.parent !== undefined ) {
-
- object.parent.remove( object );
-
- }
-
- object.parent = this;
- object.dispatchEvent( { type: 'added' } );
-
- 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 );
-
- }
-
- } else {
-
- console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." );
-
- }
-
- return this;
-
- },
-
- remove: function ( object ) {
-
- if ( arguments.length > 1 ) {
-
- for ( var i = 0; i < arguments.length; i++ ) {
-
- this.remove( arguments[ i ] );
-
- }
-
- };
-
- var index = this.children.indexOf( object );
-
- if ( index !== - 1 ) {
-
- object.parent = undefined;
- object.dispatchEvent( { type: 'removed' } );
-
- 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 );
-
- }
-
- }
-
- },
-
- raycast: function () {},
-
- traverse: function ( callback ) {
-
- callback( this );
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].traverse( callback );
-
- }
-
- },
-
- traverseVisible: function ( callback ) {
-
- if ( this.visible === false ) return;
-
- callback( this );
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].traverseVisible( callback );
-
- }
-
- },
-
- getObjectById: function ( id, recursive ) {
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- var child = this.children[ i ];
-
- if ( child.id === id ) {
-
- return child;
-
- }
-
- if ( recursive === true ) {
-
- child = child.getObjectById( id, recursive );
-
- if ( child !== undefined ) {
-
- return child;
-
- }
-
- }
-
- }
-
- return undefined;
-
- },
-
- getObjectByName: 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.getObjectByName( name, recursive );
-
- if ( child !== undefined ) {
-
- return child;
-
- }
-
- }
-
- }
-
- return undefined;
-
- },
-
- getChildByName: function ( name, recursive ) {
-
- console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
- return this.getObjectByName( name, recursive );
-
- },
-
- updateMatrix: function () {
-
- this.matrix.compose( this.position, this.quaternion, this.scale );
-
- this.matrixWorldNeedsUpdate = true;
-
- },
-
- updateMatrixWorld: function ( force ) {
-
- if ( this.matrixAutoUpdate === true ) this.updateMatrix();
-
- if ( this.matrixWorldNeedsUpdate === true || force === true ) {
-
- if ( this.parent === undefined ) {
-
- this.matrixWorld.copy( this.matrix );
-
- } else {
-
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
-
- }
-
- this.matrixWorldNeedsUpdate = false;
-
- force = true;
-
- }
-
- // update children
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].updateMatrixWorld( force );
-
- }
-
- },
-
- clone: function ( object, recursive ) {
-
- if ( object === undefined ) object = new THREE.Object3D();
- if ( recursive === undefined ) recursive = true;
-
- object.name = this.name;
-
- object.up.copy( this.up );
-
- object.position.copy( this.position );
- object.quaternion.copy( this.quaternion );
- object.scale.copy( this.scale );
-
- object.renderDepth = this.renderDepth;
-
- object.rotationAutoUpdate = this.rotationAutoUpdate;
-
- object.matrix.copy( this.matrix );
- object.matrixWorld.copy( this.matrixWorld );
-
- object.matrixAutoUpdate = this.matrixAutoUpdate;
- object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
-
- object.visible = this.visible;
-
- object.castShadow = this.castShadow;
- object.receiveShadow = this.receiveShadow;
-
- object.frustumCulled = this.frustumCulled;
-
- object.userData = JSON.parse( JSON.stringify( this.userData ) );
-
- if ( recursive === true ) {
-
- for ( var i = 0; i < this.children.length; i ++ ) {
-
- var child = this.children[ i ];
- object.add( child.clone() );
-
- }
-
- }
-
- return object;
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
-
-THREE.Object3DIdCount = 0;
-
-// File:src/core/Projector.js
-
-/**
- * @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, _faceCount, _facePool = [], _facePoolLength = 0,
- _line, _lineCount, _linePool = [], _linePoolLength = 0,
- _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
-
- _renderData = { objects: [], lights: [], elements: [] },
-
- _vA = new THREE.Vector3(),
- _vB = new THREE.Vector3(),
- _vC = new THREE.Vector3(),
-
- _vector3 = new THREE.Vector3(),
- _vector4 = new THREE.Vector4(),
-
- _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
- _boundingBox = new THREE.Box3(),
- _points3 = new Array( 3 ),
- _points4 = new Array( 4 ),
-
- _viewMatrix = new THREE.Matrix4(),
- _viewProjectionMatrix = new THREE.Matrix4(),
-
- _modelMatrix,
- _modelViewProjectionMatrix = new THREE.Matrix4(),
-
- _normalMatrix = new THREE.Matrix3(),
-
- _frustum = new THREE.Frustum(),
-
- _clippedVertex1PositionScreen = new THREE.Vector4(),
- _clippedVertex2PositionScreen = new THREE.Vector4();
-
- this.projectVector = function ( vector, camera ) {
-
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
- _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
-
- return vector.applyProjection( _viewProjectionMatrix );
-
- };
-
- this.unprojectVector = function () {
-
- var projectionMatrixInverse = new THREE.Matrix4();
-
- return function ( vector, camera ) {
-
- projectionMatrixInverse.getInverse( camera.projectionMatrix );
- _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
-
- return vector.applyProjection( _viewProjectionMatrix );
-
- };
-
- }();
-
- 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.sub( vector ).normalize();
-
- return new THREE.Raycaster( vector, end );
-
- };
-
- var RenderList = function () {
-
- var normals = [];
- var uvs = [];
-
- var object = null;
- var material = null;
-
- var normalMatrix = new THREE.Matrix3();
-
- var setObject = function ( value ) {
-
- object = value;
- material = object.material;
-
- normalMatrix.getNormalMatrix( object.matrixWorld );
-
- normals.length = 0;
- uvs.length = 0;
-
- };
-
- var projectVertex = function ( vertex ) {
-
- var position = vertex.position;
- var positionWorld = vertex.positionWorld;
- var positionScreen = vertex.positionScreen;
-
- positionWorld.copy( position ).applyMatrix4( _modelMatrix );
- positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
-
- var invW = 1 / positionScreen.w;
-
- positionScreen.x *= invW;
- positionScreen.y *= invW;
- positionScreen.z *= invW;
-
- vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
- positionScreen.y >= - 1 && positionScreen.y <= 1 &&
- positionScreen.z >= - 1 && positionScreen.z <= 1;
-
- };
-
- var pushVertex = function ( x, y, z ) {
-
- _vertex = getNextVertexInPool();
- _vertex.position.set( x, y, z );
-
- projectVertex( _vertex );
-
- };
-
- var pushNormal = function ( x, y, z ) {
-
- normals.push( x, y, z );
-
- };
-
- var pushUv = function ( x, y ) {
-
- uvs.push( x, y );
-
- };
-
- var checkTriangleVisibility = function ( v1, v2, v3 ) {
-
- if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
-
- _points3[ 0 ] = v1.positionScreen;
- _points3[ 1 ] = v2.positionScreen;
- _points3[ 2 ] = v3.positionScreen;
-
- return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
-
- };
-
- var checkBackfaceCulling = function ( v1, v2, v3 ) {
-
- return ( ( 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;
-
- };
-
- var pushLine = function ( a, b ) {
-
- var v1 = _vertexPool[ a ];
- var v2 = _vertexPool[ b ];
-
- _line = getNextLineInPool();
-
- _line.id = object.id;
- _line.v1.copy( v1 );
- _line.v2.copy( v2 );
- _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
-
- _line.material = object.material;
-
- _renderData.elements.push( _line );
-
- };
-
- var pushTriangle = function ( a, b, c ) {
-
- var v1 = _vertexPool[ a ];
- var v2 = _vertexPool[ b ];
- var v3 = _vertexPool[ c ];
-
- if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
-
- if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
-
- _face = getNextFaceInPool();
-
- _face.id = object.id;
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
- _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
-
- for ( var i = 0; i < 3; i ++ ) {
-
- var offset = arguments[ i ] * 3;
- var normal = _face.vertexNormalsModel[ i ];
-
- normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
- normal.applyMatrix3( normalMatrix ).normalize();
-
- var offset2 = arguments[ i ] * 2;
-
- var uv = _face.uvs[ i ];
- uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
-
- }
-
- _face.vertexNormalsLength = 3;
-
- _face.material = object.material;
-
- _renderData.elements.push( _face );
-
- }
-
- };
-
- return {
- setObject: setObject,
- projectVertex: projectVertex,
- checkTriangleVisibility: checkTriangleVisibility,
- checkBackfaceCulling: checkBackfaceCulling,
- pushVertex: pushVertex,
- pushNormal: pushNormal,
- pushUv: pushUv,
- pushLine: pushLine,
- pushTriangle: pushTriangle
- }
-
- };
-
- var renderList = new RenderList();
-
- this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
-
- _faceCount = 0;
- _lineCount = 0;
- _spriteCount = 0;
-
- _renderData.elements.length = 0;
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
- if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
- _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
- _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
-
- _frustum.setFromMatrix( _viewProjectionMatrix );
-
- //
-
- _objectCount = 0;
-
- _renderData.objects.length = 0;
- _renderData.lights.length = 0;
-
- scene.traverseVisible( function ( object ) {
-
- if ( object instanceof THREE.Light ) {
-
- _renderData.lights.push( object );
-
- } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
-
- if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
-
- _object = getNextObjectInPool();
- _object.id = object.id;
- _object.object = object;
-
- if ( object.renderDepth !== null ) {
-
- _object.z = object.renderDepth;
-
- } else {
-
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyProjection( _viewProjectionMatrix );
- _object.z = _vector3.z;
-
- }
-
- _renderData.objects.push( _object );
-
- }
-
- }
-
- } );
-
- if ( sortObjects === true ) {
-
- _renderData.objects.sort( painterSort );
-
- }
-
- //
-
- for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
-
- var object = _renderData.objects[ o ].object;
- var geometry = object.geometry;
-
- renderList.setObject( object );
-
- _modelMatrix = object.matrixWorld;
-
- _vertexCount = 0;
-
- if ( object instanceof THREE.Mesh ) {
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
- var offsets = geometry.offsets;
-
- if ( attributes.position === undefined ) continue;
-
- var positions = attributes.position.array;
-
- for ( var i = 0, l = positions.length; i < l; i += 3 ) {
-
- renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-
- }
-
- if ( attributes.normal !== undefined ) {
-
- var normals = attributes.normal.array;
-
- for ( var i = 0, l = normals.length; i < l; i += 3 ) {
-
- renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
-
- }
-
- }
-
- if ( attributes.uv !== undefined ) {
-
- var uvs = attributes.uv.array;
-
- for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
-
- renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
-
- }
-
- }
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
-
- if ( offsets.length > 0 ) {
-
- for ( var o = 0; o < offsets.length; o ++ ) {
-
- var offset = offsets[ o ];
- var index = offset.index;
-
- for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
-
- renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
-
- }
-
- }
-
- } else {
-
- for ( var i = 0, l = indices.length; i < l; i += 3 ) {
-
- renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
-
- }
-
- }
-
- } else {
-
- for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
-
- renderList.pushTriangle( i, i + 1, i + 2 );
-
- }
-
- }
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
-
- _normalMatrix.getNormalMatrix( _modelMatrix );
-
- var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? object.material : null;
-
- for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
-
- var vertex = vertices[ v ];
- renderList.pushVertex( vertex.x, vertex.y, vertex.z );
-
- }
-
- for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
-
- var face = faces[ f ];
-
- var material = isFaceMaterial === true
- ? objectMaterials.materials[ face.materialIndex ]
- : object.material;
-
- if ( material === undefined ) continue;
-
- var side = material.side;
-
- var v1 = _vertexPool[ face.a ];
- var v2 = _vertexPool[ face.b ];
- var v3 = _vertexPool[ face.c ];
-
- if ( material.morphTargets === true ) {
-
- var morphTargets = geometry.morphTargets;
- var morphInfluences = object.morphTargetInfluences;
-
- var v1p = v1.position;
- var v2p = v2.position;
- var v3p = v3.position;
-
- _vA.set( 0, 0, 0 );
- _vB.set( 0, 0, 0 );
- _vC.set( 0, 0, 0 );
-
- for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
-
- var influence = morphInfluences[ t ];
-
- if ( influence === 0 ) continue;
-
- var targets = morphTargets[ t ].vertices;
-
- _vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
- _vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
- _vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
-
- _vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
- _vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
- _vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
-
- _vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
- _vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
- _vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
-
- }
-
- v1.position.add( _vA );
- v2.position.add( _vB );
- v3.position.add( _vC );
-
- renderList.projectVertex( v1 );
- renderList.projectVertex( v2 );
- renderList.projectVertex( v3 );
-
- }
-
- if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
-
- var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
-
- if ( side !== THREE.DoubleSide ) {
- if ( side === THREE.FrontSide && visible === false ) continue;
- if ( side === THREE.BackSide && visible === true ) continue;
- }
-
- _face = getNextFaceInPool();
-
- _face.id = object.id;
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
-
- _face.normalModel.copy( face.normal );
-
- if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
-
- _face.normalModel.negate();
-
- }
-
- _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
-
- var faceVertexNormals = face.vertexNormals;
-
- for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
-
- var normalModel = _face.vertexNormalsModel[ n ];
- normalModel.copy( faceVertexNormals[ n ] );
-
- if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
-
- normalModel.negate();
-
- }
-
- normalModel.applyMatrix3( _normalMatrix ).normalize();
-
- }
-
- _face.vertexNormalsLength = faceVertexNormals.length;
-
- var vertexUvs = faceVertexUvs[ f ];
-
- if ( vertexUvs !== undefined ) {
-
- for ( var u = 0; u < 3; u ++ ) {
-
- _face.uvs[ u ].copy( vertexUvs[ u ] );
-
- }
-
- }
-
- _face.color = face.color;
- _face.material = material;
-
- _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
-
- _renderData.elements.push( _face );
-
- }
-
- }
-
- } else if ( object instanceof THREE.Line ) {
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
-
- if ( attributes.position !== undefined ) {
-
- var positions = attributes.position.array;
-
- for ( var i = 0, l = positions.length; i < l; i += 3 ) {
-
- renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-
- }
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
-
- for ( var i = 0, l = indices.length; i < l; i += 2 ) {
-
- renderList.pushLine( indices[ i ], indices[ i + 1 ] );
-
- }
-
- } else {
-
- var step = object.type === THREE.LinePieces ? 2 : 1;
-
- for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
-
- renderList.pushLine( i, i + 1 );
-
- }
-
- }
-
- }
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
-
- var vertices = object.geometry.vertices;
-
- if ( vertices.length === 0 ) continue;
-
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
-
- // Handle LineStrip and LinePieces
- var step = object.type === THREE.LinePieces ? 2 : 1;
-
- for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
-
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
-
- 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.id = object.id;
- _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
- _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
-
- _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
-
- _line.material = object.material;
-
- if ( object.material.vertexColors === THREE.VertexColors ) {
-
- _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
- _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
-
- }
-
- _renderData.elements.push( _line );
-
- }
-
- }
-
- }
-
- } else if ( object instanceof THREE.Sprite ) {
-
- _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
- _vector4.applyMatrix4( _viewProjectionMatrix );
-
- var invW = 1 / _vector4.w;
-
- _vector4.z *= invW;
-
- if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
-
- _sprite = getNextSpriteInPool();
- _sprite.id = object.id;
- _sprite.x = _vector4.x * invW;
- _sprite.y = _vector4.y * invW;
- _sprite.z = _vector4.z;
- _sprite.object = object;
-
- _sprite.rotation = object.rotation;
-
- _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
- _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
-
- _sprite.material = object.material;
-
- _renderData.elements.push( _sprite );
-
- }
-
- }
-
- }
-
- 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 getNextFaceInPool() {
-
- if ( _faceCount === _facePoolLength ) {
-
- var face = new THREE.RenderableFace();
- _facePool.push( face );
- _facePoolLength ++;
- _faceCount ++;
- return face;
-
- }
-
- return _facePool[ _faceCount ++ ];
-
-
- }
-
- function getNextLineInPool() {
-
- if ( _lineCount === _linePoolLength ) {
-
- var line = new THREE.RenderableLine();
- _linePool.push( line );
- _linePoolLength ++;
- _lineCount ++
- return line;
-
- }
-
- return _linePool[ _lineCount ++ ];
-
- }
-
- function getNextSpriteInPool() {
-
- if ( _spriteCount === _spritePoolLength ) {
-
- var sprite = new THREE.RenderableSprite();
- _spritePool.push( sprite );
- _spritePoolLength ++;
- _spriteCount ++
- return sprite;
-
- }
-
- return _spritePool[ _spriteCount ++ ];
-
- }
-
- //
-
- function painterSort( a, b ) {
-
- if ( a.z !== b.z ) {
-
- return b.z - a.z;
-
- } else if ( a.id !== b.id ) {
-
- return a.id - b.id;
-
- } else {
-
- return 0;
-
- }
-
- }
-
- 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.lerp( s2, alpha1 );
- s2.lerp( s1, 1 - alpha2 );
-
- return true;
-
- }
-
- }
-
- }
-
-};
-
-// File:src/core/Face3.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
-
- this.a = a;
- this.b = b;
- this.c = c;
-
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = 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;
-
-};
-
-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.materialIndex = this.materialIndex;
-
- for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
-
- face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
-
- }
-
- for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
-
- face.vertexColors[ i ] = this.vertexColors[ i ].clone();
-
- }
-
- for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
-
- face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
- }
-
- return face;
-
- }
-
-};
-
-// File:src/core/Face4.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
-
- console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
- return new THREE.Face3( a, b, c, normal, color, materialIndex );
-
-};
-
-// File:src/core/BufferAttribute.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferAttribute = function ( array, itemSize ) {
-
- this.array = array;
- this.itemSize = itemSize;
-
-};
-
-THREE.BufferAttribute.prototype = {
-
- constructor: THREE.BufferAttribute,
-
- get length () {
-
- return this.array.length;
-
- },
-
- set: function ( value ) {
-
- this.array.set( value );
-
- return this;
-
- },
-
- setX: function ( index, x ) {
-
- this.array[ index * this.itemSize ] = x;
-
- return this;
-
- },
-
- setY: function ( index, y ) {
-
- this.array[ index * this.itemSize + 1 ] = y;
-
- return this;
-
- },
-
- setZ: function ( index, z ) {
-
- this.array[ index * this.itemSize + 2 ] = z;
-
- return this;
-
- },
-
- setXY: function ( index, x, y ) {
-
- index *= this.itemSize;
-
- this.array[ index ] = x;
- this.array[ index + 1 ] = y;
-
- return this;
-
- },
-
- setXYZ: function ( index, x, y, z ) {
-
- index *= this.itemSize;
-
- this.array[ index ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
-
- return this;
-
- },
-
- setXYZW: function ( index, x, y, z, w ) {
-
- index *= this.itemSize;
-
- this.array[ index ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- this.array[ index + 3 ] = w;
-
- return this;
-
- }
-
-};
-
-//
-
-THREE.Int8Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint8Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-
-};
-
-THREE.Int16Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint16Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Int32Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint32Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Float32Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Float64Attribute = function ( data, itemSize ) {
-
- console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-// File:src/core/BufferGeometry.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.BufferGeometry = function () {
-
- this.id = THREE.GeometryIdCount ++;
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
-
- this.attributes = {};
- this.drawcalls = [];
- this.offsets = this.drawcalls; // backwards compatibility
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
-};
-
-THREE.BufferGeometry.prototype = {
-
- constructor: THREE.BufferGeometry,
-
- addAttribute: function ( name, attribute ) {
-
- if ( attribute instanceof THREE.BufferAttribute === false ) {
-
- console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
-
- this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
-
- return;
-
- }
-
- this.attributes[ name ] = attribute;
-
- },
-
- getAttribute: function ( name ) {
-
- return this.attributes[ name ];
-
- },
-
- addDrawCall: function ( start, count, indexOffset ) {
-
- this.drawcalls.push( {
-
- start: start,
- count: count,
- index: indexOffset !== undefined ? indexOffset : 0
-
- } );
-
- },
-
- applyMatrix: function ( matrix ) {
-
- var position = this.attributes.position;
-
- if ( position !== undefined ) {
-
- matrix.applyToVector3Array( position.array );
- position.needsUpdate = true;
-
- }
-
- var normal = this.attributes.normal;
-
- if ( normal !== undefined ) {
-
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- normalMatrix.applyToVector3Array( normal.array );
- normal.needsUpdate = true;
-
- }
-
- },
-
- fromGeometry: function ( geometry, settings ) {
-
- settings = settings || { 'vertexColors': THREE.NoColors };
-
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var faceVertexUvs = geometry.faceVertexUvs;
- var vertexColors = settings.vertexColors;
- var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
- var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
-
- var positions = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
-
- var normals = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
-
- if ( vertexColors !== THREE.NoColors ) {
-
- var colors = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
-
- }
-
- if ( hasFaceVertexUv === true ) {
-
- var uvs = new Float32Array( faces.length * 3 * 2 );
- this.addAttribute( 'uvs', new THREE.BufferAttribute( uvs, 2 ) );
-
- }
-
- for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
-
- var face = faces[ i ];
-
- var a = vertices[ face.a ];
- var b = vertices[ face.b ];
- var c = vertices[ face.c ];
-
- positions[ i3 ] = a.x;
- positions[ i3 + 1 ] = a.y;
- positions[ i3 + 2 ] = a.z;
-
- positions[ i3 + 3 ] = b.x;
- positions[ i3 + 4 ] = b.y;
- positions[ i3 + 5 ] = b.z;
-
- positions[ i3 + 6 ] = c.x;
- positions[ i3 + 7 ] = c.y;
- positions[ i3 + 8 ] = c.z;
-
- if ( hasFaceVertexNormals === true ) {
-
- var na = face.vertexNormals[ 0 ];
- var nb = face.vertexNormals[ 1 ];
- var nc = face.vertexNormals[ 2 ];
-
- normals[ i3 ] = na.x;
- normals[ i3 + 1 ] = na.y;
- normals[ i3 + 2 ] = na.z;
-
- normals[ i3 + 3 ] = nb.x;
- normals[ i3 + 4 ] = nb.y;
- normals[ i3 + 5 ] = nb.z;
-
- normals[ i3 + 6 ] = nc.x;
- normals[ i3 + 7 ] = nc.y;
- normals[ i3 + 8 ] = nc.z;
-
- } else {
-
- var n = face.normal;
-
- normals[ i3 ] = n.x;
- normals[ i3 + 1 ] = n.y;
- normals[ i3 + 2 ] = n.z;
-
- normals[ i3 + 3 ] = n.x;
- normals[ i3 + 4 ] = n.y;
- normals[ i3 + 5 ] = n.z;
-
- normals[ i3 + 6 ] = n.x;
- normals[ i3 + 7 ] = n.y;
- normals[ i3 + 8 ] = n.z;
-
- }
-
- if ( vertexColors === THREE.FaceColors ) {
-
- var fc = face.color;
-
- colors[ i3 ] = fc.r;
- colors[ i3 + 1 ] = fc.g;
- colors[ i3 + 2 ] = fc.b;
-
- colors[ i3 + 3 ] = fc.r;
- colors[ i3 + 4 ] = fc.g;
- colors[ i3 + 5 ] = fc.b;
-
- colors[ i3 + 6 ] = fc.r;
- colors[ i3 + 7 ] = fc.g;
- colors[ i3 + 8 ] = fc.b;
-
- } else if ( vertexColors === THREE.VertexColors ) {
-
- var vca = face.vertexColors[ 0 ];
- var vcb = face.vertexColors[ 1 ];
- var vcc = face.vertexColors[ 2 ];
-
- colors[ i3 ] = vca.r;
- colors[ i3 + 1 ] = vca.g;
- colors[ i3 + 2 ] = vca.b;
-
- colors[ i3 + 3 ] = vcb.r;
- colors[ i3 + 4 ] = vcb.g;
- colors[ i3 + 5 ] = vcb.b;
-
- colors[ i3 + 6 ] = vcc.r;
- colors[ i3 + 7 ] = vcc.g;
- colors[ i3 + 8 ] = vcc.b;
-
- }
-
- if ( hasFaceVertexUv === true ) {
-
- var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
- var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
- var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
-
- uvs[ i2 ] = uva.x;
- uvs[ i2 + 1 ] = uva.y;
-
- uvs[ i2 + 2 ] = uvb.x;
- uvs[ i2 + 3 ] = uvb.y;
-
- uvs[ i2 + 4 ] = uvc.x;
- uvs[ i2 + 5 ] = uvc.y;
-
- }
-
- }
-
- this.computeBoundingSphere()
-
- return this;
-
- },
-
- computeBoundingBox: function () {
-
- if ( this.boundingBox === null ) {
-
- this.boundingBox = new THREE.Box3();
-
- }
-
- var positions = this.attributes[ 'position' ].array;
-
- if ( positions ) {
-
- var bb = this.boundingBox;
-
- 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 ) {
-
- var x = positions[ i ];
- var y = positions[ i + 1 ];
- var 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 );
-
- }
-
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
-
- console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
-
- }
-
- },
-
- computeBoundingSphere: function () {
-
- var box = new THREE.Box3();
- var vector = new THREE.Vector3();
-
- return function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new THREE.Sphere();
-
- }
-
- var positions = this.attributes[ 'position' ].array;
-
- if ( positions ) {
-
- box.makeEmpty();
-
- var center = this.boundingSphere.center;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- box.expandByPoint( vector );
-
- }
-
- box.center( center );
-
- // hoping to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
-
- }
-
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
- if ( isNaN( this.boundingSphere.radius ) ) {
-
- console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
-
- }
-
- }
-
- }
-
- }(),
-
- computeFaceNormals: function () {
-
- // backwards compatibility
-
- },
-
- 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 )
-
- };
-
- } 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.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
-
- 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.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( 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.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
-
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
-
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
-
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
-
- }
-
- }
-
- this.normalizeNormals();
-
- this.normalsNeedUpdate = true;
-
- }
-
- },
-
- 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 )
-
- };
-
- }
-
- 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 ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
-
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( 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;
-
- 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.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.crossVectors( 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 );
-
- }
-
- }
-
- },
-
- /*
- computeOffsets
- Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
- This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
- WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
- indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
- */
- computeOffsets: function ( indexBufferSize ) {
-
- var size = indexBufferSize;
- if ( indexBufferSize === undefined )
- size = 65535; //WebGL limits type of index buffer values to 16-bit.
-
- var s = Date.now();
-
- var indices = this.attributes[ 'index' ].array;
- var vertices = this.attributes[ 'position' ].array;
-
- var verticesCount = ( vertices.length / 3 );
- var facesCount = ( indices.length / 3 );
-
- /*
- console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
- console.log("Faces to process: "+(indices.length/3));
- console.log("Reordering "+verticesCount+" vertices.");
- */
-
- var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
- var indexPtr = 0;
- var vertexPtr = 0;
-
- var offsets = [ { start:0, count:0, index:0 } ];
- var offset = offsets[ 0 ];
-
- var duplicatedVertices = 0;
- var newVerticeMaps = 0;
- var faceVertices = new Int32Array( 6 );
- var vertexMap = new Int32Array( vertices.length );
- var revVertexMap = new Int32Array( vertices.length );
- for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
-
- /*
- Traverse every face and reorder vertices in the proper offsets of 65k.
- We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
- */
- for ( var findex = 0; findex < facesCount; findex ++ ) {
- newVerticeMaps = 0;
-
- for ( var vo = 0; vo < 3; vo ++ ) {
- var vid = indices[ findex * 3 + vo ];
- if ( vertexMap[ vid ] == - 1 ) {
- //Unmapped vertice
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- newVerticeMaps ++;
- } else if ( vertexMap[ vid ] < offset.index ) {
- //Reused vertices from previous block (duplicate)
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- duplicatedVertices ++;
- } else {
- //Reused vertice in the current block
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
- }
- }
-
- var faceMax = vertexPtr + newVerticeMaps;
- if ( faceMax > ( offset.index + size ) ) {
- var new_offset = { start:indexPtr, count:0, index:vertexPtr };
- offsets.push( new_offset );
- offset = new_offset;
-
- //Re-evaluate reused vertices in light of new offset.
- for ( var v = 0; v < 6; v += 2 ) {
- var new_vid = faceVertices[ v + 1 ];
- if ( new_vid > - 1 && new_vid < offset.index )
- faceVertices[ v + 1 ] = - 1;
- }
- }
-
- //Reindex the face.
- for ( var v = 0; v < 6; v += 2 ) {
- var vid = faceVertices[ v ];
- var new_vid = faceVertices[ v + 1 ];
-
- if ( new_vid === - 1 )
- new_vid = vertexPtr ++;
-
- vertexMap[ vid ] = new_vid;
- revVertexMap[ new_vid ] = vid;
- sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
- offset.count ++;
- }
- }
-
- /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
- this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
- this.offsets = offsets;
-
- /*
- var orderTime = Date.now();
- console.log("Reorder time: "+(orderTime-s)+"ms");
- console.log("Duplicated "+duplicatedVertices+" vertices.");
- console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
- console.log("Draw offsets: "+offsets.length);
- */
-
- return offsets;
- },
-
- merge: function () {
-
- console.log( 'BufferGeometry.merge(): TODO' );
-
- },
-
- 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;
-
- }
-
- },
-
- /*
- reoderBuffers:
- Reorder attributes based on a new indexBuffer and indexMap.
- indexBuffer - Uint16Array of the new ordered indices.
- indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
- vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
- */
- reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
-
- /* Create a copy of all attributes for reordering. */
- var sortedAttributes = {};
- var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- var sourceArray = this.attributes[ attr ].array;
- for ( var i = 0, il = types.length; i < il; i ++ ) {
- var type = types[ i ];
- if ( sourceArray instanceof type ) {
- sortedAttributes[ attr ] = new type( this.attributes[ attr ].itemSize * vertexCount );
- break;
- }
- }
- }
-
- /* Move attribute positions based on the new index map */
- for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
- var vid = indexMap[ new_vid ];
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- var attrArray = this.attributes[ attr ].array;
- var attrSize = this.attributes[ attr ].itemSize;
- var sortedAttr = sortedAttributes[ attr ];
- for ( var k = 0; k < attrSize; k ++ )
- sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
- }
- }
-
- /* Carry the new sorted buffers locally */
- this.attributes[ 'index' ].array = indexBuffer;
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- this.attributes[ attr ].array = sortedAttributes[ attr ];
- this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
- }
- },
-
- clone: function () {
-
- var geometry = new THREE.BufferGeometry();
-
- var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
-
- for ( var attr in this.attributes ) {
-
- var sourceAttr = this.attributes[ attr ];
- var sourceArray = sourceAttr.array;
-
- var attribute = {
-
- itemSize: sourceAttr.itemSize,
- array: null
-
- };
-
- for ( var i = 0, il = types.length; i < il; i ++ ) {
-
- var type = types[ i ];
-
- if ( sourceArray instanceof type ) {
-
- attribute.array = new type( sourceArray );
- break;
-
- }
-
- }
-
- geometry.attributes[ attr ] = attribute;
-
- }
-
- for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
-
- var offset = this.offsets[ i ];
-
- geometry.offsets.push( {
-
- start: offset.start,
- index: offset.index,
- count: offset.count
-
- } );
-
- }
-
- return geometry;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
-
-// File:src/core/Geometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Geometry = function () {
-
- this.id = THREE.GeometryIdCount ++;
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
-
- this.vertices = [];
- this.colors = []; // one-to-one vertex colors, used in Points and Line
-
- this.faces = [];
-
- 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;
- this.groupsNeedUpdate = false;
-
-};
-
-THREE.Geometry.prototype = {
-
- constructor: THREE.Geometry,
-
- applyMatrix: function ( matrix ) {
-
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
-
- var vertex = this.vertices[ i ];
- vertex.applyMatrix4( matrix );
-
- }
-
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
-
- var face = this.faces[ i ];
- face.normal.applyMatrix3( normalMatrix ).normalize();
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
-
- }
-
- }
-
- if ( this.boundingBox instanceof THREE.Box3 ) {
-
- this.computeBoundingBox();
-
- }
-
- if ( this.boundingSphere instanceof THREE.Sphere ) {
-
- this.computeBoundingSphere();
-
- }
-
- },
-
- center: function () {
-
- this.computeBoundingBox();
-
- var offset = new THREE.Vector3();
-
- offset.addVectors( this.boundingBox.min, this.boundingBox.max );
- offset.multiplyScalar( - 0.5 );
-
- this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
- this.computeBoundingBox();
-
- return offset;
-
- },
-
- computeFaceNormals: function () {
-
- var cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
- for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- var face = this.faces[ f ];
-
- var vA = this.vertices[ face.a ];
- var vB = this.vertices[ face.b ];
- var vC = this.vertices[ face.c ];
-
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
-
- cb.normalize();
-
- face.normal.copy( cb );
-
- }
-
- },
-
- computeVertexNormals: function ( areaWeighted ) {
-
- var v, vl, f, fl, face, vertices;
-
- vertices = new Array( this.vertices.length );
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ] = new THREE.Vector3();
-
- }
-
- if ( areaWeighted ) {
-
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
-
- var vA, vB, vC, 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 ];
-
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
-
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
-
- vertices[ face.a ].add( cb );
- vertices[ face.b ].add( cb );
- vertices[ face.c ].add( cb );
-
- }
-
- } else {
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- vertices[ face.a ].add( face.normal );
- vertices[ face.b ].add( face.normal );
- vertices[ face.c ].add( face.normal );
-
- }
-
- }
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ].normalize();
-
- }
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
- face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
- face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
-
- }
-
- },
-
- computeMorphNormals: function () {
-
- var i, il, f, fl, face;
-
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- if ( ! face.__originalFaceNormal ) {
-
- face.__originalFaceNormal = face.normal.clone();
-
- } else {
-
- face.__originalFaceNormal.copy( face.normal );
-
- }
-
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
-
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
-
- if ( ! face.__originalVertexNormals[ i ] ) {
-
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
-
- } else {
-
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
-
- }
-
- }
-
- }
-
- // use temp geometry to compute face and vertex normals for each morph
-
- var tmpGeo = new THREE.Geometry();
- tmpGeo.faces = this.faces;
-
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
-
- // create on first access
-
- if ( ! this.morphNormals[ i ] ) {
-
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
-
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
-
- var faceNormal, vertexNormals;
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- faceNormal = new THREE.Vector3();
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
-
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
-
- }
-
- }
-
- var morphNormals = this.morphNormals[ i ];
-
- // set vertices to morph target
-
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
-
- // compute morph normals
-
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
-
- // store morph normals
-
- var faceNormal, vertexNormals;
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
-
- faceNormal.copy( face.normal );
-
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-
- }
-
- }
-
- // restore original normals
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
-
- }
-
- },
-
- computeTangents: function () {
-
- // 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 ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
-
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( 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
-
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
-
- }
-
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
-
- n.copy( face.vertexNormals[ i ] );
-
- vertexIndex = face[ faceIndex[ i ] ];
-
- t = tan1[ vertexIndex ];
-
- // Gram-Schmidt orthogonalize
-
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.crossVectors( 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.setFromPoints( this.vertices );
-
- },
-
- merge: function ( geometry, matrix, materialIndexOffset ) {
-
- if ( geometry instanceof THREE.Geometry === false ) {
-
- console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
- return;
-
- }
-
- var normalMatrix,
- vertexOffset = this.vertices.length,
- uvPosition = this.faceVertexUvs[ 0 ].length,
- vertices1 = this.vertices,
- vertices2 = geometry.vertices,
- faces1 = this.faces,
- faces2 = geometry.faces,
- uvs1 = this.faceVertexUvs[ 0 ],
- uvs2 = geometry.faceVertexUvs[ 0 ];
-
- if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
-
- if ( matrix !== undefined ) {
-
- normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- }
-
- // vertices
-
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
-
- var vertex = vertices2[ i ];
-
- var vertexCopy = vertex.clone();
-
- if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
-
- vertices1.push( vertexCopy );
-
- }
-
- // faces
-
- for ( i = 0, il = faces2.length; i < il; i ++ ) {
-
- var face = faces2[ i ], faceCopy, normal, color,
- faceVertexNormals = face.vertexNormals,
- faceVertexColors = face.vertexColors;
-
- faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
- faceCopy.normal.copy( face.normal );
-
- if ( normalMatrix !== undefined ) {
-
- faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
-
- }
-
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
-
- normal = faceVertexNormals[ j ].clone();
-
- if ( normalMatrix !== undefined ) {
-
- normal.applyMatrix3( normalMatrix ).normalize();
-
- }
-
- faceCopy.vertexNormals.push( normal );
-
- }
-
- faceCopy.color.copy( face.color );
-
- for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
-
- color = faceVertexColors[ j ];
- faceCopy.vertexColors.push( color.clone() );
-
- }
-
- faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
-
- faces1.push( faceCopy );
-
- }
-
- // uvs
-
- for ( i = 0, il = uvs2.length; i < il; i ++ ) {
-
- var uv = uvs2[ i ], uvCopy = [];
-
- if ( uv === undefined ) {
-
- continue;
-
- }
-
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
- uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
-
- }
-
- uvs1.push( uvCopy );
-
- }
-
- },
-
- /*
- * 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 indices, 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 );
-
- if ( verticesMap[ key ] === undefined ) {
-
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
-
- } else {
-
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
-
- }
-
- };
-
-
- // if faces are completely degenerate after merging vertices, we
- // have to remove them from the geometry.
- var faceIndicesToRemove = [];
-
- for ( i = 0, il = this.faces.length; i < il; i ++ ) {
-
- face = this.faces[ i ];
-
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
-
- indices = [ face.a, face.b, face.c ];
-
- var dupIndex = - 1;
-
- // if any duplicate vertices are found in a Face3
- // we have to remove the face as nothing can be saved
- for ( var n = 0; n < 3; n ++ ) {
- if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
-
- dupIndex = n;
- faceIndicesToRemove.push( i );
- break;
-
- }
- }
-
- }
-
- for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
- var idx = faceIndicesToRemove[ i ];
-
- this.faces.splice( idx, 1 );
-
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
-
- this.faceVertexUvs[ j ].splice( idx, 1 );
-
- }
-
- }
-
- // Use unique set of vertices
-
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
-
- },
-
- // Geometry splitting
-
- makeGroups: ( function () {
-
- var geometryGroupCounter = 0;
-
- return function ( usesFaceMaterial, maxVerticesInGroup ) {
-
- var f, fl, face, materialIndex,
- groupHash, hash_map = {},geometryGroup;
-
- var numMorphTargets = this.morphTargets.length;
- var numMorphNormals = this.morphNormals.length;
-
- this.geometryGroups = {};
- this.geometryGroupsList = [];
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
- materialIndex = usesFaceMaterial ? face.materialIndex : 0;
-
- if ( ! ( materialIndex in hash_map ) ) {
-
- hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
-
- }
-
- groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
-
- if ( ! ( groupHash in this.geometryGroups ) ) {
-
- geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
- this.geometryGroups[ groupHash ] = geometryGroup;
- this.geometryGroupsList.push(geometryGroup);
- }
-
- if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
-
- hash_map[ materialIndex ].counter += 1;
- groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
-
- if ( ! ( groupHash in this.geometryGroups ) ) {
-
- geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
- this.geometryGroups[ groupHash ] = geometryGroup;
- this.geometryGroupsList.push(geometryGroup);
-
- }
-
- }
-
- this.geometryGroups[ groupHash ].faces3.push( f );
- this.geometryGroups[ groupHash ].vertices += 3;
-
- }
-
- };
-
- } )(),
-
- 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;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
-
-THREE.GeometryIdCount = 0;
-
-// File:src/cameras/Camera.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.Camera = function () {
-
- THREE.Object3D.call( this );
-
- this.matrixWorldInverse = new THREE.Matrix4();
- this.projectionMatrix = new THREE.Matrix4();
-
-};
-
-THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Camera.prototype.lookAt = function () {
-
- // This routine does not support cameras with rotated and/or translated parent(s)
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- m1.lookAt( this.position, vector, this.up );
-
- this.quaternion.setFromRotationMatrix( m1 );
-
- };
-
-}();
-
-THREE.Camera.prototype.clone = function ( camera ) {
-
- if ( camera === undefined ) camera = new THREE.Camera();
-
- THREE.Object3D.prototype.clone.call( this, camera );
-
- camera.matrixWorldInverse.copy( this.matrixWorldInverse );
- camera.projectionMatrix.copy( this.projectionMatrix );
-
- return camera;
-};
-
-// File:src/cameras/CubeCamera.js
-
-/**
- * Camera for rendering cube maps
- * - renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CubeCamera = function ( near, far, cubeResolution ) {
-
- THREE.Object3D.call( this );
-
- 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 );
-
-// File:src/cameras/OrthographicCamera.js
-
-/**
- * @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 );
-
-};
-
-THREE.OrthographicCamera.prototype.clone = function () {
-
- var camera = new THREE.OrthographicCamera();
-
- THREE.Camera.prototype.clone.call( this, camera );
-
- camera.left = this.left;
- camera.right = this.right;
- camera.top = this.top;
- camera.bottom = this.bottom;
-
- camera.near = this.near;
- camera.far = this.far;
-
- return camera;
-};
-
-// File:src/cameras/PerspectiveCamera.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.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 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
- 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( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
- var bottom = - top;
- var left = aspect * bottom;
- var right = aspect * top;
- var width = Math.abs( right - left );
- var height = Math.abs( top - bottom );
-
- 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 );
-
- }
-
-};
-
-THREE.PerspectiveCamera.prototype.clone = function () {
-
- var camera = new THREE.PerspectiveCamera();
-
- THREE.Camera.prototype.clone.call( this, camera );
-
- camera.fov = this.fov;
- camera.aspect = this.aspect;
- camera.near = this.near;
- camera.far = this.far;
-
- return camera;
-};
-
-// File:src/lights/Light.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Light = function ( color ) {
-
- THREE.Object3D.call( this );
-
- this.color = new THREE.Color( color );
-
-};
-
-THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Light.prototype.clone = function ( light ) {
-
- if ( light === undefined ) light = new THREE.Light();
-
- THREE.Object3D.prototype.clone.call( this, light );
-
- light.color.copy( this.color );
-
- return light;
-
-};
-
-// File:src/lights/AmbientLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AmbientLight = function ( color ) {
-
- THREE.Light.call( this, color );
-
-};
-
-THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.AmbientLight.prototype.clone = function () {
-
- var light = new THREE.AmbientLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- return light;
-
-};
-
-// File:src/lights/AreaLight.js
-
-/**
- * @author MPanknin / http://www.redplant.de/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.AreaLight = function ( color, intensity ) {
-
- THREE.Light.call( this, color );
-
- this.normal = new THREE.Vector3( 0, - 1, 0 );
- this.right = new THREE.Vector3( 1, 0, 0 );
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
- this.width = 1.0;
- this.height = 1.0;
-
- this.constantAttenuation = 1.5;
- this.linearAttenuation = 0.5;
- this.quadraticAttenuation = 0.1;
-
-};
-
-THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
-
-
-// File:src/lights/DirectionalLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DirectionalLight = function ( color, intensity ) {
-
- THREE.Light.call( this, color );
-
- this.position.set( 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 );
-
-THREE.DirectionalLight.prototype.clone = function () {
-
- var light = new THREE.DirectionalLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.target = this.target.clone();
-
- light.intensity = this.intensity;
-
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
-
- //
-
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
-
- light.shadowCameraLeft = this.shadowCameraLeft;
- light.shadowCameraRight = this.shadowCameraRight;
- light.shadowCameraTop = this.shadowCameraTop;
- light.shadowCameraBottom = this.shadowCameraBottom;
-
- light.shadowCameraVisible = this.shadowCameraVisible;
-
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
-
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
-
- //
-
- light.shadowCascade = this.shadowCascade;
-
- light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
- light.shadowCascadeCount = this.shadowCascadeCount;
-
- light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
- light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
- light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
-
- light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
- light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
-
- return light;
-
-};
-
-// File:src/lights/HemisphereLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
-
- THREE.Light.call( this, skyColor );
-
- this.position.set( 0, 100, 0 );
-
- this.groundColor = new THREE.Color( groundColor );
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-};
-
-THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.HemisphereLight.prototype.clone = function () {
-
- var light = new THREE.HemisphereLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.groundColor.copy( this.groundColor );
- light.intensity = this.intensity;
-
- return light;
-
-};
-
-// File:src/lights/PointLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLight = function ( color, intensity, distance ) {
-
- THREE.Light.call( this, color );
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
-
-};
-
-THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.PointLight.prototype.clone = function () {
-
- var light = new THREE.PointLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.intensity = this.intensity;
- light.distance = this.distance;
-
- return light;
-
-};
-
-// File:src/lights/SpotLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
-
- THREE.Light.call( this, color );
-
- this.position.set( 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 / 3;
- 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 );
-
-THREE.SpotLight.prototype.clone = function () {
-
- var light = new THREE.SpotLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.target = this.target.clone();
-
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.angle = this.angle;
- light.exponent = this.exponent;
-
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
-
- //
-
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
- light.shadowCameraFov = this.shadowCameraFov;
-
- light.shadowCameraVisible = this.shadowCameraVisible;
-
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
-
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
-
- return light;
-
-};
-
-// File:src/loaders/Cache.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Cache = function () {
-
- this.files = {};
-
-};
-
-THREE.Cache.prototype = {
-
- constructor: THREE.Cache,
-
- add: function ( key, file ) {
-
- // console.log( 'THREE.Cache', 'Adding key:', key );
-
- this.files[ key ] = file;
-
- },
-
- get: function ( key ) {
-
- // console.log( 'THREE.Cache', 'Checking key:', key );
-
- return this.files[ key ];
-
- },
-
- remove: function ( key ) {
-
- delete this.files[ key ];
-
- },
-
- clear: function () {
-
- this.files = {}
-
- }
-
-};
-
-// File:src/loaders/Loader.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Loader = function ( showStatus ) {
-
- this.showStatus = showStatus;
- this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
-
- this.imageLoader = new THREE.ImageLoader();
-
- this.onLoadStart = function () {};
- this.onLoadProgress = function () {};
- this.onLoadComplete = function () {};
-
-};
-
-THREE.Loader.prototype = {
-
- constructor: THREE.Loader,
-
- crossOrigin: undefined,
-
- 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 / 1024 ).toFixed( 2 ) + ' KB';
-
- }
-
- this.statusDomElement.innerHTML = message;
-
- },
-
- extractUrlBase: function ( url ) {
-
- var parts = url.split( '/' );
-
- if ( parts.length === 1 ) return './';
-
- parts.pop();
-
- return parts.join( '/' ) + '/';
-
- },
-
- initMaterials: function ( materials, texturePath ) {
-
- var array = [];
-
- for ( var i = 0; i < materials.length; ++ i ) {
-
- array[ i ] = this.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 scope = this;
-
- function nearest_pow2( n ) {
-
- var l = Math.log( n ) / Math.LN2;
- return Math.pow( 2, Math.round( l ) );
-
- }
-
- function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
-
- var fullPath = texturePath + sourceFile;
-
- var texture;
-
- var loader = THREE.Loader.Handlers.get( fullPath );
-
- if ( loader !== null ) {
-
- texture = loader.load( fullPath );
-
- } else {
-
- texture = new THREE.Texture();
-
- loader = scope.imageLoader;
- loader.crossOrigin = scope.crossOrigin;
- loader.load( fullPath, function ( image ) {
-
- if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
- THREE.Math.isPowerOfTwo( image.height ) === false ) {
-
- var width = nearest_pow2( image.width );
- var height = nearest_pow2( image.height );
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = width;
- canvas.height = height;
-
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, width, height );
-
- texture.image = canvas;
-
- } else {
-
- texture.image = image;
-
- }
-
- texture.needsUpdate = true;
-
- } );
-
- }
-
- texture.sourceFile = sourceFile;
-
- if ( repeat ) {
-
- texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
-
- if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
- if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
-
- }
-
- if ( offset ) {
-
- texture.offset.set( offset[ 0 ], offset[ 1 ] );
-
- }
-
- if ( wrap ) {
-
- var wrapMap = {
- 'repeat': THREE.RepeatWrapping,
- 'mirror': THREE.MirroredRepeatWrapping
- }
-
- if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
- if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
-
- }
-
- if ( anisotropy ) {
-
- texture.anisotropy = anisotropy;
-
- }
-
- where[ name ] = texture;
-
- }
-
- 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 );
-
- }
-
- if ( m.colorEmissive ) {
-
- mpars.emissive = rgb2hex( m.colorEmissive );
-
- }
-
- // 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.mapAlpha && texturePath ) {
-
- create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
-
- }
-
- //
-
- if ( m.mapBumpScale ) {
-
- mpars.bumpScale = m.mapBumpScale;
-
- }
-
- // special case for normal mapped material
-
- if ( m.mapNormal ) {
-
- var shader = THREE.ShaderLib[ 'normalmap' ];
- 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[ 'diffuse' ].value.setHex( mpars.color );
- uniforms[ 'specular' ].value.setHex( mpars.specular );
- uniforms[ 'ambient' ].value.setHex( mpars.ambient );
-
- uniforms[ 'shininess' ].value = mpars.shininess;
-
- if ( mpars.opacity !== undefined ) {
-
- uniforms[ 'opacity' ].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;
-
- }
-
-};
-
-THREE.Loader.Handlers = {
-
- handlers: [],
-
- add: function ( regex, loader ) {
-
- this.handlers.push( regex, loader );
-
- },
-
- get: function ( file ) {
-
- for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
-
- var regex = this.handlers[ i ];
- var loader = this.handlers[ i + 1 ];
-
- if ( regex.test( file ) ) {
-
- return loader;
-
- }
-
- }
-
- return null;
-
- }
-
-};
-
-// File:src/loaders/XHRLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.XHRLoader = function ( manager ) {
-
- this.cache = new THREE.Cache();
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.XHRLoader.prototype = {
-
- constructor: THREE.XHRLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var cached = scope.cache.get( url );
-
- if ( cached !== undefined ) {
-
- if ( onLoad ) onLoad( cached );
- return;
-
- }
-
- var request = new XMLHttpRequest();
- request.open( 'GET', url, true );
-
- request.addEventListener( 'load', function ( event ) {
-
- scope.cache.add( url, this.response );
-
- if ( onLoad ) onLoad( this.response );
-
- scope.manager.itemEnd( url );
-
- }, false );
-
- if ( onProgress !== undefined ) {
-
- request.addEventListener( 'progress', function ( event ) {
-
- onProgress( event );
-
- }, false );
-
- }
-
- if ( onError !== undefined ) {
-
- request.addEventListener( 'error', function ( event ) {
-
- onError( event );
-
- }, false );
-
- }
-
- if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
- if ( this.responseType !== undefined ) request.responseType = this.responseType;
-
- request.send( null );
-
- scope.manager.itemStart( url );
-
- },
-
- setResponseType: function ( value ) {
-
- this.responseType = value;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/loaders/ImageLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageLoader = function ( manager ) {
-
- this.cache = new THREE.Cache();
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.ImageLoader.prototype = {
-
- constructor: THREE.ImageLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var cached = scope.cache.get( url );
-
- if ( cached !== undefined ) {
-
- onLoad( cached );
- return;
-
- }
-
- var image = document.createElement( 'img' );
-
- if ( onLoad !== undefined ) {
-
- image.addEventListener( 'load', function ( event ) {
-
- scope.cache.add( url, this );
-
- onLoad( this );
- scope.manager.itemEnd( url );
-
- }, false );
-
- }
-
- if ( onProgress !== undefined ) {
-
- image.addEventListener( 'progress', function ( event ) {
-
- onProgress( event );
-
- }, false );
-
- }
-
- if ( onError !== undefined ) {
-
- image.addEventListener( 'error', function ( event ) {
-
- onError( event );
-
- }, false );
-
- }
-
- if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
-
- image.src = url;
-
- scope.manager.itemStart( url );
-
- return image;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-}
-
-// File:src/loaders/JSONLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.JSONLoader = function ( 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.onreadystatechange = function () {
-
- if ( xhr.readyState === xhr.DONE ) {
-
- if ( xhr.status === 200 || xhr.status === 0 ) {
-
- if ( xhr.responseText ) {
-
- var json = JSON.parse( xhr.responseText );
-
- if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
-
- console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
- return;
-
- }
-
- var result = context.parse( json, texturePath );
- callback( result.geometry, result.materials );
-
- } else {
-
- console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file 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 ) {
-
- if ( callbackProgress !== undefined ) {
-
- length = xhr.getResponseHeader( 'Content-Length' );
-
- }
-
- }
-
- };
-
- xhr.open( 'GET', url, true );
- xhr.withCredentials = this.withCredentials;
- xhr.send( null );
-
-};
-
-THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
-
- var scope = this,
- geometry = new THREE.Geometry(),
- scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
-
- parseModel( scale );
-
- parseSkin();
- parseMorphing( scale );
-
- geometry.computeFaceNormals();
- geometry.computeBoundingSphere();
-
- function parseModel( scale ) {
-
- function isBitSet( value, position ) {
-
- return value & ( 1 << position );
-
- }
-
- var i, j, fi,
-
- offset, zLength,
-
- colorIndex, normalIndex, uvIndex, materialIndex,
-
- type,
- isQuad,
- hasMaterial,
- hasFaceVertexUv,
- hasFaceNormal, hasFaceVertexNormal,
- hasFaceColor, hasFaceVertexColor,
-
- vertex, face, faceA, faceB, color, hex, normal,
-
- uvLayer, uv, u, v,
-
- faces = json.faces,
- vertices = json.vertices,
- normals = json.normals,
- colors = json.colors,
-
- nUvLayers = 0;
-
- if ( json.uvs !== undefined ) {
-
- // disregard empty arrays
-
- for ( i = 0; i < json.uvs.length; i ++ ) {
-
- if ( json.uvs[ i ].length ) nUvLayers ++;
-
- }
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- geometry.faceVertexUvs[ i ] = [];
-
- }
-
- }
-
- offset = 0;
- zLength = vertices.length;
-
- while ( offset < zLength ) {
-
- vertex = new THREE.Vector3();
-
- vertex.x = vertices[ offset ++ ] * scale;
- vertex.y = vertices[ offset ++ ] * scale;
- vertex.z = vertices[ offset ++ ] * scale;
-
- geometry.vertices.push( vertex );
-
- }
-
- offset = 0;
- zLength = faces.length;
-
- while ( offset < zLength ) {
-
- type = faces[ offset ++ ];
-
-
- isQuad = isBitSet( type, 0 );
- hasMaterial = isBitSet( type, 1 );
- hasFaceVertexUv = isBitSet( type, 3 );
- hasFaceNormal = isBitSet( type, 4 );
- hasFaceVertexNormal = isBitSet( type, 5 );
- hasFaceColor = isBitSet( type, 6 );
- hasFaceVertexColor = isBitSet( type, 7 );
-
- // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
- if ( isQuad ) {
-
- faceA = new THREE.Face3();
- faceA.a = faces[ offset ];
- faceA.b = faces[ offset + 1 ];
- faceA.c = faces[ offset + 3 ];
-
- faceB = new THREE.Face3();
- faceB.a = faces[ offset + 1 ];
- faceB.b = faces[ offset + 2 ];
- faceB.c = faces[ offset + 3 ];
-
- offset += 4;
-
- if ( hasMaterial ) {
-
- materialIndex = faces[ offset ++ ];
- faceA.materialIndex = materialIndex;
- faceB.materialIndex = materialIndex;
-
- }
-
- // to get face <=> uv index correspondence
-
- fi = geometry.faces.length;
-
- if ( hasFaceVertexUv ) {
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- uvLayer = json.uvs[ i ];
-
- geometry.faceVertexUvs[ i ][ fi ] = [];
- geometry.faceVertexUvs[ i ][ fi + 1 ] = []
-
- for ( j = 0; j < 4; j ++ ) {
-
- uvIndex = faces[ offset ++ ];
-
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
-
- uv = new THREE.Vector2( u, v );
-
- if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
- if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
-
- }
-
- }
-
- }
-
- if ( hasFaceNormal ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- faceA.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- faceB.normal.copy( faceA.normal );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- normal = new THREE.Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
-
- if ( i !== 2 ) faceA.vertexNormals.push( normal );
- if ( i !== 0 ) faceB.vertexNormals.push( normal );
-
- }
-
- }
-
-
- if ( hasFaceColor ) {
-
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
-
- faceA.color.setHex( hex );
- faceB.color.setHex( hex );
-
- }
-
-
- if ( hasFaceVertexColor ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
-
- if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
- if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
-
- }
-
- }
-
- geometry.faces.push( faceA );
- geometry.faces.push( faceB );
-
- } else {
-
- face = new THREE.Face3();
- face.a = faces[ offset ++ ];
- face.b = faces[ offset ++ ];
- face.c = faces[ offset ++ ];
-
- if ( hasMaterial ) {
-
- materialIndex = faces[ offset ++ ];
- face.materialIndex = materialIndex;
-
- }
-
- // to get face <=> uv index correspondence
-
- fi = geometry.faces.length;
-
- if ( hasFaceVertexUv ) {
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- uvLayer = json.uvs[ i ];
-
- geometry.faceVertexUvs[ i ][ fi ] = [];
-
- for ( j = 0; j < 3; j ++ ) {
-
- uvIndex = faces[ offset ++ ];
-
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
-
- uv = new THREE.Vector2( u, v );
-
- geometry.faceVertexUvs[ i ][ fi ].push( uv );
-
- }
-
- }
-
- }
-
- if ( hasFaceNormal ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- face.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- normal = new THREE.Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- face.vertexNormals.push( normal );
-
- }
-
- }
-
-
- if ( hasFaceColor ) {
-
- colorIndex = faces[ offset ++ ];
- face.color.setHex( colors[ colorIndex ] );
-
- }
-
-
- if ( hasFaceVertexColor ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- colorIndex = faces[ offset ++ ];
- face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
-
- }
-
- }
-
- geometry.faces.push( face );
-
- }
-
- }
-
- };
-
- function parseSkin() {
- var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
-
- if ( json.skinWeights ) {
-
- for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
-
- var x = json.skinWeights[ i ];
- var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
- var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
- var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
-
- geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
-
- }
-
- }
-
- if ( json.skinIndices ) {
-
- for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
-
- var a = json.skinIndices[ i ];
- var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
- var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
- var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
-
- geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
-
- }
-
- }
-
- geometry.bones = json.bones;
-
- if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
-
- console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
- geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
-
- }
-
-
- // could change this to json.animations[0] or remove completely
-
- geometry.animation = json.animation;
- geometry.animations = json.animations;
-
- };
-
- 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 );
-
- }
-
- }
-
- }
-
- };
-
- if ( json.materials === undefined || json.materials.length === 0 ) {
-
- return { geometry: geometry };
-
- } else {
-
- var materials = this.initMaterials( json.materials, texturePath );
-
- if ( this.needsTangents( materials ) ) {
-
- geometry.computeTangents();
-
- }
-
- return { geometry: geometry, materials: materials };
-
- }
-
-};
-
-// File:src/loaders/LoadingManager.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loaded = 0, total = 0;
-
- this.onLoad = onLoad;
- this.onProgress = onProgress;
- this.onError = onError;
-
- this.itemStart = function ( url ) {
-
- total ++;
-
- };
-
- this.itemEnd = function ( url ) {
-
- loaded ++;
-
- if ( scope.onProgress !== undefined ) {
-
- scope.onProgress( url, loaded, total );
-
- }
-
- if ( loaded === total && scope.onLoad !== undefined ) {
-
- scope.onLoad();
-
- }
-
- };
-
-};
-
-THREE.DefaultLoadingManager = new THREE.LoadingManager();
-
-// File:src/loaders/BufferGeometryLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferGeometryLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.BufferGeometryLoader.prototype = {
-
- constructor: THREE.BufferGeometryLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.XHRLoader();
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- onLoad( scope.parse( JSON.parse( text ) ) );
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json ) {
-
- var geometry = new THREE.BufferGeometry();
-
- var attributes = json.attributes;
-
- for ( var key in attributes ) {
-
- var attribute = attributes[ key ];
-
- geometry.attributes[ key ] = {
- itemSize: attribute.itemSize,
- array: new self[ attribute.type ]( attribute.array )
- }
-
- }
-
- var offsets = json.offsets;
-
- if ( offsets !== undefined ) {
-
- geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
-
- }
-
- var boundingSphere = json.boundingSphere;
-
- if ( boundingSphere !== undefined ) {
-
- geometry.boundingSphere = new THREE.Sphere(
- new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
- boundingSphere.radius
- );
-
- }
-
- return geometry;
-
- }
-
-};
-
-// File:src/loaders/MaterialLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MaterialLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.MaterialLoader.prototype = {
-
- constructor: THREE.MaterialLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.XHRLoader();
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- onLoad( scope.parse( JSON.parse( text ) ) );
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json ) {
-
- var material = new THREE[ json.type ];
-
- if ( json.color !== undefined ) material.color.setHex( json.color );
- if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
- if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
- if ( json.specular !== undefined ) material.specular.setHex( json.specular );
- if ( json.shininess !== undefined ) material.shininess = json.shininess;
- if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
- if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
- if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
- if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
- if ( json.blending !== undefined ) material.blending = json.blending;
- if ( json.side !== undefined ) material.side = json.side;
- if ( json.opacity !== undefined ) material.opacity = json.opacity;
- if ( json.transparent !== undefined ) material.transparent = json.transparent;
- if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
-
- if ( json.materials !== undefined ) {
-
- for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
-
- material.materials.push( this.parse( json.materials[ i ] ) );
-
- }
-
- }
-
- return material;
-
- }
-
-};
-
-// File:src/loaders/ObjectLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ObjectLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.ObjectLoader.prototype = {
-
- constructor: THREE.ObjectLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- onLoad( scope.parse( JSON.parse( text ) ) );
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json ) {
-
- var geometries = this.parseGeometries( json.geometries );
- var materials = this.parseMaterials( json.materials );
- var object = this.parseObject( json.object, geometries, materials );
-
- return object;
-
- },
-
- parseGeometries: function ( json ) {
-
- var geometries = {};
-
- if ( json !== undefined ) {
-
- var geometryLoader = new THREE.JSONLoader();
- var bufferGeometryLoader = new THREE.BufferGeometryLoader();
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var geometry;
- var data = json[ i ];
-
- switch ( data.type ) {
-
- case 'PlaneGeometry':
-
- geometry = new THREE.PlaneGeometry(
- data.width,
- data.height,
- data.widthSegments,
- data.heightSegments
- );
-
- break;
-
- case 'BoxGeometry':
- case 'CubeGeometry': // backwards compatible
-
- geometry = new THREE.BoxGeometry(
- data.width,
- data.height,
- data.depth,
- data.widthSegments,
- data.heightSegments,
- data.depthSegments
- );
-
- break;
-
- case 'CircleGeometry':
-
- geometry = new THREE.CircleGeometry(
- data.radius,
- data.segments
- );
-
- break;
-
- case 'CylinderGeometry':
-
- geometry = new THREE.CylinderGeometry(
- data.radiusTop,
- data.radiusBottom,
- data.height,
- data.radialSegments,
- data.heightSegments,
- data.openEnded
- );
-
- break;
-
- case 'SphereGeometry':
-
- geometry = new THREE.SphereGeometry(
- data.radius,
- data.widthSegments,
- data.heightSegments,
- data.phiStart,
- data.phiLength,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'IcosahedronGeometry':
-
- geometry = new THREE.IcosahedronGeometry(
- data.radius,
- data.detail
- );
-
- break;
-
- case 'TorusGeometry':
-
- geometry = new THREE.TorusGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.arc
- );
-
- break;
-
- case 'TorusKnotGeometry':
-
- geometry = new THREE.TorusKnotGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.p,
- data.q,
- data.heightScale
- );
-
- break;
-
- case 'BufferGeometry':
-
- geometry = bufferGeometryLoader.parse( data.data );
-
- break;
-
- case 'Geometry':
-
- geometry = geometryLoader.parse( data.data ).geometry;
-
- break;
-
- }
-
- geometry.uuid = data.uuid;
-
- if ( data.name !== undefined ) geometry.name = data.name;
-
- geometries[ data.uuid ] = geometry;
-
- }
-
- }
-
- return geometries;
-
- },
-
- parseMaterials: function ( json ) {
-
- var materials = {};
-
- if ( json !== undefined ) {
-
- var loader = new THREE.MaterialLoader();
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var data = json[ i ];
- var material = loader.parse( data );
-
- material.uuid = data.uuid;
-
- if ( data.name !== undefined ) material.name = data.name;
-
- materials[ data.uuid ] = material;
-
- }
-
- }
-
- return materials;
-
- },
-
- parseObject: function () {
-
- var matrix = new THREE.Matrix4();
-
- return function ( data, geometries, materials ) {
-
- var object;
-
- switch ( data.type ) {
-
- case 'Scene':
-
- object = new THREE.Scene();
-
- break;
-
- case 'PerspectiveCamera':
-
- object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
-
- break;
-
- case 'OrthographicCamera':
-
- object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
-
- break;
-
- case 'AmbientLight':
-
- object = new THREE.AmbientLight( data.color );
-
- break;
-
- case 'DirectionalLight':
-
- object = new THREE.DirectionalLight( data.color, data.intensity );
-
- break;
-
- case 'PointLight':
-
- object = new THREE.PointLight( data.color, data.intensity, data.distance );
-
- break;
-
- case 'SpotLight':
-
- object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
-
- break;
-
- case 'HemisphereLight':
-
- object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
-
- break;
-
- case 'Mesh':
-
- var geometry = geometries[ data.geometry ];
- var material = materials[ data.material ];
-
- if ( geometry === undefined ) {
-
- console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
-
- }
-
- if ( material === undefined ) {
-
- console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
-
- }
-
- object = new THREE.Mesh( geometry, material );
-
- break;
-
- case 'Sprite':
-
- var material = materials[ data.material ];
-
- if ( material === undefined ) {
-
- console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
-
- }
-
- object = new THREE.Sprite( material );
-
- break;
-
- default:
-
- object = new THREE.Object3D();
-
- }
-
- object.uuid = data.uuid;
-
- if ( data.name !== undefined ) object.name = data.name;
- if ( data.matrix !== undefined ) {
-
- matrix.fromArray( data.matrix );
- matrix.decompose( object.position, object.quaternion, object.scale );
-
- } else {
-
- if ( data.position !== undefined ) object.position.fromArray( data.position );
- if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
- if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
-
- }
-
- if ( data.visible !== undefined ) object.visible = data.visible;
- if ( data.userData !== undefined ) object.userData = data.userData;
-
- if ( data.children !== undefined ) {
-
- for ( var child in data.children ) {
-
- object.add( this.parseObject( data.children[ child ], geometries, materials ) );
-
- }
-
- }
-
- return object;
-
- }
-
- }()
-
-};
-
-// File:src/loaders/TextureLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.TextureLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.TextureLoader.prototype = {
-
- constructor: THREE.TextureLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.ImageLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( image ) {
-
- var texture = new THREE.Texture( image );
- texture.needsUpdate = true;
-
- if ( onLoad !== undefined ) {
-
- onLoad( texture );
-
- }
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/materials/Material.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Material = function () {
-
- this.id = THREE.MaterialIdCount ++;
- this.uuid = THREE.Math.generateUUID();
-
- 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 = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
-
- this.visible = true;
-
- this.needsUpdate = true;
-
-};
-
-THREE.Material.prototype = {
-
- constructor: THREE.Material,
-
- 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 ) {
-
- currentValue.set( newValue );
-
- } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
-
- currentValue.copy( newValue );
-
- } else if ( key == 'overdraw' ) {
-
- // ensure overdraw is backwards-compatable with legacy boolean type
- this[ key ] = Number( newValue );
-
- } else {
-
- this[ key ] = newValue;
-
- }
-
- }
-
- }
-
- },
-
- 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;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
-
-THREE.MaterialIdCount = 0;
-
-// File:src/materials/LineBasicMaterial.js
-
-/**
- * @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 = THREE.NoColors;
-
- 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;
-
-};
-
-// File:src/materials/LineDashedMaterial.js
-
-/**
- * @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;
-
-};
-
-// File:src/materials/MeshBasicMaterial.js
-
-/**
- * @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( ),
- *
- * alphaMap: 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.alphaMap = 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.alphaMap = this.alphaMap;
-
- 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;
-
-};
-
-// File:src/materials/MeshLambertMaterial.js
-
-/**
- * @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( ),
- *
- * alphaMap: 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.alphaMap = 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.alphaMap = this.alphaMap;
-
- 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;
-
-};
-
-// File:src/materials/MeshPhongMaterial.js
-
-/**
- * @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( ),
- *
- * alphaMap: 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.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.alphaMap = 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.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.alphaMap = this.alphaMap;
-
- 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;
-
-};
-
-// File:src/materials/MeshDepthMaterial.js
-
-/**
- * @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.morphTargets = false;
- 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.MeshDepthMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
-
- return material;
-
-};
-
-// File:src/materials/MeshNormalMaterial.js
-
-/**
- * @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.morphTargets = false;
-
- 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;
-
-};
-
-// File:src/materials/MeshFaceMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MeshFaceMaterial = function ( materials ) {
-
- this.materials = materials instanceof Array ? materials : [];
-
-};
-
-THREE.MeshFaceMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshFaceMaterial();
-
- for ( var i = 0; i < this.materials.length; i ++ ) {
-
- material.materials.push( this.materials[ i ].clone() );
-
- }
-
- return material;
-
-};
-
-// File:src/materials/PointCloudMaterial.js
-
-/**
- * @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.PointCloudMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.color = new THREE.Color( 0xffffff );
-
- this.map = null;
-
- this.size = 1;
- this.sizeAttenuation = true;
-
- this.vertexColors = THREE.NoColors;
-
- this.fog = true;
-
- this.setValues( parameters );
-
-};
-
-THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.PointCloudMaterial.prototype.clone = function () {
-
- var material = new THREE.PointCloudMaterial();
-
- 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;
-
-};
-
-// backwards compatibility
-
-THREE.ParticleBasicMaterial = function ( parameters ) {
-
- console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
- return new THREE.PointCloudMaterial( parameters );
-
-};
-
-THREE.ParticleSystemMaterial = function ( parameters ) {
-
- console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
- return new THREE.PointCloudMaterial( parameters );
-
-};
-
-// File:src/materials/ShaderMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * defines: { "label" : "value" },
- * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- * fragmentShader: ,
- * vertexShader: ,
- *
- * 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.defines = {};
- this.uniforms = {};
- this.attributes = null;
-
- this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
- this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
-
- this.shading = THREE.SmoothShading;
-
- this.linewidth = 1;
-
- 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
-
- // When rendered geometry doesn't include these attributes but the material does,
- // use these default values in WebGL. This avoids errors when buffer data is missing.
- this.defaultAttributeValues = {
- 'color': [ 1, 1, 1 ],
- 'uv': [ 0, 0 ],
- 'uv2': [ 0, 0 ]
- };
-
- this.index0AttributeName = undefined;
-
- this.setValues( parameters );
-
-};
-
-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;
-
-};
-
-// File:src/materials/RawShaderMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RawShaderMaterial = function ( parameters ) {
-
- THREE.ShaderMaterial.call( this, parameters );
-
-};
-
-THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
-
-THREE.RawShaderMaterial.prototype.clone = function () {
-
- var material = new THREE.RawShaderMaterial();
-
- THREE.ShaderMaterial.prototype.clone.call( this, material );
-
- return material;
-
-};
-
-// File:src/materials/SpriteMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * uvOffset: new THREE.Vector2(),
- * uvScale: new THREE.Vector2(),
- *
- * fog:
- * }
- */
-
-THREE.SpriteMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- // defaults
-
- this.color = new THREE.Color( 0xffffff );
- this.map = null;
-
- this.rotation = 0;
-
- this.fog = false;
-
- // set parameters
-
- this.setValues( parameters );
-
-};
-
-THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.SpriteMaterial.prototype.clone = function () {
-
- var material = new THREE.SpriteMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
- material.map = this.map;
-
- material.rotation = this.rotation;
-
- material.fog = this.fog;
-
- return material;
-
-};
-
-// File:src/materials/SpriteCanvasMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- * color: ,
- * program: ,
- * opacity: ,
- * blending: THREE.NormalBlending
- * }
- */
-
-THREE.SpriteCanvasMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.color = new THREE.Color( 0xffffff );
- this.program = function ( context, color ) {};
-
- this.setValues( parameters );
-
-};
-
-THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.SpriteCanvasMaterial.prototype.clone = function () {
-
- var material = new THREE.SpriteCanvasMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
- material.program = this.program;
-
- return material;
-
-};
-
-// backwards compatibility
-
-THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
-
-// File:src/textures/Texture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
- this.id = THREE.TextureIdCount ++;
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
-
- this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
- this.mipmaps = [];
-
- this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
-
- this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
-
- this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
-
- this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
-
- this.format = format !== undefined ? format : THREE.RGBAFormat;
- this.type = type !== undefined ? type : THREE.UnsignedByteType;
-
- this.offset = new THREE.Vector2( 0, 0 );
- this.repeat = new THREE.Vector2( 1, 1 );
-
- this.generateMipmaps = true;
- this.premultiplyAlpha = false;
- this.flipY = true;
- this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
-
- this._needsUpdate = false;
- this.onUpdate = null;
-
-};
-
-THREE.Texture.DEFAULT_IMAGE = undefined;
-THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
-
-THREE.Texture.prototype = {
-
- constructor: THREE.Texture,
-
- get needsUpdate () {
-
- return this._needsUpdate;
-
- },
-
- set needsUpdate ( value ) {
-
- if ( value === true ) this.update();
-
- this._needsUpdate = value;
-
- },
-
- 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;
-
- },
-
- update: function () {
-
- this.dispatchEvent( { type: 'update' } );
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
-
-THREE.TextureIdCount = 0;
-
-// File:src/textures/CubeTexture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
- THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.images = images;
-
-};
-
-THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
-
-THREE.CubeTexture.clone = function ( texture ) {
-
- if ( texture === undefined ) texture = new THREE.CubeTexture();
-
- THREE.Texture.prototype.clone.call( this, texture );
-
- texture.images = this.images;
-
- return texture;
-
-};
-
-// File:src/textures/CompressedTexture.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
-
- THREE.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;
-
-};
-
-// File:src/textures/DataTexture.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
-
- THREE.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;
-
-};
-
-// File:src/objects/PointCloud.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.PointCloud = function ( geometry, material ) {
-
- THREE.Object3D.call( this );
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
-
- this.sortParticles = false;
-
-};
-
-THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.PointCloud.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
-
- return function ( raycaster, intersects ) {
-
- var object = this;
- var geometry = object.geometry;
- var threshold = raycaster.params.PointCloud.threshold;
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- if ( geometry.boundingBox !== null ) {
-
- if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
-
- return;
-
- }
-
- }
-
- var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- var position = new THREE.Vector3();
-
- var testPoint = function ( point, index ) {
-
- var rayPointDistance = ray.distanceToPoint( point );
-
- if ( rayPointDistance < localThreshold ) {
-
- var intersectPoint = ray.closestPointToPoint( point );
- intersectPoint.applyMatrix4( object.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectPoint );
-
- intersects.push( {
-
- distance: distance,
- distanceToRay: rayPointDistance,
- point: intersectPoint.clone(),
- index: index,
- face: null,
- object: object
-
- } );
-
- }
-
- };
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
- var positions = attributes.position.array;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- var offset = {
- start: 0,
- count: indices.length,
- index: 0
- };
-
- offsets = [ offset ];
-
- }
-
- for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
-
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
-
- for ( var i = start, il = start + count; i < il; i ++ ) {
-
- var a = index + indices[ i ];
-
- position.set(
- positions[ a * 3 ],
- positions[ a * 3 + 1 ],
- positions[ a * 3 + 2 ]
- );
-
- testPoint( position, a );
-
- }
-
- }
-
- } else {
-
- var pointCount = positions.length / 3;
-
- for ( var i = 0; i < pointCount; i ++ ) {
-
- position.set(
- positions[ 3 * i ],
- positions[ 3 * i + 1 ],
- positions[ 3 * i + 2 ]
- );
-
- testPoint( position, i );
-
- }
-
- }
-
- } else {
-
- var vertices = this.geometry.vertices;
-
- for ( var i = 0; i < vertices.length; i ++ ) {
-
- testPoint( vertices[ i ], i );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.PointCloud.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
-
- object.sortParticles = this.sortParticles;
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- return object;
-
-};
-
-// Backwards compatibility
-
-THREE.ParticleSystem = function ( geometry, material ) {
-
- console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
- return new THREE.PointCloud( geometry, material );
-
-};
-
-// File:src/objects/Line.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Line = function ( geometry, material, type ) {
-
- THREE.Object3D.call( this );
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
-
- this.type = ( type !== undefined ) ? type : THREE.LineStrip;
-
-};
-
-THREE.LineStrip = 0;
-THREE.LinePieces = 1;
-
-THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Line.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
-
- return function ( raycaster, intersects ) {
-
- var precision = raycaster.linePrecision;
- var precisionSq = precision * precision;
-
- var geometry = this.geometry;
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- // Checking boundingSphere distance to ray
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( this.matrixWorld );
-
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
- return;
-
- }
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- /* if ( geometry instanceof THREE.BufferGeometry ) {
-
- } else */ if ( geometry instanceof THREE.Geometry ) {
-
- var vertices = geometry.vertices;
- var nbVertices = vertices.length;
- var interSegment = new THREE.Vector3();
- var interRay = new THREE.Vector3();
- var step = this.type === THREE.LineStrip ? 1 : 2;
-
- for ( var i = 0; i < nbVertices - 1; i = i + step ) {
-
- var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
-
- if ( distSq > precisionSq ) continue;
-
- var distance = ray.origin.distanceTo( interRay );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- };
-
-}() );
-
-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;
-
-};
-
-// File:src/objects/Mesh.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author jonobr1 / http://jonobr1.com/
- */
-
-THREE.Mesh = function ( geometry, material ) {
-
- THREE.Object3D.call( this );
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
-
- this.updateMorphTargets();
-
-};
-
-THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Mesh.prototype.updateMorphTargets = function () {
-
- if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
-
- this.morphTargetBase = - 1;
- this.morphTargetForcedOrder = [];
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
-
- for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
-
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
-
- }
-
- }
-
-};
-
-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.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
-
- var vA = new THREE.Vector3();
- var vB = new THREE.Vector3();
- var vC = new THREE.Vector3();
-
- return function ( raycaster, intersects ) {
-
- var geometry = this.geometry;
-
- // Checking boundingSphere distance to ray
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( this.matrixWorld );
-
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
- return;
-
- }
-
- // Check boundingBox before continuing
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- if ( geometry.boundingBox !== null ) {
-
- if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
-
- return;
-
- }
-
- }
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var material = this.material;
-
- if ( material === undefined ) return;
-
- var attributes = geometry.attributes;
-
- var a, b, c;
- var precision = raycaster.precision;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- offsets = [ { start: 0, count: indices.length, index: 0 } ];
-
- }
-
- for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
-
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
-
- for ( var i = start, il = start + count; i < il; i += 3 ) {
-
- a = index + indices[ i ];
- b = index + indices[ i + 1 ];
- c = index + indices[ i + 2 ];
-
- vA.set(
- positions[ a * 3 ],
- positions[ a * 3 + 1 ],
- positions[ a * 3 + 2 ]
- );
- vB.set(
- positions[ b * 3 ],
- positions[ b * 3 + 1 ],
- positions[ b * 3 + 2 ]
- );
- vC.set(
- positions[ c * 3 ],
- positions[ c * 3 + 1 ],
- positions[ c * 3 + 2 ]
- );
-
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- indices: [ a, b, c ],
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else {
-
- var positions = attributes.position.array;
-
- for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
-
- a = i;
- b = i + 1;
- c = i + 2;
-
- vA.set(
- positions[ j ],
- positions[ j + 1 ],
- positions[ j + 2 ]
- );
- vB.set(
- positions[ j + 3 ],
- positions[ j + 4 ],
- positions[ j + 5 ]
- );
- vC.set(
- positions[ j + 6 ],
- positions[ j + 7 ],
- positions[ j + 8 ]
- );
-
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- indices: [ a, b, c ],
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
-
- var a, b, c, d;
- var precision = raycaster.precision;
-
- var vertices = geometry.vertices;
-
- for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
- var face = geometry.faces[ f ];
-
- var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
-
- if ( material === undefined ) continue;
-
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
-
- if ( material.morphTargets === true ) {
-
- var morphTargets = geometry.morphTargets;
- var morphInfluences = this.morphTargetInfluences;
-
- vA.set( 0, 0, 0 );
- vB.set( 0, 0, 0 );
- vC.set( 0, 0, 0 );
-
- for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
-
- var influence = morphInfluences[ t ];
-
- if ( influence === 0 ) continue;
-
- var targets = morphTargets[ t ].vertices;
-
- vA.x += ( targets[ face.a ].x - a.x ) * influence;
- vA.y += ( targets[ face.a ].y - a.y ) * influence;
- vA.z += ( targets[ face.a ].z - a.z ) * influence;
-
- vB.x += ( targets[ face.b ].x - b.x ) * influence;
- vB.y += ( targets[ face.b ].y - b.y ) * influence;
- vB.z += ( targets[ face.b ].z - b.z ) * influence;
-
- vC.x += ( targets[ face.c ].x - c.x ) * influence;
- vC.y += ( targets[ face.c ].y - c.y ) * influence;
- vC.z += ( targets[ face.c ].z - c.z ) * influence;
-
- }
-
- vA.add( a );
- vB.add( b );
- vC.add( c );
-
- a = vA;
- b = vB;
- c = vC;
-
- }
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( c, b, a, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- face: face,
- faceIndex: f,
- object: this
-
- } );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.Mesh.prototype.clone = function ( object, recursive ) {
-
- if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
-
- THREE.Object3D.prototype.clone.call( this, object, recursive );
-
- return object;
-
-};
-
-// File:src/objects/Bone.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.Bone = function ( belongsToSkin ) {
-
- THREE.Object3D.call( this );
-
- this.skin = belongsToSkin;
-
- this.accumulatedRotWeight = 0;
- this.accumulatedPosWeight = 0;
- this.accumulatedSclWeight = 0;
-
-};
-
-THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Bone.prototype.updateMatrixWorld = function ( force ) {
-
- THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
-
- // Reset weights to be re-accumulated in the next frame
-
- this.accumulatedRotWeight = 0;
- this.accumulatedPosWeight = 0;
- this.accumulatedSclWeight = 0;
-
-};
-
-
-// File:src/objects/Skeleton.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author michael guerrero / http://realitymeltdown.com
- * @author ikerr / http://verold.com
- */
-
-THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
-
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
-
- this.identityMatrix = new THREE.Matrix4();
-
- // copy the bone array
-
- bones = bones || [];
-
- this.bones = bones.slice( 0 );
-
- // create a bone texture or an array of floats
-
- if ( this.useVertexTexture ) {
-
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones (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 ( this.bones.length > 256 )
- size = 64;
- else if ( this.bones.length > 64 )
- size = 32;
- else if ( this.bones.length > 16 )
- size = 16;
- else
- size = 8;
-
- this.boneTextureWidth = size;
- this.boneTextureHeight = size;
-
- this.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 * this.bones.length );
-
- }
-
- // use the supplied bone inverses or calculate the inverses
-
- if ( boneInverses === undefined ) {
-
- this.calculateInverses();
-
- } else {
-
- if ( this.bones.length === boneInverses.length ) {
-
- this.boneInverses = boneInverses.slice( 0 );
-
- } else {
-
- console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
-
- this.boneInverses = [];
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- this.boneInverses.push( new THREE.Matrix4() );
-
- }
-
- }
-
- }
-
-};
-
-THREE.Skeleton.prototype.calculateInverses = function () {
-
- this.boneInverses = [];
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- var inverse = new THREE.Matrix4();
-
- if ( this.bones[ b ] ) {
-
- inverse.getInverse( this.bones[ b ].matrixWorld );
-
- }
-
- this.boneInverses.push( inverse );
-
- }
-
-};
-
-THREE.Skeleton.prototype.pose = function () {
-
- var bone;
-
- // recover the bind-time world matrices
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- bone = this.bones[ b ];
-
- if ( bone ) {
-
- bone.matrixWorld.getInverse( this.boneInverses[ b ] );
-
- }
-
- }
-
- // compute the local matrices, positions, rotations and scales
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- bone = this.bones[ b ];
-
- if ( bone ) {
-
- if ( bone.parent ) {
-
- bone.matrix.getInverse( bone.parent.matrixWorld );
- bone.matrix.multiply( bone.matrixWorld );
-
- }
- else {
-
- bone.matrix.copy( bone.matrixWorld );
-
- }
-
- bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
-
- }
-
- }
-
-};
-
-THREE.Skeleton.prototype.update = function () {
-
- var offsetMatrix = new THREE.Matrix4();
-
- // flatten bone matrices to array
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- // compute the offset between the current and the original transform
-
- var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
-
- offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
- offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
-
- }
-
- if ( this.useVertexTexture ) {
-
- this.boneTexture.needsUpdate = true;
-
- }
-
-};
-
-
-// File:src/objects/SkinnedMesh.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- this.bindMode = "attached";
- this.bindMatrix = new THREE.Matrix4();
- this.bindMatrixInverse = new THREE.Matrix4();
-
- // init bones
-
- // TODO: remove bone creation as there is no reason (other than
- // convenience) for THREE.SkinnedMesh to do this.
-
- var bones = [];
-
- if ( this.geometry && this.geometry.bones !== undefined ) {
-
- var bone, gbone, p, q, s;
-
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
-
- gbone = this.geometry.bones[ b ];
-
- p = gbone.pos;
- q = gbone.rotq;
- s = gbone.scl;
-
- bone = new THREE.Bone( this );
- bones.push( bone );
-
- bone.name = gbone.name;
- bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
- bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
-
- if ( s !== undefined ) {
-
- bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
-
- } else {
-
- bone.scale.set( 1, 1, 1 );
-
- }
-
- }
-
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
-
- gbone = this.geometry.bones[ b ];
-
- if ( gbone.parent !== - 1 ) {
-
- bones[ gbone.parent ].add( bones[ b ] );
-
- } else {
-
- this.add( bones[ b ] );
-
- }
-
- }
-
- }
-
- this.normalizeSkinWeights();
-
- this.updateMatrixWorld( true );
- this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
-
-};
-
-
-THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
-
- this.skeleton = skeleton;
-
- if ( bindMatrix === undefined ) {
-
- this.updateMatrixWorld( true );
-
- bindMatrix = this.matrixWorld;
-
- }
-
- this.bindMatrix.copy( bindMatrix );
- this.bindMatrixInverse.getInverse( bindMatrix );
-
-};
-
-THREE.SkinnedMesh.prototype.pose = function () {
-
- this.skeleton.pose();
-
-};
-
-THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
-
- if ( this.geometry instanceof THREE.Geometry ) {
-
- for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
-
- var sw = this.geometry.skinWeights[ i ];
-
- var scale = 1.0 / sw.lengthManhattan();
-
- if ( scale !== Infinity ) {
-
- sw.multiplyScalar( scale );
-
- } else {
-
- sw.set( 1 ); // this will be normalized by the shader anyway
-
- }
-
- }
-
- } else {
-
- // skinning weights assumed to be normalized for THREE.BufferGeometry
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
-
- THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
-
- if ( this.bindMode === "attached" ) {
-
- this.bindMatrixInverse.getInverse( this.matrixWorld );
-
- } else if ( this.bindMode === "detached" ) {
-
- this.bindMatrixInverse.getInverse( this.bindMatrix );
-
- } else {
-
- console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.clone = function( object ) {
-
- if ( object === undefined ) {
-
- object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
-
- }
-
- THREE.Mesh.prototype.clone.call( this, object );
-
- return object;
-
-};
-
-
-// File:src/objects/MorphAnimMesh.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphAnimMesh = function ( geometry, material ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- // 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.interpolateTargets = function ( a, b, t ) {
-
- var influences = this.morphTargetInfluences;
-
- for ( var i = 0, l = influences.length; i < l; i ++ ) {
-
- influences[ i ] = 0;
-
- }
-
- if ( a > -1 ) influences[ a ] = 1 - t;
- if ( b > -1 ) influences[ b ] = t;
-
-};
-
-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;
-
-};
-
-// File:src/objects/LOD.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LOD = function () {
-
- THREE.Object3D.call( this );
-
- this.objects = [];
-
-};
-
-
-THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.LOD.prototype.addLevel = function ( object, distance ) {
-
- if ( distance === undefined ) distance = 0;
-
- distance = Math.abs( distance );
-
- for ( var l = 0; l < this.objects.length; l ++ ) {
-
- if ( distance < this.objects[ l ].distance ) {
-
- break;
-
- }
-
- }
-
- this.objects.splice( l, 0, { distance: distance, object: object } );
- this.add( object );
-
-};
-
-THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
-
- for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
-
- if ( distance < this.objects[ i ].distance ) {
-
- break;
-
- }
-
- }
-
- return this.objects[ i - 1 ].object;
-
-};
-
-THREE.LOD.prototype.raycast = ( function () {
-
- var matrixPosition = new THREE.Vector3();
-
- return function ( raycaster, intersects ) {
-
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( matrixPosition );
-
- this.getObjectForDistance( distance ).raycast( raycaster, intersects );
-
- };
-
-}() );
-
-THREE.LOD.prototype.update = function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( camera ) {
-
- if ( this.objects.length > 1 ) {
-
- v1.setFromMatrixPosition( camera.matrixWorld );
- v2.setFromMatrixPosition( this.matrixWorld );
-
- var distance = v1.distanceTo( v2 );
-
- this.objects[ 0 ].object.visible = true;
-
- for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
-
- if ( distance >= this.objects[ i ].distance ) {
-
- this.objects[ i - 1 ].object.visible = false;
- this.objects[ i ].object.visible = true;
-
- } else {
-
- break;
-
- }
-
- }
-
- for ( ; i < l; i ++ ) {
-
- this.objects[ i ].object.visible = false;
-
- }
-
- }
-
- };
-
-}();
-
-THREE.LOD.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.LOD();
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
- var x = this.objects[ i ].object.clone();
- x.visible = i === 0;
- object.addLevel( x, this.objects[ i ].distance );
- }
-
- return object;
-
-};
-
-// File:src/objects/Sprite.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Sprite = ( function () {
-
- var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );
-
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
-
- return function ( material ) {
-
- THREE.Object3D.call( this );
-
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
-
- };
-
-} )();
-
-THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Sprite.prototype.raycast = ( function () {
-
- var matrixPosition = new THREE.Vector3();
-
- return function ( raycaster, intersects ) {
-
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
- var distance = raycaster.ray.distanceToPoint( matrixPosition );
-
- if ( distance > this.scale.x ) {
-
- return;
-
- }
-
- intersects.push( {
-
- distance: distance,
- point: this.position,
- face: null,
- object: this
-
- } );
-
- };
-
-}() );
-
-THREE.Sprite.prototype.updateMatrix = function () {
-
- this.matrix.compose( this.position, this.quaternion, 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;
-
-};
-
-// Backwards compatibility
-
-THREE.Particle = THREE.Sprite;
-
-// File:src/scenes/Scene.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Scene = function () {
-
- THREE.Object3D.call( this );
-
- this.fog = null;
- this.overrideMaterial = null;
-
- this.autoUpdate = true; // checked by the renderer
- this.matrixAutoUpdate = false;
-
- 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 ) ) {
-
- this.__objectsAdded.push( object );
-
- // check if previously removed
-
- var i = this.__objectsRemoved.indexOf( object );
-
- if ( i !== - 1 ) {
-
- this.__objectsRemoved.splice( i, 1 );
-
- }
-
- }
-
- this.dispatchEvent( { type: 'objectAdded', object: object } );
- object.dispatchEvent( { type: 'addedToScene', scene: this } );
-
- 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 );
-
- }
-
- if ( object.shadowCascadeArray ) {
-
- for ( var x = 0; x < object.shadowCascadeArray.length; x ++ ) {
-
- this.__removeObject( object.shadowCascadeArray[ x ] );
-
- }
-
- }
-
- } else if ( ! ( object instanceof THREE.Camera ) ) {
-
- this.__objectsRemoved.push( object );
-
- // check if previously added
-
- var i = this.__objectsAdded.indexOf( object );
-
- if ( i !== - 1 ) {
-
- this.__objectsAdded.splice( i, 1 );
-
- }
-
- }
-
- this.dispatchEvent( { type: 'objectRemoved', object: object } );
- object.dispatchEvent( { type: 'removedFromScene', scene: this } );
-
- for ( var c = 0; c < object.children.length; c ++ ) {
-
- this.__removeObject( object.children[ c ] );
-
- }
-
-};
-
-THREE.Scene.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.Scene();
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- if ( this.fog !== null ) object.fog = this.fog.clone();
- if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
-
- object.autoUpdate = this.autoUpdate;
- object.matrixAutoUpdate = this.matrixAutoUpdate;
-
- return object;
-
-};
-
-// File:src/scenes/Fog.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Fog = function ( color, near, far ) {
-
- this.name = '';
-
- this.color = new THREE.Color( color );
-
- this.near = ( near !== undefined ) ? near : 1;
- this.far = ( far !== undefined ) ? far : 1000;
-
-};
-
-THREE.Fog.prototype.clone = function () {
-
- return new THREE.Fog( this.color.getHex(), this.near, this.far );
-
-};
-
-// File:src/scenes/FogExp2.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.FogExp2 = function ( color, density ) {
-
- this.name = '';
-
- this.color = new THREE.Color( color );
- this.density = ( density !== undefined ) ? density : 0.00025;
-
-};
-
-THREE.FogExp2.prototype.clone = function () {
-
- return new THREE.FogExp2( this.color.getHex(), this.density );
-
-};
-
-// File:src/renderers/CanvasRenderer.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CanvasRenderer = function ( parameters ) {
-
- console.log( 'THREE.CanvasRenderer', THREE.REVISION );
-
- var smoothstep = THREE.Math.smoothstep;
-
- parameters = parameters || {};
-
- var _this = this,
- _renderData, _elements, _lights,
- _projector = new THREE.Projector(),
-
- _canvas = parameters.canvas !== undefined
- ? parameters.canvas
- : document.createElement( 'canvas' ),
-
- _canvasWidth = _canvas.width,
- _canvasHeight = _canvas.height,
- _canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
- _canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
-
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = _canvasWidth,
- _viewportHeight = _canvasHeight,
-
- _context = _canvas.getContext( '2d', {
- alpha: parameters.alpha === true
- } ),
-
- _clearColor = new THREE.Color( 0x000000 ),
- _clearAlpha = 0,
-
- _contextGlobalAlpha = 1,
- _contextGlobalCompositeOperation = 0,
- _contextStrokeStyle = null,
- _contextFillStyle = null,
- _contextLineWidth = null,
- _contextLineCap = null,
- _contextLineJoin = null,
- _contextLineDash = [],
-
- _camera,
-
- _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(),
-
- _lightColor = new THREE.Color(),
-
- _patterns = {},
-
- _image, _uvs,
- _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
-
- _clipBox = new THREE.Box2(),
- _clearBox = new THREE.Box2(),
- _elemBox = new THREE.Box2(),
-
- _ambientLight = new THREE.Color(),
- _directionalLights = new THREE.Color(),
- _pointLights = new THREE.Color(),
-
- _vector3 = new THREE.Vector3(), // Needed for PointLight
- _centroid = new THREE.Vector3(),
- _normal = new THREE.Vector3(),
- _normalViewMatrix = new THREE.Matrix3();
-
- // dash+gap fallbacks for Firefox and everything else
-
- if ( _context.setLineDash === undefined ) {
-
- _context.setLineDash = function () {}
-
- }
-
- this.domElement = _canvas;
-
- this.devicePixelRatio = parameters.devicePixelRatio !== undefined
- ? parameters.devicePixelRatio
- : self.devicePixelRatio !== undefined
- ? self.devicePixelRatio
- : 1;
-
- this.autoClear = true;
- this.sortObjects = true;
- this.sortElements = true;
-
- this.info = {
-
- render: {
-
- vertices: 0,
- faces: 0
-
- }
-
- }
-
- // WebGLRenderer compatibility
-
- this.supportsVertexTextures = function () {};
- this.setFaceCulling = function () {};
-
- this.setSize = function ( width, height, updateStyle ) {
-
- _canvasWidth = width * this.devicePixelRatio;
- _canvasHeight = height * this.devicePixelRatio;
-
- _canvas.width = _canvasWidth;
- _canvas.height = _canvasHeight;
-
- _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
- _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
-
- if ( updateStyle !== false ) {
-
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
-
- }
-
- _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.setViewport( 0, 0, width, height );
-
- };
-
- this.setViewport = function ( x, y, width, height ) {
-
- _viewportX = x * this.devicePixelRatio;
- _viewportY = y * this.devicePixelRatio;
-
- _viewportWidth = width * this.devicePixelRatio;
- _viewportHeight = height * this.devicePixelRatio;
-
- };
-
- this.setScissor = function () {};
- this.enableScissorTest = function () {};
-
- this.setClearColor = function ( color, alpha ) {
-
- _clearColor.set( color );
- _clearAlpha = alpha !== undefined ? alpha : 1;
-
- _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
- _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
-
- };
-
- this.setClearColorHex = function ( hex, alpha ) {
-
- console.warn( 'THREE.CanvasRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
- this.setClearColor( hex, alpha );
-
- };
-
- this.getClearColor = function () {
-
- return _clearColor;
-
- };
-
- this.getClearAlpha = function () {
-
- return _clearAlpha;
-
- };
-
- this.getMaxAnisotropy = function () {
-
- return 0;
-
- };
-
- this.clear = function () {
-
- if ( _clearBox.empty() === false ) {
-
- _clearBox.intersect( _clipBox );
- _clearBox.expandByScalar( 2 );
-
- _clearBox.min.x = _clearBox.min.x + _canvasWidthHalf;
- _clearBox.min.y = - _clearBox.min.y + _canvasHeightHalf;
- _clearBox.max.x = _clearBox.max.x + _canvasWidthHalf;
- _clearBox.max.y = - _clearBox.max.y + _canvasHeightHalf;
-
- if ( _clearAlpha < 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 ( _clearAlpha > 0 ) {
-
- setBlending( THREE.NormalBlending );
- setOpacity( 1 );
-
- setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
-
- _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();
-
- }
-
- };
-
- // compatibility
-
- this.clearColor = function () {};
- this.clearDepth = function () {};
- this.clearStencil = function () {};
-
- 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;
-
- }
-
- if ( this.autoClear === true ) this.clear();
-
- _this.info.render.vertices = 0;
- _this.info.render.faces = 0;
-
- _context.setTransform( _viewportWidth / _canvasWidth, 0, 0, - _viewportHeight / _canvasHeight, _viewportX, _canvasHeight - _viewportY );
- _context.translate( _canvasWidthHalf, _canvasHeightHalf );
-
- _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
- _elements = _renderData.elements;
- _lights = _renderData.lights;
- _camera = camera;
-
- _normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
-
- /* DEBUG
- setFillStyle( '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 );
- */
-
- calculateLights();
-
- for ( var e = 0, el = _elements.length; e < el; e ++ ) {
-
- var element = _elements[ e ];
-
- var material = element.material;
-
- if ( material === undefined || material.opacity === 0 ) continue;
-
- _elemBox.makeEmpty();
-
- if ( element instanceof THREE.RenderableSprite ) {
-
- _v1 = element;
- _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
-
- renderSprite( _v1, element, material );
-
- } 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 );
-
- }
-
- } else if ( element instanceof THREE.RenderableFace ) {
-
- _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
-
- if ( _v1.positionScreen.z < - 1 || _v1.positionScreen.z > 1 ) continue;
- if ( _v2.positionScreen.z < - 1 || _v2.positionScreen.z > 1 ) continue;
- if ( _v3.positionScreen.z < - 1 || _v3.positionScreen.z > 1 ) continue;
-
- _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 > 0 ) {
-
- expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
- expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
- expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
-
- }
-
- _elemBox.setFromPoints( [
- _v1.positionScreen,
- _v2.positionScreen,
- _v3.positionScreen
- ] );
-
- if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
-
- renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
-
- }
-
- }
-
- /* DEBUG
- setLineWidth( 1 );
- setStrokeStyle( '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
- setLineWidth( 1 );
- setStrokeStyle( '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.add( lightColor );
-
- } else if ( light instanceof THREE.DirectionalLight ) {
-
- // for sprites
-
- _directionalLights.add( lightColor );
-
- } else if ( light instanceof THREE.PointLight ) {
-
- // for sprites
-
- _pointLights.add( lightColor );
-
- }
-
- }
-
- }
-
- function calculateLight( position, normal, color ) {
-
- for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
-
- var light = _lights[ l ];
-
- _lightColor.copy( light.color );
-
- if ( light instanceof THREE.DirectionalLight ) {
-
- var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
-
- var amount = normal.dot( lightPosition );
-
- if ( amount <= 0 ) continue;
-
- amount *= light.intensity;
-
- color.add( _lightColor.multiplyScalar( amount ) );
-
- } else if ( light instanceof THREE.PointLight ) {
-
- var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
-
- var amount = normal.dot( _vector3.subVectors( 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.add( _lightColor.multiplyScalar( amount ) );
-
- }
-
- }
-
- }
-
- function renderSprite( v1, element, material ) {
-
- setOpacity( material.opacity );
- setBlending( material.blending );
-
- var scaleX = element.scale.x * _canvasWidthHalf;
- var scaleY = element.scale.y * _canvasHeightHalf;
-
- var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
- _elemBox.min.set( v1.x - dist, v1.y - dist );
- _elemBox.max.set( v1.x + dist, v1.y + dist );
-
- if ( material instanceof THREE.SpriteMaterial ) {
-
- var texture = material.map;
-
- if ( texture !== null && texture.image !== undefined ) {
-
- if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
-
- if ( texture.image.width > 0 ) {
-
- textureToPattern( texture );
-
- }
-
- texture.addEventListener( 'update', onTextureUpdate );
-
- }
-
- var pattern = _patterns[ texture.id ];
-
- if ( pattern !== undefined ) {
-
- setFillStyle( pattern );
-
- } else {
-
- setFillStyle( 'rgba( 0, 0, 0, 1 )' );
-
- }
-
- //
-
- var bitmap = texture.image;
-
- var ox = bitmap.width * texture.offset.x;
- var oy = bitmap.height * texture.offset.y;
-
- var sx = bitmap.width * texture.repeat.x;
- var sy = bitmap.height * texture.repeat.y;
-
- var cx = scaleX / sx;
- var cy = scaleY / sy;
-
- _context.save();
- _context.translate( v1.x, v1.y );
- if ( material.rotation !== 0 ) _context.rotate( material.rotation );
- _context.translate( - scaleX / 2, - scaleY / 2 );
- _context.scale( cx, cy );
- _context.translate( - ox, - oy );
- _context.fillRect( ox, oy, sx, sy );
- _context.restore();
-
- } else {
-
- // no texture
-
- setFillStyle( material.color.getStyle() );
-
- _context.save();
- _context.translate( v1.x, v1.y );
- if ( material.rotation !== 0 ) _context.rotate( material.rotation );
- _context.scale( scaleX, - scaleY );
- _context.fillRect( - 0.5, - 0.5, 1, 1 );
- _context.restore();
-
- }
-
- } else if ( material instanceof THREE.SpriteCanvasMaterial ) {
-
- setStrokeStyle( material.color.getStyle() );
- setFillStyle( material.color.getStyle() );
-
- _context.save();
- _context.translate( v1.x, v1.y );
- if ( material.rotation !== 0 ) _context.rotate( material.rotation );
- _context.scale( scaleX, scaleY );
-
- material.program( _context );
-
- _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();
- */
-
- }
-
- function renderLine( v1, v2, element, material ) {
-
- 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 );
-
- if ( material.vertexColors !== THREE.VertexColors ) {
-
- setStrokeStyle( material.color.getStyle() );
-
- } else {
-
- var colorStyle1 = element.vertexColors[ 0 ].getStyle();
- var colorStyle2 = element.vertexColors[ 1 ].getStyle();
-
- if ( colorStyle1 === colorStyle2 ) {
-
- setStrokeStyle( colorStyle1 );
-
- } else {
-
- try {
-
- var grad = _context.createLinearGradient(
- v1.positionScreen.x,
- v1.positionScreen.y,
- v2.positionScreen.x,
- v2.positionScreen.y
- );
- grad.addColorStop( 0, colorStyle1 );
- grad.addColorStop( 1, colorStyle2 );
-
- } catch ( exception ) {
-
- grad = colorStyle1;
-
- }
-
- setStrokeStyle( grad );
-
- }
-
- }
-
- _context.stroke();
- _elemBox.expandByScalar( material.linewidth * 2 );
-
- } else if ( material instanceof THREE.LineDashedMaterial ) {
-
- setLineWidth( material.linewidth );
- setLineCap( material.linecap );
- setLineJoin( material.linejoin );
- setStrokeStyle( material.color.getStyle() );
- setLineDash( [ material.dashSize, material.gapSize ] );
-
- _context.stroke();
-
- _elemBox.expandByScalar( material.linewidth * 2 );
-
- setLineDash( [] );
-
- }
-
- }
-
- function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
-
- _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 ) {
-
- _diffuseColor.copy( material.color );
- _emissiveColor.copy( material.emissive );
-
- if ( material.vertexColors === THREE.FaceColors ) {
-
- _diffuseColor.multiply( element.color );
-
- }
-
- _color.copy( _ambientLight );
-
- _centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
-
- calculateLight( _centroid, element.normalModel, _color );
-
- _color.multiply( _diffuseColor ).add( _emissiveColor );
-
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _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;
- 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 ) {
-
- _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
- _uv1x = 0.5 * _normal.x + 0.5;
- _uv1y = 0.5 * _normal.y + 0.5;
-
- _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
- _uv2x = 0.5 * _normal.x + 0.5;
- _uv2y = 0.5 * _normal.y + 0.5;
-
- _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
- _uv3x = 0.5 * _normal.x + 0.5;
- _uv3y = 0.5 * _normal.y + 0.5;
-
- patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
-
- } else if ( material.envMap.mapping instanceof THREE.SphericalRefractionMapping ) {
-
- _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
- _uv1x = - 0.5 * _normal.x + 0.5;
- _uv1y = - 0.5 * _normal.y + 0.5;
-
- _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
- _uv2x = - 0.5 * _normal.x + 0.5;
- _uv2y = - 0.5 * _normal.y + 0.5;
-
- _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
- _uv3x = - 0.5 * _normal.x + 0.5;
- _uv3y = - 0.5 * _normal.y + 0.5;
-
- patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
-
- }
-
-
- } else {
-
- _color.copy( material.color );
-
- if ( material.vertexColors === THREE.FaceColors ) {
-
- _color.multiply( element.color );
-
- }
-
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
-
- }
-
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
-
- _color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );
-
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
-
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
-
- _normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
-
- _color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
-
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
-
- } else {
-
- _color.setRGB( 1, 1, 1 );
-
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
-
- }
-
- }
-
- //
-
- 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 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 onTextureUpdate ( event ) {
-
- textureToPattern( event.target );
-
- }
-
- function textureToPattern( texture ) {
-
- if ( texture instanceof THREE.CompressedTexture ) return;
-
- var repeatX = texture.wrapS === THREE.RepeatWrapping;
- var repeatY = texture.wrapT === THREE.RepeatWrapping;
-
- var image = texture.image;
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = image.width;
- canvas.height = image.height;
-
- var context = canvas.getContext( '2d' );
- context.setTransform( 1, 0, 0, - 1, 0, image.height );
- context.drawImage( image, 0, 0 );
-
- _patterns[ texture.id ] = _context.createPattern(
- canvas, repeatX === true && repeatY === true
- ? 'repeat'
- : repeatX === true && repeatY === false
- ? 'repeat-x'
- : repeatX === false && repeatY === true
- ? 'repeat-y'
- : 'no-repeat'
- );
-
- }
-
- function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
-
- if ( texture instanceof THREE.DataTexture ) return;
-
- if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
-
- if ( texture.image !== undefined && texture.image.width > 0 ) {
-
- textureToPattern( texture );
-
- }
-
- texture.addEventListener( 'update', onTextureUpdate );
-
- }
-
- var pattern = _patterns[ texture.id ];
-
- if ( pattern !== undefined ) {
-
- setFillStyle( pattern );
-
- } else {
-
- setFillStyle( 'rgba(0,0,0,1)' );
- _context.fill();
-
- return;
-
- }
-
- // 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 = ( v0 + offsetY ) * height;
-
- u1 = ( u1 + offsetX ) * width;
- v1 = ( v1 + offsetY ) * height;
-
- u2 = ( u2 + offsetX ) * width;
- v2 = ( 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 ) 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();
-
- }
-
- // Hide anti-alias gaps
-
- function expand( v1, v2, pixels ) {
-
- var x = v2.x - v1.x, y = v2.y - v1.y,
- det = x * x + y * y, idet;
-
- if ( det === 0 ) return;
-
- idet = pixels / 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;
-
- }
-
- }
-
- function setLineDash( value ) {
-
- if ( _contextLineDash.length !== value.length ) {
-
- _context.setLineDash( value );
- _contextLineDash = value;
-
- }
-
- }
-
-};
-
-// File:src/renderers/shaders/ShaderChunk.js
-
-THREE.ShaderChunk = {};
-
-// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
-
-THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
-
-THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;";
-
-// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n hemiDiffuse += diffuse * hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n uniform samplerCube envMap;\n uniform float flipEnvMap;\n uniform int combine;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
-
-THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * texelColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
-
-THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
-
-THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n uniform bool useRefract;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
-
-THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n if ( useRefract ) {\n\n reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else { \n\n reflectVec = reflect( cameraToVertex, worldNormal );\n\n }\n\n #else\n\n reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #else\n\n vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #endif\n\n #ifdef GAMMA_INPUT\n\n cubeColor.xyz *= cubeColor.xyz;\n\n #endif\n\n if ( combine == 1 ) {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n } else if ( combine == 2 ) {\n\n gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n } else {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;";
-
-// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
-
-THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
-
-THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
-
-THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\n\n vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n if ( useRefract ) {\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else {\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
-
-THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #endif\n\n #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #endif\n\n #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
-
-// File:src/renderers/shaders/UniformsUtils.js
-
-/**
- * Uniform Utilities
- */
-
-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;
-
- }
-
-};
-
-// File:src/renderers/shaders/UniformsLib.js
-
-/**
- * Uniforms library for shared webgl shaders
- */
-
-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 },
- "alphaMap" : { 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: [] }
-
- }
-
-};
-
-// File:src/renderers/shaders/ShaderLib.js
-
-/**
- * Webgl Shader Library for three.js
- *
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-
-THREE.ShaderLib = {
-
- 'basic': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "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" ],
- THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_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[ "alphamap_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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphamap_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" ],
- THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_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[ "alphamap_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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphamap_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" ],
- THREE.ShaderChunk[ "logdepthbuf_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" ],
- THREE.ShaderChunk[ "logdepthbuf_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[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
- THREE.ShaderChunk[ "normalmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphamap_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" ],
- THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_vertex" ],
- 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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = vec4( psColor, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- 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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "color_vertex" ],
-
- " vLineDistance = scale * lineDistance;",
-
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- " gl_Position = projectionMatrix * mvPosition;",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
-
- " discard;",
-
- " }",
-
- " gl_FragColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
-
- "}"
-
- ].join("\n")
-
- },
-
- 'depth': {
-
- uniforms: {
-
- "mNear": { type: "f", value: 1.0 },
- "mFar" : { type: "f", value: 2000.0 },
- "opacity" : { type: "f", value: 1.0 }
-
- },
-
- vertexShader: [
-
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- " #ifdef USE_LOGDEPTHBUF_EXT",
-
- " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
-
- " #else",
-
- " float depth = gl_FragCoord.z / gl_FragCoord.w;",
-
- " #endif",
-
- " 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;",
-
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vNormal = normalize( normalMatrix * normal );",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform float opacity;",
- "varying vec3 vNormal;",
-
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- "}"
-
- ].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)
- ------------------------------------------------------------------------- */
-
- 'normalmap' : {
-
- 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 },
-
- "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
- "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
- "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
- "shininess": { type: "f", value: 30 },
- "opacity": { type: "f", value: 1 },
-
- "useRefract": { type: "i", value: 0 },
- "refractionRatio": { type: "f", value: 0.98 },
- "reflectivity": { 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 ambient;",
- "uniform vec3 diffuse;",
- "uniform vec3 specular;",
- "uniform float shininess;",
- "uniform float opacity;",
-
- "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 refractionRatio;",
- "uniform float reflectivity;",
-
- "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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
-
- " 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",
-
- " }",
-
- THREE.ShaderChunk[ "alphatest_fragment" ],
-
- " 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 ] * diffuse * pointDiffuseWeight;",
-
- // specular
-
- " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
- " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
- " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
-
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
- " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
-
- " }",
-
- " #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( max( spotEffect, 0.0 ), 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 ] * diffuse * spotDiffuseWeight * spotEffect;",
-
- // specular
-
- " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
- " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
- " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
-
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
- " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
-
- " }",
-
- " }",
-
- " #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 ] * diffuse * dirDiffuseWeight;",
-
- // specular
-
- " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
- " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
- " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
-
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
- " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
- " }",
-
- " #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 += diffuse * hemiColor;",
-
- // specular (sky light)
-
-
- " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
- " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
- " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), 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 = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
-
- " float dotProductGround = dot( normal, lVectorGround );",
-
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
-
- " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
- " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
- " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
-
- " }",
-
- " #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 * ambient + totalSpecular );",
-
- " #else",
-
- " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
-
- " #endif",
-
- " if ( enableReflection ) {",
-
- " vec3 vReflect;",
- " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
-
- " if ( useRefract ) {",
-
- " vReflect = refract( cameraToVertex, normal, refractionRatio );",
-
- " } 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 * reflectivity );",
-
- " }",
-
- 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" ],
- THREE.ShaderChunk[ "logdepthbuf_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 = bindMatrix * vec4( position, 1.0 );",
-
- " vec4 skinned = vec4( 0.0 );",
- " skinned += boneMatX * skinVertex * skinWeight.x;",
- " skinned += boneMatY * skinVertex * skinWeight.y;",
- " skinned += boneMatZ * skinVertex * skinWeight.z;",
- " skinned += boneMatW * skinVertex * skinWeight.w;",
- " skinned = bindMatrixInverse * skinned;",
-
- " displacedPosition = skinned.xyz;",
-
- " #else",
-
- " displacedPosition = position;",
-
- " #endif",
-
- " }",
-
- " #else",
-
- " #ifdef USE_SKINNING",
-
- " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
-
- " vec4 skinned = vec4( 0.0 );",
- " skinned += boneMatX * skinVertex * skinWeight.x;",
- " skinned += boneMatY * skinVertex * skinWeight.y;",
- " skinned += boneMatZ * skinVertex * skinWeight.z;",
- " skinned += boneMatW * skinVertex * skinWeight.w;",
- " skinned = bindMatrixInverse * skinned;",
-
- " 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;",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- //
-
- " 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;",
-
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- " vWorldPosition = worldPosition.xyz;",
-
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform samplerCube tCube;",
- "uniform float tFlip;",
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
-
- THREE.ShaderChunk[ "logdepthbuf_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
- * 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" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "vec4 pack_depth( const in float depth ) {",
-
- " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
- " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
- " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
- " res -= res.xxyz * bit_mask;",
- " return res;",
-
- "}",
-
- "void main() {",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- " #ifdef USE_LOGDEPTHBUF_EXT",
-
- " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
-
- " #else",
-
- " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
-
- " #endif",
-
- //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
- //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
- //"gl_FragData[ 0 ] = pack_depth( z );",
- //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
-
- "}"
-
- ].join("\n")
-
- }
-
-};
-
-// File:src/renderers/WebGLRenderer.js
-
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.WebGLRenderer = function ( parameters ) {
-
- console.log( 'THREE.WebGLRenderer', THREE.REVISION );
-
- parameters = parameters || {};
-
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
- _context = parameters.context !== undefined ? parameters.context : null,
-
- _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
-
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
-
- _clearColor = new THREE.Color( 0x000000 ),
- _clearAlpha = 0;
-
- var opaqueObjects = [];
- var transparentObjects = [];
-
- // public properties
-
- this.domElement = _canvas;
- this.context = null;
- this.devicePixelRatio = parameters.devicePixelRatio !== undefined
- ? parameters.devicePixelRatio
- : self.devicePixelRatio !== undefined
- ? self.devicePixelRatio
- : 1;
-
- // clearing
-
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
-
- // scene graph
-
- this.sortObjects = true;
-
- // physically based shading
-
- this.gammaInput = false;
- this.gammaOutput = 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 = [],
-
- // internal state cache
-
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentMaterialId = - 1,
- _currentGeometryGroupHash = null,
- _currentCamera = null,
-
- _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 = _canvas.width,
- _viewportHeight = _canvas.height,
- _currentWidth = 0,
- _currentHeight = 0,
-
- _newAttributes = new Uint8Array( 16 ),
- _enabledAttributes = new Uint8Array( 16 ),
-
- // 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:[], positions: [] },
- point: { length: 0, colors: [], positions: [], distances: [] },
- spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
- hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
-
- };
-
- // initialize
-
- var _gl;
-
- var _glExtensionTextureFloat;
- var _glExtensionTextureFloatLinear;
- var _glExtensionStandardDerivatives;
- var _glExtensionTextureFilterAnisotropic;
- var _glExtensionCompressedTextureS3TC;
- var _glExtensionElementIndexUint;
- var _glExtensionFragDepth;
-
-
- 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 );
-
- // 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( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
-
- } else {
-
- _precision = 'lowp';
- console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
-
- }
-
- }
-
- if ( _precision === 'mediump' && ! mediumpAvailable ) {
-
- _precision = 'lowp';
- console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
-
- }
-
- // API
-
- this.getContext = function () {
-
- return _gl;
-
- };
-
- this.supportsVertexTextures = function () {
-
- return _supportsVertexTextures;
-
- };
-
- this.supportsFloatTextures = function () {
-
- return _glExtensionTextureFloat;
-
- };
-
- this.supportsStandardDerivatives = function () {
-
- return _glExtensionStandardDerivatives;
-
- };
-
- this.supportsCompressedTextureS3TC = function () {
-
- return _glExtensionCompressedTextureS3TC;
-
- };
-
- this.getMaxAnisotropy = function () {
-
- return _maxAnisotropy;
-
- };
-
- this.getPrecision = function () {
-
- return _precision;
-
- };
-
- this.setSize = function ( width, height, updateStyle ) {
-
- _canvas.width = width * this.devicePixelRatio;
- _canvas.height = height * this.devicePixelRatio;
-
- if ( updateStyle !== false ) {
-
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
-
- }
-
- this.setViewport( 0, 0, width, height );
-
- };
-
- this.setViewport = function ( x, y, width, height ) {
-
- _viewportX = x * this.devicePixelRatio;
- _viewportY = y * this.devicePixelRatio;
-
- _viewportWidth = width * this.devicePixelRatio;
- _viewportHeight = height * this.devicePixelRatio;
-
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
- };
-
- this.setScissor = function ( x, y, width, height ) {
-
- _gl.scissor(
- x * this.devicePixelRatio,
- y * this.devicePixelRatio,
- width * this.devicePixelRatio,
- height * this.devicePixelRatio
- );
-
- };
-
- this.enableScissorTest = function ( enable ) {
-
- enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
-
- };
-
- // Clearing
-
- this.setClearColor = function ( color, alpha ) {
-
- _clearColor.set( color );
- _clearAlpha = alpha !== undefined ? alpha : 1;
-
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
- };
-
- this.setClearColorHex = function ( hex, alpha ) {
-
- console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
- this.setClearColor( hex, alpha );
-
- };
-
- 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.clearColor = function () {
-
- _gl.clear( _gl.COLOR_BUFFER_BIT );
-
- };
-
- this.clearDepth = function () {
-
- _gl.clear( _gl.DEPTH_BUFFER_BIT );
-
- };
-
- this.clearStencil = function () {
-
- _gl.clear( _gl.STENCIL_BUFFER_BIT );
-
- };
-
- 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;
-
- initObjects( scene );
-
- 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 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 onGeometryDispose = function ( event ) {
-
- var geometry = event.target;
-
- geometry.removeEventListener( 'dispose', onGeometryDispose );
-
- deallocateGeometry( geometry );
-
- };
-
- var onTextureDispose = function ( event ) {
-
- var texture = event.target;
-
- texture.removeEventListener( 'dispose', onTextureDispose );
-
- deallocateTexture( texture );
-
- _this.info.memory.textures --;
-
-
- };
-
- var onRenderTargetDispose = function ( event ) {
-
- var renderTarget = event.target;
-
- renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
-
- deallocateRenderTarget( renderTarget );
-
- _this.info.memory.textures --;
-
- };
-
- var onMaterialDispose = function ( event ) {
-
- var material = event.target;
-
- material.removeEventListener( 'dispose', onMaterialDispose );
-
- deallocateMaterial( material );
-
- };
-
- // Buffer deallocation
-
- var deleteBuffers = function ( geometry ) {
-
- 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 );
- // custom attributes
-
- if ( geometry.__webglCustomAttributesList !== undefined ) {
-
- for ( var id in geometry.__webglCustomAttributesList ) {
-
- _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
-
- }
-
- }
-
- _this.info.memory.geometries --;
-
- };
-
- var deallocateGeometry = function ( geometry ) {
-
- geometry.__webglInit = undefined;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
-
- for ( var key in attributes ) {
-
- if ( attributes[ key ].buffer !== undefined ) {
-
- _gl.deleteBuffer( attributes[ key ].buffer );
-
- }
-
- }
-
- _this.info.memory.geometries --;
-
- } else {
-
- if ( geometry.geometryGroups !== undefined ) {
-
- for ( var i = 0,l = geometry.geometryGroupsList.length; i 0 ) {
-
- geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
-
- }
-
- if ( 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 );
-
- }
-
- var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
-
- geometryGroup.__typeArray = UintArray;
- geometryGroup.__faceArray = new UintArray( ntris * 3 );
- geometryGroup.__lineArray = new UintArray( 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.alphaMap ||
- material instanceof THREE.ShaderMaterial ) {
-
- return true;
-
- }
-
- return false;
-
- };
-
- //
-
- function initDirectBuffers( geometry ) {
-
- for ( var name in geometry.attributes ) {
-
- var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
-
- var attribute = geometry.attributes[ name ];
- attribute.buffer = _gl.createBuffer();
-
- _gl.bindBuffer( bufferType, attribute.buffer );
- _gl.bufferData( bufferType, 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.multiply( object.matrixWorld );
-
- for ( v = 0; v < vl; v ++ ) {
-
- vertex = vertices[ v ];
-
- _vector3.copy( vertex );
- _vector3.applyProjection( _projScreenMatrixPS );
-
- 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 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,
- 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,
- 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;
-
- }
-
- _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;
-
- }
-
- _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;
-
- }
-
- 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;
-
- }
-
- 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;
-
- }
-
- _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;
-
- }
-
- }
-
- }
-
- _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;
-
- }
-
- }
-
- 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;
-
- }
-
- }
-
- 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;
-
- }
-
- _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;
-
- }
-
- } 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;
-
- }
-
- }
-
- } 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;
-
- }
-
- } 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;
-
- }
-
- }
-
- } 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;
-
- }
-
- } 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;
-
- }
-
- } 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;
-
- }
-
- }
-
- } 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;
-
- }
-
- } 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;
-
- }
-
- } 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;
-
- }
-
- }
-
- }
-
- _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 ) {
-
- var attributes = geometry.attributes;
-
- var attributeName, attributeItem;
-
- for ( attributeName in attributes ) {
-
- attributeItem = attributes[ attributeName ];
-
- if ( attributeItem.needsUpdate ) {
-
- if ( attributeName === 'index' ) {
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
-
- } else {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
-
- }
-
- attributeItem.needsUpdate = false;
-
- }
-
- }
-
- }
-
- // Buffer rendering
-
- this.renderBufferImmediate = function ( object, program, material ) {
-
- initAttributes();
-
- 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 );
- enableAttribute( 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 );
- enableAttribute( 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 );
- enableAttribute( 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 );
- enableAttribute( program.attributes.color );
- _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- disableUnusedAttributes();
-
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
-
- object.count = 0;
-
- };
-
- function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
-
- for ( var attributeName in programAttributes ) {
-
- var attributePointer = programAttributes[ attributeName ];
- var attributeItem = geometryAttributes[ attributeName ];
-
- if ( attributePointer >= 0 ) {
-
- if ( attributeItem ) {
-
- var attributeSize = attributeItem.itemSize;
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
- enableAttribute( attributePointer );
- _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
-
- } else if ( material.defaultAttributeValues ) {
-
- if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
-
- _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
-
- } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
-
- _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
-
- }
-
- }
-
- }
-
- }
-
- disableUnusedAttributes();
-
- }
-
- this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
-
- if ( material.visible === false ) return;
-
- var linewidth, a, attribute;
- var attributeItem, attributeName, attributePointer, attributeSize;
-
- var program = setProgram( camera, lights, fog, material, object );
-
- var programAttributes = program.attributes;
- var geometryAttributes = geometry.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 ) {
-
- initAttributes();
-
- }
-
- // render mesh
-
- if ( object instanceof THREE.Mesh ) {
-
- var index = geometryAttributes[ 'index' ];
-
- if ( index ) {
-
- // indexed triangles
-
- var type, size;
-
- if ( index.array instanceof Uint32Array ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
-
- _this.info.render.calls ++;
- _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
- _this.info.render.faces += index.array.length / 3;
-
- } else {
-
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
-
- updateBuffers = true;
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- var startIndex = offsets[ i ].index;
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- // render indexed triangles
-
- _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
-
- _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;
-
- }
-
- }
-
- } else {
-
- // non-indexed triangles
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
-
- }
-
- var position = geometry.attributes[ 'position' ];
-
- // render non-indexed triangles
-
- _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
-
- _this.info.render.calls ++;
- _this.info.render.vertices += position.array.length / 3;
- _this.info.render.faces += position.array.length / 9;
-
- }
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- // render particles
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
-
- }
-
- var position = geometryAttributes[ 'position' ];
-
- // render particles
-
- _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
-
- _this.info.render.calls ++;
- _this.info.render.points += position.array.length / 3;
-
- } else if ( object instanceof THREE.Line ) {
-
- var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
- setLineWidth( material.linewidth );
-
- var index = geometryAttributes[ 'index' ];
-
- if ( index ) {
-
- // indexed lines
-
- var type, size;
-
- if ( index.array instanceof Uint32Array ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
-
- _this.info.render.calls ++;
- _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
-
- } else {
-
- // 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 ) {
-
- setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- // render indexed lines
-
- _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
-
- _this.info.render.calls ++;
- _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
-
- }
-
- }
-
- } else {
-
- // non-indexed lines
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
-
- }
-
- var position = geometryAttributes[ 'position' ];
-
- _gl.drawArrays( mode, 0, position.array.length / 3 );
-
- _this.info.render.calls ++;
- _this.info.render.points += position.array.length / 3;
-
- }
-
- }
-
- };
-
- this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
-
- if ( material.visible === false ) return;
-
- var linewidth, a, attribute, i, il;
-
- var program = setProgram( camera, lights, fog, material, object );
-
- var 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 ) {
-
- initAttributes();
-
- }
-
- // 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 ) {
-
- if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- enableAttribute( attributes.color );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
- } else if ( material.defaultAttributeValues ) {
-
-
- _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
-
- }
-
- }
-
- // 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 ) {
-
- if ( object.geometry.faceVertexUvs[ 0 ] ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- enableAttribute( attributes.uv );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
- } else if ( material.defaultAttributeValues ) {
-
-
- _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
-
- }
-
- }
-
- if ( attributes.uv2 >= 0 ) {
-
- if ( object.geometry.faceVertexUvs[ 1 ] ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- enableAttribute( attributes.uv2 );
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
-
- } else if ( material.defaultAttributeValues ) {
-
-
- _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
-
- }
-
- }
-
- 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 );
-
- }
-
- }
-
- disableUnusedAttributes();
-
- // render mesh
-
- if ( object instanceof THREE.Mesh ) {
-
- var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
-
- // wireframe
-
- if ( material.wireframe ) {
-
- setLineWidth( material.wireframeLinewidth );
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
-
- // triangles
-
- } else {
-
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 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 ) {
-
- var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
- setLineWidth( material.linewidth );
-
- _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
-
- _this.info.render.calls ++;
-
- // render particles
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
-
- _this.info.render.calls ++;
- _this.info.render.points += geometryGroup.__webglParticleCount;
-
- }
-
- };
-
- function initAttributes() {
-
- for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
-
- _newAttributes[ i ] = 0;
-
- }
-
- }
-
- function enableAttribute( attribute ) {
-
- _newAttributes[ attribute ] = 1;
-
- if ( _enabledAttributes[ attribute ] === 0 ) {
-
- _gl.enableVertexAttribArray( attribute );
- _enabledAttributes[ attribute ] = 1;
-
- }
-
- }
-
- function disableUnusedAttributes() {
-
- for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
-
- if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
-
- _gl.disableVertexAttribArray( i );
- _enabledAttributes[ i ] = 0;
-
- }
-
- }
-
- }
-
- 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 a.id - b.id;
-
- }
-
- };
-
- function reversePainterSortStable ( a, b ) {
-
- if ( a.z !== b.z ) {
-
- return a.z - b.z;
-
- } else {
-
- return a.id - b.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;
- _currentCamera = null;
- _lightsNeedUpdate = true;
-
- // update scene graph
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
- // update camera matrices and frustum
-
- if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
- // update Skeleton objects
- function updateSkeletons( object ) {
-
- if ( object instanceof THREE.SkinnedMesh ) {
-
- object.skeleton.update();
-
- }
-
- for ( var i = 0, l = object.children.length; i < l; i ++ ) {
-
- updateSkeletons( object.children[ i ] );
-
- }
-
- }
-
- updateSkeletons( scene );
-
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
-
- initObjects( scene );
-
- opaqueObjects.length = 0;
- transparentObjects.length = 0;
-
- projectObject( scene, scene, camera );
-
- if ( _this.sortObjects === true ) {
-
- opaqueObjects.sort( painterSortStable );
- transparentObjects.sort( reversePainterSortStable );
-
- }
-
- // 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)
-
-
-
-
- // 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( opaqueObjects, camera, lights, fog, true, material );
- renderObjects( transparentObjects, 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( opaqueObjects, camera, lights, fog, false, material );
- renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
-
- // transparent pass (back-to-front order)
-
- renderObjects( transparentObjects, 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 projectObject(scene, object,camera){
-
- if ( object.visible === false ) return;
-
- var webglObjects = scene.__webglObjects[ object.id ];
-
- if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
-
- updateObject( scene, object );
-
- for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
-
- var webglObject = webglObjects[i];
-
- unrollBufferMaterial( webglObject );
-
- webglObject.render = true;
-
- if ( _this.sortObjects === true ) {
-
- if ( object.renderDepth !== null ) {
-
- webglObject.z = object.renderDepth;
-
- } else {
-
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyProjection( _projScreenMatrix );
-
- webglObject.z = _vector3.z;
-
- }
-
- }
-
- }
-
- }
-
- for ( var i = 0, l = object.children.length; i < l; i ++ ) {
-
- projectObject( scene, object.children[ i ], camera );
-
- }
-
- }
-
- function renderPlugins( plugins, scene, camera ) {
-
- if ( plugins.length === 0 ) 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, camera, lights, fog, useBlending, overrideMaterial ) {
-
- var webglObject, object, buffer, material;
-
- for ( var i = renderList.length - 1; i !== - 1; i -- ) {
-
- webglObject = renderList[ i ];
-
- object = webglObject.object;
- buffer = webglObject.buffer;
-
- setupMatrices( object, camera );
-
- if ( overrideMaterial ) {
-
- material = overrideMaterial;
-
- } else {
-
- material = webglObject.material;
-
- 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;
- var buffer = globject.buffer;
-
- var geometry = object.geometry;
- var material = object.material;
-
- if ( material instanceof THREE.MeshFaceMaterial ) {
-
- var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
-
- material = material.materials[ materialIndex ];
-
- if ( material.transparent ) {
-
- globject.material = material;
- transparentObjects.push( globject );
-
- } else {
-
- globject.material = material;
- opaqueObjects.push( globject );
-
- }
-
- } else {
-
- if ( material ) {
-
- if ( material.transparent ) {
-
- globject.material = material;
- transparentObjects.push( globject );
-
- } else {
-
- globject.material = material;
- opaqueObjects.push( globject );
-
- }
-
- }
-
- }
-
- };
-
- // Objects refresh
-
- var initObjects = function ( scene ) {
-
- if ( ! scene.__webglObjects ) {
-
- scene.__webglObjects = {};
- scene.__webglObjectsImmediate = [];
-
- }
-
- 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 );
-
- }
-
- };
-
- // Objects adding
-
- function addObject( object, scene ) {
-
- var g, geometry, geometryGroup;
-
- if ( object.__webglInit === undefined ) {
-
- object.__webglInit = true;
-
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrix = new THREE.Matrix3();
-
- }
-
- geometry = object.geometry;
-
- if ( geometry === undefined ) {
-
- // ImmediateRenderObject
-
- } else if ( geometry.__webglInit === undefined ) {
-
- geometry.__webglInit = true;
- geometry.addEventListener( 'dispose', onGeometryDispose );
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- initDirectBuffers( geometry );
-
- } else if ( object instanceof THREE.Mesh ) {
-
- if ( object.__webglActive !== undefined ) {
-
- removeObject( object, scene );
-
- }
-
- initGeometryGroups(scene, object, geometry);
-
- } else if ( object instanceof THREE.Line ) {
-
- if ( ! geometry.__webglVertexBuffer ) {
-
- createLineBuffers( geometry );
- initLineBuffers( geometry, object );
-
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- geometry.lineDistancesNeedUpdate = true;
-
- }
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- if ( ! geometry.__webglVertexBuffer ) {
-
- createParticleBuffers( geometry );
- initParticleBuffers( geometry, object );
-
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
-
- }
-
- }
-
- }
-
- if ( object.__webglActive === undefined) {
-
- if ( object instanceof THREE.Mesh ) {
-
- geometry = object.geometry;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- addBuffer( scene.__webglObjects, geometry, object );
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- for ( var i = 0,l = geometry.geometryGroupsList.length; i= 0; o -- ) {
-
- if ( objlist[ o ].object === object ) {
-
- objlist.splice( o, 1 );
-
- }
-
- }
-
- };
-
- // Materials
-
- this.initMaterial = function ( material, lights, fog, object ) {
-
- material.addEventListener( 'dispose', onMaterialDispose );
-
- 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.PointCloudMaterial ) {
-
- shaderID = 'particle_basic';
-
- }
-
- if ( shaderID ) {
-
- var shader = THREE.ShaderLib[ shaderID ];
-
- material.__webglShader = {
- uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- }
-
- } else {
-
- material.__webglShader = {
- uniforms: material.uniforms,
- vertexShader: material.vertexShader,
- fragmentShader: material.fragmentShader
- }
-
- }
-
- // 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 = {
-
- precision: _precision,
- supportsVertexTextures: _supportsVertexTextures,
-
- map: !! material.map,
- envMap: !! material.envMap,
- lightMap: !! material.lightMap,
- bumpMap: !! material.bumpMap,
- normalMap: !! material.normalMap,
- specularMap: !! material.specularMap,
- alphaMap: !! material.alphaMap,
-
- vertexColors: material.vertexColors,
-
- fog: fog,
- useFog: material.fog,
- fogExp: fog instanceof THREE.FogExp2,
-
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: _logarithmicDepthBuffer,
-
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
-
- 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 && maxShadows > 0,
- shadowMapType: this.shadowMapType,
- shadowMapDebug: this.shadowMapDebug,
- shadowMapCascade: this.shadowMapCascade,
-
- alphaTest: material.alphaTest,
- metal: material.metal,
- wrapAround: material.wrapAround,
- doubleSided: material.side === THREE.DoubleSide,
- flipSided: material.side === THREE.BackSide
-
- };
-
- // Generate code
-
- var chunks = [];
-
- if ( shaderID ) {
-
- chunks.push( shaderID );
-
- } else {
-
- chunks.push( material.fragmentShader );
- chunks.push( material.vertexShader );
-
- }
-
- for ( var d in material.defines ) {
-
- chunks.push( d );
- chunks.push( material.defines[ d ] );
-
- }
-
- for ( var p in parameters ) {
-
- chunks.push( p );
- chunks.push( parameters[ p ] );
-
- }
-
- var code = chunks.join();
-
- var program;
-
- // Check if code has been already compiled
-
- for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
-
- var programInfo = _programs[ p ];
-
- if ( programInfo.code === code ) {
-
- program = programInfo;
- program.usedTimes ++;
-
- break;
-
- }
-
- }
-
- if ( program === undefined ) {
-
- program = new THREE.WebGLProgram( this, code, material, parameters );
- _programs.push( program );
-
- _this.info.memory.programs = _programs.length;
-
- }
-
- material.program = program;
-
- 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.__webglShader.uniforms ) {
-
- var location = material.program.uniforms[ u ];
-
- if ( location ) {
- material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
- }
-
- }
-
- };
-
- 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 refreshProgram = false;
- var refreshMaterial = false;
- var refreshLights = false;
-
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.__webglShader.uniforms;
-
- if ( program.id !== _currentProgram ) {
-
- _gl.useProgram( program.program );
- _currentProgram = program.id;
-
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
-
- }
-
- if ( material.id !== _currentMaterialId ) {
-
- if ( _currentMaterialId === -1 ) refreshLights = true;
- _currentMaterialId = material.id;
-
- refreshMaterial = true;
-
- }
-
- if ( refreshProgram || camera !== _currentCamera ) {
-
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
-
- if ( _logarithmicDepthBuffer ) {
-
- _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
-
- }
-
-
- if ( camera !== _currentCamera ) _currentCamera = camera;
-
- // 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 ) {
-
- _vector3.setFromMatrixPosition( camera.matrixWorld );
- _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.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 );
-
- }
-
- }
-
- }
-
- // 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 ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
-
- }
-
- if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
-
- }
-
- if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
-
- if ( p_uniforms.boneTexture !== null ) {
-
- var textureUnit = getTextureUnit();
-
- _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
- _this.setTexture( object.skeleton.boneTexture, textureUnit );
-
- }
-
- if ( p_uniforms.boneTextureWidth !== null ) {
-
- _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
-
- }
-
- if ( p_uniforms.boneTextureHeight !== null ) {
-
- _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
-
- }
-
- } else if ( object.skeleton && object.skeleton.boneMatrices ) {
-
- if ( p_uniforms.boneGlobalMatrices !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.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 ) {
-
- refreshLights = true;
- setupLights( lights );
- _lightsNeedUpdate = false;
- }
-
- if ( refreshLights ) {
- refreshUniformsLights( m_uniforms, _lights );
- markUniformsLightsNeedsUpdate( m_uniforms, true );
- } else {
- markUniformsLightsNeedsUpdate( m_uniforms, false );
- }
-
- }
-
- 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.PointCloudMaterial ) {
-
- 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( material.uniformsList );
-
- }
-
- 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;
- uniforms.alphaMap.value = material.alphaMap;
-
- 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
- // 5. alpha 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;
-
- } else if ( material.alphaMap ) {
-
- uvScaleMap = material.alphaMap;
-
- }
-
- 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;
-
- };
-
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
-
- function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
-
- uniforms.ambientLightColor.needsUpdate = boolean;
-
- uniforms.directionalLightColor.needsUpdate = boolean;
- uniforms.directionalLightDirection.needsUpdate = boolean;
-
- uniforms.pointLightColor.needsUpdate = boolean;
- uniforms.pointLightPosition.needsUpdate = boolean;
- uniforms.pointLightDistance.needsUpdate = boolean;
-
- uniforms.spotLightColor.needsUpdate = boolean;
- uniforms.spotLightPosition.needsUpdate = boolean;
- uniforms.spotLightDistance.needsUpdate = boolean;
- uniforms.spotLightDirection.needsUpdate = boolean;
- uniforms.spotLightAngleCos.needsUpdate = boolean;
- uniforms.spotLightExponent.needsUpdate = boolean;
-
- uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
- uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
- uniforms.hemisphereLightDirection.needsUpdate = boolean;
-
- };
-
- 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 ( uniforms ) {
-
- var texture, textureUnit, offset;
-
- for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
-
- var uniform = uniforms[ j ][ 0 ];
-
- // needsUpdate property is not added to all uniforms.
- if ( uniform.needsUpdate === false ) continue;
-
- var type = uniform.type;
- var value = uniform.value;
- var location = uniforms[ j ][ 1 ];
-
- switch ( type ) {
-
- case '1i':
- _gl.uniform1i( location, value );
- break;
-
- case '1f':
- _gl.uniform1f( location, value );
- break;
-
- case '2f':
- _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
- break;
-
- case '3f':
- _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
- break;
-
- case '4f':
- _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
- break;
-
- case '1iv':
- _gl.uniform1iv( location, value );
- break;
-
- case '3iv':
- _gl.uniform3iv( location, value );
- break;
-
- case '1fv':
- _gl.uniform1fv( location, value );
- break;
-
- case '2fv':
- _gl.uniform2fv( location, value );
- break;
-
- case '3fv':
- _gl.uniform3fv( location, value );
- break;
-
- case '4fv':
- _gl.uniform4fv( location, value );
- break;
-
- case 'Matrix3fv':
- _gl.uniformMatrix3fv( location, false, value );
- break;
-
- case 'Matrix4fv':
- _gl.uniformMatrix4fv( location, false, value );
- break;
-
- //
-
- case 'i':
-
- // single integer
- _gl.uniform1i( location, value );
-
- break;
-
- case 'f':
-
- // single float
- _gl.uniform1f( location, value );
-
- break;
-
- case 'v2':
-
- // single THREE.Vector2
- _gl.uniform2f( location, value.x, value.y );
-
- break;
-
- case 'v3':
-
- // single THREE.Vector3
- _gl.uniform3f( location, value.x, value.y, value.z );
-
- break;
-
- case 'v4':
-
- // single THREE.Vector4
- _gl.uniform4f( location, value.x, value.y, value.z, value.w );
-
- break;
-
- case 'c':
-
- // single THREE.Color
- _gl.uniform3f( location, value.r, value.g, value.b );
-
- break;
-
- case 'iv1':
-
- // flat array of integers (JS or typed array)
- _gl.uniform1iv( location, value );
-
- break;
-
- case 'iv':
-
- // flat array of integers with 3 x N size (JS or typed array)
- _gl.uniform3iv( location, value );
-
- break;
-
- case 'fv1':
-
- // flat array of floats (JS or typed array)
- _gl.uniform1fv( location, value );
-
- break;
-
- case 'fv':
-
- // flat array of floats with 3 x N size (JS or typed array)
- _gl.uniform3fv( location, value );
-
- break;
-
- case 'v2v':
-
- // array of THREE.Vector2
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 2 * value.length );
-
- }
-
- for ( var 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 );
-
- break;
-
- case 'v3v':
-
- // array of THREE.Vector3
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 3 * value.length );
-
- }
-
- for ( var 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 );
-
- break;
-
- case 'v4v':
-
- // array of THREE.Vector4
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 4 * value.length );
-
- }
-
- for ( var 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 );
-
- break;
-
- case 'm3':
-
- // single THREE.Matrix3
- _gl.uniformMatrix3fv( location, false, value.elements );
-
- break;
-
- case 'm3v':
-
- // array of THREE.Matrix3
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 9 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
-
- }
-
- _gl.uniformMatrix3fv( location, false, uniform._array );
-
- break;
-
- case 'm4':
-
- // single THREE.Matrix4
- _gl.uniformMatrix4fv( location, false, value.elements );
-
- break;
-
- case 'm4v':
-
- // array of THREE.Matrix4
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 16 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
-
- }
-
- _gl.uniformMatrix4fv( location, false, uniform._array );
-
- break;
-
- case 't':
-
- // single THREE.Texture (2d or cube)
-
- texture = value;
- textureUnit = getTextureUnit();
-
- _gl.uniform1i( location, textureUnit );
-
- if ( ! texture ) continue;
-
- if ( texture instanceof THREE.CubeTexture ||
- ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
-
- setCubeTexture( texture, textureUnit );
-
- } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
-
- setCubeTextureDynamic( texture, textureUnit );
-
- } else {
-
- _this.setTexture( texture, textureUnit );
-
- }
-
- break;
-
- case 'tv':
-
- // array of THREE.Texture (2d)
-
- if ( uniform._array === undefined ) {
-
- uniform._array = [];
-
- }
-
- for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
- uniform._array[ i ] = getTextureUnit();
-
- }
-
- _gl.uniform1iv( location, uniform._array );
-
- for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
- texture = uniform.value[ i ];
- textureUnit = uniform._array[ i ];
-
- if ( ! texture ) continue;
-
- _this.setTexture( texture, textureUnit );
-
- }
-
- break;
-
- default:
-
- console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
-
- }
-
- }
-
- };
-
- function setupMatrices ( object, camera ) {
-
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
-
- };
-
- //
-
- 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 ( 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.setFromMatrixPosition( light.matrixWorld );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- _direction.sub( _vector3 );
- _direction.normalize();
-
- 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 );
-
- }
-
- _vector3.setFromMatrixPosition( light.matrixWorld );
-
- pointPositions[ pointOffset ] = _vector3.x;
- pointPositions[ pointOffset + 1 ] = _vector3.y;
- pointPositions[ pointOffset + 2 ] = _vector3.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 );
-
- }
-
- _vector3.setFromMatrixPosition( light.matrixWorld );
-
- spotPositions[ spotOffset ] = _vector3.x;
- spotPositions[ spotOffset + 1 ] = _vector3.y;
- spotPositions[ spotOffset + 2 ] = _vector3.z;
-
- spotDistances[ spotLength ] = distance;
-
- _direction.copy( _vector3 );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- _direction.sub( _vector3 );
- _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.setFromMatrixPosition( light.matrixWorld );
- _direction.normalize();
-
- 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;
-
- }
-
- };
-
- // Textures
-
- 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( 'dispose', onTextureDispose );
-
- 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 = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.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 ) {
-
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
- mipmap = mipmaps[ i ];
- if ( texture.format !== THREE.RGBAFormat ) {
- _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- } else {
- _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
-
- }
-
- } else { // regular Texture (image, video, canvas)
-
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
-
- if ( mipmaps.length > 0 && 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.addEventListener( 'dispose', onTextureDispose );
-
- 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 = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.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 ) {
-
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
-
- } else {
-
- var mipmap, mipmaps = cubeImage[ i ].mipmaps;
-
- for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
-
- mipmap = mipmaps[ j ];
- if ( texture.format !== THREE.RGBAFormat ) {
-
- _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, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
-
- }
- }
- }
-
- 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( 'dispose', onRenderTargetDispose );
-
- renderTarget.__webglTexture = _gl.createTexture();
-
- _this.info.memory.textures ++;
-
- // Setup texture, create render and frame buffers
-
- var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.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.skeleton && object.skeleton.useVertexTexture ) {
-
- return 1024;
-
- } else {
-
- // default for when object is not specified
- // ( for example when prebuilding shader
- // to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
-
- var nVertexUniforms = _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.skeleton.bones.length, maxBones );
-
- if ( maxBones < object.skeleton.bones.length ) {
-
- console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
-
- }
-
- }
-
- return maxBones;
-
- }
-
- };
-
- function allocateLights( lights ) {
-
- var dirLights = 0;
- var pointLights = 0;
- var spotLights = 0;
- var hemiLights = 0;
-
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
- var light = lights[ l ];
-
- if ( light.onlyShadow || light.visible === false ) continue;
-
- if ( light instanceof THREE.DirectionalLight ) dirLights ++;
- if ( light instanceof THREE.PointLight ) pointLights ++;
- if ( light instanceof THREE.SpotLight ) spotLights ++;
- if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
-
- }
-
- return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
-
- };
-
- function allocateShadows( lights ) {
-
- var maxShadows = 0;
-
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
- var 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 {
-
- var attributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
- };
-
- _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
-
- if ( _gl === null ) {
-
- throw 'Error creating WebGL context.';
-
- }
-
- } catch ( error ) {
-
- console.error( error );
-
- }
-
- _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
- _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
- _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' );
-
- _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
-
-
- if ( _glExtensionTextureFloat === null ) {
-
- console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
-
- }
-
- if ( _glExtensionStandardDerivatives === null ) {
-
- console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
-
- }
-
- if ( _glExtensionTextureFilterAnisotropic === null ) {
-
- console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
-
- }
-
- if ( _glExtensionCompressedTextureS3TC === null ) {
-
- console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
-
- }
-
- if ( _glExtensionElementIndexUint === null ) {
-
- console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
-
- }
-
- if ( _gl.getShaderPrecisionFormat === undefined ) {
-
- _gl.getShaderPrecisionFormat = function () {
-
- return {
- 'rangeMin': 1,
- 'rangeMax': 1,
- 'precision': 1
- };
-
- }
- }
-
- if ( _logarithmicDepthBuffer ) {
-
- _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
-
- }
-
- };
-
- 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.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
- _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() );
-
-};
-
-// File:src/renderers/WebGLRenderTarget.js
-
-/**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.WebGLRenderTarget = function ( width, height, options ) {
-
- 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 = {
-
- constructor: THREE.WebGLRenderTarget,
-
- setSize: function ( width, height ) {
-
- this.width = width;
- this.height = height;
-
- },
-
- 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;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
-
-// File:src/renderers/WebGLRenderTargetCube.js
-
-/**
- * @author alteredq / http://alteredqualia.com
- */
-
-THREE.WebGLRenderTargetCube = function ( width, height, options ) {
-
- THREE.WebGLRenderTarget.call( this, width, height, options );
-
- this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
-
-};
-
-THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
-
-// File:src/renderers/webgl/WebGLProgram.js
-
-THREE.WebGLProgram = ( function () {
-
- var programIdCount = 0;
-
- var generateDefines = function ( 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" );
-
- };
-
- var cacheUniformLocations = function ( gl, program, identifiers ) {
-
- var uniforms = {};
-
- for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
-
- var id = identifiers[ i ];
- uniforms[ id ] = gl.getUniformLocation( program, id );
-
- }
-
- return uniforms;
-
- };
-
- var cacheAttributeLocations = function ( gl, program, identifiers ) {
-
- var attributes = {};
-
- for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
-
- var id = identifiers[ i ];
- attributes[ id ] = gl.getAttribLocation( program, id );
-
- }
-
- return attributes;
-
- };
-
- return function ( renderer, code, material, parameters ) {
-
- var _this = renderer;
- var _gl = _this.context;
-
- var defines = material.defines;
- var uniforms = material.__webglShader.uniforms;
- var attributes = material.attributes;
-
- var vertexShader = material.__webglShader.vertexShader;
- var fragmentShader = material.__webglShader.fragmentShader;
-
- var index0AttributeName = material.index0AttributeName;
-
- if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
-
- // programs with morphTargets displace position out of attribute 0
-
- index0AttributeName = 'position';
-
- }
-
- 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 );
-
- //
-
- var program = _gl.createProgram();
-
- var prefix_vertex, prefix_fragment;
-
- if ( material instanceof THREE.RawShaderMaterial ) {
-
- prefix_vertex = '';
- prefix_fragment = '';
-
- } else {
-
- prefix_vertex = [
-
- "precision " + parameters.precision + " float;",
- "precision " + parameters.precision + " int;",
-
- customDefines,
-
- parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
-
- _this.gammaInput ? "#define GAMMA_INPUT" : "",
- _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
-
- "#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.alphaMap ? "#define USE_ALPHAMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
-
- parameters.skinning ? "#define USE_SKINNING" : "",
- parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
-
- parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
- parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
- 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" : "",
-
- parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
- //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
-
-
- "uniform mat4 modelMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 viewMatrix;",
- "uniform mat3 normalMatrix;",
- "uniform vec3 cameraPosition;",
-
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec2 uv;",
- "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' );
-
- prefix_fragment = [
-
- "precision " + parameters.precision + " float;",
- "precision " + parameters.precision + " int;",
-
- ( 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" : "",
-
- ( 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.alphaMap ? "#define USE_ALPHAMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
-
- parameters.metal ? "#define METAL" : "",
- 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.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
- //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
-
- "uniform mat4 viewMatrix;",
- "uniform vec3 cameraPosition;",
- ""
-
- ].join( '\n' );
-
- }
-
- var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
- var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
-
- _gl.attachShader( program, glVertexShader );
- _gl.attachShader( program, glFragmentShader );
-
- if ( index0AttributeName !== undefined ) {
-
- // Force a particular attribute to index 0.
- // because potentially expensive emulation is done by browser if attribute 0 is disabled.
- // And, color, for example is often automatically bound to index 0 so disabling it
-
- _gl.bindAttribLocation( program, 0, index0AttributeName );
-
- }
-
- _gl.linkProgram( program );
-
- if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
-
- console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
- console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
- console.error( 'gl.getError()', _gl.getError() );
-
- }
-
- if ( _gl.getProgramInfoLog( program ) !== '' ) {
-
- console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
-
- }
-
- // clean up
-
- _gl.deleteShader( glVertexShader );
- _gl.deleteShader( glFragmentShader );
-
- // cache uniform locations
-
- var identifiers = [
-
- 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
-
- ];
-
- if ( parameters.useVertexTexture ) {
-
- identifiers.push( 'boneTexture' );
- identifiers.push( 'boneTextureWidth' );
- identifiers.push( 'boneTextureHeight' );
-
- } else {
-
- identifiers.push( 'boneGlobalMatrices' );
-
- }
-
- if ( parameters.logarithmicDepthBuffer ) {
-
- identifiers.push('logDepthBufFC');
-
- }
-
-
- for ( var u in uniforms ) {
-
- identifiers.push( u );
-
- }
-
- this.uniforms = cacheUniformLocations( _gl, program, identifiers );
-
- // cache attributes locations
-
- identifiers = [
-
- "position", "normal", "uv", "uv2", "tangent", "color",
- "skinIndex", "skinWeight", "lineDistance"
-
- ];
-
- for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
-
- identifiers.push( "morphTarget" + i );
-
- }
-
- for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
-
- identifiers.push( "morphNormal" + i );
-
- }
-
- for ( var a in attributes ) {
-
- identifiers.push( a );
-
- }
-
- this.attributes = cacheAttributeLocations( _gl, program, identifiers );
-
- //
-
- this.id = programIdCount ++;
- this.code = code;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
-
- return this;
-
- };
-
-} )();
-
-// File:src/renderers/webgl/WebGLShader.js
-
-THREE.WebGLShader = ( function () {
-
- var addLineNumbers = function ( string ) {
-
- var lines = string.split( '\n' );
-
- for ( var i = 0; i < lines.length; i ++ ) {
-
- lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
-
- }
-
- return lines.join( '\n' );
-
- };
-
- return function ( gl, type, string ) {
-
- var shader = gl.createShader( type );
-
- gl.shaderSource( shader, string );
- gl.compileShader( shader );
-
- if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
-
- console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
-
- }
-
- if ( gl.getShaderInfoLog( shader ) !== '' ) {
-
- console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
- console.warn( addLineNumbers( string ) );
-
- }
-
- // --enable-privileged-webgl-extension
- // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
-
- return shader;
-
- };
-
-} )();
-
-// File:src/renderers/renderables/RenderableVertex.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableVertex = function () {
-
- this.position = new THREE.Vector3();
- 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 );
-
-};
-
-// File:src/renderers/renderables/RenderableFace.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableFace = function () {
-
- this.id = 0;
-
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
- this.v3 = new THREE.RenderableVertex();
-
- this.normalModel = new THREE.Vector3();
-
- this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- this.vertexNormalsLength = 0;
-
- this.color = new THREE.Color();
- this.material = null;
- this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
-
- this.z = 0;
-
-};
-
-// File:src/renderers/renderables/RenderableObject.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableObject = function () {
-
- this.id = 0;
-
- this.object = null;
- this.z = 0;
-
-};
-
-// File:src/renderers/renderables/RenderableSprite.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableSprite = function () {
-
- this.id = 0;
-
- this.object = null;
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
-
- this.rotation = 0;
- this.scale = new THREE.Vector2();
-
- this.material = null;
-
-};
-
-// File:src/renderers/renderables/RenderableLine.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RenderableLine = function () {
-
- this.id = 0;
-
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
-
- this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
- this.material = null;
-
- this.z = 0;
-
-};
-
-// File:src/extras/GeometryUtils.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.GeometryUtils = {
-
- merge: function ( geometry1, geometry2, materialIndexOffset ) {
-
- console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
-
- var matrix;
-
- if ( geometry2 instanceof THREE.Mesh ) {
-
- geometry2.matrixAutoUpdate && geometry2.updateMatrix();
-
- matrix = geometry2.matrix;
- geometry2 = geometry2.geometry;
-
- }
-
- geometry1.merge( geometry2, matrix, materialIndexOffset );
-
- },
-
- center: function ( geometry ) {
-
- console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
- return geometry.center();
-
- }
-
-};
-
-// File:src/extras/ImageUtils.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author Daosheng Mu / https://github.com/DaoshengMu/
- */
-
-THREE.ImageUtils = {
-
- crossOrigin: undefined,
-
- loadTexture: function ( url, mapping, onLoad, onError ) {
-
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
-
- var texture = new THREE.Texture( undefined, mapping );
-
- loader.load( url, function ( image ) {
-
- texture.image = image;
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }, undefined, function ( event ) {
-
- if ( onError ) onError( event );
-
- } );
-
- texture.sourceFile = url;
-
- return texture;
-
- },
-
- loadTextureCube: function ( array, mapping, onLoad, onError ) {
-
- var images = [];
-
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
-
- var texture = new THREE.CubeTexture( images, mapping );
-
- // no flipping needed for cube textures
-
- texture.flipY = false;
-
- var loaded = 0;
-
- var loadTexture = function ( i ) {
-
- loader.load( array[ i ], function ( image ) {
-
- texture.images[ i ] = image;
-
- loaded += 1;
-
- if ( loaded === 6 ) {
-
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }
-
- } );
-
- }
-
- for ( var i = 0, il = array.length; i < il; ++ i ) {
-
- loadTexture( i );
-
- }
-
- return texture;
-
- },
-
- loadCompressedTexture: function () {
-
- console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
-
- },
-
- loadCompressedTextureCube: function () {
-
- console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
-
- },
-
- 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;
-
- }
-
-};
-
-// File:src/extras/SceneUtils.js
-
-/**
- * @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 );
-
- }
-
-};
-
-// File:src/extras/FontUtils.js
-
-/**
- * @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 () {
-
- try {
-
- return this.faces[ this.face ][ this.weight ][ this.style ];
-
- } catch (e) {
-
- throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
-
- };
-
- },
-
- 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( cpx1, cpy1, cpx2, cpy2, 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.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 ++ ) {
-
- px = contour[ verts[ p ] ].x
- py = contour[ verts[ p ] ].y
-
- if ( ( ( px === ax ) && ( py === ay ) ) ||
- ( ( px === bx ) && ( py === by ) ) ||
- ( ( px === cx ) && ( py === cy ) ) ) continue;
-
- apx = px - ax; apy = py - ay;
- bpx = px - bx; bpy = py - by;
- cpx = px - cx; cpy = py - cy;
-
- // see if p is inside triangle abc
-
- aCROSSbp = aX * bpy - aY * bpx;
- cCROSSap = cX * apy - cY * apx;
- bCROSScp = bX * cpy - bY * cpx;
-
- if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) 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 };
-THREE.typeface_js = self._typeface_js;
-
-// File:src/extras/core/Curve.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Extensible curve object
- *
- * Some common of Curve methods
- * .getPoint(t), getTangent(t)
- * .getPointAt(u), getTagentAt(u)
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This following classes subclasses THREE.Curve:
- *
- * -- 2d classes --
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.CubicBezierCurve
- * THREE.SplineCurve
- * THREE.ArcCurve
- * THREE.EllipseCurve
- *
- * -- 3d classes --
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- * THREE.CubicBezierCurve3
- * THREE.SplineCurve3
- * 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().sub(pt1);
- return vec.normalize();
-
-};
-
-
-THREE.Curve.prototype.getTangentAt = function ( u ) {
-
- var t = this.getUtoTmapping( u );
- return this.getTangent( t );
-
-};
-
-
-
-
-
-/**************************************************************
- * 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;
-
-};
-
-// File:src/extras/core/CurvePath.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- **/
-
-/**************************************************************
- * Curved Path - a curve path is simply a array of connected
- * curves, but retains the api of a curve
- **************************************************************/
-
-THREE.CurvePath = function () {
-
- this.curves = [];
- this.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.add( p );
-
- }
-
- var ret = {
-
- minX: minX,
- minY: minY,
- maxX: maxX,
- maxY: maxY
-
- };
-
- if ( v3 ) {
-
- ret.maxZ = maxZ;
- ret.minZ = minZ;
-
- }
-
- return ret;
-
-};
-
-/**************************************************************
- * Create Geometries Helpers
- **************************************************************/
-
-/// Generate geometry from path points (for Line or Points objects)
-
-THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
-
- var pts = this.getPoints( divisions, true );
- return this.createGeometry( pts );
-
-};
-
-// Generate geometry from equidistance sampling along the path
-
-THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
-
- var pts = this.getSpacedPoints( divisions, true );
- return this.createGeometry( pts );
-
-};
-
-THREE.CurvePath.prototype.createGeometry = function( points ) {
-
- var geometry = new THREE.Geometry();
-
- for ( var i = 0; i < points.length; i ++ ) {
-
- geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
-
- }
-
- return geometry;
-
-};
-
-
-/**************************************************************
- * Bend / Wrap Helper Methods
- **************************************************************/
-
-// Wrap path / Bend modifiers?
-
-THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
-
- this.bends.push( bendpath );
-
-};
-
-THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
-
- var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
- var i, il;
-
- if ( ! bends ) {
-
- bends = this.bends;
-
- }
-
- for ( i = 0, il = bends.length; i < il; i ++ ) {
-
- oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
- }
-
- return oldPts;
-
-};
-
-THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
-
- var oldPts = this.getSpacedPoints( segments );
-
- var i, il;
-
- if ( ! bends ) {
-
- bends = this.bends;
-
- }
-
- for ( i = 0, il = bends.length; i < il; i ++ ) {
-
- oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
- }
-
- return oldPts;
-
-};
-
-// This returns getPoints() bend/wrapped around the contour of a path.
-// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
-
-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.getTangent( xNorm );
- normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
-
- p.x = pathPt.x + normal.x;
- p.y = pathPt.y + normal.y;
-
- }
-
- return oldPts;
-
-};
-
-
-// File:src/extras/core/Gyroscope.js
-
-/**
- * @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.multiplyMatrices( this.parent.matrixWorld, this.matrix );
-
- this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
- this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
-
- this.matrixWorld.compose( this.translationWorld, this.quaternionObject, 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.quaternionWorld = new THREE.Quaternion();
-THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
-THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
-THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
-
-
-// File:src/extras/core/Path.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
-
-THREE.Path = function ( points ) {
-
- THREE.CurvePath.call(this);
-
- this.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(1);
- 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
-//
-// Assumptions (if parameter isCCW==true the opposite holds):
-// - solid shapes are defined clockwise (CW)
-// - holes are defined counterclockwise (CCW)
-//
-// If parameter noHoles==true:
-// - all subPaths are regarded as solid shapes
-// - definition order CW/CCW has no relevance
-//
-
-THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
-
- function extractSubpaths( inActions ) {
-
- var i, il, item, action, args;
-
- var subPaths = [], lastPath = new THREE.Path();
-
- for ( i = 0, il = inActions.length; i < il; i ++ ) {
-
- item = inActions[ 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);
-
- return subPaths;
- }
-
- function toShapesNoHoles( inSubpaths ) {
-
- var shapes = [];
-
- for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
-
- var tmpPath = inSubpaths[ i ];
-
- var tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
-
- shapes.push( tmpShape );
- }
-
- //console.log("shape", shapes);
-
- return shapes;
- };
-
- function isPointInsidePolygon( inPt, inPolygon ) {
- var EPSILON = 0.0000000001;
-
- var polyLen = inPolygon.length;
-
- // inPt on polygon contour => immediate success or
- // toggling of inside/outside at every single! intersection point of an edge
- // with the horizontal line through inPt, left of inPt
- // not counting lowerY endpoints of edges and whole edges on that line
- var inside = false;
- for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
- var edgeLowPt = inPolygon[ p ];
- var edgeHighPt = inPolygon[ q ];
-
- var edgeDx = edgeHighPt.x - edgeLowPt.x;
- var edgeDy = edgeHighPt.y - edgeLowPt.y;
-
- if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
- if ( edgeDy < 0 ) {
- edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
- edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
- }
- if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
-
- if ( inPt.y == edgeLowPt.y ) {
- if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
- // continue; // no intersection or edgeLowPt => doesn't count !!!
- } else {
- var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
- if ( perpEdge == 0 ) return true; // inPt is on contour ?
- if ( perpEdge < 0 ) continue;
- inside = ! inside; // true intersection left of inPt
- }
- } else { // parallel or colinear
- if ( inPt.y != edgeLowPt.y ) continue; // parallel
- // egde lies on the same horizontal line as inPt
- if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
- ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
- // continue;
- }
- }
-
- return inside;
- }
-
-
- var subPaths = extractSubpaths( this.actions );
- if ( subPaths.length == 0 ) return [];
-
- if ( noHoles === true ) return toShapesNoHoles( subPaths );
-
-
- var solid, tmpPath, tmpShape, shapes = [];
-
- if ( subPaths.length == 1) {
-
- tmpPath = subPaths[0];
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- return shapes;
-
- }
-
- var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
- holesFirst = isCCW ? ! holesFirst : holesFirst;
-
- // console.log("Holes first", holesFirst);
-
- var betterShapeHoles = [];
- var newShapes = [];
- var newShapeHoles = [];
- var mainIdx = 0;
- var tmpPoints;
-
- newShapes[mainIdx] = undefined;
- newShapeHoles[mainIdx] = [];
-
- var i, il;
-
- for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
- tmpPath = subPaths[ i ];
- tmpPoints = tmpPath.getPoints();
- solid = THREE.Shape.Utils.isClockWise( tmpPoints );
- solid = isCCW ? ! solid : solid;
-
- if ( solid ) {
-
- if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
-
- newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
- newShapes[mainIdx].s.actions = tmpPath.actions;
- newShapes[mainIdx].s.curves = tmpPath.curves;
-
- if ( holesFirst ) mainIdx ++;
- newShapeHoles[mainIdx] = [];
-
- //console.log('cw', i);
-
- } else {
-
- newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
-
- //console.log('ccw', i);
-
- }
-
- }
-
- // only Holes? -> probably all Shapes with wrong orientation
- if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
-
-
- if ( newShapes.length > 1 ) {
- var ambigious = false;
- var toChange = [];
-
- for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- betterShapeHoles[sIdx] = [];
- }
- for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- var sh = newShapes[sIdx];
- var sho = newShapeHoles[sIdx];
- for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
- var ho = sho[hIdx];
- var hole_unassigned = true;
- for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
- if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
- if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
- if ( hole_unassigned ) {
- hole_unassigned = false;
- betterShapeHoles[s2Idx].push( ho );
- } else {
- ambigious = true;
- }
- }
- }
- if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
- }
- }
- // console.log("ambigious: ", ambigious);
- if ( toChange.length > 0 ) {
- // console.log("to change: ", toChange);
- if (! ambigious) newShapeHoles = betterShapeHoles;
- }
- }
-
- var tmpHoles, j, jl;
- for ( i = 0, il = newShapes.length; i < il; i ++ ) {
- tmpShape = newShapes[i].s;
- shapes.push( tmpShape );
- tmpHoles = newShapeHoles[i];
- for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
- tmpShape.holes.push( tmpHoles[j].h );
- }
- }
-
- //console.log("shape", shapes);
-
- return shapes;
-
-};
-
-// File:src/extras/core/Shape.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
-
-// STEP 1 Create a path.
-// STEP 2 Turn path into shape.
-// STEP 3 ExtrudeGeometry takes in Shape/Shapes
-// STEP 3a - Extract points from each shape, turn to vertices
-// STEP 3b - Triangulate each shape, add faces.
-
-THREE.Shape = function () {
-
- THREE.Path.apply( this, arguments );
- this.holes = [];
-
-};
-
-THREE.Shape.prototype = Object.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 = {
-
- triangulateShape: function ( contour, holes ) {
-
- function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
- // inOtherPt needs to be colinear to the inSegment
- if ( inSegPt1.x != inSegPt2.x ) {
- if ( inSegPt1.x < inSegPt2.x ) {
- return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
- } else {
- return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
- }
- } else {
- if ( inSegPt1.y < inSegPt2.y ) {
- return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
- } else {
- return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
- }
- }
- }
-
- function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
- var EPSILON = 0.0000000001;
-
- var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
- var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
-
- var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
- var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
-
- var limit = seg1dy * seg2dx - seg1dx * seg2dy;
- var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
-
- if ( Math.abs(limit) > EPSILON ) { // not parallel
-
- var perpSeg2;
- if ( limit > 0 ) {
- if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
- } else {
- if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
- }
-
- // i.e. to reduce rounding errors
- // intersection at endpoint of segment#1?
- if ( perpSeg2 == 0 ) {
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
- return [ inSeg1Pt1 ];
- }
- if ( perpSeg2 == limit ) {
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
- return [ inSeg1Pt2 ];
- }
- // intersection at endpoint of segment#2?
- if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
- if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
-
- // return real intersection point
- var factorSeg1 = perpSeg2 / limit;
- return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
- y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
-
- } else { // parallel or colinear
- if ( ( perpSeg1 != 0 ) ||
- ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
-
- // they are collinear or degenerate
- var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
- var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
- // both segments are points
- if ( seg1Pt && seg2Pt ) {
- if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
- (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
- return [ inSeg1Pt1 ]; // they are the same point
- }
- // segment#1 is a single point
- if ( seg1Pt ) {
- if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
- return [ inSeg1Pt1 ];
- }
- // segment#2 is a single point
- if ( seg2Pt ) {
- if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
- return [ inSeg2Pt1 ];
- }
-
- // they are collinear segments, which might overlap
- var seg1min, seg1max, seg1minVal, seg1maxVal;
- var seg2min, seg2max, seg2minVal, seg2maxVal;
- if (seg1dx != 0) { // the segments are NOT on a vertical line
- if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
- } else {
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
- }
- if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
- } else {
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
- }
- } else { // the segments are on a vertical line
- if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
- } else {
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
- }
- if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
- } else {
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
- }
- }
- if ( seg1minVal <= seg2minVal ) {
- if ( seg1maxVal < seg2minVal ) return [];
- if ( seg1maxVal == seg2minVal ) {
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg2min ];
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
- return [ seg2min, seg2max ];
- } else {
- if ( seg1minVal > seg2maxVal ) return [];
- if ( seg1minVal == seg2maxVal ) {
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg1min ];
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
- return [ seg1min, seg2max ];
- }
- }
- }
-
- function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
- // The order of legs is important
-
- var EPSILON = 0.0000000001;
-
- // translation of all points, so that Vertex is at (0,0)
- var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
- var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
- var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
-
- // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
- var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
- var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
-
- if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
-
- var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
- // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
-
- if ( from2toAngle > 0 ) { // main angle < 180 deg.
- return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
- } else { // main angle > 180 deg.
- return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
- }
- } else { // angle == 180 deg.
- // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
- return ( from2otherAngle > 0 );
- }
- }
-
-
- function removeHoles( contour, holes ) {
-
- var shape = contour.concat(); // work on this shape
- var hole;
-
- function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
- // Check if hole point lies within angle around shape point
- var lastShapeIdx = shape.length - 1;
-
- var prevShapeIdx = inShapeIdx - 1;
- if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
-
- var nextShapeIdx = inShapeIdx + 1;
- if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
-
- var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
- if (! insideAngle ) {
- // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
- return false;
- }
-
- // Check if shape point lies within angle around hole point
- var lastHoleIdx = hole.length - 1;
-
- var prevHoleIdx = inHoleIdx - 1;
- if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
-
- var nextHoleIdx = inHoleIdx + 1;
- if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
-
- insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
- if (! insideAngle ) {
- // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
- return false;
- }
-
- return true;
- }
-
- function intersectsShapeEdge( inShapePt, inHolePt ) {
- // checks for intersections with shape edges
- var sIdx, nextIdx, intersection;
- for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
- nextIdx = sIdx+1; nextIdx %= shape.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
- if ( intersection.length > 0 ) return true;
- }
-
- return false;
- }
-
- var indepHoles = [];
-
- function intersectsHoleEdge( inShapePt, inHolePt ) {
- // checks for intersections with hole edges
- var ihIdx, chkHole,
- hIdx, nextIdx, intersection;
- for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
- chkHole = holes[indepHoles[ihIdx]];
- for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
- nextIdx = hIdx+1; nextIdx %= chkHole.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
- if ( intersection.length > 0 ) return true;
- }
- }
- return false;
- }
-
- var holeIndex, shapeIndex,
- shapePt, holePt,
- holeIdx, cutKey, failedCuts = [],
- tmpShape1, tmpShape2,
- tmpHole1, tmpHole2;
-
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
- indepHoles.push( h );
-
- }
-
- var minShapeIndex = 0;
- var counter = indepHoles.length * 2;
- while ( indepHoles.length > 0 ) {
- counter --;
- if ( counter < 0 ) {
- console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
- break;
- }
-
- // search for shape-vertex and hole-vertex,
- // which can be connected without intersections
- for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
-
- shapePt = shape[ shapeIndex ];
- holeIndex = - 1;
-
- // search for hole which can be reached without intersections
- for ( var h = 0; h < indepHoles.length; h ++ ) {
- holeIdx = indepHoles[h];
-
- // prevent multiple checks
- cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
- if ( failedCuts[cutKey] !== undefined ) continue;
-
- hole = holes[holeIdx];
- for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
- holePt = hole[ h2 ];
- if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
- if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
- if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
-
- holeIndex = h2;
- indepHoles.splice(h,1);
-
- tmpShape1 = shape.slice( 0, shapeIndex+1 );
- tmpShape2 = shape.slice( shapeIndex );
- tmpHole1 = hole.slice( holeIndex );
- tmpHole2 = hole.slice( 0, holeIndex+1 );
-
- shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
-
- minShapeIndex = shapeIndex;
-
- // Debug only, to show the selected cuts
- // glob_CutLines.push( [ shapePt, holePt ] );
-
- break;
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
-
- failedCuts[cutKey] = true; // remember failure
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
- }
- }
-
- return shape; /* shape with no holes */
- }
-
-
- var i, il, f, face,
- key, index,
- allPointsMap = {};
-
- // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
-
- var allpoints = contour.concat();
-
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
- Array.prototype.push.apply( allpoints, holes[h] );
-
- }
-
- //console.log( "allpoints",allpoints, allpoints.length );
-
- // prepare all points map
-
- for ( i = 0, il = allpoints.length; i < il; i ++ ) {
-
- key = allpoints[ i ].x + ":" + allpoints[ i ].y;
-
- if ( allPointsMap[ key ] !== undefined ) {
-
- console.log( "Duplicate point", key );
-
- }
-
- allPointsMap[ key ] = i;
-
- }
-
- // remove holes by cutting paths to holes and adding them to the shape
- var shapeWithoutHoles = removeHoles( contour, holes );
-
- var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
- //console.log( "triangles",triangles, triangles.length );
-
- // check all face vertices against all points map
-
- for ( i = 0, il = triangles.length; i < il; i ++ ) {
-
- face = triangles[ i ];
-
- for ( f = 0; f < 3; f ++ ) {
-
- key = face[ f ].x + ":" + face[ f ].y;
-
- index = allPointsMap[ key ];
-
- if ( index !== undefined ) {
-
- face[ f ] = index;
-
- }
-
- }
-
- }
-
- return triangles.concat();
-
- },
-
- isClockWise: function ( pts ) {
-
- return THREE.FontUtils.Triangulate.area( pts ) < 0;
-
- },
-
- // Bezier Curves formulas obtained from
- // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
-
- // Quad Bezier Functions
-
- b2p0: function ( t, p ) {
-
- var k = 1 - t;
- return k * k * p;
-
- },
-
- b2p1: function ( t, p ) {
-
- return 2 * ( 1 - t ) * t * p;
-
- },
-
- b2p2: function ( t, p ) {
-
- return t * t * p;
-
- },
-
- b2: function ( t, p0, p1, p2 ) {
-
- return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
-
- },
-
- // Cubic Bezier Functions
-
- b3p0: function ( t, p ) {
-
- var k = 1 - t;
- return k * k * k * p;
-
- },
-
- b3p1: function ( t, p ) {
-
- var k = 1 - t;
- return 3 * k * k * t * p;
-
- },
-
- b3p2: function ( t, p ) {
-
- var k = 1 - t;
- return 3 * k * t * t * p;
-
- },
-
- b3p3: function ( t, p ) {
-
- return t * t * t * p;
-
- },
-
- b3: function ( t, p0, p1, p2, p3 ) {
-
- return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
-
- }
-
-};
-
-
-// File:src/extras/curves/LineCurve.js
-
-/**************************************************************
- * Line
- **************************************************************/
-
-THREE.LineCurve = function ( v1, v2 ) {
-
- this.v1 = v1;
- this.v2 = v2;
-
-};
-
-THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.LineCurve.prototype.getPoint = function ( t ) {
-
- var point = this.v2.clone().sub(this.v1);
- point.multiplyScalar( t ).add( this.v1 );
-
- return point;
-
-};
-
-// Line curve is linear, so we can overwrite default getPointAt
-
-THREE.LineCurve.prototype.getPointAt = function ( u ) {
-
- return this.getPoint( u );
-
-};
-
-THREE.LineCurve.prototype.getTangent = function( t ) {
-
- var tangent = this.v2.clone().sub(this.v1);
-
- return tangent.normalize();
-
-};
-
-// File:src/extras/curves/QuadraticBezierCurve.js
-
-/**************************************************************
- * Quadratic Bezier curve
- **************************************************************/
-
-
-THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
-
-};
-
-THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-
-
-THREE.QuadraticBezierCurve.prototype.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;
-
-};
-
-// File:src/extras/curves/CubicBezierCurve.js
-
-/**************************************************************
- * Cubic Bezier curve
- **************************************************************/
-
-THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
-
-};
-
-THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.CubicBezierCurve.prototype.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;
-
-};
-
-// File:src/extras/curves/SplineCurve.js
-
-/**************************************************************
- * Spline curve
- **************************************************************/
-
-THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
-
- this.points = (points == undefined) ? [] : points;
-
-};
-
-THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.SplineCurve.prototype.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;
-
-};
-
-// File:src/extras/curves/EllipseCurve.js
-
-/**************************************************************
- * 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 angle;
- var deltaAngle = this.aEndAngle - this.aStartAngle;
-
- if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
- if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
-
- if ( this.aClockwise === true ) {
-
- angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
-
- } else {
-
- 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 );
-
-};
-
-// File:src/extras/curves/ArcCurve.js
-
-/**************************************************************
- * Arc curve
- **************************************************************/
-
-THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
-
- THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
-};
-
-THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
-
-// File:src/extras/curves/LineCurve3.js
-
-/**************************************************************
- * Line3D
- **************************************************************/
-
-THREE.LineCurve3 = THREE.Curve.create(
-
- function ( v1, v2 ) {
-
- this.v1 = v1;
- this.v2 = v2;
-
- },
-
- function ( t ) {
-
- var r = new THREE.Vector3();
-
-
- r.subVectors( this.v2, this.v1 ); // diff
- r.multiplyScalar( t );
- r.add( this.v1 );
-
- return r;
-
- }
-
-);
-
-// File:src/extras/curves/QuadraticBezierCurve3.js
-
-/**************************************************************
- * Quadratic Bezier 3D curve
- **************************************************************/
-
-THREE.QuadraticBezierCurve3 = THREE.Curve.create(
-
- function ( v0, v1, v2 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
-
- },
-
- function ( t ) {
-
- var 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 );
-
- }
-
-);
-
-// File:src/extras/curves/CubicBezierCurve3.js
-
-/**************************************************************
- * Cubic Bezier 3D curve
- **************************************************************/
-
-THREE.CubicBezierCurve3 = THREE.Curve.create(
-
- function ( v0, v1, v2, v3 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
-
- },
-
- function ( t ) {
-
- var 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 );
-
- }
-
-);
-
-// File:src/extras/curves/SplineCurve3.js
-
-/**************************************************************
- * 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;
-
-// }
-
-// File:src/extras/curves/ClosedSplineCurve3.js
-
-/**************************************************************
- * 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;
-
- }
-
-);
-
-// File:src/extras/animation/AnimationHandler.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.AnimationHandler = {
-
- LINEAR: 0,
- CATMULLROM: 1,
- CATMULLROM_FORWARD: 2,
-
- //
-
- add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
- get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
- remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
-
- //
-
- animations: [],
-
- init: function ( data ) {
-
- if ( data.initialized === true ) return;
-
- // loop through all keys
-
- for ( var h = 0; h < data.hierarchy.length; h ++ ) {
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- // remove minus times
-
- if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
-
- data.hierarchy[ h ].keys[ k ].time = 0;
-
- }
-
- // create quaternions
-
- if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
- ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
-
- var quat = data.hierarchy[ h ].keys[ k ].rot;
- data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
-
- }
-
- }
-
- // prepare morph target keys
-
- if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
-
- // get all used
-
- var usedMorphTargets = {};
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
- var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
- usedMorphTargets[ morphTargetName ] = - 1;
-
- }
-
- }
-
- data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
-
-
- // set all used on all frames
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- var influences = {};
-
- for ( var morphTargetName in usedMorphTargets ) {
-
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
- if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
-
- influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
- break;
-
- }
-
- }
-
- if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
-
- influences[ morphTargetName ] = 0;
-
- }
-
- }
-
- data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
-
- }
-
- }
-
-
- // remove all keys that are on the same time
-
- for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
-
- data.hierarchy[ h ].keys.splice( k, 1 );
- k --;
-
- }
-
- }
-
-
- // set index
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- data.hierarchy[ h ].keys[ k ].index = k;
-
- }
-
- }
-
- data.initialized = true;
-
- return data;
-
- },
-
- parse: function ( root ) {
-
- var parseRecurseHierarchy = function ( root, hierarchy ) {
-
- hierarchy.push( root );
-
- for ( var c = 0; c < root.children.length; c ++ )
- parseRecurseHierarchy( root.children[ c ], hierarchy );
-
- };
-
- // setup hierarchy
-
- var hierarchy = [];
-
- if ( root instanceof THREE.SkinnedMesh ) {
-
- for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
-
- hierarchy.push( root.skeleton.bones[ b ] );
-
- }
-
- } else {
-
- parseRecurseHierarchy( root, hierarchy );
-
- }
-
- return hierarchy;
-
- },
-
- play: function ( animation ) {
-
- if ( this.animations.indexOf( animation ) === - 1 ) {
-
- this.animations.push( animation );
-
- }
-
- },
-
- stop: function ( animation ) {
-
- var index = this.animations.indexOf( animation );
-
- if ( index !== - 1 ) {
-
- this.animations.splice( index, 1 );
-
- }
-
- },
-
- update: function ( deltaTimeMS ) {
-
- for ( var i = 0; i < this.animations.length; i ++ ) {
-
- this.animations[ i ].update( deltaTimeMS );
-
- }
-
- }
-
-};
-
-// File:src/extras/animation/Animation.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Animation = function ( root, data ) {
-
- this.root = root;
- this.data = THREE.AnimationHandler.init( data );
- this.hierarchy = THREE.AnimationHandler.parse( root );
-
- this.currentTime = 0;
- this.timeScale = 1;
-
- this.isPlaying = false;
- this.loop = true;
- this.weight = 0;
-
- this.interpolationType = THREE.AnimationHandler.LINEAR;
-
-};
-
-
-THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
-
-
-THREE.Animation.prototype.play = function ( startTime, weight ) {
-
- this.currentTime = startTime !== undefined ? startTime : 0;
- this.weight = weight !== undefined ? weight: 1;
-
- this.isPlaying = true;
-
- this.reset();
-
- THREE.AnimationHandler.play( this );
-
-};
-
-
-THREE.Animation.prototype.stop = function() {
-
- this.isPlaying = false;
-
- THREE.AnimationHandler.stop( this );
-
-};
-
-THREE.Animation.prototype.reset = function () {
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
-
- object.matrixAutoUpdate = true;
-
- if ( object.animationCache === undefined ) {
-
- object.animationCache = {};
-
- }
-
- if ( object.animationCache[this.data.name] === undefined ) {
-
- object.animationCache[this.data.name] = {};
- object.animationCache[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
- object.animationCache[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
- object.animationCache[this.data.name].originalMatrix = object.matrix;
-
- }
-
- var animationCache = object.animationCache[this.data.name];
-
- // Get keys to match our current time
-
- for ( var t = 0; t < 3; t ++ ) {
-
- var type = this.keyTypes[ t ];
-
- var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
- var nextKey = this.getNextKeyWith( type, h, 1 );
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
- }
-
- animationCache.prevKey[ type ] = prevKey;
- animationCache.nextKey[ type ] = nextKey;
-
- }
-
- }
-
-};
-
-
-THREE.Animation.prototype.update = (function(){
-
- var points = [];
- var target = new THREE.Vector3();
- var newVector = new THREE.Vector3();
- var newQuat = new THREE.Quaternion();
-
- // Catmull-Rom spline
-
- var 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 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
- v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
- v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
-
- return v3;
-
- };
-
- var 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;
-
- };
-
- return function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta * this.timeScale;
-
- if ( this.weight === 0 )
- return;
-
- //
-
- var duration = this.data.length;
-
- if ( this.loop === true && this.currentTime > duration ) {
-
- this.currentTime %= duration;
- this.reset();
-
- } else if ( this.loop === false && this.currentTime > duration ) {
-
- this.stop();
- return;
-
- }
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var animationCache = object.animationCache[this.data.name];
-
- // loop through pos/rot/scl
-
- for ( var t = 0; t < 3; t ++ ) {
-
- // get keys
-
- var type = this.keyTypes[ t ];
- var prevKey = animationCache.prevKey[ type ];
- var nextKey = animationCache.nextKey[ type ];
-
- if ( nextKey.time <= this.currentTime ) {
-
- prevKey = this.data.hierarchy[ h ].keys[ 0 ];
- nextKey = this.getNextKeyWith( type, h, 1 );
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
- }
-
- animationCache.prevKey[ type ] = prevKey;
- animationCache.nextKey[ type ] = nextKey;
-
- }
-
- object.matrixAutoUpdate = true;
- object.matrixWorldNeedsUpdate = true;
-
- var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
-
- var prevXYZ = prevKey[ type ];
- var nextXYZ = nextKey[ type ];
-
- if ( scale < 0 ) scale = 0;
- if ( scale > 1 ) scale = 1;
-
- // interpolate
-
- if ( type === "pos" ) {
-
- if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
-
- newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
- // blend
- if ( object instanceof THREE.Bone ) {
-
- var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
- object.position.lerp( newVector, proportionalWeight );
- object.accumulatedPosWeight += this.weight;
-
- } else {
-
- object.position.copy( newVector );
-
- }
-
- } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
- points[ 1 ] = prevXYZ;
- points[ 2 ] = nextXYZ;
- points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
-
- scale = scale * 0.33 + 0.33;
-
- var currentPoint = interpolateCatmullRom( points, scale );
- var proportionalWeight = 1;
-
- if ( object instanceof THREE.Bone ) {
-
- proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
- object.accumulatedPosWeight += this.weight;
-
- }
-
- // blend
-
- var vector = object.position;
-
- vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
- vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
- vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
-
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
-
- target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
- target.sub( vector );
- target.y = 0;
- target.normalize();
-
- var angle = Math.atan2( target.x, target.z );
- object.rotation.set( 0, angle, 0 );
-
- }
-
- }
-
- } else if ( type === "rot" ) {
-
- THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
-
- // Avoid paying the cost of an additional slerp if we don't have to
- if ( ! ( object instanceof THREE.Bone ) ) {
-
- object.quaternion.copy(newQuat);
-
- } else if ( object.accumulatedRotWeight === 0 ) {
-
- object.quaternion.copy(newQuat);
- object.accumulatedRotWeight = this.weight;
-
- } else {
-
- var proportionalWeight = this.weight / ( this.weight + object.accumulatedRotWeight );
- THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
- object.accumulatedRotWeight += this.weight;
-
- }
-
- } else if ( type === "scl" ) {
-
- newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
- if ( object instanceof THREE.Bone ) {
-
- var proportionalWeight = this.weight / ( this.weight + object.accumulatedSclWeight);
- object.scale.lerp( newVector, proportionalWeight );
- object.accumulatedSclWeight += this.weight;
-
- } else {
-
- object.scale.copy( newVector );
-
- }
-
- }
-
- }
-
- }
-
- return true;
-
- };
-
-})();
-
-
-
-
-
-// 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 ];
-
-};
-
-// File:src/extras/animation/KeyFrameAnimation.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author khang duong
- * @author erik kitson
- */
-
-THREE.KeyFrameAnimation = function ( data ) {
-
- this.root = data.node;
- this.data = THREE.AnimationHandler.init( data );
- this.hierarchy = THREE.AnimationHandler.parse( this.root );
- this.currentTime = 0;
- this.timeScale = 0.001;
- this.isPlaying = false;
- this.isPaused = true;
- this.loop = true;
-
- // 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;
-
- }
-
- }
-
-};
-
-
-THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
-
- this.currentTime = startTime !== undefined ? startTime : 0;
-
- if ( this.isPlaying === false ) {
-
- this.isPlaying = true;
-
- // 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 ];
-
- if ( node.animationCache === undefined ) {
-
- node.animationCache = {};
- node.animationCache.prevKey = null;
- node.animationCache.nextKey = null;
- node.animationCache.originalMatrix = 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.play( this );
-
-};
-
-
-THREE.KeyFrameAnimation.prototype.stop = function() {
-
- this.isPlaying = false;
- this.isPaused = false;
-
- THREE.AnimationHandler.stop( 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;
-
- original.copy( obj.matrix );
- obj.matrix = original;
-
- delete node.animationCache;
-
- }
-
- }
-
-};
-
-
-// Update
-
-THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta * this.timeScale;
-
- //
-
- var duration = this.data.length;
-
- if ( this.loop === true && this.currentTime > duration ) {
-
- this.currentTime %= duration;
-
- }
-
- this.currentTime = Math.min( this.currentTime, duration );
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var node = this.data.hierarchy[ h ];
-
- var keys = node.keys,
- animationCache = node.animationCache;
-
-
- if ( keys.length ) {
-
- var prevKey = animationCache.prevKey;
- var nextKey = animationCache.nextKey;
-
- if ( nextKey.time <= this.currentTime ) {
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = keys[ prevKey.index + 1 ];
-
- }
-
- animationCache.prevKey = prevKey;
- animationCache.nextKey = nextKey;
-
- }
-
- if ( nextKey.time >= this.currentTime ) {
-
- prevKey.interpolate( nextKey, this.currentTime );
-
- } else {
-
- prevKey.interpolate( nextKey, nextKey.time );
-
- }
-
- this.data.hierarchy[ h ].node.updateMatrix();
- object.matrixWorldNeedsUpdate = true;
-
- }
-
- }
-
-};
-
-// 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 ];
-
-};
-
-// File:src/extras/animation/MorphAnimation.js
-
-/**
- * @author mrdoob / http://mrdoob.com
- */
-
-THREE.MorphAnimation = function ( mesh ) {
-
- this.mesh = mesh;
- this.frames = mesh.morphTargetInfluences.length;
- this.currentTime = 0;
- this.duration = 1000;
- this.loop = true;
-
- this.isPlaying = false;
-
-};
-
-THREE.MorphAnimation.prototype = {
-
- play: function () {
-
- this.isPlaying = true;
-
- },
-
- pause: function () {
-
- this.isPlaying = false;
-
- },
-
- update: ( function () {
-
- var lastFrame = 0;
- var currentFrame = 0;
-
- return function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta;
-
- if ( this.loop === true && this.currentTime > this.duration ) {
-
- this.currentTime %= this.duration;
-
- }
-
- this.currentTime = Math.min( this.currentTime, this.duration );
-
- var interpolation = this.duration / this.frames;
- var frame = Math.floor( this.currentTime / interpolation );
-
- if ( frame != currentFrame ) {
-
- this.mesh.morphTargetInfluences[ lastFrame ] = 0;
- this.mesh.morphTargetInfluences[ currentFrame ] = 1;
- this.mesh.morphTargetInfluences[ frame ] = 0;
-
- lastFrame = currentFrame;
- currentFrame = frame;
-
- }
-
- this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
- this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
-
- }
-
- } )()
-
-};
-
-// File:src/extras/geometries/BoxGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
-
-THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
-
- this.widthSegments = widthSegments || 1;
- this.heightSegments = heightSegments || 1;
- this.depthSegments = depthSegments || 1;
-
- var scope = this;
-
- var width_half = width / 2;
- var height_half = height / 2;
- var depth_half = depth / 2;
-
- buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
- buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
- buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
- buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
- buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
- buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
-
- function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
-
- 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 uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
- var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
- var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
- var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
-
- var face = new THREE.Face3( a + offset, b + offset, d + offset );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
- face.materialIndex = materialIndex;
-
- scope.faces.push( face );
- scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- face = new THREE.Face3( b + offset, c + offset, d + offset );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
- face.materialIndex = materialIndex;
-
- scope.faces.push( face );
- scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
-
- }
-
- }
-
- this.mergeVertices();
-
-};
-
-THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/CircleGeometry.js
-
-/**
- * @author hughes
- */
-
-THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radius = radius || 50;
- segments = segments !== undefined ? Math.max( 3, segments ) : 8;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
- var 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();
- var segment = thetaStart + i / segments * thetaLength;
-
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
-
- this.vertices.push( vertex );
- uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
-
- }
-
- var n = new THREE.Vector3( 0, 0, 1 );
-
- for ( i = 1; i <= segments; i ++ ) {
-
- this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
-
- }
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/CubeGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-
-THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
- console.warn( 'THEE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
- return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
-
- };
-
-// File:src/extras/geometries/CylinderGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded
- };
-
- radiusTop = radiusTop !== undefined ? radiusTop : 20;
- radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
- height = height !== undefined ? height : 100;
-
- radialSegments = radialSegments || 8;
- heightSegments = heightSegments || 1;
-
- openEnded = openEnded !== undefined ? openEnded : false;
-
- var heightHalf = height / 2;
-
- var x, y, vertices = [], uvs = [];
-
- for ( y = 0; y <= heightSegments; y ++ ) {
-
- var verticesRow = [];
- var uvsRow = [];
-
- var v = y / heightSegments;
- var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
-
- for ( x = 0; x <= radialSegments; x ++ ) {
-
- var u = x / radialSegments;
-
- 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 < radialSegments; 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 < heightSegments; y ++ ) {
-
- var v1 = vertices[ y ][ x ];
- var v2 = vertices[ y + 1 ][ x ];
- var v3 = vertices[ y + 1 ][ x + 1 ];
- var v4 = vertices[ y ][ x + 1 ];
-
- var 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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
-
- this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
-
- }
-
- }
-
- // top cap
-
- if ( openEnded === false && radiusTop > 0 ) {
-
- this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
-
- for ( x = 0; x < radialSegments; 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.x, 0 );
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- }
-
- }
-
- // bottom cap
-
- if ( openEnded === false && radiusBottom > 0 ) {
-
- this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
-
- for ( x = 0; x < radialSegments; 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.x, 1 );
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- }
-
- }
-
- this.computeFaceNormals();
-
-}
-
-THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/ExtrudeGeometry.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- * curveSegments: , // number of points on the curves
- * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too
- * amount: , // Depth to extrude the shape
- *
- * bevelEnabled: , // turn on bevel
- * bevelThickness: , // how deep into the original shape bevel goes
- * bevelSize: , // how far from shape outline is bevel
- * bevelSegments: , // number of bevel layers
- *
- * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
- * frames: // containing arrays of tangents, normals, binormals
- *
- * material: // material index for front and back faces
- * extrudeMaterial: // material index for extrusion and beveled faces
- * uvGenerator: // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ExtrudeGeometry = function ( shapes, options ) {
-
- if ( typeof( shapes ) === "undefined" ) {
- shapes = [];
- return;
- }
-
- THREE.Geometry.call( this );
-
- shapes = shapes instanceof Array ? shapes : [ shapes ];
-
- this.addShapeList( shapes, options );
-
- this.computeFaceNormals();
-
- // can't really use automatic vertex normals
- // as then front and back sides get smoothed too
- // should do separate smoothing just for sides
-
- //this.computeVertexNormals();
-
- //console.log( "took", ( Date.now() - startTime ) );
-
-};
-
-THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
- var sl = shapes.length;
-
- for ( var s = 0; s < sl; s ++ ) {
- var shape = shapes[ s ];
- this.addShape( shape, options );
- }
-};
-
-THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
-
- var amount = options.amount !== undefined ? options.amount : 100;
-
- var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
- var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
- var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
-
- var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
-
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
- var steps = options.steps !== undefined ? options.steps : 1;
-
- var extrudePath = options.extrudePath;
- var extrudePts, extrudeByPath = false;
-
- var material = options.material;
- var extrudeMaterial = options.extrudeMaterial;
-
- // Use default WorldUVGenerator if no UV generators are specified.
- var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
-
- var splineTube, binormal, normal, position2;
- if ( extrudePath ) {
-
- extrudePts = extrudePath.getSpacedPoints( steps );
-
- extrudeByPath = true;
- bevelEnabled = false; // bevels not supported for path extrusion
-
- // SETUP TNB variables
-
- // Reuse TNB from TubeGeomtry for now.
- // TODO1 - have a .isClosed in spline?
-
- splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
-
- // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
-
- binormal = new THREE.Vector3();
- normal = new THREE.Vector3();
- position2 = new THREE.Vector3();
-
- }
-
- // Safeguards if bevels are not enabled
-
- if ( ! bevelEnabled ) {
-
- bevelSegments = 0;
- bevelThickness = 0;
- bevelSize = 0;
-
- }
-
- // Variables initalization
-
- var ahole, h, hl; // looping of holes
- var scope = this;
- var bevelPoints = [];
-
- var shapesOffset = this.vertices.length;
-
- var shapePoints = shape.extractPoints( curveSegments );
-
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
-
- var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
-
- if ( reverse ) {
-
- vertices = vertices.reverse();
-
- // Maybe we should also check if holes are in the opposite direction, just to be safe ...
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
-
- if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
-
- holes[ h ] = ahole.reverse();
-
- }
-
- }
-
- reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
-
- }
-
-
- var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
-
- /* Vertices */
-
- var contour = vertices; // vertices has all points but contour has only points of circumference
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
-
- vertices = vertices.concat( ahole );
-
- }
-
-
- function scalePt2 ( pt, vec, size ) {
-
- if ( ! vec ) console.log( "die" );
-
- return vec.clone().multiplyScalar( size ).add( pt );
-
- }
-
- var b, bs, t, z,
- vert, vlen = vertices.length,
- face, flen = faces.length,
- cont, clen = contour.length;
-
-
- // Find directions for point movement
-
- var RAD_TO_DEGREES = 180 / Math.PI;
-
-
- function getBevelVec( inPt, inPrev, inNext ) {
-
- var EPSILON = 0.0000000001;
- var sign = THREE.Math.sign;
-
- // computes for inPt the corresponding point inPt' on a new contour
- // shiftet by 1 unit (length of normalized vector) to the left
- // if we walk along contour clockwise, this new contour is outside the old one
- //
- // inPt' is the intersection of the two lines parallel to the two
- // adjacent edges of inPt at a distance of 1 unit on the left side.
-
- var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
-
- // good reading for geometry algorithms (here: line-line intersection)
- // http://geomalgorithms.com/a05-_intersect-1.html
-
- var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
- var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
-
- var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
-
- // check for colinear edges
- var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
-
- if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
-
- // length of vectors for normalizing
-
- var v_prev_len = Math.sqrt( v_prev_lensq );
- var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
-
- // shift adjacent points by unit vectors to the left
-
- var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
- var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
-
- var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
- var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
-
- // scaling factor for v_prev to intersection point
-
- var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
- ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
- ( v_prev_x * v_next_y - v_prev_y * v_next_x );
-
- // vector from inPt to intersection point
-
- v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
- v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
-
- // Don't normalize!, otherwise sharp corners become ugly
- // but prevent crazy spikes
- var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
- if ( v_trans_lensq <= 2 ) {
- return new THREE.Vector2( v_trans_x, v_trans_y );
- } else {
- shrink_by = Math.sqrt( v_trans_lensq / 2 );
- }
-
- } else { // handle special case of colinear edges
-
- var direction_eq = false; // assumes: opposite
- if ( v_prev_x > EPSILON ) {
- if ( v_next_x > EPSILON ) { direction_eq = true; }
- } else {
- if ( v_prev_x < - EPSILON ) {
- if ( v_next_x < - EPSILON ) { direction_eq = true; }
- } else {
- if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
- }
- }
-
- if ( direction_eq ) {
- // console.log("Warning: lines are a straight sequence");
- v_trans_x = - v_prev_y;
- v_trans_y = v_prev_x;
- shrink_by = Math.sqrt( v_prev_lensq );
- } else {
- // console.log("Warning: lines are a straight spike");
- v_trans_x = v_prev_x;
- v_trans_y = v_prev_y;
- shrink_by = Math.sqrt( v_prev_lensq / 2 );
- }
-
- }
-
- return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
-
- }
-
-
- var contourMovements = [];
-
- for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
-
- // (j)---(i)---(k)
- // console.log('i,j,k', i, j , k)
-
- var pt_i = contour[ i ];
- var pt_j = contour[ j ];
- var pt_k = contour[ k ];
-
- contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
-
- }
-
- var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
-
- oneHoleMovements = [];
-
- for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
-
- // (j)---(i)---(k)
- oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
-
- }
-
- holesMovements.push( oneHoleMovements );
- verticesMovements = verticesMovements.concat( oneHoleMovements );
-
- }
-
-
- // Loop bevelSegments, 1 for the front, 1 for the back
-
- for ( b = 0; b < bevelSegments; b ++ ) {
- //for ( b = bevelSegments; b > 0; b -- ) {
-
- t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
-
- //z = bevelThickness * t;
- bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
- //bs = bevelSize * t ; // linear
-
- // contract shape
-
- for ( i = 0, il = contour.length; i < il; i ++ ) {
-
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-
- v( vert.x, vert.y, - z );
-
- }
-
- // expand holes
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
-
- for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
- v( vert.x, vert.y, - z );
-
- }
-
- }
-
- }
-
- bs = bevelSize;
-
- // Back facing vertices
-
- for ( i = 0; i < vlen; i ++ ) {
-
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
- if ( ! extrudeByPath ) {
-
- v( vert.x, vert.y, 0 );
-
- } else {
-
- // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
-
- normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
- binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
-
- position2.copy( extrudePts[0] ).add(normal).add(binormal);
-
- v( position2.x, position2.y, position2.z );
-
- }
-
- }
-
- // Add stepped vertices...
- // Including front facing vertices
-
- var s;
-
- for ( s = 1; s <= steps; s ++ ) {
-
- for ( i = 0; i < vlen; i ++ ) {
-
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
- if ( ! extrudeByPath ) {
-
- v( vert.x, vert.y, amount / steps * s );
-
- } else {
-
- // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
-
- normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
-
- position2.copy( extrudePts[s] ).add( normal ).add( binormal );
-
- v( position2.x, position2.y, position2.z );
-
- }
-
- }
-
- }
-
-
- // Add bevel segments planes
-
- //for ( b = 1; b <= bevelSegments; b ++ ) {
- for ( b = bevelSegments - 1; b >= 0; b -- ) {
-
- t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
- //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
- bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
-
- // contract shape
-
- for ( i = 0, il = contour.length; i < il; i ++ ) {
-
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, amount + z );
-
- }
-
- // expand holes
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
-
- for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
- if ( ! extrudeByPath ) {
-
- v( vert.x, vert.y, amount + z );
-
- } else {
-
- v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
-
- }
-
- }
-
- }
-
- }
-
- /* Faces */
-
- // Top and bottom faces
-
- buildLidFaces();
-
- // Sides faces
-
- buildSideFaces();
-
-
- ///// Internal functions
-
- function buildLidFaces() {
-
- if ( bevelEnabled ) {
-
- var layer = 0 ; // steps + 1
- var offset = vlen * layer;
-
- // Bottom faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
-
- }
-
- layer = steps + bevelSegments * 2;
- offset = vlen * layer;
-
- // Top faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
-
- }
-
- } else {
-
- // Bottom faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
-
- }
-
- // Top faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
-
- }
- }
-
- }
-
- // Create faces for the z-sides of the shape
-
- function buildSideFaces() {
-
- var layeroffset = 0;
- sidewalls( contour, layeroffset );
- layeroffset += contour.length;
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
- sidewalls( ahole, layeroffset );
-
- //, true
- layeroffset += ahole.length;
-
- }
-
- }
-
- function sidewalls( contour, layeroffset ) {
-
- var j, k;
- i = contour.length;
-
- while ( --i >= 0 ) {
-
- j = i;
- k = i - 1;
- if ( k < 0 ) k = contour.length - 1;
-
- //console.log('b', i,j, i-1, k,vertices.length);
-
- var s = 0, sl = steps + bevelSegments * 2;
-
- for ( s = 0; s < sl; s ++ ) {
-
- var slen1 = vlen * s;
- var slen2 = vlen * ( s + 1 );
-
- var a = layeroffset + j + slen1,
- b = layeroffset + k + slen1,
- c = layeroffset + k + slen2,
- d = layeroffset + j + slen2;
-
- f4( a, b, c, d, contour, s, sl, j, k );
-
- }
- }
-
- }
-
-
- function v( x, y, z ) {
-
- scope.vertices.push( new THREE.Vector3( x, y, z ) );
-
- }
-
- function f3( a, b, c, isBottom ) {
-
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
-
- // normal, color, material
- scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
-
- var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
-
- scope.faceVertexUvs[ 0 ].push( uvs );
-
- }
-
- function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
-
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
- d += shapesOffset;
-
- scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
- scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
-
- var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
- stepIndex, stepsLength, contourIndex1, contourIndex2 );
-
- scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
- scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
-
- }
-
-};
-
-THREE.ExtrudeGeometry.WorldUVGenerator = {
-
- generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
- var ax = geometry.vertices[ indexA ].x,
- ay = geometry.vertices[ indexA ].y,
-
- bx = geometry.vertices[ indexB ].x,
- by = geometry.vertices[ indexB ].y,
-
- cx = geometry.vertices[ indexC ].x,
- cy = geometry.vertices[ indexC ].y;
-
- return [
- new THREE.Vector2( ax, ay ),
- new THREE.Vector2( bx, by ),
- new THREE.Vector2( cx, cy )
- ];
-
- },
-
- generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
-
- return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
-
- },
-
- generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
- indexA, indexB, indexC, indexD, stepIndex, stepsLength,
- contourIndex1, contourIndex2 ) {
-
- var ax = geometry.vertices[ indexA ].x,
- ay = geometry.vertices[ indexA ].y,
- az = geometry.vertices[ indexA ].z,
-
- bx = geometry.vertices[ indexB ].x,
- by = geometry.vertices[ indexB ].y,
- bz = geometry.vertices[ indexB ].z,
-
- cx = geometry.vertices[ indexC ].x,
- cy = geometry.vertices[ indexC ].y,
- cz = geometry.vertices[ indexC ].z,
-
- dx = geometry.vertices[ indexD ].x,
- dy = geometry.vertices[ indexD ].y,
- dz = geometry.vertices[ indexD ].z;
-
- if ( Math.abs( ay - by ) < 0.01 ) {
- return [
- new THREE.Vector2( ax, 1 - az ),
- new THREE.Vector2( bx, 1 - bz ),
- new THREE.Vector2( cx, 1 - cz ),
- new THREE.Vector2( dx, 1 - dz )
- ];
- } else {
- return [
- new THREE.Vector2( ay, 1 - az ),
- new THREE.Vector2( by, 1 - bz ),
- new THREE.Vector2( cy, 1 - cz ),
- new THREE.Vector2( dy, 1 - dz )
- ];
- }
- }
-};
-
-THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
-THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
-
-// File:src/extras/geometries/ShapeGeometry.js
-
-/**
- * @author jonobr1 / http://jonobr1.com
- *
- * Creates a one-sided polygonal geometry from a path shape. Similar to
- * ExtrudeGeometry.
- *
- * parameters = {
- *
- * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT.
- *
- * material: // material index for front and back faces
- * uvGenerator: // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ShapeGeometry = function ( shapes, options ) {
-
- THREE.Geometry.call( this );
-
- if ( shapes instanceof Array === false ) shapes = [ shapes ];
-
- this.addShapeList( shapes, options );
-
- this.computeFaceNormals();
-
-};
-
-THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-/**
- * Add an array of shapes to THREE.ShapeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
-
- for ( var i = 0, l = shapes.length; i < l; i ++ ) {
-
- this.addShape( shapes[ i ], options );
-
- }
-
- return this;
-
-};
-
-/**
- * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
-
- if ( options === undefined ) options = {};
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
- var material = options.material;
- var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
-
- //
-
- var i, l, hole, s;
-
- var shapesOffset = this.vertices.length;
- var shapePoints = shape.extractPoints( curveSegments );
-
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
-
- var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
-
- if ( reverse ) {
-
- vertices = vertices.reverse();
-
- // Maybe we should also check if holes are in the opposite direction, just to be safe...
-
- for ( i = 0, l = holes.length; i < l; i ++ ) {
-
- hole = holes[ i ];
-
- if ( THREE.Shape.Utils.isClockWise( hole ) ) {
-
- holes[ i ] = hole.reverse();
-
- }
-
- }
-
- reverse = false;
-
- }
-
- var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
-
- // Vertices
-
- var contour = vertices;
-
- for ( i = 0, l = holes.length; i < l; i ++ ) {
-
- hole = holes[ i ];
- vertices = vertices.concat( hole );
-
- }
-
- //
-
- var vert, vlen = vertices.length;
- var face, flen = faces.length;
- var cont, clen = contour.length;
-
- for ( i = 0; i < vlen; i ++ ) {
-
- vert = vertices[ i ];
-
- this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
-
- }
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
-
- var a = face[ 0 ] + shapesOffset;
- var b = face[ 1 ] + shapesOffset;
- var c = face[ 2 ] + shapesOffset;
-
- this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
- this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
-
- }
-
-};
-
-// File:src/extras/geometries/LatheGeometry.js
-
-/**
- * @author astrodud / http://astrodud.isgreat.org/
- * @author zz85 / https://github.com/zz85
- * @author bhouston / http://exocortex.com
- */
-
-// points - to create a closed torus, one must use a set of points
-// like so: [ a, b, c, d, a ], see first is the same as last.
-// segments - the number of circumference segments to create
-// phiStart - the starting radian
-// phiLength - the radian (0 to 2*PI) range of the lathed section
-// 2*pi is a closed lathe, less than 2PI is a portion.
-THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
-
- THREE.Geometry.call( this );
-
- segments = segments || 12;
- phiStart = phiStart || 0;
- phiLength = phiLength || 2 * Math.PI;
-
- var inversePointLength = 1.0 / ( points.length - 1 );
- var inverseSegments = 1.0 / segments;
-
- for ( var i = 0, il = segments; i <= il; i ++ ) {
-
- var phi = phiStart + i * inverseSegments * phiLength;
-
- var c = Math.cos( phi ),
- s = Math.sin( phi );
-
- for ( var j = 0, jl = points.length; j < jl; j ++ ) {
-
- var pt = points[ j ];
-
- var vertex = new THREE.Vector3();
-
- vertex.x = c * pt.x - s * pt.y;
- vertex.y = s * pt.x + c * pt.y;
- vertex.z = pt.z;
-
- this.vertices.push( vertex );
-
- }
-
- }
-
- var np = points.length;
-
- for ( var i = 0, il = segments; i < il; i ++ ) {
-
- for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
-
- var base = j + np * i;
- var a = base;
- var b = base + np;
- var c = base + 1 + np;
- var d = base + 1;
-
- var u0 = i * inverseSegments;
- var v0 = j * inversePointLength;
- var u1 = u0 + inverseSegments;
- var v1 = v0 + inversePointLength;
-
- this.faces.push( new THREE.Face3( a, b, d ) );
-
- this.faceVertexUvs[ 0 ].push( [
-
- new THREE.Vector2( u0, v0 ),
- new THREE.Vector2( u1, v0 ),
- new THREE.Vector2( u0, v1 )
-
- ] );
-
- this.faces.push( new THREE.Face3( b, c, d ) );
-
- this.faceVertexUvs[ 0 ].push( [
-
- new THREE.Vector2( u1, v0 ),
- new THREE.Vector2( u1, v1 ),
- new THREE.Vector2( u0, v1 )
-
- ] );
-
-
- }
-
- }
-
- this.mergeVertices();
- this.computeFaceNormals();
- this.computeVertexNormals();
-
-};
-
-THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/PlaneGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
-
-THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
-
- var ix, iz;
- var width_half = width / 2;
- var height_half = height / 2;
-
- var gridX = widthSegments || 1;
- var gridZ = heightSegments || 1;
-
- var gridX1 = gridX + 1;
- var gridZ1 = gridZ + 1;
-
- var segment_width = width / gridX;
- var segment_height = height / gridZ;
-
- var normal = new THREE.Vector3( 0, 0, 1 );
-
- for ( iz = 0; iz < gridZ1; iz ++ ) {
-
- var y = iz * segment_height - height_half;
-
- for ( ix = 0; ix < gridX1; ix ++ ) {
-
- var x = ix * segment_width - width_half;
-
- this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
-
- }
-
- }
-
- for ( iz = 0; iz < gridZ; iz ++ ) {
-
- for ( ix = 0; ix < gridX; ix ++ ) {
-
- var a = ix + gridX1 * iz;
- var b = ix + gridX1 * ( iz + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
- var d = ( ix + 1 ) + gridX1 * iz;
-
- var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
- var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
- var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
- var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
-
- var face = new THREE.Face3( a, b, d );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
-
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- face = new THREE.Face3( b, c, d );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
-
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
-
- }
-
-};
-
-THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/RingGeometry.js
-
-/**
- * @author Kaleb Murphy
- */
-
-THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- innerRadius = innerRadius || 0;
- outerRadius = outerRadius || 50;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
- thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
- phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
-
- var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
-
- for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
-
- for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
-
- var vertex = new THREE.Vector3();
- var segment = thetaStart + o / thetaSegments * thetaLength;
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
-
- this.vertices.push( vertex );
- uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
- }
-
- radius += radiusStep;
-
- }
-
- var n = new THREE.Vector3( 0, 0, 1 );
-
- for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
-
- var thetaSegment = i * (thetaSegments + 1);
-
- for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
-
- var segment = o + thetaSegment;
-
- var v1 = segment;
- var v2 = segment + thetaSegments + 1;
- var v3 = segment + thetaSegments + 2;
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
-
- v1 = segment;
- v2 = segment + thetaSegments + 2;
- v3 = segment + 1;
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
-
- }
- }
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-
-// File:src/extras/geometries/SphereGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radius = radius || 50;
-
- widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
- heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
-
- phiStart = phiStart !== undefined ? phiStart : 0;
- phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
-
- var x, y, vertices = [], uvs = [];
-
- for ( y = 0; y <= heightSegments; y ++ ) {
-
- var verticesRow = [];
- var uvsRow = [];
-
- for ( x = 0; x <= widthSegments; x ++ ) {
-
- var u = x / widthSegments;
- var v = y / heightSegments;
-
- var vertex = new THREE.Vector3();
- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-
- this.vertices.push( vertex );
-
- verticesRow.push( this.vertices.length - 1 );
- uvsRow.push( new THREE.Vector2( u, 1 - v ) );
-
- }
-
- vertices.push( verticesRow );
- uvs.push( uvsRow );
-
- }
-
- for ( y = 0; y < heightSegments; y ++ ) {
-
- for ( x = 0; x < widthSegments; x ++ ) {
-
- var v1 = vertices[ y ][ x + 1 ];
- var v2 = vertices[ y ][ x ];
- var v3 = vertices[ y + 1 ][ x ];
- var v4 = vertices[ y + 1 ][ x + 1 ];
-
- var n1 = this.vertices[ v1 ].clone().normalize();
- var n2 = this.vertices[ v2 ].clone().normalize();
- var n3 = this.vertices[ v3 ].clone().normalize();
- var n4 = this.vertices[ v4 ].clone().normalize();
-
- var uv1 = uvs[ y ][ x + 1 ].clone();
- var uv2 = uvs[ y ][ x ].clone();
- var uv3 = uvs[ y + 1 ][ x ].clone();
- var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
-
- if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
-
- uv1.x = ( uv1.x + uv2.x ) / 2;
- this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
-
- } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
-
- uv3.x = ( uv3.x + uv4.x ) / 2;
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- } else {
-
- this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
-
- this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
-
- }
-
- }
-
- }
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TextGeometry.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For creating 3D text geometry in three.js
- *
- * Text = 3D Text
- *
- * parameters = {
- * size: , // size of the text
- * height: , // thickness to extrude text
- * curveSegments: , // number of points on the curves
- *
- * font: , // font name
- * weight: , // font weight (normal, bold)
- * style: , // font style (normal, italics)
- *
- * bevelEnabled: , // turn on bevel
- * bevelThickness: , // how deep into text bevel goes
- * bevelSize: , // how far from text outline is bevel
- * }
- *
- */
-
-/* Usage Examples
-
- // TextGeometry wrapper
-
- var text3d = new TextGeometry( text, options );
-
- // Complete manner
-
- var textShapes = THREE.FontUtils.generateShapes( text, options );
- var text3d = new ExtrudeGeometry( textShapes, options );
-
-*/
-
-
-THREE.TextGeometry = function ( text, parameters ) {
-
- parameters = parameters || {};
-
- var textShapes = THREE.FontUtils.generateShapes( text, parameters );
-
- // translate parameters to ExtrudeGeometry API
-
- parameters.amount = parameters.height !== undefined ? parameters.height : 50;
-
- // defaults
-
- if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
- if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
- if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
-
- THREE.ExtrudeGeometry.call( this, textShapes, parameters );
-
-};
-
-THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
-
-// File:src/extras/geometries/TorusGeometry.js
-
-/**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
-
-THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
-
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = radialSegments || 8;
- tubularSegments = tubularSegments || 6;
- arc = arc || Math.PI * 2;
-
- var center = new THREE.Vector3(), uvs = [], normals = [];
-
- for ( var j = 0; j <= radialSegments; j ++ ) {
-
- for ( var i = 0; i <= tubularSegments; i ++ ) {
-
- var u = i / tubularSegments * arc;
- var v = j / radialSegments * Math.PI * 2;
-
- center.x = radius * Math.cos( u );
- center.y = radius * Math.sin( u );
-
- var vertex = new THREE.Vector3();
- vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
- vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
- vertex.z = tube * Math.sin( v );
-
- this.vertices.push( vertex );
-
- uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
- normals.push( vertex.clone().sub( center ).normalize() );
-
- }
-
- }
-
- for ( var j = 1; j <= radialSegments; j ++ ) {
-
- for ( var i = 1; i <= tubularSegments; i ++ ) {
-
- var a = ( tubularSegments + 1 ) * j + i - 1;
- var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
- var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
- var d = ( tubularSegments + 1 ) * j + i;
-
- var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
-
- face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
-
- }
-
- }
-
- this.computeFaceNormals();
-
-};
-
-THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TorusKnotGeometry.js
-
-/**
- * @author oosmoxiecode
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- */
-
-THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- p: p,
- q: q,
- heightScale: heightScale
- };
-
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = radialSegments || 64;
- tubularSegments = tubularSegments || 8;
- p = p || 2;
- q = q || 3;
- heightScale = heightScale || 1;
-
- var grid = new Array( radialSegments );
- var tang = new THREE.Vector3();
- var n = new THREE.Vector3();
- var bitan = new THREE.Vector3();
-
- for ( var i = 0; i < radialSegments; ++ i ) {
-
- grid[ i ] = new Array( tubularSegments );
- var u = i / radialSegments * 2 * p * Math.PI;
- var p1 = getPos( u, q, p, radius, heightScale );
- var p2 = getPos( u + 0.01, q, p, radius, heightScale );
- tang.subVectors( p2, p1 );
- n.addVectors( p2, p1 );
-
- bitan.crossVectors( tang, n );
- n.crossVectors( bitan, tang );
- bitan.normalize();
- n.normalize();
-
- for ( var j = 0; j < tubularSegments; ++ j ) {
-
- var v = j / tubularSegments * 2 * Math.PI;
- var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
- var cy = tube * Math.sin( v );
-
- var pos = new THREE.Vector3();
- pos.x = p1.x + cx * n.x + cy * bitan.x;
- pos.y = p1.y + cx * n.y + cy * bitan.y;
- pos.z = p1.z + cx * n.z + cy * bitan.z;
-
- grid[ i ][ j ] = this.vertices.push( pos ) - 1;
-
- }
-
- }
-
- for ( var i = 0; i < radialSegments; ++ i ) {
-
- for ( var j = 0; j < tubularSegments; ++ j ) {
-
- var ip = ( i + 1 ) % radialSegments;
- var jp = ( j + 1 ) % tubularSegments;
-
- var a = grid[ i ][ j ];
- var b = grid[ ip ][ j ];
- var c = grid[ ip ][ jp ];
- var d = grid[ i ][ jp ];
-
- var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
- var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
- var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
- var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
-
- this.faces.push( new THREE.Face3( a, b, d ) );
- this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- this.faces.push( new THREE.Face3( b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
- }
-
- this.computeFaceNormals();
- this.computeVertexNormals();
-
- function getPos( u, in_q, in_p, radius, heightScale ) {
-
- var cu = Math.cos( u );
- var su = Math.sin( u );
- var quOverP = in_q / in_p * u;
- var cs = Math.cos( quOverP );
-
- var tx = radius * ( 2 + cs ) * 0.5 * cu;
- var ty = radius * ( 2 + cs ) * su * 0.5;
- var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
-
- return new THREE.Vector3( tx, ty, tz );
-
- }
-
-};
-
-THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TubeGeometry.js
-
-/**
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- *
- * Modified from the TorusKnotGeometry by @oosmoxiecode
- *
- * Creates a tube which extrudes along a 3d spline
- *
- * Uses parallel transport frames as described in
- * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- */
-
-THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
-
- THREE.Geometry.call( this );
-
- this.parameters = {
- path: path,
- segments: segments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
-
- segments = segments || 64;
- radius = radius || 1;
- radialSegments = radialSegments || 8;
- closed = closed || false;
-
- var grid = [];
-
- var scope = this,
-
- tangent,
- normal,
- binormal,
-
- numpoints = segments + 1,
-
- x, y, z,
- tx, ty, tz,
- u, v,
-
- cx, cy,
- pos, pos2 = new THREE.Vector3(),
- i, j,
- ip, jp,
- a, b, c, d,
- uva, uvb, uvc, uvd;
-
- var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
- tangents = frames.tangents,
- normals = frames.normals,
- binormals = frames.binormals;
-
- // proxy internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
-
- function vert( x, y, z ) {
-
- return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
-
- }
-
- // consruct the grid
-
- for ( i = 0; i < numpoints; i ++ ) {
-
- grid[ i ] = [];
-
- u = i / ( numpoints - 1 );
-
- pos = path.getPointAt( u );
-
- tangent = tangents[ i ];
- normal = normals[ i ];
- binormal = binormals[ i ];
-
- for ( j = 0; j < radialSegments; j ++ ) {
-
- v = j / radialSegments * 2 * Math.PI;
-
- cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
- cy = radius * Math.sin( v );
-
- pos2.copy( pos );
- pos2.x += cx * normal.x + cy * binormal.x;
- pos2.y += cx * normal.y + cy * binormal.y;
- pos2.z += cx * normal.z + cy * binormal.z;
-
- grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
-
- }
- }
-
-
- // construct the mesh
-
- for ( i = 0; i < segments; i ++ ) {
-
- for ( j = 0; j < radialSegments; j ++ ) {
-
- ip = ( closed ) ? (i + 1) % segments : i + 1;
- jp = (j + 1) % radialSegments;
-
- a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
- b = grid[ ip ][ j ];
- c = grid[ ip ][ jp ];
- d = grid[ i ][ jp ];
-
- uva = new THREE.Vector2( i / segments, j / radialSegments );
- uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
- uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
- uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
-
- this.faces.push( new THREE.Face3( a, b, d ) );
- this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- this.faces.push( new THREE.Face3( b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
- }
-
- this.computeFaceNormals();
- this.computeVertexNormals();
-
-};
-
-THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-
-// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
-THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
-
- var tangent = new THREE.Vector3(),
- normal = new THREE.Vector3(),
- binormal = new THREE.Vector3(),
-
- tangents = [],
- normals = [],
- binormals = [],
-
- vec = new THREE.Vector3(),
- mat = new THREE.Matrix4(),
-
- numpoints = segments + 1,
- theta,
- epsilon = 0.0001,
- smallest,
-
- tx, ty, tz,
- i, u, v;
-
-
- // expose internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
-
- // compute the tangent vectors for each segment on the path
-
- for ( i = 0; i < numpoints; i ++ ) {
-
- u = i / ( numpoints - 1 );
-
- tangents[ i ] = path.getTangentAt( u );
- tangents[ i ].normalize();
-
- }
-
- initialNormal3();
-
- /*
- function initialNormal1(lastBinormal) {
- // fixed start binormal. Has dangers of 0 vectors
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
- normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
- }
-
- function initialNormal2() {
-
- // This uses the Frenet-Serret formula for deriving binormal
- var t2 = path.getTangentAt( epsilon );
-
- normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
- binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
-
- normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
-
- }
- */
-
- function initialNormal3() {
- // select an initial normal vector perpenicular to the first tangent vector,
- // and in the direction of the smallest tangent xyz component
-
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- smallest = Number.MAX_VALUE;
- tx = Math.abs( tangents[ 0 ].x );
- ty = Math.abs( tangents[ 0 ].y );
- tz = Math.abs( tangents[ 0 ].z );
-
- if ( tx <= smallest ) {
- smallest = tx;
- normal.set( 1, 0, 0 );
- }
-
- if ( ty <= smallest ) {
- smallest = ty;
- normal.set( 0, 1, 0 );
- }
-
- if ( tz <= smallest ) {
- normal.set( 0, 0, 1 );
- }
-
- vec.crossVectors( tangents[ 0 ], normal ).normalize();
-
- normals[ 0 ].crossVectors( tangents[ 0 ], vec );
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
- }
-
-
- // compute the slowly-varying normal and binormal vectors for each segment on the path
-
- for ( i = 1; i < numpoints; i ++ ) {
-
- normals[ i ] = normals[ i-1 ].clone();
-
- binormals[ i ] = binormals[ i-1 ].clone();
-
- vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
-
- if ( vec.length() > epsilon ) {
-
- vec.normalize();
-
- theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
-
- normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
-
- }
-
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
-
- }
-
-
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
-
- if ( closed ) {
-
- theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
- theta /= ( numpoints - 1 );
-
- if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
-
- theta = - theta;
-
- }
-
- for ( i = 1; i < numpoints; i ++ ) {
-
- // twist a little...
- normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
-
- }
-
- }
-};
-
-// File:src/extras/geometries/PolyhedronGeometry.js
-
-/**
- * @author clockworkgeek / https://github.com/clockworkgeek
- * @author timothypratley / https://github.com/timothypratley
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
-
- THREE.Geometry.call( this );
-
- radius = radius || 1;
- detail = detail || 0;
-
- var that = this;
-
- for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
-
- prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
-
- }
-
- var midpoints = [], p = this.vertices;
-
- var faces = [];
-
- for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
-
- var v1 = p[ indices[ i ] ];
- var v2 = p[ indices[ i + 1 ] ];
- var v3 = p[ indices[ i + 2 ] ];
-
- faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
-
- }
-
- var centroid = new THREE.Vector3();
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- subdivide( faces[ i ], detail );
-
- }
-
-
- // Handle case when face straddles the seam
-
- for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
-
- var uvs = this.faceVertexUvs[ 0 ][ i ];
-
- var x0 = uvs[ 0 ].x;
- var x1 = uvs[ 1 ].x;
- var x2 = uvs[ 2 ].x;
-
- var max = Math.max( x0, Math.max( x1, x2 ) );
- var min = Math.min( x0, Math.min( x1, x2 ) );
-
- if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
-
- if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
- if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
- if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
-
- }
-
- }
-
-
- // Apply radius
-
- for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
-
- this.vertices[ i ].multiplyScalar( radius );
-
- }
-
-
- // Merge vertices
-
- this.mergeVertices();
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-
- // Project vector onto sphere's surface
-
- function prepare( vector ) {
-
- var vertex = vector.normalize().clone();
- vertex.index = that.vertices.push( vertex ) - 1;
-
- // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
-
- var u = azimuth( vector ) / 2 / Math.PI + 0.5;
- var v = inclination( vector ) / Math.PI + 0.5;
- vertex.uv = new THREE.Vector2( u, 1 - v );
-
- return vertex;
-
- }
-
-
- // Approximate a curved face with recursively sub-divided triangles.
-
- function make( v1, v2, v3 ) {
-
- var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
- that.faces.push( face );
-
- centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
-
- var azi = azimuth( centroid );
-
- that.faceVertexUvs[ 0 ].push( [
- correctUV( v1.uv, v1, azi ),
- correctUV( v2.uv, v2, azi ),
- correctUV( v3.uv, v3, azi )
- ] );
-
- }
-
-
- // Analytically subdivide a face to the required detail level.
-
- function subdivide( face, detail ) {
-
- var cols = Math.pow(2, detail);
- var cells = Math.pow(4, detail);
- var a = prepare( that.vertices[ face.a ] );
- var b = prepare( that.vertices[ face.b ] );
- var c = prepare( that.vertices[ face.c ] );
- var v = [];
-
- // Construct all of the vertices for this subdivision.
-
- for ( var i = 0 ; i <= cols; i ++ ) {
-
- v[ i ] = [];
-
- var aj = prepare( a.clone().lerp( c, i / cols ) );
- var bj = prepare( b.clone().lerp( c, i / cols ) );
- var rows = cols - i;
-
- for ( var j = 0; j <= rows; j ++) {
-
- if ( j == 0 && i == cols ) {
-
- v[ i ][ j ] = aj;
-
- } else {
-
- v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
-
- }
-
- }
-
- }
-
- // Construct all of the faces.
-
- for ( var i = 0; i < cols ; i ++ ) {
-
- for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
-
- var k = Math.floor( j / 2 );
-
- if ( j % 2 == 0 ) {
-
- make(
- v[ i ][ k + 1],
- v[ i + 1 ][ k ],
- v[ i ][ k ]
- );
-
- } else {
-
- make(
- v[ i ][ k + 1 ],
- v[ i + 1][ k + 1],
- v[ i + 1 ][ k ]
- );
-
- }
-
- }
-
- }
-
- }
-
-
- // Angle around the Y axis, counter-clockwise when looking from above.
-
- function azimuth( vector ) {
-
- return Math.atan2( vector.z, - vector.x );
-
- }
-
-
- // Angle above the XZ plane.
-
- function inclination( vector ) {
-
- return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
-
- }
-
-
- // Texture fixing helper. Spheres have some odd behaviours.
-
- function correctUV( uv, vector, azimuth ) {
-
- if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
- if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
- return uv.clone();
-
- }
-
-
-};
-
-THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/IcosahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.IcosahedronGeometry = function ( radius, detail ) {
-
- this.parameters = {
- radius: radius,
- detail: detail
- };
-
- var t = ( 1 + Math.sqrt( 5 ) ) / 2;
-
- var vertices = [
- - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
- 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
- t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
- ];
-
- var indices = [
- 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
- 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
- 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
- 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
- ];
-
- THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
-};
-
-THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/OctahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.OctahedronGeometry = function ( radius, detail ) {
-
- this.parameters = {
- radius: radius,
- detail: detail
- };
-
- var vertices = [
- 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
- ];
-
- var indices = [
- 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
- ];
-
- THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-};
-
-THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TetrahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.TetrahedronGeometry = function ( radius, detail ) {
-
- var vertices = [
- 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
- ];
-
- var indices = [
- 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
- ];
-
- THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
-};
-
-THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/ParametricGeometry.js
-
-/**
- * @author zz85 / https://github.com/zz85
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- *
- * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
- *
- */
-
-THREE.ParametricGeometry = function ( func, slices, stacks ) {
-
- THREE.Geometry.call( this );
-
- var verts = this.vertices;
- var faces = this.faces;
- var uvs = this.faceVertexUvs[ 0 ];
-
- var i, il, j, p;
- var u, v;
-
- var stackCount = stacks + 1;
- var sliceCount = slices + 1;
-
- for ( i = 0; i <= stacks; i ++ ) {
-
- v = i / stacks;
-
- for ( j = 0; j <= slices; j ++ ) {
-
- u = j / slices;
-
- p = func( u, v );
- verts.push( p );
-
- }
- }
-
- var a, b, c, d;
- var uva, uvb, uvc, uvd;
-
- for ( i = 0; i < stacks; i ++ ) {
-
- for ( j = 0; j < slices; j ++ ) {
-
- a = i * sliceCount + j;
- b = i * sliceCount + j + 1;
- c = (i + 1) * sliceCount + j + 1;
- d = (i + 1) * sliceCount + j;
-
- uva = new THREE.Vector2( j / slices, i / stacks );
- uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
- uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
- uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
-
- faces.push( new THREE.Face3( a, b, d ) );
- uvs.push( [ uva, uvb, uvd ] );
-
- faces.push( new THREE.Face3( b, c, d ) );
- uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
-
- }
-
- // console.log(this);
-
- // magic bullet
- // var diff = this.mergeVertices();
- // console.log('removed ', diff, ' vertices by merging');
-
- this.computeFaceNormals();
- this.computeVertexNormals();
-
-};
-
-THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/helpers/AxisHelper.js
-
-/**
- * @author sroucheray / http://sroucheray.org/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AxisHelper = function ( size ) {
-
- size = size || 1;
-
- var vertices = new Float32Array( [
- 0, 0, 0, size, 0, 0,
- 0, 0, 0, 0, size, 0,
- 0, 0, 0, 0, 0, size
- ] );
-
- var colors = new Float32Array( [
- 1, 0, 0, 1, 0.6, 0,
- 0, 1, 0, 0.6, 1, 0,
- 0, 0, 1, 0, 0.6, 1
- ] );
-
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
-
- var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-};
-
-THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
-
-// File:src/extras/helpers/ArrowHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- * @author zz85 / http://github.com/zz85
- * @author bhouston / http://exocortex.com
- *
- * Creates an arrow for visualizing directions
- *
- * Parameters:
- * dir - Vector3
- * origin - Vector3
- * length - Number
- * color - color in hex value
- * headLength - Number
- * headWidth - Number
- */
-
-THREE.ArrowHelper = ( function () {
-
- var lineGeometry = new THREE.Geometry();
- lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
-
- var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
- coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
-
- return function ( dir, origin, length, color, headLength, headWidth ) {
-
- // dir is assumed to be normalized
-
- THREE.Object3D.call( this );
-
- if ( color === undefined ) color = 0xffff00;
- if ( length === undefined ) length = 1;
- if ( headLength === undefined ) headLength = 0.2 * length;
- if ( headWidth === undefined ) headWidth = 0.2 * headLength;
-
- this.position.copy( origin );
-
- this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
- this.line.matrixAutoUpdate = false;
- this.add( this.line );
-
- this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
- this.cone.matrixAutoUpdate = false;
- this.add( this.cone );
-
- this.setDirection( dir );
- this.setLength( length, headLength, headWidth );
-
- }
-
-}() );
-
-THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.ArrowHelper.prototype.setDirection = ( function () {
-
- var axis = new THREE.Vector3();
- var radians;
-
- return function ( dir ) {
-
- // dir is assumed to be normalized
-
- if ( dir.y > 0.99999 ) {
-
- this.quaternion.set( 0, 0, 0, 1 );
-
- } else if ( dir.y < - 0.99999 ) {
-
- this.quaternion.set( 1, 0, 0, 0 );
-
- } else {
-
- axis.set( dir.z, 0, - dir.x ).normalize();
-
- radians = Math.acos( dir.y );
-
- this.quaternion.setFromAxisAngle( axis, radians );
-
- }
-
- };
-
-}() );
-
-THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
-
- if ( headLength === undefined ) headLength = 0.2 * length;
- if ( headWidth === undefined ) headWidth = 0.2 * headLength;
-
- this.line.scale.set( 1, length, 1 );
- this.line.updateMatrix();
-
- this.cone.scale.set( headWidth, headLength, headWidth );
- this.cone.position.y = length;
- this.cone.updateMatrix();
-
-};
-
-THREE.ArrowHelper.prototype.setColor = function ( color ) {
-
- this.line.material.color.set( color );
- this.cone.material.color.set( color );
-
-};
-
-// File:src/extras/helpers/BoxHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BoxHelper = function ( object ) {
-
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
-
- if ( object !== undefined ) {
-
- this.update( object );
-
- }
-
-};
-
-THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.BoxHelper.prototype.update = function ( object ) {
-
- var geometry = object.geometry;
-
- if ( geometry.boundingBox === null ) {
-
- geometry.computeBoundingBox();
-
- }
-
- var min = geometry.boundingBox.min;
- var max = geometry.boundingBox.max;
-
- /*
- 5____4
- 1/___0/|
- | 6__|_7
- 2/___3/
-
- 0: max.x, max.y, max.z
- 1: min.x, max.y, max.z
- 2: min.x, min.y, max.z
- 3: max.x, min.y, max.z
- 4: max.x, max.y, min.z
- 5: min.x, max.y, min.z
- 6: min.x, min.y, min.z
- 7: max.x, min.y, min.z
- */
-
- var vertices = this.geometry.attributes.position.array;
-
- vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
- vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
-
- vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
- vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
-
- vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
- vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
-
- vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
- vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
-
- //
-
- vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
- vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
-
- vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
- vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
-
- vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
- vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
-
- vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
- vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
-
- //
-
- vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
- vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
-
- vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
- vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
-
- vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
- vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
-
- vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
- vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
-
- this.geometry.attributes.position.needsUpdate = true;
-
- this.geometry.computeBoundingSphere();
-
- this.matrixAutoUpdate = false;
- this.matrixWorld = object.matrixWorld;
-
-};
-
-// File:src/extras/helpers/BoundingBoxHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- */
-
-// a helper to show the world-axis-aligned bounding box for an object
-
-THREE.BoundingBoxHelper = function ( object, hex ) {
-
- var color = ( hex !== undefined ) ? hex : 0x888888;
-
- this.object = object;
-
- this.box = new THREE.Box3();
-
- THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
-
-};
-
-THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.BoundingBoxHelper.prototype.update = function () {
-
- this.box.setFromObject( this.object );
-
- this.box.size( this.scale );
-
- this.box.center( this.position );
-
-};
-
-// File:src/extras/helpers/CameraHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows frustum, line of sight and up of the camera
- * - suitable for fast updates
- * - based on frustum visualization in lightgl.js shadowmap example
- * http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
-
-THREE.CameraHelper = function ( camera ) {
-
- var geometry = new THREE.Geometry();
- var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
-
- var pointMap = {};
-
- // colors
-
- var hexFrustum = 0xffaa00;
- var hexCone = 0xff0000;
- var hexUp = 0x00aaff;
- var hexTarget = 0xffffff;
- var hexCross = 0x333333;
-
- // near
-
- addLine( "n1", "n2", hexFrustum );
- addLine( "n2", "n4", hexFrustum );
- addLine( "n4", "n3", hexFrustum );
- addLine( "n3", "n1", hexFrustum );
-
- // far
-
- addLine( "f1", "f2", hexFrustum );
- addLine( "f2", "f4", hexFrustum );
- addLine( "f4", "f3", hexFrustum );
- addLine( "f3", "f1", hexFrustum );
-
- // sides
-
- addLine( "n1", "f1", hexFrustum );
- addLine( "n2", "f2", hexFrustum );
- addLine( "n3", "f3", hexFrustum );
- addLine( "n4", "f4", hexFrustum );
-
- // cone
-
- addLine( "p", "n1", hexCone );
- addLine( "p", "n2", hexCone );
- addLine( "p", "n3", hexCone );
- addLine( "p", "n4", hexCone );
-
- // up
-
- addLine( "u1", "u2", hexUp );
- addLine( "u2", "u3", hexUp );
- addLine( "u3", "u1", hexUp );
-
- // target
-
- addLine( "c", "t", hexTarget );
- addLine( "p", "c", hexCross );
-
- // cross
-
- addLine( "cn1", "cn2", hexCross );
- addLine( "cn3", "cn4", hexCross );
-
- addLine( "cf1", "cf2", hexCross );
- addLine( "cf3", "cf4", hexCross );
-
- function addLine( a, b, hex ) {
-
- addPoint( a, hex );
- addPoint( b, hex );
-
- }
-
- function addPoint( id, hex ) {
-
- geometry.vertices.push( new THREE.Vector3() );
- geometry.colors.push( new THREE.Color( hex ) );
-
- if ( pointMap[ id ] === undefined ) {
-
- pointMap[ id ] = [];
-
- }
-
- pointMap[ id ].push( geometry.vertices.length - 1 );
-
- }
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
- this.camera = camera;
- this.matrixWorld = camera.matrixWorld;
- this.matrixAutoUpdate = false;
-
- this.pointMap = pointMap;
-
- this.update();
-
-};
-
-THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.CameraHelper.prototype.update = function () {
-
- var vector = new THREE.Vector3();
- var camera = new THREE.Camera();
- var projector = new THREE.Projector();
-
- return function () {
-
- var scope = this;
-
- var w = 1, h = 1;
-
- // we need just camera projection matrix
- // world matrix must be identity
-
- camera.projectionMatrix.copy( this.camera.projectionMatrix );
-
- // center / target
-
- setPoint( "c", 0, 0, - 1 );
- setPoint( "t", 0, 0, 1 );
-
- // near
-
- setPoint( "n1", - w, - h, - 1 );
- setPoint( "n2", w, - h, - 1 );
- setPoint( "n3", - w, h, - 1 );
- setPoint( "n4", w, h, - 1 );
-
- // far
-
- setPoint( "f1", - w, - h, 1 );
- setPoint( "f2", w, - h, 1 );
- setPoint( "f3", - w, h, 1 );
- setPoint( "f4", w, h, 1 );
-
- // up
-
- setPoint( "u1", w * 0.7, h * 1.1, - 1 );
- setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
- setPoint( "u3", 0, h * 2, - 1 );
-
- // cross
-
- setPoint( "cf1", - w, 0, 1 );
- setPoint( "cf2", w, 0, 1 );
- setPoint( "cf3", 0, - h, 1 );
- setPoint( "cf4", 0, h, 1 );
-
- setPoint( "cn1", - w, 0, - 1 );
- setPoint( "cn2", w, 0, - 1 );
- setPoint( "cn3", 0, - h, - 1 );
- setPoint( "cn4", 0, h, - 1 );
-
- function setPoint( point, x, y, z ) {
-
- vector.set( x, y, z );
- projector.unprojectVector( vector, camera );
-
- var points = scope.pointMap[ point ];
-
- if ( points !== undefined ) {
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- scope.geometry.vertices[ points[ i ] ].copy( vector );
-
- }
-
- }
-
- }
-
- this.geometry.verticesNeedUpdate = true;
-
- };
-
-}();
-
-// File:src/extras/helpers/DirectionalLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.DirectionalLightHelper = function ( light, size ) {
-
- THREE.Object3D.call( this );
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- this.matrixWorld = light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- size = size || 1;
-
- var geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3( - size, size, 0 ),
- new THREE.Vector3( size, size, 0 ),
- new THREE.Vector3( size, - size, 0 ),
- new THREE.Vector3( - size, - size, 0 ),
- new THREE.Vector3( - size, size, 0 )
- );
-
- var material = new THREE.LineBasicMaterial( { fog: false } );
- material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- this.lightPlane = new THREE.Line( geometry, material );
- this.add( this.lightPlane );
-
- geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3(),
- new THREE.Vector3()
- );
-
- material = new THREE.LineBasicMaterial( { fog: false } );
- material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- this.targetLine = new THREE.Line( geometry, material );
- this.add( this.targetLine );
-
- this.update();
-
-};
-
-THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.DirectionalLightHelper.prototype.dispose = function () {
-
- this.lightPlane.geometry.dispose();
- this.lightPlane.material.dispose();
- this.targetLine.geometry.dispose();
- this.targetLine.material.dispose();
-};
-
-THREE.DirectionalLightHelper.prototype.update = function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
- var v3 = new THREE.Vector3();
-
- return function () {
-
- v1.setFromMatrixPosition( this.light.matrixWorld );
- v2.setFromMatrixPosition( this.light.target.matrixWorld );
- v3.subVectors( v2, v1 );
-
- this.lightPlane.lookAt( v3 );
- this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- this.targetLine.geometry.vertices[ 1 ].copy( v3 );
- this.targetLine.geometry.verticesNeedUpdate = true;
- this.targetLine.material.color.copy( this.lightPlane.material.color );
-
- }
-
-}();
-
-
-// File:src/extras/helpers/EdgesHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.EdgesHelper = function ( object, hex ) {
-
- var color = ( hex !== undefined ) ? hex : 0xffffff;
-
- var edge = [ 0, 0 ], hash = {};
- var sortFunction = function ( a, b ) { return a - b };
-
- var keys = [ 'a', 'b', 'c' ];
- var geometry = new THREE.BufferGeometry();
-
- var geometry2 = object.geometry.clone();
-
- geometry2.mergeVertices();
- geometry2.computeFaceNormals();
-
- var vertices = geometry2.vertices;
- var faces = geometry2.faces;
- var numEdges = 0;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0; j < 3; j ++ ) {
-
- edge[ 0 ] = face[ keys[ j ] ];
- edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
- edge.sort( sortFunction );
-
- var key = edge.toString();
-
- if ( hash[ key ] === undefined ) {
-
- hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
- numEdges ++;
-
- } else {
-
- hash[ key ].face2 = i;
-
- }
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2 * 3, 3 ) );
-
- var coords = geometry.attributes.position.array;
-
- var index = 0;
-
- for ( var key in hash ) {
-
- var h = hash[ key ];
-
- if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
-
- var vertex = vertices[ h.vert1 ];
- coords[ index ++ ] = vertex.x;
- coords[ index ++ ] = vertex.y;
- coords[ index ++ ] = vertex.z;
-
- vertex = vertices[ h.vert2 ];
- coords[ index ++ ] = vertex.x;
- coords[ index ++ ] = vertex.y;
- coords[ index ++ ] = vertex.z;
-
- }
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
- this.matrixWorld = object.matrixWorld;
-
-};
-
-THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
-
-// File:src/extras/helpers/FaceNormalsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
-
- this.object = object;
-
- this.size = ( size !== undefined ) ? size : 1;
-
- var color = ( hex !== undefined ) ? hex : 0xffff00;
-
- var width = ( linewidth !== undefined ) ? linewidth : 1;
-
- var geometry = new THREE.Geometry();
-
- var faces = this.object.geometry.faces;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
-
- this.normalMatrix = new THREE.Matrix3();
-
- this.update();
-
-};
-
-THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.FaceNormalsHelper.prototype.update = function () {
-
- var vertices = this.geometry.vertices;
-
- var object = this.object;
- var objectVertices = object.geometry.vertices;
- var objectFaces = object.geometry.faces;
- var objectWorldMatrix = object.matrixWorld;
-
- object.updateMatrixWorld( true );
-
- this.normalMatrix.getNormalMatrix( objectWorldMatrix );
-
- for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
-
- var face = objectFaces[ i ];
-
- vertices[ i2 ].copy( objectVertices[ face.a ] )
- .add( objectVertices[ face.b ] )
- .add( objectVertices[ face.c ] )
- .divideScalar( 3 )
- .applyMatrix4( objectWorldMatrix );
-
- vertices[ i2 + 1 ].copy( face.normal )
- .applyMatrix3( this.normalMatrix )
- .normalize()
- .multiplyScalar( this.size )
- .add( vertices[ i2 ] );
-
- }
-
- this.geometry.verticesNeedUpdate = true;
-
- return this;
-
-};
-
-
-// File:src/extras/helpers/GridHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.GridHelper = function ( size, step ) {
-
- var geometry = new THREE.Geometry();
- var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
-
- this.color1 = new THREE.Color( 0x444444 );
- this.color2 = new THREE.Color( 0x888888 );
-
- for ( var i = - size; i <= size; i += step ) {
-
- geometry.vertices.push(
- new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
- new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
- );
-
- var color = i === 0 ? this.color1 : this.color2;
-
- geometry.colors.push( color, color, color, color );
-
- }
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-};
-
-THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
-
- this.color1.set( colorCenterLine );
- this.color2.set( colorGrid );
-
- this.geometry.colorsNeedUpdate = true;
-
-}
-
-// File:src/extras/helpers/HemisphereLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
-
- THREE.Object3D.call( this );
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- this.matrixWorld = light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- this.colors = [ new THREE.Color(), new THREE.Color() ];
-
- var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
- geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
-
- for ( var i = 0, il = 8; i < il; i ++ ) {
-
- geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
-
- }
-
- var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
-
- this.lightSphere = new THREE.Mesh( geometry, material );
- this.add( this.lightSphere );
-
- this.update();
-
-};
-
-THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.HemisphereLightHelper.prototype.dispose = function () {
- this.lightSphere.geometry.dispose();
- this.lightSphere.material.dispose();
-};
-
-THREE.HemisphereLightHelper.prototype.update = function () {
-
- var vector = new THREE.Vector3();
-
- return function () {
-
- this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
- this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
-
- this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
- this.lightSphere.geometry.colorsNeedUpdate = true;
-
- }
-
-}();
-
-
-// File:src/extras/helpers/PointLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLightHelper = function ( light, sphereSize ) {
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
- var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
- material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- THREE.Mesh.call( this, geometry, material );
-
- this.matrixWorld = this.light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- /*
- var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
- var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
-
- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
- this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
-
- var d = light.distance;
-
- if ( d === 0.0 ) {
-
- this.lightDistance.visible = false;
-
- } else {
-
- this.lightDistance.scale.set( d, d, d );
-
- }
-
- this.add( this.lightDistance );
- */
-
-};
-
-THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.PointLightHelper.prototype.dispose = function () {
-
- this.geometry.dispose();
- this.material.dispose();
-};
-
-THREE.PointLightHelper.prototype.update = function () {
-
- this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- /*
- var d = this.light.distance;
-
- if ( d === 0.0 ) {
-
- this.lightDistance.visible = false;
-
- } else {
-
- this.lightDistance.visible = true;
- this.lightDistance.scale.set( d, d, d );
-
- }
- */
-
-};
-
-
-// File:src/extras/helpers/SkeletonHelper.js
-
-/**
- * @author Sean Griffin / http://twitter.com/sgrif
- * @author Michael Guerrero / http://realitymeltdown.com
- * @author mrdoob / http://mrdoob.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.SkeletonHelper = function ( object ) {
-
- this.bones = this.getBoneList( object );
-
- var geometry = new THREE.Geometry();
-
- for ( var i = 0; i < this.bones.length; i ++ ) {
-
- var bone = this.bones[ i ];
-
- if ( bone.parent instanceof THREE.Bone ) {
-
- geometry.vertices.push( new THREE.Vector3() );
- geometry.vertices.push( new THREE.Vector3() );
- geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
- geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
-
- }
-
- }
-
- var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
- this.root = object;
-
- this.matrixWorld = object.matrixWorld;
- this.matrixAutoUpdate = false;
-
- this.update();
-
-};
-
-
-THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
-
- var boneList = [];
-
- if ( object instanceof THREE.Bone ) {
-
- boneList.push( object );
-
- }
-
- for ( var i = 0; i < object.children.length; i ++ ) {
-
- boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
-
- }
-
- return boneList;
-
-};
-
-THREE.SkeletonHelper.prototype.update = function () {
-
- var geometry = this.geometry;
-
- var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
-
- var boneMatrix = new THREE.Matrix4();
-
- var j = 0;
-
- for ( var i = 0; i < this.bones.length; i ++ ) {
-
- var bone = this.bones[ i ];
-
- if ( bone.parent instanceof THREE.Bone ) {
-
- boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
- geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
-
- boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
- geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
-
- j += 2;
-
- }
-
- }
-
- geometry.verticesNeedUpdate = true;
-
- geometry.computeBoundingSphere();
-
-};
-
-// File:src/extras/helpers/SpotLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.SpotLightHelper = function ( light ) {
-
- THREE.Object3D.call( this );
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- this.matrixWorld = light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
-
- geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
- geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
-
- var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
-
- this.cone = new THREE.Mesh( geometry, material );
- this.add( this.cone );
-
- this.update();
-
-};
-
-THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.SpotLightHelper.prototype.dispose = function () {
- this.cone.geometry.dispose();
- this.cone.material.dispose();
-};
-
-THREE.SpotLightHelper.prototype.update = function () {
-
- var vector = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
-
- return function () {
-
- var coneLength = this.light.distance ? this.light.distance : 10000;
- var coneWidth = coneLength * Math.tan( this.light.angle );
-
- this.cone.scale.set( coneWidth, coneWidth, coneLength );
-
- vector.setFromMatrixPosition( this.light.matrixWorld );
- vector2.setFromMatrixPosition( this.light.target.matrixWorld );
-
- this.cone.lookAt( vector2.sub( vector ) );
-
- this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- };
-
-}();
-
-// File:src/extras/helpers/VertexNormalsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
-
- this.object = object;
-
- this.size = ( size !== undefined ) ? size : 1;
-
- var color = ( hex !== undefined ) ? hex : 0xff0000;
-
- var width = ( linewidth !== undefined ) ? linewidth : 1;
-
- var geometry = new THREE.Geometry();
-
- var vertices = object.geometry.vertices;
-
- var faces = object.geometry.faces;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
-
- }
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
-
- this.normalMatrix = new THREE.Matrix3();
-
- this.update();
-
-};
-
-THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
-
- var v1 = new THREE.Vector3();
-
- return function( object ) {
-
- var keys = [ 'a', 'b', 'c', 'd' ];
-
- this.object.updateMatrixWorld( true );
-
- this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
-
- var vertices = this.geometry.vertices;
-
- var verts = this.object.geometry.vertices;
-
- var faces = this.object.geometry.faces;
-
- var worldMatrix = this.object.matrixWorld;
-
- var idx = 0;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- var vertexId = face[ keys[ j ] ];
- var vertex = verts[ vertexId ];
-
- var normal = face.vertexNormals[ j ];
-
- vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
-
- v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
-
- v1.add( vertices[ idx ] );
- idx = idx + 1;
-
- vertices[ idx ].copy( v1 );
- idx = idx + 1;
-
- }
-
- }
-
- this.geometry.verticesNeedUpdate = true;
-
- return this;
-
- }
-
-}());
-
-// File:src/extras/helpers/VertexTangentsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
-
- this.object = object;
-
- this.size = ( size !== undefined ) ? size : 1;
-
- var color = ( hex !== undefined ) ? hex : 0x0000ff;
-
- var width = ( linewidth !== undefined ) ? linewidth : 1;
-
- var geometry = new THREE.Geometry();
-
- var vertices = object.geometry.vertices;
-
- var faces = object.geometry.faces;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
-
- geometry.vertices.push( new THREE.Vector3() );
- geometry.vertices.push( new THREE.Vector3() );
-
- }
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
-
- this.update();
-
-};
-
-THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
-
- var v1 = new THREE.Vector3();
-
- return function( object ) {
-
- var keys = [ 'a', 'b', 'c', 'd' ];
-
- this.object.updateMatrixWorld( true );
-
- var vertices = this.geometry.vertices;
-
- var verts = this.object.geometry.vertices;
-
- var faces = this.object.geometry.faces;
-
- var worldMatrix = this.object.matrixWorld;
-
- var idx = 0;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
-
- var vertexId = face[ keys[ j ] ];
- var vertex = verts[ vertexId ];
-
- var tangent = face.vertexTangents[ j ];
-
- vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
-
- v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
-
- v1.add( vertices[ idx ] );
- idx = idx + 1;
-
- vertices[ idx ].copy( v1 );
- idx = idx + 1;
-
- }
-
- }
-
- this.geometry.verticesNeedUpdate = true;
-
- return this;
-
- }
-
-}());
-
-// File:src/extras/helpers/WireframeHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.WireframeHelper = function ( object, hex ) {
-
- var color = ( hex !== undefined ) ? hex : 0xffffff;
-
- var edge = [ 0, 0 ], hash = {};
- var sortFunction = function ( a, b ) { return a - b };
-
- var keys = [ 'a', 'b', 'c' ];
- var geometry = new THREE.BufferGeometry();
-
- if ( object.geometry instanceof THREE.Geometry ) {
-
- var vertices = object.geometry.vertices;
- var faces = object.geometry.faces;
- var numEdges = 0;
-
- // allocate maximal size
- var edges = new Uint32Array( 6 * faces.length );
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0; j < 3; j ++ ) {
-
- edge[ 0 ] = face[ keys[ j ] ];
- edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
- edge.sort( sortFunction );
-
- var key = edge.toString();
-
- if ( hash[ key ] === undefined ) {
-
- edges[ 2 * numEdges ] = edge[ 0 ];
- edges[ 2 * numEdges + 1 ] = edge[ 1 ];
- hash[ key ] = true;
- numEdges ++;
-
- }
-
- }
-
- }
-
- var coords = new Float32Array( numEdges * 2 * 3 );
-
- for ( var i = 0, l = numEdges; i < l; i ++ ) {
-
- for ( var j = 0; j < 2; j ++ ) {
-
- var vertex = vertices[ edges [ 2 * i + j] ];
-
- var index = 6 * i + 3 * j;
- coords[ index + 0 ] = vertex.x;
- coords[ index + 1 ] = vertex.y;
- coords[ index + 2 ] = vertex.z;
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
- } else if ( object.geometry instanceof THREE.BufferGeometry ) {
-
- if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
-
- var vertices = object.geometry.attributes.position.array;
- var indices = object.geometry.attributes.index.array;
- var offsets = object.geometry.offsets;
- var numEdges = 0;
-
- // allocate maximal size
- var edges = new Uint32Array( 2 * indices.length );
-
- for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
-
- var start = offsets[ o ].start;
- var count = offsets[ o ].count;
- var index = offsets[ o ].index;
-
- for ( var i = start, il = start + count; i < il; i += 3 ) {
-
- for ( var j = 0; j < 3; j ++ ) {
-
- edge[ 0 ] = index + indices[ i + j ];
- edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
- edge.sort( sortFunction );
-
- var key = edge.toString();
-
- if ( hash[ key ] === undefined ) {
-
- edges[ 2 * numEdges ] = edge[ 0 ];
- edges[ 2 * numEdges + 1 ] = edge[ 1 ];
- hash[ key ] = true;
- numEdges ++;
-
- }
-
- }
-
- }
-
- }
-
- var coords = new Float32Array( numEdges * 2 * 3 );
-
- for ( var i = 0, l = numEdges; i < l; i ++ ) {
-
- for ( var j = 0; j < 2; j ++ ) {
-
- var index = 6 * i + 3 * j;
- var index2 = 3 * edges[ 2 * i + j];
- coords[ index + 0 ] = vertices[ index2 ];
- coords[ index + 1 ] = vertices[ index2 + 1 ];
- coords[ index + 2 ] = vertices[ index2 + 2 ];
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
- } else { // non-indexed BufferGeometry
-
- var vertices = object.geometry.attributes.position.array;
- var numEdges = vertices.length / 3;
- var numTris = numEdges / 3;
-
- var coords = new Float32Array( numEdges * 2 * 3 );
-
- for ( var i = 0, l = numTris; i < l; i ++ ) {
-
- for ( var j = 0; j < 3; j ++ ) {
-
- var index = 18 * i + 6 * j;
-
- var index1 = 9 * i + 3 * j;
- coords[ index + 0 ] = vertices[ index1 ];
- coords[ index + 1 ] = vertices[ index1 + 1 ];
- coords[ index + 2 ] = vertices[ index1 + 2 ];
-
- var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
- coords[ index + 3 ] = vertices[ index2 ];
- coords[ index + 4 ] = vertices[ index2 + 1 ];
- coords[ index + 5 ] = vertices[ index2 + 2 ];
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
- }
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
- this.matrixWorld = object.matrixWorld;
-
-};
-
-THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
-
-// File:src/extras/objects/ImmediateRenderObject.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ImmediateRenderObject = function () {
-
- THREE.Object3D.call( this );
-
- this.render = function ( renderCallback ) {};
-
-};
-
-THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
-
-// File:src/extras/objects/LensFlare.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlare = function ( texture, size, distance, blending, color ) {
-
- THREE.Object3D.call( this );
-
- this.lensFlares = [];
-
- this.positionScreen = new THREE.Vector3();
- this.customUpdateCallback = undefined;
-
- if( texture !== undefined ) {
-
- this.add( texture, size, distance, blending, color );
-
- }
-
-};
-
-THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
-
-
-/*
- * Add: adds another flare
- */
-
-THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
-
- if( size === undefined ) size = - 1;
- if( distance === undefined ) distance = 0;
- if( opacity === undefined ) opacity = 1;
- if( color === undefined ) color = new THREE.Color( 0xffffff );
- if( blending === undefined ) blending = THREE.NormalBlending;
-
- distance = Math.min( distance, Math.max( 0, distance ) );
-
- this.lensFlares.push( { texture: texture, // THREE.Texture
- size: size, // size in pixels (-1 = use texture.width)
- distance: distance, // distance (0-1) from light source (0=at light source)
- x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
- scale: 1, // scale
- rotation: 1, // rotation
- opacity: opacity, // opacity
- color: color, // color
- blending: blending } ); // blending
-
-};
-
-
-/*
- * Update lens flares update positions on all flares based on the screen position
- * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
- */
-
-THREE.LensFlare.prototype.updateLensFlares = function () {
-
- var f, fl = this.lensFlares.length;
- var flare;
- var vecX = - this.positionScreen.x * 2;
- var vecY = - this.positionScreen.y * 2;
-
- for( f = 0; f < fl; f ++ ) {
-
- flare = this.lensFlares[ f ];
-
- flare.x = this.positionScreen.x + vecX * flare.distance;
- flare.y = this.positionScreen.y + vecY * flare.distance;
-
- flare.wantedRotation = flare.x * Math.PI * 0.25;
- flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
-
- }
-
-};
-
-
-
-
-
-
-
-
-
-
-
-
-
-// File:src/extras/objects/MorphBlendMesh.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphBlendMesh = function( geometry, material ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- this.animationsMap = {};
- this.animationsList = [];
-
- // prepare default animation
- // (all frames played together in 1 second)
-
- var numFrames = this.geometry.morphTargets.length;
-
- var name = "__default";
-
- var startFrame = 0;
- var endFrame = numFrames - 1;
-
- var fps = numFrames / 1;
-
- this.createAnimation( name, startFrame, endFrame, fps );
- this.setAnimationWeight( name, 1 );
-
-};
-
-THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
-
- var animation = {
-
- startFrame: start,
- endFrame: end,
-
- length: end - start + 1,
-
- fps: fps,
- duration: ( end - start ) / fps,
-
- lastFrame: 0,
- currentFrame: 0,
-
- active: false,
-
- time: 0,
- direction: 1,
- weight: 1,
-
- directionBackwards: false,
- mirroredLoop: false
-
- };
-
- this.animationsMap[ name ] = animation;
- this.animationsList.push( animation );
-
-};
-
-THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
-
- var pattern = /([a-z]+)_?(\d+)/;
-
- var firstAnimation, frameRanges = {};
-
- var geometry = this.geometry;
-
- for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
-
- var morph = geometry.morphTargets[ i ];
- var chunks = morph.name.match( pattern );
-
- if ( chunks && chunks.length > 1 ) {
-
- var name = chunks[ 1 ];
- var num = chunks[ 2 ];
-
- if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
-
- var range = frameRanges[ name ];
-
- if ( i < range.start ) range.start = i;
- if ( i > range.end ) range.end = i;
-
- if ( ! firstAnimation ) firstAnimation = name;
-
- }
-
- }
-
- for ( var name in frameRanges ) {
-
- var range = frameRanges[ name ];
- this.createAnimation( name, range.start, range.end, fps );
-
- }
-
- this.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.direction = 1;
- animation.directionBackwards = false;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.direction = - 1;
- animation.directionBackwards = true;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.fps = fps;
- animation.duration = ( animation.end - animation.start ) / animation.fps;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.duration = duration;
- animation.fps = ( animation.end - animation.start ) / animation.duration;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.weight = weight;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.time = time;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
-
- var time = 0;
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- time = animation.time;
-
- }
-
- return time;
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
-
- var duration = - 1;
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- duration = animation.duration;
-
- }
-
- return duration;
-
-};
-
-THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.time = 0;
- animation.active = true;
-
- } else {
-
- console.warn( "animation[" + name + "] undefined" );
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.active = false;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.update = function ( delta ) {
-
- for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
-
- var animation = this.animationsList[ i ];
-
- if ( ! animation.active ) continue;
-
- var frameTime = animation.duration / animation.length;
-
- animation.time += animation.direction * delta;
-
- if ( animation.mirroredLoop ) {
-
- if ( animation.time > animation.duration || animation.time < 0 ) {
-
- animation.direction *= - 1;
-
- if ( animation.time > animation.duration ) {
-
- animation.time = animation.duration;
- animation.directionBackwards = true;
-
- }
-
- if ( animation.time < 0 ) {
-
- animation.time = 0;
- animation.directionBackwards = false;
-
- }
-
- }
-
- } else {
-
- animation.time = animation.time % animation.duration;
-
- if ( animation.time < 0 ) animation.time += animation.duration;
-
- }
-
- var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
- var weight = animation.weight;
-
- if ( keyframe !== animation.currentFrame ) {
-
- this.morphTargetInfluences[ animation.lastFrame ] = 0;
- this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
-
- this.morphTargetInfluences[ keyframe ] = 0;
-
- animation.lastFrame = animation.currentFrame;
- animation.currentFrame = keyframe;
-
- }
-
- var mix = ( animation.time % frameTime ) / frameTime;
-
- if ( animation.directionBackwards ) mix = 1 - mix;
-
- this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
- this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
-
- }
-
-};
-
-// File:src/extras/renderers/plugins/LensFlarePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlarePlugin = function () {
-
- var flares = [];
-
- var _gl, _renderer, _precision, _lensFlare = {};
-
- this.init = function ( renderer ) {
-
- _gl = renderer.context;
- _renderer = renderer;
-
- _precision = renderer.getPrecision();
-
- _lensFlare.vertices = new Float32Array( 8 + 8 );
- _lensFlare.faces = new Uint16Array( 6 );
-
- var i = 0;
- _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = - 1; // vertex
- _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 0; // uv... etc.
-
- _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = - 1;
- _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 0;
-
- _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
- _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
-
- _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = 1;
- _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 1;
-
- i = 0;
- _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 1; _lensFlare.faces[ i ++ ] = 2;
- _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 2; _lensFlare.faces[ i ++ ] = 3;
-
- // buffers
-
- _lensFlare.vertexBuffer = _gl.createBuffer();
- _lensFlare.elementBuffer = _gl.createBuffer();
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
-
- // textures
-
- _lensFlare.tempTexture = _gl.createTexture();
- _lensFlare.occlusionTexture = _gl.createTexture();
-
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
-
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
-
- if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
-
- _lensFlare.hasVertexTexture = false;
- _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
-
- } else {
-
- _lensFlare.hasVertexTexture = true;
- _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
-
- }
-
- _lensFlare.attributes = {};
- _lensFlare.uniforms = {};
-
- _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
- _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
-
- _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
- _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
- _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
- _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
- _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
- _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
- _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
- _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
-
- };
-
-
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- * Then _lensFlare.update_lensFlares() is called to re-position and
- * update transparency of flares. Then they are rendered.
- *
- */
-
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
- flares.length = 0;
-
- scene.traverseVisible( function ( child ) {
-
- if ( child instanceof THREE.LensFlare ) {
-
- flares.push( child );
-
- }
-
- } );
-
- if ( flares.length === 0 ) return;
-
- var tempPosition = new THREE.Vector3();
-
- var invAspect = viewportHeight / viewportWidth,
- halfViewportWidth = viewportWidth * 0.5,
- halfViewportHeight = viewportHeight * 0.5;
-
- var size = 16 / viewportHeight,
- scale = new THREE.Vector2( size * invAspect, size );
-
- var screenPosition = new THREE.Vector3( 1, 1, 0 ),
- screenPositionPixels = new THREE.Vector2( 1, 1 );
-
- var uniforms = _lensFlare.uniforms,
- attributes = _lensFlare.attributes;
-
- // set _lensFlare program and reset blending
-
- _gl.useProgram( _lensFlare.program );
-
- _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
- _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
-
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/unforms
-
- _gl.uniform1i( uniforms.occlusionMap, 0 );
- _gl.uniform1i( uniforms.map, 1 );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
-
- _gl.disable( _gl.CULL_FACE );
- _gl.depthMask( false );
-
- for ( var i = 0, l = flares.length; i < l; i ++ ) {
-
- size = 16 / viewportHeight;
- scale.set( size * invAspect, size );
-
- // calc object screen position
-
- var flare = flares[ i ];
-
- tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
-
- tempPosition.applyMatrix4( camera.matrixWorldInverse );
- tempPosition.applyProjection( camera.projectionMatrix );
-
- // setup arrays for gl programs
-
- screenPosition.copy( tempPosition )
-
- screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
- screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
-
- // screen cull
-
- if ( _lensFlare.hasVertexTexture || (
- screenPositionPixels.x > 0 &&
- screenPositionPixels.x < viewportWidth &&
- screenPositionPixels.y > 0 &&
- screenPositionPixels.y < viewportHeight ) ) {
-
- // save current RGB to temp texture
-
- _gl.activeTexture( _gl.TEXTURE1 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
- // render pink quad
-
- _gl.uniform1i( uniforms.renderType, 0 );
- _gl.uniform2f( uniforms.scale, scale.x, scale.y );
- _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
-
- _gl.disable( _gl.BLEND );
- _gl.enable( _gl.DEPTH_TEST );
-
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-
- // copy result to occlusionMap
-
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
- // restore graphics
-
- _gl.uniform1i( uniforms.renderType, 1 );
- _gl.disable( _gl.DEPTH_TEST );
-
- _gl.activeTexture( _gl.TEXTURE1 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
-
- // update object positions
-
- flare.positionScreen.copy( screenPosition )
-
- if ( flare.customUpdateCallback ) {
-
- flare.customUpdateCallback( flare );
-
- } else {
-
- flare.updateLensFlares();
-
- }
-
- // render flares
-
- _gl.uniform1i( uniforms.renderType, 2 );
- _gl.enable( _gl.BLEND );
-
- for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
-
- var sprite = flare.lensFlares[ j ];
-
- if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
-
- screenPosition.x = sprite.x;
- screenPosition.y = sprite.y;
- screenPosition.z = sprite.z;
-
- size = sprite.size * sprite.scale / viewportHeight;
-
- scale.x = size * invAspect;
- scale.y = size;
-
- _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- _gl.uniform2f( uniforms.scale, scale.x, scale.y );
- _gl.uniform1f( uniforms.rotation, sprite.rotation );
-
- _gl.uniform1f( uniforms.opacity, sprite.opacity );
- _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
-
- _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
- _renderer.setTexture( sprite.texture, 1 );
-
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
- }
-
- }
-
- }
-
- }
-
- // restore gl
-
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( true );
-
- };
-
- function createProgram ( shader, precision ) {
-
- var program = _gl.createProgram();
-
- var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
- var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
-
- var prefix = "precision " + precision + " float;\n";
-
- _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
- _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
-
- _gl.compileShader( fragmentShader );
- _gl.compileShader( vertexShader );
-
- _gl.attachShader( program, fragmentShader );
- _gl.attachShader( program, vertexShader );
-
- _gl.linkProgram( program );
-
- return program;
-
- };
-
-};
-
-// File:src/extras/renderers/plugins/ShadowMapPlugin.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ShadowMapPlugin = function () {
-
- var _gl,
- _renderer,
- _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
-
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
-
- _min = new THREE.Vector3(),
- _max = new THREE.Vector3(),
-
- _matrixPosition = new THREE.Vector3(),
-
- _renderList = [];
-
- this.init = function ( renderer ) {
-
- _gl = renderer.context;
- _renderer = renderer;
-
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
- _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
- _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
- _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
- _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
-
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
-
- };
-
- this.render = function ( scene, camera ) {
-
- if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
-
- this.update( scene, camera );
-
- };
-
- this.update = function ( scene, camera ) {
-
- var i, il, j, jl, n,
-
- shadowMap, shadowMatrix, shadowCamera,
- program, buffer, material,
- webglObject, object, light,
-
- lights = [],
- k = 0,
-
- fog = null;
-
- // set GL state for depth map
-
- _gl.clearColor( 1, 1, 1, 1 );
- _gl.disable( _gl.BLEND );
-
- _gl.enable( _gl.CULL_FACE );
- _gl.frontFace( _gl.CCW );
-
- if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.FRONT );
-
- } else {
-
- _gl.cullFace( _gl.BACK );
-
- }
-
- _renderer.setDepthTest( true );
-
- // preprocess lights
- // - skip lights that are not casting shadows
- // - create virtual lights for cascaded shadow maps
-
- for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
-
- light = scene.__lights[ i ];
-
- if ( ! light.castShadow ) continue;
-
- if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
-
- for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
-
- var virtualLight;
-
- if ( ! light.shadowCascadeArray[ n ] ) {
-
- virtualLight = createVirtualLight( light, n );
- virtualLight.originalCamera = camera;
-
- var gyro = new THREE.Gyroscope();
- gyro.position.copy( light.shadowCascadeOffset );
-
- gyro.add( virtualLight );
- gyro.add( virtualLight.target );
-
- camera.add( gyro );
-
- light.shadowCascadeArray[ n ] = virtualLight;
-
- console.log( "Created virtualLight", virtualLight );
-
- } else {
-
- virtualLight = light.shadowCascadeArray[ n ];
-
- }
-
- updateVirtualLight( light, n );
-
- lights[ k ] = virtualLight;
- k ++;
-
- }
-
- } else {
-
- lights[ k ] = light;
- k ++;
-
- }
-
- }
-
- // render depth map
-
- for ( i = 0, il = lights.length; i < il; i ++ ) {
-
- light = lights[ i ];
-
- if ( ! light.shadowMap ) {
-
- var shadowFilter = THREE.LinearFilter;
-
- if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
-
- shadowFilter = THREE.NearestFilter;
-
- }
-
- var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
-
- light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
- light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
-
- light.shadowMatrix = new THREE.Matrix4();
-
- }
-
- if ( ! light.shadowCamera ) {
-
- if ( light instanceof THREE.SpotLight ) {
-
- light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
-
- } else if ( light instanceof THREE.DirectionalLight ) {
-
- light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
-
- } else {
-
- console.error( "Unsupported light type for shadow" );
- continue;
-
- }
-
- scene.add( light.shadowCamera );
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
- }
-
- if ( light.shadowCameraVisible && ! light.cameraHelper ) {
-
- light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
- light.shadowCamera.add( light.cameraHelper );
-
- }
-
- if ( light.isVirtual && virtualLight.originalCamera == camera ) {
-
- updateShadowCamera( camera, light );
-
- }
-
- shadowMap = light.shadowMap;
- shadowMatrix = light.shadowMatrix;
- shadowCamera = light.shadowCamera;
-
- shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
- _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _matrixPosition );
- shadowCamera.updateMatrixWorld();
-
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
-
- if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
- if ( light.shadowCameraVisible ) light.cameraHelper.update();
-
- // compute shadow matrix
-
- shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0 );
-
- shadowMatrix.multiply( shadowCamera.projectionMatrix );
- shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
-
- // update camera matrices and frustum
-
- _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
-
- // render shadow map
-
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
-
- // set object matrices & frustum culling
-
- _renderList.length = 0;
- projectObject(scene,scene,shadowCamera);
-
-
- // render regular objects
-
- var objectMaterial, useMorphing, useSkinning;
-
- for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
-
- webglObject = _renderList[ j ];
-
- object = webglObject.object;
- buffer = webglObject.buffer;
-
- // culling is overriden globally for all objects
- // while rendering depth map
-
- // need to deal with MeshFaceMaterial somehow
- // in that case just use the first of material.materials for now
- // (proper solution would require to break objects by materials
- // similarly to regular rendering and then set corresponding
- // depth materials per each chunk instead of just once per object)
-
- objectMaterial = getObjectMaterial( object );
-
- useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
-
- if ( object.customDepthMaterial ) {
-
- material = object.customDepthMaterial;
-
- } else if ( useSkinning ) {
-
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
- } else if ( useMorphing ) {
-
- material = _depthMaterialMorph;
-
- } else {
-
- material = _depthMaterial;
-
- }
-
- _renderer.setMaterialFaces( objectMaterial );
-
- if ( buffer instanceof THREE.BufferGeometry ) {
-
- _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
-
- } else {
-
- _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
-
- }
-
- }
-
- // set matrices and render immediate objects
-
- var renderList = scene.__webglObjectsImmediate;
-
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
- webglObject = renderList[ j ];
- object = webglObject.object;
-
- if ( object.visible && object.castShadow ) {
-
- object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
-
- _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
-
- }
-
- }
-
- }
-
- // restore GL state
-
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
-
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _gl.enable( _gl.BLEND );
-
- if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.BACK );
-
- }
-
- };
-
- function projectObject(scene, object,shadowCamera){
-
- if ( object.visible ) {
-
- var webglObjects = scene.__webglObjects[object.id];
-
- if (webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
-
-
- for (var i = 0, l = webglObjects.length; i < l; i++){
-
- var webglObject = webglObjects[i];
-
- object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- _renderList.push(webglObject);
-
- }
- }
-
- for(var i = 0, l = object.children.length; i < l; i++) {
-
- projectObject(scene, object.children[i],shadowCamera);
- }
-
- }
- }
-
- function createVirtualLight( light, cascade ) {
-
- var virtualLight = new THREE.DirectionalLight();
-
- virtualLight.isVirtual = true;
-
- virtualLight.onlyShadow = true;
- virtualLight.castShadow = true;
-
- virtualLight.shadowCameraNear = light.shadowCameraNear;
- virtualLight.shadowCameraFar = light.shadowCameraFar;
-
- virtualLight.shadowCameraLeft = light.shadowCameraLeft;
- virtualLight.shadowCameraRight = light.shadowCameraRight;
- virtualLight.shadowCameraBottom = light.shadowCameraBottom;
- virtualLight.shadowCameraTop = light.shadowCameraTop;
-
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
-
- virtualLight.shadowDarkness = light.shadowDarkness;
-
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
- virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
- virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
-
- virtualLight.pointsWorld = [];
- virtualLight.pointsFrustum = [];
-
- var pointsWorld = virtualLight.pointsWorld,
- pointsFrustum = virtualLight.pointsFrustum;
-
- for ( var i = 0; i < 8; i ++ ) {
-
- pointsWorld[ i ] = new THREE.Vector3();
- pointsFrustum[ i ] = new THREE.Vector3();
-
- }
-
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
-
- pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
- pointsFrustum[ 1 ].set( 1, - 1, nearZ );
- pointsFrustum[ 2 ].set( - 1, 1, nearZ );
- pointsFrustum[ 3 ].set( 1, 1, nearZ );
-
- pointsFrustum[ 4 ].set( - 1, - 1, farZ );
- pointsFrustum[ 5 ].set( 1, - 1, farZ );
- pointsFrustum[ 6 ].set( - 1, 1, farZ );
- pointsFrustum[ 7 ].set( 1, 1, farZ );
-
- return virtualLight;
-
- }
-
- // Synchronize virtual light with the original light
-
- function updateVirtualLight( light, cascade ) {
-
- var virtualLight = light.shadowCascadeArray[ cascade ];
-
- virtualLight.position.copy( light.position );
- virtualLight.target.position.copy( light.target.position );
- virtualLight.lookAt( virtualLight.target );
-
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
- virtualLight.shadowDarkness = light.shadowDarkness;
-
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
-
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
-
- var pointsFrustum = virtualLight.pointsFrustum;
-
- pointsFrustum[ 0 ].z = nearZ;
- pointsFrustum[ 1 ].z = nearZ;
- pointsFrustum[ 2 ].z = nearZ;
- pointsFrustum[ 3 ].z = nearZ;
-
- pointsFrustum[ 4 ].z = farZ;
- pointsFrustum[ 5 ].z = farZ;
- pointsFrustum[ 6 ].z = farZ;
- pointsFrustum[ 7 ].z = farZ;
-
- }
-
- // Fit shadow camera's ortho frustum to camera frustum
-
- function updateShadowCamera( camera, light ) {
-
- var shadowCamera = light.shadowCamera,
- pointsFrustum = light.pointsFrustum,
- pointsWorld = light.pointsWorld;
-
- _min.set( Infinity, Infinity, Infinity );
- _max.set( - Infinity, - Infinity, - Infinity );
-
- for ( var i = 0; i < 8; i ++ ) {
-
- var p = pointsWorld[ i ];
-
- p.copy( pointsFrustum[ i ] );
- THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
-
- p.applyMatrix4( shadowCamera.matrixWorldInverse );
-
- if ( p.x < _min.x ) _min.x = p.x;
- if ( p.x > _max.x ) _max.x = p.x;
-
- if ( p.y < _min.y ) _min.y = p.y;
- if ( p.y > _max.y ) _max.y = p.y;
-
- if ( p.z < _min.z ) _min.z = p.z;
- if ( p.z > _max.z ) _max.z = p.z;
-
- }
-
- shadowCamera.left = _min.x;
- shadowCamera.right = _max.x;
- shadowCamera.top = _max.y;
- shadowCamera.bottom = _min.y;
-
- // can't really fit near/far
- //shadowCamera.near = _min.z;
- //shadowCamera.far = _max.z;
-
- shadowCamera.updateProjectionMatrix();
-
- }
-
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use for shadow maps
-
- function getObjectMaterial( object ) {
-
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ 0 ]
- : object.material;
-
- };
-
-};
-
-THREE.ShadowMapPlugin.__projector = new THREE.Projector();
-
-// File:src/extras/renderers/plugins/SpritePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpritePlugin = function () {
-
- var _gl, _renderer, _texture;
-
- var sprites = [];
-
- var vertices, faces, vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
-
- this.init = function ( renderer ) {
-
- _gl = renderer.context;
- _renderer = renderer;
-
- vertices = new Float32Array( [
- - 0.5, - 0.5, 0, 0,
- 0.5, - 0.5, 1, 0,
- 0.5, 0.5, 1, 1,
- - 0.5, 0.5, 0, 1
- ] );
-
- faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
-
- vertexBuffer = _gl.createBuffer();
- elementBuffer = _gl.createBuffer();
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
-
- program = createProgram();
-
- attributes = {
- position: _gl.getAttribLocation ( program, 'position' ),
- uv: _gl.getAttribLocation ( program, 'uv' )
- };
-
- uniforms = {
- uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
- uvScale: _gl.getUniformLocation( program, 'uvScale' ),
-
- rotation: _gl.getUniformLocation( program, 'rotation' ),
- scale: _gl.getUniformLocation( program, 'scale' ),
-
- color: _gl.getUniformLocation( program, 'color' ),
- map: _gl.getUniformLocation( program, 'map' ),
- opacity: _gl.getUniformLocation( program, 'opacity' ),
-
- modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
- projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
-
- fogType: _gl.getUniformLocation( program, 'fogType' ),
- fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
- fogNear: _gl.getUniformLocation( program, 'fogNear' ),
- fogFar: _gl.getUniformLocation( program, 'fogFar' ),
- fogColor: _gl.getUniformLocation( program, 'fogColor' ),
-
- alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
- };
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = 8;
- canvas.height = 8;
-
- var context = canvas.getContext( '2d' );
- context.fillStyle = 'white';
- context.fillRect( 0, 0, 8, 8 );
-
- _texture = new THREE.Texture( canvas );
- _texture.needsUpdate = true;
-
- };
-
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
- sprites.length = 0;
-
- scene.traverseVisible( function ( child ) {
-
- if ( child instanceof THREE.Sprite ) {
-
- sprites.push( child );
-
- }
-
- } );
-
- if ( sprites.length === 0 ) return;
-
- // setup gl
-
- _gl.useProgram( program );
-
- _gl.enableVertexAttribArray( attributes.position );
- _gl.enableVertexAttribArray( attributes.uv );
-
- _gl.disable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
-
- _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
-
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.uniform1i( uniforms.map, 0 );
-
- var oldFogType = 0;
- var sceneFogType = 0;
- var fog = scene.fog;
-
- if ( fog ) {
-
- _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
-
- if ( fog instanceof THREE.Fog ) {
-
- _gl.uniform1f( uniforms.fogNear, fog.near );
- _gl.uniform1f( uniforms.fogFar, fog.far );
-
- _gl.uniform1i( uniforms.fogType, 1 );
- oldFogType = 1;
- sceneFogType = 1;
-
- } else if ( fog instanceof THREE.FogExp2 ) {
-
- _gl.uniform1f( uniforms.fogDensity, fog.density );
-
- _gl.uniform1i( uniforms.fogType, 2 );
- oldFogType = 2;
- sceneFogType = 2;
-
- }
-
- } else {
-
- _gl.uniform1i( uniforms.fogType, 0 );
- oldFogType = 0;
- sceneFogType = 0;
-
- }
-
-
- // update positions and sort
-
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
- var sprite = sprites[ i ];
- var material = sprite.material;
-
- sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
- sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
-
- }
-
- sprites.sort( painterSortStable );
-
- // render all sprites
-
- var scale = [];
-
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
- var sprite = sprites[ i ];
- var material = sprite.material;
-
- _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
-
- scale[ 0 ] = sprite.scale.x;
- scale[ 1 ] = sprite.scale.y;
-
- var fogType = 0;
-
- if ( scene.fog && material.fog ) {
-
- fogType = sceneFogType;
-
- }
-
- if ( oldFogType !== fogType ) {
-
- _gl.uniform1i( uniforms.fogType, fogType );
- oldFogType = fogType;
-
- }
-
- if ( material.map !== null ) {
-
- _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
- _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
-
- } else {
-
- _gl.uniform2f( uniforms.uvOffset, 0, 0 );
- _gl.uniform2f( uniforms.uvScale, 1, 1 );
-
- }
-
- _gl.uniform1f( uniforms.opacity, material.opacity );
- _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
-
- _gl.uniform1f( uniforms.rotation, material.rotation );
- _gl.uniform2fv( uniforms.scale, scale );
-
- _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _renderer.setDepthTest( material.depthTest );
- _renderer.setDepthWrite( material.depthWrite );
-
- if ( material.map && material.map.image && material.map.image.width ) {
-
- _renderer.setTexture( material.map, 0 );
-
- } else {
-
- _renderer.setTexture( _texture, 0 );
-
- }
-
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
-
- }
-
- // restore gl
-
- _gl.enable( _gl.CULL_FACE );
-
- };
-
- function createProgram () {
-
- var program = _gl.createProgram();
-
- var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
- var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
-
- _gl.shaderSource( vertexShader, [
-
- 'precision ' + _renderer.getPrecision() + ' float;',
-
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform float rotation;',
- 'uniform vec2 scale;',
- 'uniform vec2 uvOffset;',
- 'uniform vec2 uvScale;',
-
- 'attribute vec2 position;',
- 'attribute vec2 uv;',
-
- 'varying vec2 vUV;',
-
- 'void main() {',
-
- 'vUV = uvOffset + uv * uvScale;',
-
- 'vec2 alignedPosition = position * scale;',
-
- 'vec2 rotatedPosition;',
- 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
- 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
-
- 'vec4 finalPosition;',
-
- 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
- 'finalPosition.xy += rotatedPosition;',
- 'finalPosition = projectionMatrix * finalPosition;',
-
- 'gl_Position = finalPosition;',
-
- '}'
-
- ].join( '\n' ) );
-
- _gl.shaderSource( fragmentShader, [
-
- 'precision ' + _renderer.getPrecision() + ' float;',
-
- 'uniform vec3 color;',
- 'uniform sampler2D map;',
- 'uniform float opacity;',
-
- 'uniform int fogType;',
- 'uniform vec3 fogColor;',
- 'uniform float fogDensity;',
- 'uniform float fogNear;',
- 'uniform float fogFar;',
- 'uniform float alphaTest;',
-
- 'varying vec2 vUV;',
-
- 'void main() {',
-
- 'vec4 texture = texture2D( map, vUV );',
-
- 'if ( texture.a < alphaTest ) discard;',
-
- 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
-
- 'if ( fogType > 0 ) {',
-
- 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
- 'float fogFactor = 0.0;',
-
- 'if ( fogType == 1 ) {',
-
- 'fogFactor = smoothstep( fogNear, fogFar, depth );',
-
- '} else {',
-
- 'const float LOG2 = 1.442695;',
- 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
- 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
-
- '}',
-
- 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
-
- '}',
-
- '}'
-
- ].join( '\n' ) );
-
- _gl.compileShader( vertexShader );
- _gl.compileShader( fragmentShader );
-
- _gl.attachShader( program, vertexShader );
- _gl.attachShader( program, fragmentShader );
-
- _gl.linkProgram( program );
-
- return program;
-
- };
-
- function painterSortStable ( a, b ) {
-
- if ( a.z !== b.z ) {
-
- return b.z - a.z;
-
- } else {
-
- return b.id - a.id;
-
- }
-
- };
-
-};
-
-// File:src/extras/renderers/plugins/DepthPassPlugin.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DepthPassPlugin = function () {
-
- this.enabled = false;
- this.renderTarget = null;
-
- var _gl,
- _renderer,
- _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
-
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
- _renderList = [];
-
- this.init = function ( renderer ) {
-
- _gl = renderer.context;
- _renderer = renderer;
-
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
- _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
- _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
- _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
- _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
-
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
-
- };
-
- this.render = function ( scene, camera ) {
-
- if ( ! this.enabled ) return;
-
- this.update( scene, camera );
-
- };
-
- this.update = function ( scene, camera ) {
-
- var i, il, j, jl, n,
-
- program, buffer, material,
- webglObject, object, light,
- renderList,
-
- fog = null;
-
- // set GL state for depth map
-
- _gl.clearColor( 1, 1, 1, 1 );
- _gl.disable( _gl.BLEND );
-
- _renderer.setDepthTest( true );
-
- // update scene
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
- // update camera matrices and frustum
-
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
-
- // render depth map
-
- _renderer.setRenderTarget( this.renderTarget );
- _renderer.clear();
-
- // set object matrices & frustum culling
-
- _renderList.length = 0;
- projectObject(scene,scene,camera);
-
- // render regular objects
-
- var objectMaterial, useMorphing, useSkinning;
-
- for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
-
- webglObject = _renderList[ j ];
-
- object = webglObject.object;
- buffer = webglObject.buffer;
-
- // todo: create proper depth material for particles
-
- if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
-
- objectMaterial = getObjectMaterial( object );
-
- if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
-
- useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
-
- if ( object.customDepthMaterial ) {
-
- material = object.customDepthMaterial;
-
- } else if ( useSkinning ) {
-
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
- } else if ( useMorphing ) {
-
- material = _depthMaterialMorph;
-
- } else {
-
- material = _depthMaterial;
-
- }
-
- if ( buffer instanceof THREE.BufferGeometry ) {
-
- _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
-
- } else {
-
- _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
-
- }
-
-
- }
-
- // set matrices and render immediate objects
-
- renderList = scene.__webglObjectsImmediate;
-
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
-
- webglObject = renderList[ j ];
- object = webglObject.object;
-
- if ( object.visible ) {
-
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
-
- _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
-
- }
-
- }
-
- // restore GL state
-
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
-
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _gl.enable( _gl.BLEND );
-
- };
-
- function projectObject(scene, object,camera){
-
- if ( object.visible ) {
-
- var webglObjects = scene.__webglObjects[object.id];
-
- if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
-
-
- for (var i = 0, l = webglObjects.length; i < l; i++){
-
- var webglObject = webglObjects[i];
-
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- _renderList.push(webglObject);
-
- }
- }
-
- for(var i = 0, l = object.children.length; i < l; i++) {
-
- projectObject(scene, object.children[i], camera);
- }
-
- }
- }
-
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use
-
- function getObjectMaterial( object ) {
-
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ 0 ]
- : object.material;
-
- };
-
-};
-
-
-// File:src/extras/shaders/ShaderFlares.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.ShaderFlares = {
-
- 'lensFlareVertexTexture': {
-
- vertexShader: [
-
- "uniform lowp int renderType;",
-
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
-
- "uniform sampler2D occlusionMap;",
-
- "attribute vec2 position;",
- "attribute vec2 uv;",
-
- "varying vec2 vUV;",
- "varying float vVisibility;",
-
- "void main() {",
-
- "vUV = uv;",
-
- "vec2 pos = position;",
-
- "if( renderType == 2 ) {",
-
- "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
-
- "vVisibility = visibility.r / 9.0;",
- "vVisibility *= 1.0 - visibility.g / 9.0;",
- "vVisibility *= visibility.b / 9.0;",
- "vVisibility *= 1.0 - visibility.a / 9.0;",
-
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
- "}",
-
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform lowp int renderType;",
-
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform vec3 color;",
-
- "varying vec2 vUV;",
- "varying float vVisibility;",
-
- "void main() {",
-
- // pink square
-
- "if( renderType == 0 ) {",
-
- "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
-
- // restore
-
- "} else if( renderType == 1 ) {",
-
- "gl_FragColor = texture2D( map, vUV );",
-
- // flare
-
- "} else {",
-
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * vVisibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
-
- "}",
-
- "}"
- ].join( "\n" )
-
- },
-
-
- 'lensFlare': {
-
- vertexShader: [
-
- "uniform lowp int renderType;",
-
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
-
- "attribute vec2 position;",
- "attribute vec2 uv;",
-
- "varying vec2 vUV;",
-
- "void main() {",
-
- "vUV = uv;",
-
- "vec2 pos = position;",
-
- "if( renderType == 2 ) {",
-
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
- "}",
-
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "precision mediump float;",
-
- "uniform lowp int renderType;",
-
- "uniform sampler2D map;",
- "uniform sampler2D occlusionMap;",
- "uniform float opacity;",
- "uniform vec3 color;",
-
- "varying vec2 vUV;",
-
- "void main() {",
-
- // pink square
-
- "if( renderType == 0 ) {",
-
- "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
-
- // restore
-
- "} else if( renderType == 1 ) {",
-
- "gl_FragColor = texture2D( map, vUV );",
-
- // flare
-
- "} else {",
-
- "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
- "visibility = ( 1.0 - visibility / 4.0 );",
-
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * visibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
-
- "}",
-
- "}"
-
- ].join( "\n" )
-
- }
-
-};
-
diff --git a/front/index.html b/front/index.html
index 5dca895..f82cb8d 100644
--- a/front/index.html
+++ b/front/index.html
@@ -1,348 +1,100 @@
-
- bordeaux3d
-
-
-
-
-
-
-
-
-
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-
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+