(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : (factory((global.THREE = {}))); }(this, (function (exports) { 'use strict';
// Polyfills
if ( Number.EPSILON === undefined ) {
Number.EPSILON = Math.pow( 2, - 52 );
}
if ( Number.isInteger === undefined ) {
// Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
Number.isInteger = function ( value ) {
return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
};
}
//
if ( Math.sign === undefined ) {
// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
Math.sign = function ( x ) {
return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
};
}
if ( 'name' in Function.prototype === false ) {
// Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
Object.defineProperty( Function.prototype, 'name', {
get: function () {
return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
}
} );
}
if ( Object.assign === undefined ) {
// Missing in IE // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
( function () {
Object.assign = function ( target ) {
if ( target === undefined || target === null ) {
throw new TypeError( 'Cannot convert undefined or null to object' );
}
var output = Object( target );
for ( var index = 1; index < arguments.length; index ++ ) {
var source = arguments[ index ];
if ( source !== undefined && source !== null ) {
for ( var nextKey in source ) {
if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
output[ nextKey ] = source[ nextKey ];
}
}
}
}
return output;
};
} )();
}
/** * https://github.com/mrdoob/eventdispatcher.js/ */
function EventDispatcher() {}
Object.assign( EventDispatcher.prototype, {
addEventListener: function ( type, listener ) {
if ( this._listeners === undefined ) this._listeners = {};
var listeners = this._listeners;
if ( listeners[ type ] === undefined ) {
listeners[ type ] = [];
}
if ( listeners[ type ].indexOf( listener ) === - 1 ) {
listeners[ type ].push( listener );
}
},
hasEventListener: function ( type, listener ) {
if ( this._listeners === undefined ) return false;
var listeners = this._listeners;
return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
},
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 = listenerArray.slice( 0 );
for ( var i = 0, l = array.length; i < l; i ++ ) {
array[ i ].call( this, event );
}
}
}
} );
var REVISION = '97'; var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; var CullFaceNone = 0; var CullFaceBack = 1; var CullFaceFront = 2; var CullFaceFrontBack = 3; var FrontFaceDirectionCW = 0; var FrontFaceDirectionCCW = 1; var BasicShadowMap = 0; var PCFShadowMap = 1; var PCFSoftShadowMap = 2; var FrontSide = 0; var BackSide = 1; var DoubleSide = 2; var FlatShading = 1; var SmoothShading = 2; var NoColors = 0; var FaceColors = 1; var VertexColors = 2; var NoBlending = 0; var NormalBlending = 1; var AdditiveBlending = 2; var SubtractiveBlending = 3; var MultiplyBlending = 4; var CustomBlending = 5; var AddEquation = 100; var SubtractEquation = 101; var ReverseSubtractEquation = 102; var MinEquation = 103; var MaxEquation = 104; var ZeroFactor = 200; var OneFactor = 201; var SrcColorFactor = 202; var OneMinusSrcColorFactor = 203; var SrcAlphaFactor = 204; var OneMinusSrcAlphaFactor = 205; var DstAlphaFactor = 206; var OneMinusDstAlphaFactor = 207; var DstColorFactor = 208; var OneMinusDstColorFactor = 209; var SrcAlphaSaturateFactor = 210; var NeverDepth = 0; var AlwaysDepth = 1; var LessDepth = 2; var LessEqualDepth = 3; var EqualDepth = 4; var GreaterEqualDepth = 5; var GreaterDepth = 6; var NotEqualDepth = 7; var MultiplyOperation = 0; var MixOperation = 1; var AddOperation = 2; var NoToneMapping = 0; var LinearToneMapping = 1; var ReinhardToneMapping = 2; var Uncharted2ToneMapping = 3; var CineonToneMapping = 4; var UVMapping = 300; var CubeReflectionMapping = 301; var CubeRefractionMapping = 302; var EquirectangularReflectionMapping = 303; var EquirectangularRefractionMapping = 304; var SphericalReflectionMapping = 305; var CubeUVReflectionMapping = 306; var CubeUVRefractionMapping = 307; var RepeatWrapping = 1000; var ClampToEdgeWrapping = 1001; var MirroredRepeatWrapping = 1002; var NearestFilter = 1003; var NearestMipMapNearestFilter = 1004; var NearestMipMapLinearFilter = 1005; var LinearFilter = 1006; var LinearMipMapNearestFilter = 1007; var LinearMipMapLinearFilter = 1008; var UnsignedByteType = 1009; var ByteType = 1010; var ShortType = 1011; var UnsignedShortType = 1012; var IntType = 1013; var UnsignedIntType = 1014; var FloatType = 1015; var HalfFloatType = 1016; var UnsignedShort4444Type = 1017; var UnsignedShort5551Type = 1018; var UnsignedShort565Type = 1019; var UnsignedInt248Type = 1020; var AlphaFormat = 1021; var RGBFormat = 1022; var RGBAFormat = 1023; var LuminanceFormat = 1024; var LuminanceAlphaFormat = 1025; var RGBEFormat = RGBAFormat; var DepthFormat = 1026; var DepthStencilFormat = 1027; var RedFormat = 1028; var RGB_S3TC_DXT1_Format = 33776; var RGBA_S3TC_DXT1_Format = 33777; var RGBA_S3TC_DXT3_Format = 33778; var RGBA_S3TC_DXT5_Format = 33779; var RGB_PVRTC_4BPPV1_Format = 35840; var RGB_PVRTC_2BPPV1_Format = 35841; var RGBA_PVRTC_4BPPV1_Format = 35842; var RGBA_PVRTC_2BPPV1_Format = 35843; var RGB_ETC1_Format = 36196; var RGBA_ASTC_4x4_Format = 37808; var RGBA_ASTC_5x4_Format = 37809; var RGBA_ASTC_5x5_Format = 37810; var RGBA_ASTC_6x5_Format = 37811; var RGBA_ASTC_6x6_Format = 37812; var RGBA_ASTC_8x5_Format = 37813; var RGBA_ASTC_8x6_Format = 37814; var RGBA_ASTC_8x8_Format = 37815; var RGBA_ASTC_10x5_Format = 37816; var RGBA_ASTC_10x6_Format = 37817; var RGBA_ASTC_10x8_Format = 37818; var RGBA_ASTC_10x10_Format = 37819; var RGBA_ASTC_12x10_Format = 37820; var RGBA_ASTC_12x12_Format = 37821; var LoopOnce = 2200; var LoopRepeat = 2201; var LoopPingPong = 2202; var InterpolateDiscrete = 2300; var InterpolateLinear = 2301; var InterpolateSmooth = 2302; var ZeroCurvatureEnding = 2400; var ZeroSlopeEnding = 2401; var WrapAroundEnding = 2402; var TrianglesDrawMode = 0; var TriangleStripDrawMode = 1; var TriangleFanDrawMode = 2; var LinearEncoding = 3000; var sRGBEncoding = 3001; var GammaEncoding = 3007; var RGBEEncoding = 3002; var LogLuvEncoding = 3003; var RGBM7Encoding = 3004; var RGBM16Encoding = 3005; var RGBDEncoding = 3006; var BasicDepthPacking = 3200; var RGBADepthPacking = 3201; var TangentSpaceNormalMap = 0; var ObjectSpaceNormalMap = 1;
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */
var _Math = {
DEG2RAD: Math.PI / 180, RAD2DEG: 180 / Math.PI,
generateUUID: ( function () {
// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
var lut = [];
for ( var i = 0; i < 256; i ++ ) {
lut[ i ] = ( i < 16 ? '0' : ) + ( i ).toString( 16 );
}
return function generateUUID() {
var d0 = Math.random() * 0xffffffff | 0; var d1 = Math.random() * 0xffffffff | 0; var d2 = Math.random() * 0xffffffff | 0; var d3 = Math.random() * 0xffffffff | 0; var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' + lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' + lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] + lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
// .toUpperCase() here flattens concatenated strings to save heap memory space. return uuid.toUpperCase();
};
} )(),
clamp: function ( value, min, max ) {
return Math.max( min, Math.min( max, value ) );
},
// compute euclidian modulo of m % n // https://en.wikipedia.org/wiki/Modulo_operation
euclideanModulo: function ( n, m ) {
return ( ( n % m ) + m ) % m;
},
// Linear mapping from range <a1, a2> to range <b1, b2>
mapLinear: function ( x, a1, a2, b1, b2 ) {
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
},
// https://en.wikipedia.org/wiki/Linear_interpolation
lerp: function ( x, y, t ) {
return ( 1 - t ) * x + t * y;
},
// 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 integer from <low, high> interval
randInt: function ( low, high ) {
return low + Math.floor( Math.random() * ( high - low + 1 ) );
},
// Random float from <low, high> interval
randFloat: function ( low, high ) {
return low + Math.random() * ( high - low );
},
// Random float from <-range/2, range/2> interval
randFloatSpread: function ( range ) {
return range * ( 0.5 - Math.random() );
},
degToRad: function ( degrees ) {
return degrees * _Math.DEG2RAD;
},
radToDeg: function ( radians ) {
return radians * _Math.RAD2DEG;
},
isPowerOfTwo: function ( value ) {
return ( value & ( value - 1 ) ) === 0 && value !== 0;
},
ceilPowerOfTwo: function ( value ) {
return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
},
floorPowerOfTwo: function ( value ) {
return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
}
};
/** * @author mrdoob / http://mrdoob.com/ * @author philogb / http://blog.thejit.org/ * @author egraether / http://egraether.com/ * @author zz85 / http://www.lab4games.net/zz85/blog */
function Vector2( x, y ) {
this.x = x || 0; this.y = y || 0;
}
Object.defineProperties( Vector2.prototype, {
"width": {
get: function () {
return this.x;
},
set: function ( value ) {
this.x = value;
}
},
"height": {
get: function () {
return this.y;
},
set: function ( value ) {
this.y = value;
}
}
} );
Object.assign( Vector2.prototype, {
isVector2: true,
set: function ( x, y ) {
this.x = x; this.y = y;
return this;
},
setScalar: function ( scalar ) {
this.x = scalar; this.y = scalar;
return this;
},
setX: function ( x ) {
this.x = x;
return this;
},
setY: function ( y ) {
this.y = y;
return this;
},
setComponent: function ( index, value ) {
switch ( index ) {
case 0: this.x = value; break; case 1: this.y = value; break; default: throw new Error( 'index is out of range: ' + index );
}
return this;
},
getComponent: function ( index ) {
switch ( index ) {
case 0: return this.x; case 1: return this.y; default: throw new Error( 'index is out of range: ' + index );
}
},
clone: function () {
return new this.constructor( this.x, this.y );
},
copy: function ( v ) {
this.x = v.x; this.y = v.y;
return this;
},
add: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w );
}
this.x += v.x; this.y += v.y;
return this;
},
addScalar: function ( s ) {
this.x += s; this.y += s;
return this;
},
addVectors: function ( a, b ) {
this.x = a.x + b.x; this.y = a.y + b.y;
return this;
},
addScaledVector: function ( v, s ) {
this.x += v.x * s; this.y += v.y * s;
return this;
},
sub: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w );
}
this.x -= v.x; this.y -= v.y;
return this;
},
subScalar: function ( s ) {
this.x -= s; this.y -= s;
return this;
},
subVectors: function ( a, b ) {
this.x = a.x - b.x; this.y = a.y - b.y;
return this;
},
multiply: function ( v ) {
this.x *= v.x; this.y *= v.y;
return this;
},
multiplyScalar: function ( scalar ) {
this.x *= scalar; this.y *= scalar;
return this;
},
divide: function ( v ) {
this.x /= v.x; this.y /= v.y;
return this;
},
divideScalar: function ( scalar ) {
return this.multiplyScalar( 1 / scalar );
},
applyMatrix3: function ( m ) {
var x = this.x, y = this.y; var e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
return this;
},
min: function ( v ) {
this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y );
return this;
},
max: function ( v ) {
this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y );
return this;
},
clamp: function ( min, max ) {
// assumes min < max, componentwise
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) );
return this;
},
clampScalar: function () {
var min = new Vector2(); var max = new Vector2();
return function clampScalar( minVal, maxVal ) {
min.set( minVal, minVal ); max.set( maxVal, maxVal );
return this.clamp( min, max );
};
}(),
clampLength: function ( min, max ) {
var length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
},
floor: function () {
this.x = Math.floor( this.x ); this.y = Math.floor( this.y );
return this;
},
ceil: function () {
this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y );
return this;
},
round: function () {
this.x = Math.round( this.x ); this.y = Math.round( this.y );
return this;
},
roundToZero: function () {
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
return this;
},
negate: function () {
this.x = - this.x; this.y = - this.y;
return this;
},
dot: function ( v ) {
return this.x * v.x + this.y * v.y;
},
cross: function ( v ) {
return this.x * v.y - this.y * v.x;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y;
},
length: function () {
return Math.sqrt( this.x * this.x + this.y * this.y );
},
manhattanLength: function () {
return Math.abs( this.x ) + Math.abs( this.y );
},
normalize: function () {
return this.divideScalar( this.length() || 1 );
},
angle: function () {
// computes the angle in radians with respect to the positive x-axis
var angle = Math.atan2( this.y, this.x );
if ( angle < 0 ) angle += 2 * Math.PI;
return angle;
},
distanceTo: function ( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
},
distanceToSquared: function ( v ) {
var dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy;
},
manhattanDistanceTo: function ( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
},
setLength: function ( length ) {
return this.normalize().multiplyScalar( length );
},
lerp: function ( v, alpha ) {
this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha;
return this;
},
lerpVectors: function ( v1, v2, alpha ) {
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
},
equals: function ( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this.x = array[ offset ]; this.y = array[ offset + 1 ];
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
array[ offset ] = this.x; array[ offset + 1 ] = this.y;
return array;
},
fromBufferAttribute: function ( attribute, index, offset ) {
if ( offset !== undefined ) {
console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
}
this.x = attribute.getX( index ); this.y = attribute.getY( index );
return this;
},
rotateAround: function ( center, angle ) {
var c = Math.cos( angle ), s = Math.sin( angle );
var x = this.x - center.x; var y = this.y - center.y;
this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y;
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author jordi_ros / http://plattsoft.com * @author D1plo1d / http://github.com/D1plo1d * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author timknip / http://www.floorplanner.com/ * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley */
function Matrix4() {
this.elements = [
1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1
];
if ( arguments.length > 0 ) {
console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
}
}
Object.assign( Matrix4.prototype, {
isMatrix4: true,
set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
var te = this.elements;
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
return this;
},
identity: function () {
this.set(
1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1
);
return this;
},
clone: function () {
return new Matrix4().fromArray( this.elements );
},
copy: function ( m ) {
var te = this.elements; var me = m.elements;
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
return this;
},
copyPosition: function ( m ) {
var te = this.elements, me = m.elements;
te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ];
return this;
},
extractBasis: function ( xAxis, yAxis, zAxis ) {
xAxis.setFromMatrixColumn( this, 0 ); yAxis.setFromMatrixColumn( this, 1 ); zAxis.setFromMatrixColumn( this, 2 );
return this;
},
makeBasis: function ( xAxis, yAxis, zAxis ) {
this.set( xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1 );
return this;
},
extractRotation: function () {
var v1 = new Vector3();
return function extractRotation( m ) {
// this method does not support reflection matrices
var te = this.elements; var me = m.elements;
var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
te[ 0 ] = me[ 0 ] * scaleX; te[ 1 ] = me[ 1 ] * scaleX; te[ 2 ] = me[ 2 ] * scaleX; te[ 3 ] = 0;
te[ 4 ] = me[ 4 ] * scaleY; te[ 5 ] = me[ 5 ] * scaleY; te[ 6 ] = me[ 6 ] * scaleY; te[ 7 ] = 0;
te[ 8 ] = me[ 8 ] * scaleZ; te[ 9 ] = me[ 9 ] * scaleZ; te[ 10 ] = me[ 10 ] * scaleZ; te[ 11 ] = 0;
te[ 12 ] = 0; te[ 13 ] = 0; te[ 14 ] = 0; te[ 15 ] = 1;
return this;
};
}(),
makeRotationFromEuler: function ( euler ) {
if ( ! ( euler && euler.isEuler ) ) {
console.error( 'THREE.Matrix4: .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;
}
// bottom row te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0;
// last column te[ 12 ] = 0; te[ 13 ] = 0; te[ 14 ] = 0; te[ 15 ] = 1;
return this;
},
makeRotationFromQuaternion: function () {
var zero = new Vector3( 0, 0, 0 ); var one = new Vector3( 1, 1, 1 );
return function makeRotationFromQuaternion( q ) {
return this.compose( zero, q, one );
};
}(),
lookAt: function () {
var x = new Vector3(); var y = new Vector3(); var z = new Vector3();
return function lookAt( eye, target, up ) {
var te = this.elements;
z.subVectors( eye, target );
if ( z.lengthSq() === 0 ) {
// eye and target are in the same position
z.z = 1;
}
z.normalize(); x.crossVectors( up, z );
if ( x.lengthSq() === 0 ) {
// up and z are parallel
if ( Math.abs( up.z ) === 1 ) {
z.x += 0.0001;
} else {
z.z += 0.0001;
}
z.normalize(); x.crossVectors( up, z );
}
x.normalize(); y.crossVectors( z, x );
te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
return this;
};
}(),
multiply: function ( m, n ) {
if ( n !== undefined ) {
console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); return this.multiplyMatrices( m, n );
}
return this.multiplyMatrices( this, m );
},
premultiply: function ( m ) {
return this.multiplyMatrices( m, this );
},
multiplyMatrices: function ( a, b ) {
var ae = a.elements; var be = b.elements; var te = this.elements;
var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
return this;
},
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;
},
applyToBufferAttribute: function () {
var v1 = new Vector3();
return function applyToBufferAttribute( attribute ) {
for ( var i = 0, l = attribute.count; i < l; i ++ ) {
v1.x = attribute.getX( i ); v1.y = attribute.getY( i ); v1.z = attribute.getZ( i );
v1.applyMatrix4( this );
attribute.setXYZ( i, v1.x, v1.y, v1.z );
}
return attribute;
};
}(),
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;
},
setPosition: function ( v ) {
var te = this.elements;
te[ 12 ] = v.x; te[ 13 ] = v.y; te[ 14 ] = v.z;
return this;
},
getInverse: function ( m, throwOnDegenerate ) {
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm var te = this.elements, me = m.elements,
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
if ( det === 0 ) {
var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
if ( throwOnDegenerate === true ) {
throw new Error( msg );
} else {
console.warn( msg );
}
return this.identity();
}
var detInv = 1 / det;
te[ 0 ] = t11 * detInv; te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
te[ 4 ] = t12 * detInv; te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
te[ 8 ] = t13 * detInv; te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
te[ 12 ] = t14 * detInv; te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
return this;
},
scale: function ( v ) {
var te = this.elements; var x = v.x, y = v.y, z = v.z;
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
return this;
},
getMaxScaleOnAxis: function () {
var te = this.elements;
var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
},
makeTranslation: function ( x, y, z ) {
this.set(
1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1
);
return this;
},
makeRotationX: function ( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
this.set(
1, 0, 0, 0, 0, c, - s, 0, 0, s, c, 0, 0, 0, 0, 1
);
return this;
},
makeRotationY: function ( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, 0, s, 0, 0, 1, 0, 0, - s, 0, c, 0, 0, 0, 0, 1
);
return this;
},
makeRotationZ: function ( theta ) {
var c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, - s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1
);
return this;
},
makeRotationAxis: function ( axis, angle ) {
// Based on http://www.gamedev.net/reference/articles/article1199.asp
var c = Math.cos( angle ); var s = Math.sin( angle ); var t = 1 - c; var x = axis.x, y = axis.y, z = axis.z; var tx = t * x, ty = t * y;
this.set(
tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1
);
return this;
},
makeScale: function ( x, y, z ) {
this.set(
x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1
);
return this;
},
makeShear: function ( x, y, z ) {
this.set(
1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1
);
return this;
},
compose: function ( position, quaternion, scale ) {
var te = this.elements;
var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._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;
var sx = scale.x, sy = scale.y, sz = scale.z;
te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; te[ 1 ] = ( xy + wz ) * sx; te[ 2 ] = ( xz - wy ) * sx; te[ 3 ] = 0;
te[ 4 ] = ( xy - wz ) * sy; te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; te[ 6 ] = ( yz + wx ) * sy; te[ 7 ] = 0;
te[ 8 ] = ( xz + wy ) * sz; te[ 9 ] = ( yz - wx ) * sz; te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; te[ 11 ] = 0;
te[ 12 ] = position.x; te[ 13 ] = position.y; te[ 14 ] = position.z; te[ 15 ] = 1;
return this;
},
decompose: function () {
var vector = new Vector3(); var matrix = new Matrix4();
return function decompose( 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.copy( this );
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;
};
}(),
makePerspective: function ( left, right, top, bottom, near, far ) {
if ( far === undefined ) {
console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
}
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;
},
makeOrthographic: function ( left, right, top, bottom, near, far ) {
var te = this.elements; var w = 1.0 / ( right - left ); var h = 1.0 / ( top - bottom ); var p = 1.0 / ( far - near );
var x = ( right + left ) * w; var y = ( top + bottom ) * h; var z = ( far + near ) * p;
te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
return this;
},
equals: function ( matrix ) {
var te = this.elements; var me = matrix.elements;
for ( var i = 0; i < 16; i ++ ) {
if ( te[ i ] !== me[ i ] ) return false;
}
return true;
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
for ( var i = 0; i < 16; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
var te = this.elements;
array[ offset ] = te[ 0 ]; array[ offset + 1 ] = te[ 1 ]; array[ offset + 2 ] = te[ 2 ]; array[ offset + 3 ] = te[ 3 ];
array[ offset + 4 ] = te[ 4 ]; array[ offset + 5 ] = te[ 5 ]; array[ offset + 6 ] = te[ 6 ]; array[ offset + 7 ] = te[ 7 ];
array[ offset + 8 ] = te[ 8 ]; array[ offset + 9 ] = te[ 9 ]; array[ offset + 10 ] = te[ 10 ]; array[ offset + 11 ] = te[ 11 ];
array[ offset + 12 ] = te[ 12 ]; array[ offset + 13 ] = te[ 13 ]; array[ offset + 14 ] = te[ 14 ]; array[ offset + 15 ] = te[ 15 ];
return array;
}
} );
/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io */
function Quaternion( x, y, z, w ) {
this._x = x || 0; this._y = y || 0; this._z = z || 0; this._w = ( w !== undefined ) ? w : 1;
}
Object.assign( Quaternion, {
slerp: function ( qa, qb, qm, t ) {
return qm.copy( qa ).slerp( qb, t );
},
slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
// fuzz-free, array-based Quaternion SLERP operation
var x0 = src0[ srcOffset0 + 0 ], y0 = src0[ srcOffset0 + 1 ], z0 = src0[ srcOffset0 + 2 ], w0 = src0[ srcOffset0 + 3 ],
x1 = src1[ srcOffset1 + 0 ], y1 = src1[ srcOffset1 + 1 ], z1 = src1[ srcOffset1 + 2 ], w1 = src1[ srcOffset1 + 3 ];
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
var s = 1 - t,
cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
dir = ( cos >= 0 ? 1 : - 1 ), sqrSin = 1 - cos * cos;
// Skip the Slerp for tiny steps to avoid numeric problems: if ( sqrSin > Number.EPSILON ) {
var sin = Math.sqrt( sqrSin ), len = Math.atan2( sin, cos * dir );
s = Math.sin( s * len ) / sin; t = Math.sin( t * len ) / sin;
}
var tDir = t * dir;
x0 = x0 * s + x1 * tDir; y0 = y0 * s + y1 * tDir; z0 = z0 * s + z1 * tDir; w0 = w0 * s + w1 * tDir;
// Normalize in case we just did a lerp: if ( s === 1 - t ) {
var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
x0 *= f; y0 *= f; z0 *= f; w0 *= f;
}
}
dst[ dstOffset ] = x0; dst[ dstOffset + 1 ] = y0; dst[ dstOffset + 2 ] = z0; dst[ dstOffset + 3 ] = w0;
}
} );
Object.defineProperties( Quaternion.prototype, {
x: {
get: function () {
return this._x;
},
set: function ( value ) {
this._x = value; this.onChangeCallback();
}
},
y: {
get: function () {
return this._y;
},
set: function ( value ) {
this._y = value; this.onChangeCallback();
}
},
z: {
get: function () {
return this._z;
},
set: function ( value ) {
this._z = value; this.onChangeCallback();
}
},
w: {
get: function () {
return this._w;
},
set: function ( value ) {
this._w = value; this.onChangeCallback();
}
}
} );
Object.assign( Quaternion.prototype, {
isQuaternion: true,
set: function ( x, y, z, w ) {
this._x = x; this._y = y; this._z = z; this._w = w;
this.onChangeCallback();
return this;
},
clone: function () {
return new this.constructor( this._x, this._y, this._z, this._w );
},
copy: function ( quaternion ) {
this._x = quaternion.x; this._y = quaternion.y; this._z = quaternion.z; this._w = quaternion.w;
this.onChangeCallback();
return this;
},
setFromEuler: function ( euler, update ) {
if ( ! ( euler && euler.isEuler ) ) {
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
}
var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
// http://www.mathworks.com/matlabcentral/fileexchange/ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ // content/SpinCalc.m
var cos = Math.cos; var sin = Math.sin;
var c1 = cos( x / 2 ); var c2 = cos( y / 2 ); var c3 = cos( z / 2 );
var s1 = sin( x / 2 ); var s2 = sin( y / 2 ); var s3 = sin( z / 2 );
if ( order === 'XYZ' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( order === 'YXZ' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if ( order === 'ZXY' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( order === 'ZYX' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if ( order === 'YZX' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3; this._y = c1 * s2 * c3 + s1 * c2 * s3; this._z = c1 * c2 * s3 - s1 * s2 * c3; this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( order === 'XZY' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3; this._y = c1 * s2 * c3 - s1 * c2 * s3; this._z = c1 * c2 * s3 + s1 * s2 * c3; this._w = c1 * c2 * c3 + s1 * s2 * s3;
}
if ( update !== false ) this.onChangeCallback();
return this;
},
setFromAxisAngle: function ( axis, angle ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
// assumes axis is normalized
var halfAngle = angle / 2, s = Math.sin( halfAngle );
this._x = axis.x * s; this._y = axis.y * s; this._z = axis.z * s; this._w = Math.cos( halfAngle );
this.onChangeCallback();
return this;
},
setFromRotationMatrix: function ( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
trace = m11 + m22 + m33, s;
if ( trace > 0 ) {
s = 0.5 / Math.sqrt( trace + 1.0 );
this._w = 0.25 / s; this._x = ( m32 - m23 ) * s; this._y = ( m13 - m31 ) * s; this._z = ( m21 - m12 ) * s;
} else if ( m11 > m22 && m11 > m33 ) {
s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
this._w = ( m32 - m23 ) / s; this._x = 0.25 * s; this._y = ( m12 + m21 ) / s; this._z = ( m13 + m31 ) / s;
} else if ( m22 > m33 ) {
s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
this._w = ( m13 - m31 ) / s; this._x = ( m12 + m21 ) / s; this._y = 0.25 * s; this._z = ( m23 + m32 ) / s;
} else {
s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
this._w = ( m21 - m12 ) / s; this._x = ( m13 + m31 ) / s; this._y = ( m23 + m32 ) / s; this._z = 0.25 * s;
}
this.onChangeCallback();
return this;
},
setFromUnitVectors: function () {
// assumes direction vectors vFrom and vTo are normalized
var v1 = new Vector3(); var r;
var EPS = 0.000001;
return function setFromUnitVectors( vFrom, vTo ) {
if ( v1 === undefined ) v1 = new Vector3();
r = vFrom.dot( vTo ) + 1;
if ( r < EPS ) {
r = 0;
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
v1.set( - vFrom.y, vFrom.x, 0 );
} else {
v1.set( 0, - vFrom.z, vFrom.y );
}
} else {
v1.crossVectors( vFrom, vTo );
}
this._x = v1.x; this._y = v1.y; this._z = v1.z; this._w = r;
return this.normalize();
};
}(),
angleTo: function ( q ) {
return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
},
rotateTowards: function ( q, step ) {
var angle = this.angleTo( q );
if ( angle === 0 ) return this;
var t = Math.min( 1, step / angle );
this.slerp( q, t );
return this;
},
inverse: function () {
// quaternion is assumed to have unit length
return this.conjugate();
},
conjugate: function () {
this._x *= - 1; this._y *= - 1; this._z *= - 1;
this.onChangeCallback();
return this;
},
dot: function ( v ) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
},
lengthSq: function () {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
},
length: function () {
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
},
normalize: function () {
var l = this.length();
if ( l === 0 ) {
this._x = 0; this._y = 0; this._z = 0; this._w = 1;
} else {
l = 1 / l;
this._x = this._x * l; this._y = this._y * l; this._z = this._z * l; this._w = this._w * l;
}
this.onChangeCallback();
return this;
},
multiply: function ( q, p ) {
if ( p !== undefined ) {
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); return this.multiplyQuaternions( q, p );
}
return this.multiplyQuaternions( this, q );
},
premultiply: function ( q ) {
return this.multiplyQuaternions( q, this );
},
multiplyQuaternions: function ( a, b ) {
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
this.onChangeCallback();
return this;
},
slerp: function ( qb, t ) {
if ( t === 0 ) return this; if ( t === 1 ) return this.copy( qb );
var x = this._x, y = this._y, z = this._z, w = this._w;
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
if ( cosHalfTheta < 0 ) {
this._w = - qb._w; this._x = - qb._x; this._y = - qb._y; this._z = - qb._z;
cosHalfTheta = - cosHalfTheta;
} else {
this.copy( qb );
}
if ( cosHalfTheta >= 1.0 ) {
this._w = w; this._x = x; this._y = y; this._z = z;
return this;
}
var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
if ( sqrSinHalfTheta <= Number.EPSILON ) {
var s = 1 - t; this._w = s * w + t * this._w; this._x = s * x + t * this._x; this._y = s * y + t * this._y; this._z = s * z + t * this._z;
return this.normalize();
}
var sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
this._w = ( w * ratioA + this._w * ratioB ); this._x = ( x * ratioA + this._x * ratioB ); this._y = ( y * ratioA + this._y * ratioB ); this._z = ( z * ratioA + this._z * ratioB );
this.onChangeCallback();
return this;
},
equals: function ( quaternion ) {
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this._x = array[ offset ]; this._y = array[ offset + 1 ]; this._z = array[ offset + 2 ]; this._w = array[ offset + 3 ];
this.onChangeCallback();
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._w;
return array;
},
onChange: function ( callback ) {
this.onChangeCallback = callback;
return this;
},
onChangeCallback: function () {}
} );
/** * @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 */
function Vector3( x, y, z ) {
this.x = x || 0; this.y = y || 0; this.z = z || 0;
}
Object.assign( Vector3.prototype, {
isVector3: true,
set: function ( x, y, z ) {
this.x = x; this.y = y; this.z = z;
return this;
},
setScalar: function ( scalar ) {
this.x = scalar; this.y = scalar; this.z = scalar;
return this;
},
setX: function ( x ) {
this.x = x;
return this;
},
setY: function ( y ) {
this.y = y;
return this;
},
setZ: function ( z ) {
this.z = z;
return this;
},
setComponent: function ( index, value ) {
switch ( index ) {
case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error( 'index is out of range: ' + index );
}
return this;
},
getComponent: function ( index ) {
switch ( index ) {
case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error( 'index is out of range: ' + index );
}
},
clone: function () {
return new this.constructor( this.x, this.y, this.z );
},
copy: function ( v ) {
this.x = v.x; this.y = v.y; this.z = v.z;
return this;
},
add: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w );
}
this.x += v.x; this.y += v.y; this.z += v.z;
return this;
},
addScalar: function ( s ) {
this.x += s; this.y += s; this.z += s;
return this;
},
addVectors: function ( a, b ) {
this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z;
return this;
},
addScaledVector: function ( v, s ) {
this.x += v.x * s; this.y += v.y * s; this.z += v.z * s;
return this;
},
sub: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w );
}
this.x -= v.x; this.y -= v.y; this.z -= v.z;
return this;
},
subScalar: function ( s ) {
this.x -= s; this.y -= s; this.z -= s;
return this;
},
subVectors: function ( a, b ) {
this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z;
return this;
},
multiply: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); return this.multiplyVectors( v, w );
}
this.x *= v.x; this.y *= v.y; this.z *= v.z;
return this;
},
multiplyScalar: function ( scalar ) {
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 = new Quaternion();
return function applyEuler( euler ) {
if ( ! ( euler && euler.isEuler ) ) {
console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
}
return this.applyQuaternion( quaternion.setFromEuler( euler ) );
};
}(),
applyAxisAngle: function () {
var quaternion = new Quaternion();
return function applyAxisAngle( axis, angle ) {
return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
};
}(),
applyMatrix3: function ( m ) {
var x = this.x, y = this.y, z = this.z; var e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
return this;
},
applyMatrix4: function ( m ) {
var x = this.x, y = this.y, z = this.z; var e = m.elements;
var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
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;
return this;
},
applyQuaternion: function ( q ) {
var x = this.x, y = this.y, z = this.z; var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
// calculate quat * vector
var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = - qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
return this;
},
project: function ( camera ) {
return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
},
unproject: function () {
var matrix = new Matrix4();
return function unproject( camera ) {
return this.applyMatrix4( matrix.getInverse( camera.projectionMatrix ) ).applyMatrix4( camera.matrixWorld );
};
}(),
transformDirection: function ( m ) {
// input: THREE.Matrix4 affine matrix // vector interpreted as a direction
var x = this.x, y = this.y, z = this.z; var e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
return this.normalize();
},
divide: function ( v ) {
this.x /= v.x; this.y /= v.y; this.z /= v.z;
return this;
},
divideScalar: function ( scalar ) {
return this.multiplyScalar( 1 / scalar );
},
min: function ( v ) {
this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z );
return this;
},
max: function ( v ) {
this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z );
return this;
},
clamp: function ( min, max ) {
// assumes min < max, componentwise
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) );
return this;
},
clampScalar: function () {
var min = new Vector3(); var max = new Vector3();
return function clampScalar( minVal, maxVal ) {
min.set( minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal );
return this.clamp( min, max );
};
}(),
clampLength: function ( min, max ) {
var length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
},
floor: function () {
this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z );
return this;
},
ceil: function () {
this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z );
return this;
},
round: function () {
this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z );
return this;
},
roundToZero: function () {
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
return this;
},
negate: function () {
this.x = - this.x; this.y = - this.y; this.z = - this.z;
return this;
},
dot: function ( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z;
},
// TODO lengthSquared?
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 );
},
manhattanLength: function () {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
},
normalize: function () {
return this.divideScalar( this.length() || 1 );
},
setLength: function ( length ) {
return this.normalize().multiplyScalar( length );
},
lerp: function ( v, alpha ) {
this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha;
return this;
},
lerpVectors: function ( v1, v2, alpha ) {
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
},
cross: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); return this.crossVectors( v, w );
}
return this.crossVectors( this, v );
},
crossVectors: function ( a, b ) {
var ax = a.x, ay = a.y, az = a.z; var bx = b.x, by = b.y, bz = b.z;
this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx;
return this;
},
projectOnVector: function ( vector ) {
var scalar = vector.dot( this ) / vector.lengthSq();
return this.copy( vector ).multiplyScalar( scalar );
},
projectOnPlane: function () {
var v1 = new Vector3();
return function projectOnPlane( planeNormal ) {
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 = new Vector3();
return function reflect( normal ) {
return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
};
}(),
angleTo: function ( v ) {
var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
// clamp, to handle numerical problems
return Math.acos( _Math.clamp( theta, - 1, 1 ) );
},
distanceTo: function ( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
},
distanceToSquared: function ( v ) {
var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
},
manhattanDistanceTo: function ( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
},
setFromSpherical: function ( s ) {
return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
},
setFromSphericalCoords: function ( radius, phi, theta ) {
var sinPhiRadius = Math.sin( phi ) * radius;
this.x = sinPhiRadius * Math.sin( theta ); this.y = Math.cos( phi ) * radius; this.z = sinPhiRadius * Math.cos( theta );
return this;
},
setFromCylindrical: function ( c ) {
return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
},
setFromCylindricalCoords: function ( radius, theta, y ) {
this.x = radius * Math.sin( theta ); this.y = y; this.z = radius * Math.cos( theta );
return this;
},
setFromMatrixPosition: function ( m ) {
var e = m.elements;
this.x = e[ 12 ]; this.y = e[ 13 ]; this.z = e[ 14 ];
return this;
},
setFromMatrixScale: function ( m ) {
var sx = this.setFromMatrixColumn( m, 0 ).length(); var sy = this.setFromMatrixColumn( m, 1 ).length(); var sz = this.setFromMatrixColumn( m, 2 ).length();
this.x = sx; this.y = sy; this.z = sz;
return this;
},
setFromMatrixColumn: function ( m, index ) {
return this.fromArray( m.elements, index * 4 );
},
equals: function ( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ];
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z;
return array;
},
fromBufferAttribute: function ( attribute, index, offset ) {
if ( offset !== undefined ) {
console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
}
this.x = attribute.getX( index ); this.y = attribute.getY( index ); this.z = attribute.getZ( index );
return this;
}
} );
/** * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io * @author tschw */
function Matrix3() {
this.elements = [
1, 0, 0, 0, 1, 0, 0, 0, 1
];
if ( arguments.length > 0 ) {
console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
}
}
Object.assign( Matrix3.prototype, {
isMatrix3: true,
set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
var te = this.elements;
te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
return this;
},
identity: function () {
this.set(
1, 0, 0, 0, 1, 0, 0, 0, 1
);
return this;
},
clone: function () {
return new this.constructor().fromArray( this.elements );
},
copy: function ( m ) {
var te = this.elements; var me = m.elements;
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
return this;
},
setFromMatrix4: function ( m ) {
var me = m.elements;
this.set(
me[ 0 ], me[ 4 ], me[ 8 ], me[ 1 ], me[ 5 ], me[ 9 ], me[ 2 ], me[ 6 ], me[ 10 ]
);
return this;
},
applyToBufferAttribute: function () {
var v1 = new Vector3();
return function applyToBufferAttribute( attribute ) {
for ( var i = 0, l = attribute.count; i < l; i ++ ) {
v1.x = attribute.getX( i ); v1.y = attribute.getY( i ); v1.z = attribute.getZ( i );
v1.applyMatrix3( this );
attribute.setXYZ( i, v1.x, v1.y, v1.z );
}
return attribute;
};
}(),
multiply: function ( m ) {
return this.multiplyMatrices( this, m );
},
premultiply: function ( m ) {
return this.multiplyMatrices( m, this );
},
multiplyMatrices: function ( a, b ) {
var ae = a.elements; var be = b.elements; var te = this.elements;
var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
return this;
},
multiplyScalar: function ( s ) {
var te = this.elements;
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
return this;
},
determinant: function () {
var te = this.elements;
var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
},
getInverse: function ( matrix, throwOnDegenerate ) {
if ( matrix && matrix.isMatrix4 ) {
console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
}
var me = matrix.elements, te = this.elements,
n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13,
det = n11 * t11 + n21 * t12 + n31 * t13;
if ( det === 0 ) {
var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
if ( throwOnDegenerate === true ) {
throw new Error( msg );
} else {
console.warn( msg );
}
return this.identity();
}
var detInv = 1 / det;
te[ 0 ] = t11 * detInv; te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
te[ 3 ] = t12 * detInv; te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
te[ 6 ] = t13 * detInv; te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
return this;
},
transpose: function () {
var tmp, m = this.elements;
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
return this;
},
getNormalMatrix: function ( matrix4 ) {
return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
},
transposeIntoArray: function ( r ) {
var m = this.elements;
r[ 0 ] = m[ 0 ]; r[ 1 ] = m[ 3 ]; r[ 2 ] = m[ 6 ]; r[ 3 ] = m[ 1 ]; r[ 4 ] = m[ 4 ]; r[ 5 ] = m[ 7 ]; r[ 6 ] = m[ 2 ]; r[ 7 ] = m[ 5 ]; r[ 8 ] = m[ 8 ];
return this;
},
setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
var c = Math.cos( rotation ); var s = Math.sin( rotation );
this.set( sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, 0, 0, 1 );
},
scale: function ( sx, sy ) {
var te = this.elements;
te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
return this;
},
rotate: function ( theta ) {
var c = Math.cos( theta ); var s = Math.sin( theta );
var te = this.elements;
var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
te[ 0 ] = c * a11 + s * a21; te[ 3 ] = c * a12 + s * a22; te[ 6 ] = c * a13 + s * a23;
te[ 1 ] = - s * a11 + c * a21; te[ 4 ] = - s * a12 + c * a22; te[ 7 ] = - s * a13 + c * a23;
return this;
},
translate: function ( tx, ty ) {
var te = this.elements;
te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
return this;
},
equals: function ( matrix ) {
var te = this.elements; var me = matrix.elements;
for ( var i = 0; i < 9; i ++ ) {
if ( te[ i ] !== me[ i ] ) return false;
}
return true;
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
for ( var i = 0; i < 9; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
var te = this.elements;
array[ offset ] = te[ 0 ]; array[ offset + 1 ] = te[ 1 ]; array[ offset + 2 ] = te[ 2 ];
array[ offset + 3 ] = te[ 3 ]; array[ offset + 4 ] = te[ 4 ]; array[ offset + 5 ] = te[ 5 ];
array[ offset + 6 ] = te[ 6 ]; array[ offset + 7 ] = te[ 7 ]; array[ offset + 8 ] = te[ 8 ];
return array;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author szimek / https://github.com/szimek/ */
var ImageUtils = {
getDataURL: function ( image ) {
var canvas;
if ( image instanceof HTMLCanvasElement ) {
canvas = image;
} else {
canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); canvas.width = image.width; canvas.height = image.height;
var context = canvas.getContext( '2d' );
if ( image instanceof ImageData ) {
context.putImageData( image, 0, 0 );
} else {
context.drawImage( image, 0, 0, image.width, image.height );
}
}
if ( canvas.width > 2048 || canvas.height > 2048 ) {
return canvas.toDataURL( 'image/jpeg', 0.6 );
} else {
return canvas.toDataURL( 'image/png' );
}
}
};
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author szimek / https://github.com/szimek/ */
var textureId = 0;
function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
Object.defineProperty( this, 'id', { value: textureId ++ } );
this.uuid = _Math.generateUUID();
this.name = ;
this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; this.mipmaps = [];
this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
this.format = format !== undefined ? format : RGBAFormat; this.type = type !== undefined ? type : UnsignedByteType;
this.offset = new Vector2( 0, 0 ); this.repeat = new Vector2( 1, 1 ); this.center = new Vector2( 0, 0 ); this.rotation = 0;
this.matrixAutoUpdate = true; this.matrix = new Matrix3();
this.generateMipmaps = true; this.premultiplyAlpha = false; this.flipY = true; this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. // // Also changing the encoding after already used by a Material will not automatically make the Material // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
this.version = 0; this.onUpdate = null;
}
Texture.DEFAULT_IMAGE = undefined; Texture.DEFAULT_MAPPING = UVMapping;
Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
constructor: Texture,
isTexture: true,
updateMatrix: function () {
this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( source ) {
this.name = source.name;
this.image = source.image; this.mipmaps = source.mipmaps.slice( 0 );
this.mapping = source.mapping;
this.wrapS = source.wrapS; this.wrapT = source.wrapT;
this.magFilter = source.magFilter; this.minFilter = source.minFilter;
this.anisotropy = source.anisotropy;
this.format = source.format; this.type = source.type;
this.offset.copy( source.offset ); this.repeat.copy( source.repeat ); this.center.copy( source.center ); this.rotation = source.rotation;
this.matrixAutoUpdate = source.matrixAutoUpdate; this.matrix.copy( source.matrix );
this.generateMipmaps = source.generateMipmaps; this.premultiplyAlpha = source.premultiplyAlpha; this.flipY = source.flipY; this.unpackAlignment = source.unpackAlignment; this.encoding = source.encoding;
return this;
},
toJSON: function ( meta ) {
var isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
return meta.textures[ this.uuid ];
}
var output = {
metadata: { version: 4.5, type: 'Texture', generator: 'Texture.toJSON' },
uuid: this.uuid, name: this.name,
mapping: this.mapping,
repeat: [ this.repeat.x, this.repeat.y ], offset: [ this.offset.x, this.offset.y ], center: [ this.center.x, this.center.y ], rotation: this.rotation,
wrap: [ this.wrapS, this.wrapT ],
format: this.format, minFilter: this.minFilter, magFilter: this.magFilter, anisotropy: this.anisotropy,
flipY: this.flipY
};
if ( this.image !== undefined ) {
// TODO: Move to THREE.Image
var image = this.image;
if ( image.uuid === undefined ) {
image.uuid = _Math.generateUUID(); // UGH
}
if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
var url;
if ( Array.isArray( image ) ) {
// process array of images e.g. CubeTexture
url = [];
for ( var i = 0, l = image.length; i < l; i ++ ) {
url.push( ImageUtils.getDataURL( image[ i ] ) );
}
} else {
// process single image
url = ImageUtils.getDataURL( image );
}
meta.images[ image.uuid ] = { uuid: image.uuid, url: url };
}
output.image = image.uuid;
}
if ( ! isRootObject ) {
meta.textures[ this.uuid ] = output;
}
return output;
},
dispose: function () {
this.dispatchEvent( { type: 'dispose' } );
},
transformUv: function ( uv ) {
if ( this.mapping !== UVMapping ) return uv;
uv.applyMatrix3( this.matrix );
if ( uv.x < 0 || uv.x > 1 ) {
switch ( this.wrapS ) {
case RepeatWrapping:
uv.x = uv.x - Math.floor( uv.x ); break;
case ClampToEdgeWrapping:
uv.x = uv.x < 0 ? 0 : 1; break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
uv.x = Math.ceil( uv.x ) - uv.x;
} else {
uv.x = uv.x - Math.floor( uv.x );
} break;
}
}
if ( uv.y < 0 || uv.y > 1 ) {
switch ( this.wrapT ) {
case RepeatWrapping:
uv.y = uv.y - Math.floor( uv.y ); break;
case ClampToEdgeWrapping:
uv.y = uv.y < 0 ? 0 : 1; break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
uv.y = Math.ceil( uv.y ) - uv.y;
} else {
uv.y = uv.y - Math.floor( uv.y );
} break;
}
}
if ( this.flipY ) {
uv.y = 1 - uv.y;
}
return uv;
}
} );
Object.defineProperty( Texture.prototype, "needsUpdate", {
set: function ( value ) {
if ( value === true ) this.version ++;
}
} );
/** * @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 */
function Vector4( x, y, z, w ) {
this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = ( w !== undefined ) ? w : 1;
}
Object.assign( Vector4.prototype, {
isVector4: true,
set: function ( x, y, z, w ) {
this.x = x; this.y = y; this.z = z; this.w = w;
return this;
},
setScalar: function ( scalar ) {
this.x = scalar; this.y = scalar; this.z = scalar; this.w = scalar;
return this;
},
setX: function ( x ) {
this.x = x;
return this;
},
setY: function ( y ) {
this.y = y;
return this;
},
setZ: function ( z ) {
this.z = z;
return this;
},
setW: function ( w ) {
this.w = w;
return this;
},
setComponent: function ( index, value ) {
switch ( index ) {
case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; case 3: this.w = value; break; default: throw new Error( 'index is out of range: ' + index );
}
return this;
},
getComponent: function ( index ) {
switch ( index ) {
case 0: return this.x; case 1: return this.y; case 2: return this.z; case 3: return this.w; default: throw new Error( 'index is out of range: ' + index );
}
},
clone: function () {
return new this.constructor( this.x, this.y, this.z, this.w );
},
copy: function ( v ) {
this.x = v.x; this.y = v.y; this.z = v.z; this.w = ( v.w !== undefined ) ? v.w : 1;
return this;
},
add: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); return this.addVectors( v, w );
}
this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w;
return this;
},
addScalar: function ( s ) {
this.x += s; this.y += s; this.z += s; this.w += s;
return this;
},
addVectors: function ( a, b ) {
this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; this.w = a.w + b.w;
return this;
},
addScaledVector: function ( v, s ) {
this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; this.w += v.w * s;
return this;
},
sub: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); return this.subVectors( v, w );
}
this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w;
return this;
},
subScalar: function ( s ) {
this.x -= s; this.y -= s; this.z -= s; this.w -= s;
return this;
},
subVectors: function ( a, b ) {
this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; this.w = a.w - b.w;
return this;
},
multiplyScalar: function ( scalar ) {
this.x *= scalar; this.y *= scalar; this.z *= scalar; this.w *= scalar;
return this;
},
applyMatrix4: function ( m ) {
var x = this.x, y = this.y, z = this.z, w = this.w; var e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
return this;
},
divideScalar: function ( scalar ) {
return this.multiplyScalar( 1 / scalar );
},
setAxisAngleFromQuaternion: function ( q ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
// q is assumed to be normalized
this.w = 2 * Math.acos( q.w );
var s = Math.sqrt( 1 - q.w * q.w );
if ( s < 0.0001 ) {
this.x = 1; this.y = 0; this.z = 0;
} else {
this.x = q.x / s; this.y = q.y / s; this.z = q.z / s;
}
return this;
},
setAxisAngleFromRotationMatrix: function ( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var angle, x, y, z, // variables for result epsilon = 0.01, // margin to allow for rounding errors epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
if ( ( Math.abs( m12 - m21 ) < epsilon ) && ( Math.abs( m13 - m31 ) < epsilon ) && ( Math.abs( m23 - m32 ) < epsilon ) ) {
// singularity found // first check for identity matrix which must have +1 for all terms // in leading diagonal and zero in other terms
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && ( Math.abs( m13 + m31 ) < epsilon2 ) && ( Math.abs( m23 + m32 ) < epsilon2 ) && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
// this singularity is identity matrix so angle = 0
this.set( 1, 0, 0, 0 );
return this; // zero angle, arbitrary axis
}
// otherwise this singularity is angle = 180
angle = Math.PI;
var xx = ( m11 + 1 ) / 2; var yy = ( m22 + 1 ) / 2; var zz = ( m33 + 1 ) / 2; var xy = ( m12 + m21 ) / 4; var xz = ( m13 + m31 ) / 4; var yz = ( m23 + m32 ) / 4;
if ( ( xx > yy ) && ( xx > zz ) ) {
// m11 is the largest diagonal term
if ( xx < epsilon ) {
x = 0; y = 0.707106781; z = 0.707106781;
} else {
x = Math.sqrt( xx ); y = xy / x; z = xz / x;
}
} else if ( yy > zz ) {
// m22 is the largest diagonal term
if ( yy < epsilon ) {
x = 0.707106781; y = 0; z = 0.707106781;
} else {
y = Math.sqrt( yy ); x = xy / y; z = yz / y;
}
} else {
// m33 is the largest diagonal term so base result on this
if ( zz < epsilon ) {
x = 0.707106781; y = 0.707106781; z = 0;
} else {
z = Math.sqrt( zz ); x = xz / z; y = yz / z;
}
}
this.set( x, y, z, angle );
return this; // return 180 deg rotation
}
// as we have reached here there are no singularities so we can handle normally
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + ( m13 - m31 ) * ( m13 - m31 ) + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
if ( Math.abs( s ) < 0.001 ) s = 1;
// prevent divide by zero, should not happen if matrix is orthogonal and should be // caught by singularity test above, but I've left it in just in case
this.x = ( m32 - m23 ) / s; this.y = ( m13 - m31 ) / s; this.z = ( m21 - m12 ) / s; this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
return this;
},
min: function ( v ) {
this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z ); this.w = Math.min( this.w, v.w );
return this;
},
max: function ( v ) {
this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z ); this.w = Math.max( this.w, v.w );
return this;
},
clamp: function ( min, max ) {
// assumes min < max, componentwise
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) ); this.w = Math.max( min.w, Math.min( max.w, this.w ) );
return this;
},
clampScalar: function () {
var min, max;
return function clampScalar( minVal, maxVal ) {
if ( min === undefined ) {
min = new Vector4(); max = new Vector4();
}
min.set( minVal, minVal, minVal, minVal ); max.set( maxVal, maxVal, maxVal, maxVal );
return this.clamp( min, max );
};
}(),
clampLength: function ( min, max ) {
var length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
},
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 );
},
manhattanLength: 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() || 1 );
},
setLength: function ( length ) {
return this.normalize().multiplyScalar( length );
},
lerp: function ( v, alpha ) {
this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha; this.w += ( v.w - this.w ) * alpha;
return this;
},
lerpVectors: function ( v1, v2, alpha ) {
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
},
equals: function ( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ]; this.w = array[ offset + 3 ];
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z; array[ offset + 3 ] = this.w;
return array;
},
fromBufferAttribute: function ( attribute, index, offset ) {
if ( offset !== undefined ) {
console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
}
this.x = attribute.getX( index ); this.y = attribute.getY( index ); this.z = attribute.getZ( index ); this.w = attribute.getW( index );
return this;
}
} );
/** * @author szimek / https://github.com/szimek/ * @author alteredq / http://alteredqualia.com/ * @author Marius Kintel / https://github.com/kintel */
/* In options, we can specify: * Texture parameters for an auto-generated target texture * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers */ function WebGLRenderTarget( width, height, options ) {
this.width = width; this.height = height;
this.scissor = new Vector4( 0, 0, width, height ); this.scissorTest = false;
this.viewport = new Vector4( 0, 0, width, height );
options = options || {};
if ( options.minFilter === undefined ) options.minFilter = LinearFilter;
this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : true;
this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
}
WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
constructor: WebGLRenderTarget,
isWebGLRenderTarget: true,
setSize: function ( width, height ) {
if ( this.width !== width || this.height !== height ) {
this.width = width; this.height = height;
this.dispose();
}
this.viewport.set( 0, 0, width, height ); this.scissor.set( 0, 0, width, height );
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( source ) {
this.width = source.width; this.height = source.height;
this.viewport.copy( source.viewport );
this.texture = source.texture.clone();
this.depthBuffer = source.depthBuffer; this.stencilBuffer = source.stencilBuffer; this.depthTexture = source.depthTexture;
return this;
},
dispose: function () {
this.dispatchEvent( { type: 'dispose' } );
}
} );
/** * @author alteredq / http://alteredqualia.com */
function WebGLRenderTargetCube( width, height, options ) {
WebGLRenderTarget.call( this, width, height, options );
this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 this.activeMipMapLevel = 0;
}
WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
/** * @author alteredq / http://alteredqualia.com/ */
function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
this.image = { data: data, width: width, height: height };
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
this.generateMipmaps = false; this.flipY = false; this.unpackAlignment = 1;
}
DataTexture.prototype = Object.create( Texture.prototype ); DataTexture.prototype.constructor = DataTexture;
DataTexture.prototype.isDataTexture = true;
/** * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley */
function Box3( min, max ) {
this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
}
Object.assign( Box3.prototype, {
isBox3: true,
set: function ( min, max ) {
this.min.copy( min ); this.max.copy( max );
return this;
},
setFromArray: function ( array ) {
var minX = + Infinity; var minY = + Infinity; var minZ = + Infinity;
var maxX = - Infinity; var maxY = - Infinity; var maxZ = - Infinity;
for ( var i = 0, l = array.length; i < l; i += 3 ) {
var x = array[ i ]; var y = array[ i + 1 ]; var z = array[ i + 2 ];
if ( x < minX ) minX = x; if ( y < minY ) minY = y; if ( z < minZ ) minZ = z;
if ( x > maxX ) maxX = x; if ( y > maxY ) maxY = y; if ( z > maxZ ) maxZ = z;
}
this.min.set( minX, minY, minZ ); this.max.set( maxX, maxY, maxZ );
return this;
},
setFromBufferAttribute: function ( attribute ) {
var minX = + Infinity; var minY = + Infinity; var minZ = + Infinity;
var maxX = - Infinity; var maxY = - Infinity; var maxZ = - Infinity;
for ( var i = 0, l = attribute.count; i < l; i ++ ) {
var x = attribute.getX( i ); var y = attribute.getY( i ); var z = attribute.getZ( i );
if ( x < minX ) minX = x; if ( y < minY ) minY = y; if ( z < minZ ) minZ = z;
if ( x > maxX ) maxX = x; if ( y > maxY ) maxY = y; if ( z > maxZ ) maxZ = z;
}
this.min.set( minX, minY, minZ ); this.max.set( maxX, maxY, maxZ );
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 Vector3();
return function setFromCenterAndSize( center, size ) {
var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
this.min.copy( center ).sub( halfSize ); this.max.copy( center ).add( halfSize );
return this;
};
}(),
setFromObject: function ( object ) {
this.makeEmpty();
return this.expandByObject( object );
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( box ) {
this.min.copy( box.min ); this.max.copy( box.max );
return this;
},
makeEmpty: function () {
this.min.x = this.min.y = this.min.z = + Infinity; this.max.x = this.max.y = this.max.z = - Infinity;
return this;
},
isEmpty: function () {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
},
getCenter: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Box3: .getCenter() target is now required' ); target = new Vector3();
}
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
},
getSize: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Box3: .getSize() target is now required' ); target = new Vector3();
}
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.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;
},
expandByObject: function () {
// Computes the world-axis-aligned bounding box of an object (including its children), // accounting for both the object's, and children's, world transforms
var scope, i, l;
var v1 = new Vector3();
function traverse( node ) {
var geometry = node.geometry;
if ( geometry !== undefined ) {
if ( geometry.isGeometry ) {
var vertices = geometry.vertices;
for ( i = 0, l = vertices.length; i < l; i ++ ) {
v1.copy( vertices[ i ] ); v1.applyMatrix4( node.matrixWorld );
scope.expandByPoint( v1 );
}
} else if ( geometry.isBufferGeometry ) {
var attribute = geometry.attributes.position;
if ( attribute !== undefined ) {
for ( i = 0, l = attribute.count; i < l; i ++ ) {
v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
scope.expandByPoint( v1 );
}
}
}
}
}
return function expandByObject( object ) {
scope = this;
object.updateMatrixWorld( true );
object.traverse( traverse );
return this;
};
}(),
containsPoint: function ( point ) {
return 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 ? false : true;
},
containsBox: function ( box ) {
return 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;
},
getParameter: function ( point, target ) {
// This can potentially have a divide by zero if the box // has a size dimension of 0.
if ( target === undefined ) {
console.warn( 'THREE.Box3: .getParameter() target is now required' ); target = new Vector3();
}
return target.set( ( point.x - this.min.x ) / ( this.max.x - this.min.x ), ( point.y - this.min.y ) / ( this.max.y - this.min.y ), ( point.z - this.min.z ) / ( this.max.z - this.min.z ) );
},
intersectsBox: function ( box ) {
// using 6 splitting planes to rule out intersections. return 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 ? false : true;
},
intersectsSphere: ( function () {
var closestPoint = new Vector3();
return function intersectsSphere( sphere ) {
// Find the point on the AABB closest to the sphere center. this.clampPoint( sphere.center, closestPoint );
// If that point is inside the sphere, the AABB and sphere intersect. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
};
} )(),
intersectsPlane: function ( plane ) {
// We compute the minimum and maximum dot product values. If those values // are on the same side (back or front) of the plane, then there is no intersection.
var min, max;
if ( plane.normal.x > 0 ) {
min = plane.normal.x * this.min.x; max = plane.normal.x * this.max.x;
} else {
min = plane.normal.x * this.max.x; max = plane.normal.x * this.min.x;
}
if ( plane.normal.y > 0 ) {
min += plane.normal.y * this.min.y; max += plane.normal.y * this.max.y;
} else {
min += plane.normal.y * this.max.y; max += plane.normal.y * this.min.y;
}
if ( plane.normal.z > 0 ) {
min += plane.normal.z * this.min.z; max += plane.normal.z * this.max.z;
} else {
min += plane.normal.z * this.max.z; max += plane.normal.z * this.min.z;
}
return ( min <= - plane.constant && max >= - plane.constant );
},
intersectsTriangle: ( function () {
// triangle centered vertices var v0 = new Vector3(); var v1 = new Vector3(); var v2 = new Vector3();
// triangle edge vectors var f0 = new Vector3(); var f1 = new Vector3(); var f2 = new Vector3();
var testAxis = new Vector3();
var center = new Vector3(); var extents = new Vector3();
var triangleNormal = new Vector3();
function satForAxes( axes ) {
var i, j;
for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
testAxis.fromArray( axes, i ); // project the aabb onto the seperating axis var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z ); // project all 3 vertices of the triangle onto the seperating axis var p0 = v0.dot( testAxis ); var p1 = v1.dot( testAxis ); var p2 = v2.dot( testAxis ); // actual test, basically see if either of the most extreme of the triangle points intersects r if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
// points of the projected triangle are outside the projected half-length of the aabb // the axis is seperating and we can exit return false;
}
}
return true;
}
return function intersectsTriangle( triangle ) {
if ( this.isEmpty() ) {
return false;
}
// compute box center and extents this.getCenter( center ); extents.subVectors( this.max, center );
// translate triangle to aabb origin v0.subVectors( triangle.a, center ); v1.subVectors( triangle.b, center ); v2.subVectors( triangle.c, center );
// compute edge vectors for triangle f0.subVectors( v1, v0 ); f1.subVectors( v2, v1 ); f2.subVectors( v0, v2 );
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) var axes = [ 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y, f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x, - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0 ]; if ( ! satForAxes( axes ) ) {
return false;
}
// test 3 face normals from the aabb axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; if ( ! satForAxes( axes ) ) {
return false;
}
// finally testing the face normal of the triangle // use already existing triangle edge vectors here triangleNormal.crossVectors( f0, f1 ); axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ]; return satForAxes( axes );
};
} )(),
clampPoint: function ( point, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Box3: .clampPoint() target is now required' ); target = new Vector3();
}
return target.copy( point ).clamp( this.min, this.max );
},
distanceToPoint: function () {
var v1 = new Vector3();
return function distanceToPoint( point ) {
var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); return clampedPoint.sub( point ).length();
};
}(),
getBoundingSphere: function () {
var v1 = new Vector3();
return function getBoundingSphere( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' ); target = new Sphere();
}
this.getCenter( target.center );
target.radius = this.getSize( v1 ).length() * 0.5;
return target;
};
}(),
intersect: function ( box ) {
this.min.max( box.min ); this.max.min( box.max );
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. if ( this.isEmpty() ) this.makeEmpty();
return this;
},
union: function ( box ) {
this.min.min( box.min ); this.max.max( box.max );
return this;
},
applyMatrix4: function () {
var points = [ new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3() ];
return function applyMatrix4( matrix ) {
// transform of empty box is an empty box. if ( this.isEmpty() ) return this;
// NOTE: I am using a binary pattern to specify all 2^3 combinations below points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
this.setFromPoints( points );
return this;
};
}(),
translate: function ( offset ) {
this.min.add( offset ); this.max.add( offset );
return this;
},
equals: function ( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
} );
/** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */
function Sphere( center, radius ) {
this.center = ( center !== undefined ) ? center : new Vector3(); this.radius = ( radius !== undefined ) ? radius : 0;
}
Object.assign( Sphere.prototype, {
set: function ( center, radius ) {
this.center.copy( center ); this.radius = radius;
return this;
},
setFromPoints: function () {
var box = new Box3();
return function setFromPoints( points, optionalCenter ) {
var center = this.center;
if ( optionalCenter !== undefined ) {
center.copy( optionalCenter );
} else {
box.setFromPoints( points ).getCenter( center );
}
var maxRadiusSq = 0;
for ( var i = 0, il = points.length; i < il; i ++ ) {
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
}
this.radius = Math.sqrt( maxRadiusSq );
return this;
};
}(),
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( sphere ) {
this.center.copy( sphere.center ); this.radius = sphere.radius;
return this;
},
empty: function () {
return ( this.radius <= 0 );
},
containsPoint: function ( point ) {
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
},
distanceToPoint: function ( point ) {
return ( point.distanceTo( this.center ) - this.radius );
},
intersectsSphere: function ( sphere ) {
var radiusSum = this.radius + sphere.radius;
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
},
intersectsBox: function ( box ) {
return box.intersectsSphere( this );
},
intersectsPlane: function ( plane ) {
return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
},
clampPoint: function ( point, target ) {
var deltaLengthSq = this.center.distanceToSquared( point );
if ( target === undefined ) {
console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); target = new Vector3();
}
target.copy( point );
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
target.sub( this.center ).normalize(); target.multiplyScalar( this.radius ).add( this.center );
}
return target;
},
getBoundingBox: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); target = new Box3();
}
target.set( this.center, this.center ); target.expandByScalar( this.radius );
return target;
},
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 );
}
} );
/** * @author bhouston / http://clara.io */
function Plane( normal, constant ) {
// normal is assumed to be normalized
this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); this.constant = ( constant !== undefined ) ? constant : 0;
}
Object.assign( Plane.prototype, {
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 );
return this;
},
setFromCoplanarPoints: function () {
var v1 = new Vector3(); var v2 = new Vector3();
return function setFromCoplanarPoints( a, b, c ) {
var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
this.setFromNormalAndCoplanarPoint( normal, a );
return this;
};
}(),
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( plane ) {
this.normal.copy( plane.normal ); this.constant = plane.constant;
return this;
},
normalize: function () {
// Note: will lead to a divide by zero if the plane is invalid.
var inverseNormalLength = 1.0 / this.normal.length(); this.normal.multiplyScalar( inverseNormalLength ); this.constant *= inverseNormalLength;
return this;
},
negate: function () {
this.constant *= - 1; this.normal.negate();
return this;
},
distanceToPoint: function ( point ) {
return this.normal.dot( point ) + this.constant;
},
distanceToSphere: function ( sphere ) {
return this.distanceToPoint( sphere.center ) - sphere.radius;
},
projectPoint: function ( point, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Plane: .projectPoint() target is now required' ); target = new Vector3();
}
return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
},
intersectLine: function () {
var v1 = new Vector3();
return function intersectLine( line, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Plane: .intersectLine() target is now required' ); target = new 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 target.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 target.copy( direction ).multiplyScalar( t ).add( line.start );
};
}(),
intersectsLine: function ( line ) {
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
var startSign = this.distanceToPoint( line.start ); var endSign = this.distanceToPoint( line.end );
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
},
intersectsBox: function ( box ) {
return box.intersectsPlane( this );
},
intersectsSphere: function ( sphere ) {
return sphere.intersectsPlane( this );
},
coplanarPoint: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); target = new Vector3();
}
return target.copy( this.normal ).multiplyScalar( - this.constant );
},
applyMatrix4: function () {
var v1 = new Vector3(); var m1 = new Matrix3();
return function applyMatrix4( matrix, optionalNormalMatrix ) {
var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
this.constant = - referencePoint.dot( normal );
return this;
};
}(),
translate: function ( offset ) {
this.constant -= offset.dot( this.normal );
return this;
},
equals: function ( plane ) {
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author bhouston / http://clara.io */
function Frustum( p0, p1, p2, p3, p4, p5 ) {
this.planes = [
( p0 !== undefined ) ? p0 : new Plane(), ( p1 !== undefined ) ? p1 : new Plane(), ( p2 !== undefined ) ? p2 : new Plane(), ( p3 !== undefined ) ? p3 : new Plane(), ( p4 !== undefined ) ? p4 : new Plane(), ( p5 !== undefined ) ? p5 : new Plane()
];
}
Object.assign( Frustum.prototype, {
set: function ( p0, p1, p2, p3, p4, p5 ) {
var planes = this.planes;
planes[ 0 ].copy( p0 ); planes[ 1 ].copy( p1 ); planes[ 2 ].copy( p2 ); planes[ 3 ].copy( p3 ); planes[ 4 ].copy( p4 ); planes[ 5 ].copy( p5 );
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( frustum ) {
var planes = this.planes;
for ( var i = 0; i < 6; i ++ ) {
planes[ i ].copy( frustum.planes[ i ] );
}
return this;
},
setFromMatrix: function ( m ) {
var planes = this.planes; var me = m.elements; var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
return this;
},
intersectsObject: function () {
var sphere = new Sphere();
return function intersectsObject( object ) {
var geometry = object.geometry;
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
sphere.copy( geometry.boundingSphere ) .applyMatrix4( object.matrixWorld );
return this.intersectsSphere( sphere );
};
}(),
intersectsSprite: function () {
var sphere = new Sphere();
return function intersectsSprite( sprite ) {
sphere.center.set( 0, 0, 0 ); sphere.radius = 0.7071067811865476; sphere.applyMatrix4( sprite.matrixWorld );
return this.intersectsSphere( sphere );
};
}(),
intersectsSphere: function ( sphere ) {
var planes = this.planes; var center = sphere.center; var negRadius = - sphere.radius;
for ( var i = 0; i < 6; i ++ ) {
var distance = planes[ i ].distanceToPoint( center );
if ( distance < negRadius ) {
return false;
}
}
return true;
},
intersectsBox: function () {
var p = new Vector3();
return function intersectsBox( box ) {
var planes = this.planes;
for ( var i = 0; i < 6; i ++ ) {
var plane = planes[ i ];
// corner at max distance
p.x = plane.normal.x > 0 ? box.max.x : box.min.x; p.y = plane.normal.y > 0 ? box.max.y : box.min.y; p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
if ( plane.distanceToPoint( p ) < 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;
}
} );
var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";
var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";
var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
var begin_vertex = "\nvec3 transformed = vec3( position );\n";
var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";
var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";
var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";
var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n";
var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";
var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif\n";
var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";
var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";
var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n";
var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";
var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n";
var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";
var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";
var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";
var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";
var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n";
var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}\n";
var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";
var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";
var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";
var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";
var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif\n";
var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif\n";
var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";
var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";
var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";
var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";
var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";
var lights_pars_begin = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n";
var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";
var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";
var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";
var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";
var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif\n";
var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n";
var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";
var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif\n";
var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif\n";
var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n";
var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";
var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";
var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";
var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n";
var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n";
var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";
var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";
var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n#endif\n";
var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";
var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif\n";
var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";
var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";
var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n";
var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n";
var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n";
var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n";
var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";
var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";
var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";
var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";
var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";
var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n";
var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";
var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";
var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";
var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n";
var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n";
var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tgl_FragColor = texture2D( t2D, vUv );\n}\n";
var background_vert = "varying vec2 vUv;\nvoid main() {\n\tvUv = uv;\n\tgl_Position = vec4( position, 1.0 );\n\tgl_Position.z = 1.0;\n}\n";
var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";
var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}\n";
var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";
var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";
var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n";
var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}\n";
var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";
var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";
var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";
var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";
var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\tvec4 matcapColor = texture2D( matcap, uv );\n\tmatcapColor = matcapTexelToLinear( matcapColor );\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}\n";
var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n";
var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";
var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";
var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}\n";
var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n";
var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";
var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";
var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";
var ShaderChunk = { alphamap_fragment: alphamap_fragment, alphamap_pars_fragment: alphamap_pars_fragment, alphatest_fragment: alphatest_fragment, aomap_fragment: aomap_fragment, aomap_pars_fragment: aomap_pars_fragment, begin_vertex: begin_vertex, beginnormal_vertex: beginnormal_vertex, bsdfs: bsdfs, bumpmap_pars_fragment: bumpmap_pars_fragment, clipping_planes_fragment: clipping_planes_fragment, clipping_planes_pars_fragment: clipping_planes_pars_fragment, clipping_planes_pars_vertex: clipping_planes_pars_vertex, clipping_planes_vertex: clipping_planes_vertex, color_fragment: color_fragment, color_pars_fragment: color_pars_fragment, color_pars_vertex: color_pars_vertex, color_vertex: color_vertex, common: common, cube_uv_reflection_fragment: cube_uv_reflection_fragment, defaultnormal_vertex: defaultnormal_vertex, displacementmap_pars_vertex: displacementmap_pars_vertex, displacementmap_vertex: displacementmap_vertex, emissivemap_fragment: emissivemap_fragment, emissivemap_pars_fragment: emissivemap_pars_fragment, encodings_fragment: encodings_fragment, encodings_pars_fragment: encodings_pars_fragment, envmap_fragment: envmap_fragment, envmap_pars_fragment: envmap_pars_fragment, envmap_pars_vertex: envmap_pars_vertex, envmap_physical_pars_fragment: envmap_physical_pars_fragment, envmap_vertex: envmap_vertex, fog_vertex: fog_vertex, fog_pars_vertex: fog_pars_vertex, fog_fragment: fog_fragment, fog_pars_fragment: fog_pars_fragment, gradientmap_pars_fragment: gradientmap_pars_fragment, lightmap_fragment: lightmap_fragment, lightmap_pars_fragment: lightmap_pars_fragment, lights_lambert_vertex: lights_lambert_vertex, lights_pars_begin: lights_pars_begin, lights_phong_fragment: lights_phong_fragment, lights_phong_pars_fragment: lights_phong_pars_fragment, lights_physical_fragment: lights_physical_fragment, lights_physical_pars_fragment: lights_physical_pars_fragment, lights_fragment_begin: lights_fragment_begin, lights_fragment_maps: lights_fragment_maps, lights_fragment_end: lights_fragment_end, logdepthbuf_fragment: logdepthbuf_fragment, logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, logdepthbuf_vertex: logdepthbuf_vertex, map_fragment: map_fragment, map_pars_fragment: map_pars_fragment, map_particle_fragment: map_particle_fragment, map_particle_pars_fragment: map_particle_pars_fragment, metalnessmap_fragment: metalnessmap_fragment, metalnessmap_pars_fragment: metalnessmap_pars_fragment, morphnormal_vertex: morphnormal_vertex, morphtarget_pars_vertex: morphtarget_pars_vertex, morphtarget_vertex: morphtarget_vertex, normal_fragment_begin: normal_fragment_begin, normal_fragment_maps: normal_fragment_maps, normalmap_pars_fragment: normalmap_pars_fragment, packing: packing, premultiplied_alpha_fragment: premultiplied_alpha_fragment, project_vertex: project_vertex, dithering_fragment: dithering_fragment, dithering_pars_fragment: dithering_pars_fragment, roughnessmap_fragment: roughnessmap_fragment, roughnessmap_pars_fragment: roughnessmap_pars_fragment, shadowmap_pars_fragment: shadowmap_pars_fragment, shadowmap_pars_vertex: shadowmap_pars_vertex, shadowmap_vertex: shadowmap_vertex, shadowmask_pars_fragment: shadowmask_pars_fragment, skinbase_vertex: skinbase_vertex, skinning_pars_vertex: skinning_pars_vertex, skinning_vertex: skinning_vertex, skinnormal_vertex: skinnormal_vertex, specularmap_fragment: specularmap_fragment, specularmap_pars_fragment: specularmap_pars_fragment, tonemapping_fragment: tonemapping_fragment, tonemapping_pars_fragment: tonemapping_pars_fragment, uv_pars_fragment: uv_pars_fragment, uv_pars_vertex: uv_pars_vertex, uv_vertex: uv_vertex, uv2_pars_fragment: uv2_pars_fragment, uv2_pars_vertex: uv2_pars_vertex, uv2_vertex: uv2_vertex, worldpos_vertex: worldpos_vertex,
background_frag: background_frag, background_vert: background_vert, cube_frag: cube_frag, cube_vert: cube_vert, depth_frag: depth_frag, depth_vert: depth_vert, distanceRGBA_frag: distanceRGBA_frag, distanceRGBA_vert: distanceRGBA_vert, equirect_frag: equirect_frag, equirect_vert: equirect_vert, linedashed_frag: linedashed_frag, linedashed_vert: linedashed_vert, meshbasic_frag: meshbasic_frag, meshbasic_vert: meshbasic_vert, meshlambert_frag: meshlambert_frag, meshlambert_vert: meshlambert_vert, meshmatcap_frag: meshmatcap_frag, meshmatcap_vert: meshmatcap_vert, meshphong_frag: meshphong_frag, meshphong_vert: meshphong_vert, meshphysical_frag: meshphysical_frag, meshphysical_vert: meshphysical_vert, normal_frag: normal_frag, normal_vert: normal_vert, points_frag: points_frag, points_vert: points_vert, shadow_frag: shadow_frag, shadow_vert: shadow_vert, sprite_frag: sprite_frag, sprite_vert: sprite_vert };
/** * Uniform Utilities */
var UniformsUtils = {
merge: function ( uniforms ) {
var merged = {};
for ( var u = 0; u < uniforms.length; u ++ ) {
var tmp = this.clone( uniforms[ u ] );
for ( var p in tmp ) {
merged[ p ] = tmp[ p ];
}
}
return merged;
},
clone: function ( uniforms_src ) {
var uniforms_dst = {};
for ( var u in uniforms_src ) {
uniforms_dst[ u ] = {};
for ( var p in uniforms_src[ u ] ) {
var parameter_src = uniforms_src[ u ][ p ];
if ( parameter_src && ( parameter_src.isColor || parameter_src.isMatrix3 || parameter_src.isMatrix4 || parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || parameter_src.isTexture ) ) {
uniforms_dst[ u ][ p ] = parameter_src.clone();
} else if ( Array.isArray( parameter_src ) ) {
uniforms_dst[ u ][ p ] = parameter_src.slice();
} else {
uniforms_dst[ u ][ p ] = parameter_src;
}
}
}
return uniforms_dst;
}
};
/** * @author mrdoob / http://mrdoob.com/ */
var 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, 'rebeccapurple': 0x663399, '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 };
function Color( r, g, b ) {
if ( g === undefined && b === undefined ) {
// r is THREE.Color, hex or string return this.set( r );
}
return this.setRGB( r, g, b );
}
Object.assign( Color.prototype, {
isColor: true,
r: 1, g: 1, b: 1,
set: function ( value ) {
if ( value && value.isColor ) {
this.copy( value );
} else if ( typeof value === 'number' ) {
this.setHex( value );
} else if ( typeof value === 'string' ) {
this.setStyle( value );
}
return this;
},
setScalar: function ( scalar ) {
this.r = scalar; this.g = scalar; this.b = scalar;
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 () {
function hue2rgb( p, q, t ) {
if ( t < 0 ) t += 1; if ( t > 1 ) t -= 1; if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; if ( t < 1 / 2 ) return q; if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); return p;
}
return function setHSL( h, s, l ) {
// h,s,l ranges are in 0.0 - 1.0 h = _Math.euclideanModulo( h, 1 ); s = _Math.clamp( s, 0, 1 ); l = _Math.clamp( l, 0, 1 );
if ( s === 0 ) {
this.r = this.g = this.b = l;
} else {
var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); var q = ( 2 * l ) - p;
this.r = hue2rgb( q, p, h + 1 / 3 ); this.g = hue2rgb( q, p, h ); this.b = hue2rgb( q, p, h - 1 / 3 );
}
return this;
};
}(),
setStyle: function ( style ) {
function handleAlpha( string ) {
if ( string === undefined ) return;
if ( parseFloat( string ) < 1 ) {
console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
}
}
var m;
if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
// rgb / hsl
var color; var name = m[ 1 ]; var components = m[ 2 ];
switch ( name ) {
case 'rgb': case 'rgba':
if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
// rgb(255,0,0) rgba(255,0,0,0.5) this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
handleAlpha( color[ 5 ] );
return this;
}
if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
handleAlpha( color[ 5 ] );
return this;
}
break;
case 'hsl': case 'hsla':
if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
// hsl(120,50%,50%) hsla(120,50%,50%,0.5) var h = parseFloat( color[ 1 ] ) / 360; var s = parseInt( color[ 2 ], 10 ) / 100; var l = parseInt( color[ 3 ], 10 ) / 100;
handleAlpha( color[ 5 ] );
return this.setHSL( h, s, l );
}
break;
}
} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
// hex color
var hex = m[ 1 ]; var size = hex.length;
if ( size === 3 ) {
// #ff0 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
return this;
} else if ( size === 6 ) {
// #ff0000 this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
return this;
}
}
if ( style && style.length > 0 ) {
// color keywords var hex = ColorKeywords[ style ];
if ( hex !== undefined ) {
// red this.setHex( hex );
} else {
// unknown color console.warn( 'THREE.Color: Unknown color ' + style );
}
}
return this;
},
clone: function () {
return new this.constructor( this.r, this.g, this.b );
},
copy: function ( color ) {
this.r = color.r; this.g = color.g; this.b = color.b;
return this;
},
copyGammaToLinear: function ( color, gammaFactor ) {
if ( gammaFactor === undefined ) gammaFactor = 2.0;
this.r = Math.pow( color.r, gammaFactor ); this.g = Math.pow( color.g, gammaFactor ); this.b = Math.pow( color.b, gammaFactor );
return this;
},
copyLinearToGamma: function ( color, gammaFactor ) {
if ( gammaFactor === undefined ) gammaFactor = 2.0;
var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
this.r = Math.pow( color.r, safeInverse ); this.g = Math.pow( color.g, safeInverse ); this.b = Math.pow( color.b, safeInverse );
return this;
},
convertGammaToLinear: function ( gammaFactor ) {
this.copyGammaToLinear( this, gammaFactor );
return this;
},
convertLinearToGamma: function ( gammaFactor ) {
this.copyLinearToGamma( this, gammaFactor );
return this;
},
copySRGBToLinear: function () {
function SRGBToLinear( c ) {
return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
}
return function copySRGBToLinear( color ) {
this.r = SRGBToLinear( color.r ); this.g = SRGBToLinear( color.g ); this.b = SRGBToLinear( color.b );
return this;
};
}(),
copyLinearToSRGB: function () {
function LinearToSRGB( c ) {
return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
}
return function copyLinearToSRGB( color ) {
this.r = LinearToSRGB( color.r ); this.g = LinearToSRGB( color.g ); this.b = LinearToSRGB( color.b );
return this;
};
}(),
convertSRGBToLinear: function () {
this.copySRGBToLinear( this );
return this;
},
convertLinearToSRGB: function () {
this.copyLinearToSRGB( this );
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 ( target ) {
// h,s,l ranges are in 0.0 - 1.0
if ( target === undefined ) {
console.warn( 'THREE.Color: .getHSL() target is now required' ); target = { 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;
}
target.h = hue; target.s = saturation; target.l = lightness;
return target;
},
getStyle: function () {
return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
},
offsetHSL: function () {
var hsl = {};
return function ( h, s, l ) {
this.getHSL( hsl );
hsl.h += h; hsl.s += s; hsl.l += l;
this.setHSL( hsl.h, hsl.s, hsl.l );
return this;
};
}(),
add: function ( color ) {
this.r += color.r; this.g += color.g; this.b += color.b;
return this;
},
addColors: function ( color1, color2 ) {
this.r = color1.r + color2.r; this.g = color1.g + color2.g; this.b = color1.b + color2.b;
return this;
},
addScalar: function ( s ) {
this.r += s; this.g += s; this.b += s;
return this;
},
sub: function ( color ) {
this.r = Math.max( 0, this.r - color.r ); this.g = Math.max( 0, this.g - color.g ); this.b = Math.max( 0, this.b - color.b );
return this;
},
multiply: function ( color ) {
this.r *= color.r; this.g *= color.g; this.b *= color.b;
return this;
},
multiplyScalar: function ( s ) {
this.r *= s; this.g *= s; this.b *= s;
return this;
},
lerp: function ( color, alpha ) {
this.r += ( color.r - this.r ) * alpha; this.g += ( color.g - this.g ) * alpha; this.b += ( color.b - this.b ) * alpha;
return this;
},
lerpHSL: function () {
var hslA = { h: 0, s: 0, l: 0 }; var hslB = { h: 0, s: 0, l: 0 };
return function lerpHSL( color, alpha ) {
this.getHSL( hslA ); color.getHSL( hslB );
var h = _Math.lerp( hslA.h, hslB.h, alpha ); var s = _Math.lerp( hslA.s, hslB.s, alpha ); var l = _Math.lerp( hslA.l, hslB.l, alpha );
this.setHSL( h, s, l );
return this;
};
}(),
equals: function ( c ) {
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this.r = array[ offset ]; this.g = array[ offset + 1 ]; this.b = array[ offset + 2 ];
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
array[ offset ] = this.r; array[ offset + 1 ] = this.g; array[ offset + 2 ] = this.b;
return array;
},
toJSON: function () {
return this.getHex();
}
} );
/** * Uniforms library for shared webgl shaders */
var UniformsLib = {
common: {
diffuse: { value: new Color( 0xeeeeee ) }, opacity: { value: 1.0 },
map: { value: null }, uvTransform: { value: new Matrix3() },
alphaMap: { value: null },
},
specularmap: {
specularMap: { value: null },
},
envmap: {
envMap: { value: null }, flipEnvMap: { value: - 1 }, reflectivity: { value: 1.0 }, refractionRatio: { value: 0.98 }, maxMipLevel: { value: 0 }
},
aomap: {
aoMap: { value: null }, aoMapIntensity: { value: 1 }
},
lightmap: {
lightMap: { value: null }, lightMapIntensity: { value: 1 }
},
emissivemap: {
emissiveMap: { value: null }
},
bumpmap: {
bumpMap: { value: null }, bumpScale: { value: 1 }
},
normalmap: {
normalMap: { value: null }, normalScale: { value: new Vector2( 1, 1 ) }
},
displacementmap: {
displacementMap: { value: null }, displacementScale: { value: 1 }, displacementBias: { value: 0 }
},
roughnessmap: {
roughnessMap: { value: null }
},
metalnessmap: {
metalnessMap: { value: null }
},
gradientmap: {
gradientMap: { value: null }
},
fog: {
fogDensity: { value: 0.00025 }, fogNear: { value: 1 }, fogFar: { value: 2000 }, fogColor: { value: new Color( 0xffffff ) }
},
lights: {
ambientLightColor: { value: [] },
directionalLights: { value: [], properties: { direction: {}, color: {},
shadow: {}, shadowBias: {}, shadowRadius: {}, shadowMapSize: {} } },
directionalShadowMap: { value: [] }, directionalShadowMatrix: { value: [] },
spotLights: { value: [], properties: { color: {}, position: {}, direction: {}, distance: {}, coneCos: {}, penumbraCos: {}, decay: {},
shadow: {}, shadowBias: {}, shadowRadius: {}, shadowMapSize: {} } },
spotShadowMap: { value: [] }, spotShadowMatrix: { value: [] },
pointLights: { value: [], properties: { color: {}, position: {}, decay: {}, distance: {},
shadow: {}, shadowBias: {}, shadowRadius: {}, shadowMapSize: {}, shadowCameraNear: {}, shadowCameraFar: {} } },
pointShadowMap: { value: [] }, pointShadowMatrix: { value: [] },
hemisphereLights: { value: [], properties: { direction: {}, skyColor: {}, groundColor: {} } },
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src rectAreaLights: { value: [], properties: { color: {}, position: {}, width: {}, height: {} } }
},
points: {
diffuse: { value: new Color( 0xeeeeee ) }, opacity: { value: 1.0 }, size: { value: 1.0 }, scale: { value: 1.0 }, map: { value: null }, uvTransform: { value: new Matrix3() }
},
sprite: {
diffuse: { value: new Color( 0xeeeeee ) }, opacity: { value: 1.0 }, center: { value: new Vector2( 0.5, 0.5 ) }, rotation: { value: 0.0 }, map: { value: null }, uvTransform: { value: new Matrix3() }
}
};
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ */
var ShaderLib = {
basic: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog ] ),
vertexShader: ShaderChunk.meshbasic_vert, fragmentShader: ShaderChunk.meshbasic_frag
},
lambert: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color( 0x000000 ) } } ] ),
vertexShader: ShaderChunk.meshlambert_vert, fragmentShader: ShaderChunk.meshlambert_frag
},
phong: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color( 0x000000 ) }, specular: { value: new Color( 0x111111 ) }, shininess: { value: 30 } } ] ),
vertexShader: ShaderChunk.meshphong_vert, fragmentShader: ShaderChunk.meshphong_frag
},
standard: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color( 0x000000 ) }, roughness: { value: 0.5 }, metalness: { value: 0.5 }, envMapIntensity: { value: 1 } // temporary } ] ),
vertexShader: ShaderChunk.meshphysical_vert, fragmentShader: ShaderChunk.meshphysical_frag
},
matcap: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, { matcap: { value: null } } ] ),
vertexShader: ShaderChunk.meshmatcap_vert, fragmentShader: ShaderChunk.meshmatcap_frag
},
points: {
uniforms: UniformsUtils.merge( [ UniformsLib.points, UniformsLib.fog ] ),
vertexShader: ShaderChunk.points_vert, fragmentShader: ShaderChunk.points_frag
},
dashed: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.fog, { scale: { value: 1 }, dashSize: { value: 1 }, totalSize: { value: 2 } } ] ),
vertexShader: ShaderChunk.linedashed_vert, fragmentShader: ShaderChunk.linedashed_frag
},
depth: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.displacementmap ] ),
vertexShader: ShaderChunk.depth_vert, fragmentShader: ShaderChunk.depth_frag
},
normal: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, { opacity: { value: 1.0 } } ] ),
vertexShader: ShaderChunk.normal_vert, fragmentShader: ShaderChunk.normal_frag
},
sprite: {
uniforms: UniformsUtils.merge( [ UniformsLib.sprite, UniformsLib.fog ] ),
vertexShader: ShaderChunk.sprite_vert, fragmentShader: ShaderChunk.sprite_frag
},
background: {
uniforms: { t2D: { value: null }, },
vertexShader: ShaderChunk.background_vert, fragmentShader: ShaderChunk.background_frag
}, /* ------------------------------------------------------------------------- // Cube map shader ------------------------------------------------------------------------- */
cube: {
uniforms: { tCube: { value: null }, tFlip: { value: - 1 }, opacity: { value: 1.0 } },
vertexShader: ShaderChunk.cube_vert, fragmentShader: ShaderChunk.cube_frag
},
equirect: {
uniforms: { tEquirect: { value: null }, },
vertexShader: ShaderChunk.equirect_vert, fragmentShader: ShaderChunk.equirect_frag
},
distanceRGBA: {
uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.displacementmap, { referencePosition: { value: new Vector3() }, nearDistance: { value: 1 }, farDistance: { value: 1000 } } ] ),
vertexShader: ShaderChunk.distanceRGBA_vert, fragmentShader: ShaderChunk.distanceRGBA_frag
},
shadow: {
uniforms: UniformsUtils.merge( [ UniformsLib.lights, UniformsLib.fog, { color: { value: new Color( 0x00000 ) }, opacity: { value: 1.0 } }, ] ),
vertexShader: ShaderChunk.shadow_vert, fragmentShader: ShaderChunk.shadow_frag
}
};
ShaderLib.physical = {
uniforms: UniformsUtils.merge( [ ShaderLib.standard.uniforms, { clearCoat: { value: 0 }, clearCoatRoughness: { value: 0 } } ] ),
vertexShader: ShaderChunk.meshphysical_vert, fragmentShader: ShaderChunk.meshphysical_frag
};
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLAnimation() {
var context = null; var isAnimating = false; var animationLoop = null;
function onAnimationFrame( time, frame ) {
if ( isAnimating === false ) return;
animationLoop( time, frame );
context.requestAnimationFrame( onAnimationFrame );
}
return {
start: function () {
if ( isAnimating === true ) return; if ( animationLoop === null ) return;
context.requestAnimationFrame( onAnimationFrame );
isAnimating = true;
},
stop: function () {
isAnimating = false;
},
setAnimationLoop: function ( callback ) {
animationLoop = callback;
},
setContext: function ( value ) {
context = value;
}
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLAttributes( gl ) {
var buffers = new WeakMap();
function createBuffer( attribute, bufferType ) {
var array = attribute.array; var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
var buffer = gl.createBuffer();
gl.bindBuffer( bufferType, buffer ); gl.bufferData( bufferType, array, usage );
attribute.onUploadCallback();
var type = gl.FLOAT;
if ( array instanceof Float32Array ) {
type = gl.FLOAT;
} else if ( array instanceof Float64Array ) {
console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
} else if ( array instanceof Uint16Array ) {
type = gl.UNSIGNED_SHORT;
} else if ( array instanceof Int16Array ) {
type = gl.SHORT;
} else if ( array instanceof Uint32Array ) {
type = gl.UNSIGNED_INT;
} else if ( array instanceof Int32Array ) {
type = gl.INT;
} else if ( array instanceof Int8Array ) {
type = gl.BYTE;
} else if ( array instanceof Uint8Array ) {
type = gl.UNSIGNED_BYTE;
}
return { buffer: buffer, type: type, bytesPerElement: array.BYTES_PER_ELEMENT, version: attribute.version };
}
function updateBuffer( buffer, attribute, bufferType ) {
var array = attribute.array; var updateRange = attribute.updateRange;
gl.bindBuffer( bufferType, buffer );
if ( attribute.dynamic === false ) {
gl.bufferData( bufferType, array, gl.STATIC_DRAW );
} else if ( updateRange.count === - 1 ) {
// Not using update ranges
gl.bufferSubData( bufferType, 0, array );
} else if ( updateRange.count === 0 ) {
console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
} else {
gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
updateRange.count = - 1; // reset range
}
}
//
function get( attribute ) {
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
return buffers.get( attribute );
}
function remove( attribute ) {
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
var data = buffers.get( attribute );
if ( data ) {
gl.deleteBuffer( data.buffer );
buffers.delete( attribute );
}
}
function update( attribute, bufferType ) {
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
var data = buffers.get( attribute );
if ( data === undefined ) {
buffers.set( attribute, createBuffer( attribute, bufferType ) );
} else if ( data.version < attribute.version ) {
updateBuffer( data.buffer, attribute, bufferType );
data.version = attribute.version;
}
}
return {
get: get, remove: remove, update: update
};
}
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */
function Face3( a, b, c, normal, color, materialIndex ) {
this.a = a; this.b = b; this.c = c;
this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); this.vertexNormals = Array.isArray( normal ) ? normal : [];
this.color = ( color && color.isColor ) ? color : new Color(); this.vertexColors = Array.isArray( color ) ? color : [];
this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
}
Object.assign( Face3.prototype, {
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( source ) {
this.a = source.a; this.b = source.b; this.c = source.c;
this.normal.copy( source.normal ); this.color.copy( source.color );
this.materialIndex = source.materialIndex;
for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
}
for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
this.vertexColors[ i ] = source.vertexColors[ i ].clone();
}
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://clara.io */
function Euler( x, y, z, order ) {
this._x = x || 0; this._y = y || 0; this._z = z || 0; this._order = order || Euler.DefaultOrder;
}
Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
Euler.DefaultOrder = 'XYZ';
Object.defineProperties( Euler.prototype, {
x: {
get: function () {
return this._x;
},
set: function ( value ) {
this._x = value; this.onChangeCallback();
}
},
y: {
get: function () {
return this._y;
},
set: function ( value ) {
this._y = value; this.onChangeCallback();
}
},
z: {
get: function () {
return this._z;
},
set: function ( value ) {
this._z = value; this.onChangeCallback();
}
},
order: {
get: function () {
return this._order;
},
set: function ( value ) {
this._order = value; this.onChangeCallback();
}
}
} );
Object.assign( Euler.prototype, {
isEuler: true,
set: function ( x, y, z, order ) {
this._x = x; this._y = y; this._z = z; this._order = order || this._order;
this.onChangeCallback();
return this;
},
clone: function () {
return new this.constructor( this._x, this._y, this._z, this._order );
},
copy: function ( euler ) {
this._x = euler._x; this._y = euler._y; this._z = euler._z; this._order = euler._order;
this.onChangeCallback();
return this;
},
setFromRotationMatrix: function ( m, order, update ) {
var clamp = _Math.clamp;
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements; var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
order = order || this._order;
if ( order === 'XYZ' ) {
this._y = Math.asin( clamp( m13, - 1, 1 ) );
if ( Math.abs( m13 ) < 0.99999 ) {
this._x = Math.atan2( - m23, m33 ); this._z = Math.atan2( - m12, m11 );
} else {
this._x = Math.atan2( m32, m22 ); this._z = 0;
}
} else if ( order === 'YXZ' ) {
this._x = Math.asin( - clamp( m23, - 1, 1 ) );
if ( Math.abs( m23 ) < 0.99999 ) {
this._y = Math.atan2( m13, m33 ); this._z = Math.atan2( m21, m22 );
} else {
this._y = Math.atan2( - m31, m11 ); this._z = 0;
}
} else if ( order === 'ZXY' ) {
this._x = Math.asin( clamp( m32, - 1, 1 ) );
if ( Math.abs( m32 ) < 0.99999 ) {
this._y = Math.atan2( - m31, m33 ); this._z = Math.atan2( - m12, m22 );
} else {
this._y = 0; this._z = Math.atan2( m21, m11 );
}
} else if ( order === 'ZYX' ) {
this._y = Math.asin( - clamp( m31, - 1, 1 ) );
if ( Math.abs( m31 ) < 0.99999 ) {
this._x = Math.atan2( m32, m33 ); this._z = Math.atan2( m21, m11 );
} else {
this._x = 0; this._z = Math.atan2( - m12, m22 );
}
} else if ( order === 'YZX' ) {
this._z = Math.asin( clamp( m21, - 1, 1 ) );
if ( Math.abs( m21 ) < 0.99999 ) {
this._x = Math.atan2( - m23, m22 ); this._y = Math.atan2( - m31, m11 );
} else {
this._x = 0; this._y = Math.atan2( m13, m33 );
}
} else if ( order === 'XZY' ) {
this._z = Math.asin( - clamp( m12, - 1, 1 ) );
if ( Math.abs( m12 ) < 0.99999 ) {
this._x = Math.atan2( m32, m22 ); this._y = Math.atan2( m13, m11 );
} else {
this._x = Math.atan2( - m23, m33 ); this._y = 0;
}
} else {
console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
}
this._order = order;
if ( update !== false ) this.onChangeCallback();
return this;
},
setFromQuaternion: function () {
var matrix = new Matrix4();
return function setFromQuaternion( q, order, update ) {
matrix.makeRotationFromQuaternion( q );
return this.setFromRotationMatrix( matrix, order, update );
};
}(),
setFromVector3: function ( v, order ) {
return this.set( v.x, v.y, v.z, order || this._order );
},
reorder: function () {
// WARNING: this discards revolution information -bhouston
var q = new Quaternion();
return function reorder( newOrder ) {
q.setFromEuler( this );
return this.setFromQuaternion( q, newOrder );
};
}(),
equals: function ( euler ) {
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
},
fromArray: function ( array ) {
this._x = array[ 0 ]; this._y = array[ 1 ]; this._z = array[ 2 ]; if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
this.onChangeCallback();
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = []; if ( offset === undefined ) offset = 0;
array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._order;
return array;
},
toVector3: function ( optionalResult ) {
if ( optionalResult ) {
return optionalResult.set( this._x, this._y, this._z );
} else {
return new Vector3( this._x, this._y, this._z );
}
},
onChange: function ( callback ) {
this.onChangeCallback = callback;
return this;
},
onChangeCallback: function () {}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function Layers() {
this.mask = 1 | 0;
}
Object.assign( Layers.prototype, {
set: function ( channel ) {
this.mask = 1 << channel | 0;
},
enable: function ( channel ) {
this.mask |= 1 << channel | 0;
},
toggle: function ( channel ) {
this.mask ^= 1 << channel | 0;
},
disable: function ( channel ) {
this.mask &= ~ ( 1 << channel | 0 );
},
test: function ( layers ) {
return ( this.mask & layers.mask ) !== 0;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley * @author elephantatwork / www.elephantatwork.ch */
var object3DId = 0;
function Object3D() {
Object.defineProperty( this, 'id', { value: object3DId ++ } );
this.uuid = _Math.generateUUID();
this.name = ; this.type = 'Object3D';
this.parent = null; this.children = [];
this.up = Object3D.DefaultUp.clone();
var position = new Vector3(); var rotation = new Euler(); var quaternion = new Quaternion(); var scale = new Vector3( 1, 1, 1 );
function onRotationChange() {
quaternion.setFromEuler( rotation, false );
}
function onQuaternionChange() {
rotation.setFromQuaternion( quaternion, undefined, false );
}
rotation.onChange( onRotationChange ); quaternion.onChange( onQuaternionChange );
Object.defineProperties( this, { position: { enumerable: true, value: position }, rotation: { enumerable: true, value: rotation }, quaternion: { enumerable: true, value: quaternion }, scale: { enumerable: true, value: scale }, modelViewMatrix: { value: new Matrix4() }, normalMatrix: { value: new Matrix3() } } );
this.matrix = new Matrix4(); this.matrixWorld = new Matrix4();
this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; this.matrixWorldNeedsUpdate = false;
this.layers = new Layers(); this.visible = true;
this.castShadow = false; this.receiveShadow = false;
this.frustumCulled = true; this.renderOrder = 0;
this.userData = {};
}
Object3D.DefaultUp = new Vector3( 0, 1, 0 ); Object3D.DefaultMatrixAutoUpdate = true;
Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
constructor: Object3D,
isObject3D: true,
onBeforeRender: function () {}, onAfterRender: function () {},
applyMatrix: function ( matrix ) {
this.matrix.multiplyMatrices( matrix, this.matrix );
this.matrix.decompose( this.position, this.quaternion, this.scale );
},
applyQuaternion: function ( q ) {
this.quaternion.premultiply( q );
return this;
},
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 Quaternion();
return function rotateOnAxis( axis, angle ) {
q1.setFromAxisAngle( axis, angle );
this.quaternion.multiply( q1 );
return this;
};
}(),
rotateOnWorldAxis: function () {
// rotate object on axis in world space // axis is assumed to be normalized // method assumes no rotated parent
var q1 = new Quaternion();
return function rotateOnWorldAxis( axis, angle ) {
q1.setFromAxisAngle( axis, angle );
this.quaternion.premultiply( q1 );
return this;
};
}(),
rotateX: function () {
var v1 = new Vector3( 1, 0, 0 );
return function rotateX( angle ) {
return this.rotateOnAxis( v1, angle );
};
}(),
rotateY: function () {
var v1 = new Vector3( 0, 1, 0 );
return function rotateY( angle ) {
return this.rotateOnAxis( v1, angle );
};
}(),
rotateZ: function () {
var v1 = new Vector3( 0, 0, 1 );
return function rotateZ( angle ) {
return this.rotateOnAxis( v1, angle );
};
}(),
translateOnAxis: function () {
// translate object by distance along axis in object space // axis is assumed to be normalized
var v1 = new Vector3();
return function translateOnAxis( axis, distance ) {
v1.copy( axis ).applyQuaternion( this.quaternion );
this.position.add( v1.multiplyScalar( distance ) );
return this;
};
}(),
translateX: function () {
var v1 = new Vector3( 1, 0, 0 );
return function translateX( distance ) {
return this.translateOnAxis( v1, distance );
};
}(),
translateY: function () {
var v1 = new Vector3( 0, 1, 0 );
return function translateY( distance ) {
return this.translateOnAxis( v1, distance );
};
}(),
translateZ: function () {
var v1 = new Vector3( 0, 0, 1 );
return function translateZ( distance ) {
return this.translateOnAxis( v1, distance );
};
}(),
localToWorld: function ( vector ) {
return vector.applyMatrix4( this.matrixWorld );
},
worldToLocal: function () {
var m1 = new Matrix4();
return function worldToLocal( vector ) {
return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
};
}(),
lookAt: function () {
// This method does not support objects having non-uniformly-scaled parent(s)
var q1 = new Quaternion(); var m1 = new Matrix4(); var target = new Vector3(); var position = new Vector3();
return function lookAt( x, y, z ) {
if ( x.isVector3 ) {
target.copy( x );
} else {
target.set( x, y, z );
}
var parent = this.parent;
this.updateWorldMatrix( true, false );
position.setFromMatrixPosition( this.matrixWorld );
if ( this.isCamera ) {
m1.lookAt( position, target, this.up );
} else {
m1.lookAt( target, position, this.up );
}
this.quaternion.setFromRotationMatrix( m1 );
if ( parent ) {
m1.extractRotation( parent.matrixWorld ); q1.setFromRotationMatrix( m1 ); this.quaternion.premultiply( q1.inverse() );
}
};
}(),
add: function ( object ) {
if ( arguments.length > 1 ) {
for ( var i = 0; i < arguments.length; i ++ ) {
this.add( arguments[ i ] );
}
return this;
}
if ( object === this ) {
console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); return this;
}
if ( ( object && object.isObject3D ) ) {
if ( object.parent !== null ) {
object.parent.remove( object );
}
object.parent = this; object.dispatchEvent( { type: 'added' } );
this.children.push( object );
} else {
console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
}
return this;
},
remove: function ( object ) {
if ( arguments.length > 1 ) {
for ( var i = 0; i < arguments.length; i ++ ) {
this.remove( arguments[ i ] );
}
return this;
}
var index = this.children.indexOf( object );
if ( index !== - 1 ) {
object.parent = null;
object.dispatchEvent( { type: 'removed' } );
this.children.splice( index, 1 );
}
return this;
},
getObjectById: function ( id ) {
return this.getObjectByProperty( 'id', id );
},
getObjectByName: function ( name ) {
return this.getObjectByProperty( 'name', name );
},
getObjectByProperty: function ( name, value ) {
if ( this[ name ] === value ) return this;
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
var child = this.children[ i ]; var object = child.getObjectByProperty( name, value );
if ( object !== undefined ) {
return object;
}
}
return undefined;
},
getWorldPosition: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); target = new Vector3();
}
this.updateMatrixWorld( true );
return target.setFromMatrixPosition( this.matrixWorld );
},
getWorldQuaternion: function () {
var position = new Vector3(); var scale = new Vector3();
return function getWorldQuaternion( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); target = new Quaternion();
}
this.updateMatrixWorld( true );
this.matrixWorld.decompose( position, target, scale );
return target;
};
}(),
getWorldScale: function () {
var position = new Vector3(); var quaternion = new Quaternion();
return function getWorldScale( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); target = new Vector3();
}
this.updateMatrixWorld( true );
this.matrixWorld.decompose( position, quaternion, target );
return target;
};
}(),
getWorldDirection: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); target = new Vector3();
}
this.updateMatrixWorld( true );
var e = this.matrixWorld.elements;
return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
},
raycast: function () {},
traverse: function ( callback ) {
callback( this );
var children = this.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverse( callback );
}
},
traverseVisible: function ( callback ) {
if ( this.visible === false ) return;
callback( this );
var children = this.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverseVisible( callback );
}
},
traverseAncestors: function ( callback ) {
var parent = this.parent;
if ( parent !== null ) {
callback( parent );
parent.traverseAncestors( callback );
}
},
updateMatrix: function () {
this.matrix.compose( this.position, this.quaternion, this.scale );
this.matrixWorldNeedsUpdate = true;
},
updateMatrixWorld: function ( force ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldNeedsUpdate || force ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// update children
var children = this.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
children[ i ].updateMatrixWorld( force );
}
},
updateWorldMatrix: function ( updateParents, updateChildren ) {
var parent = this.parent;
if ( updateParents === true && parent !== null ) {
parent.updateWorldMatrix( true, false );
}
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
// update children
if ( updateChildren === true ) {
var children = this.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
children[ i ].updateWorldMatrix( false, true );
}
}
},
toJSON: function ( meta ) {
// meta is a string when called from JSON.stringify var isRootObject = ( meta === undefined || typeof meta === 'string' );
var output = {};
// meta is a hash used to collect geometries, materials. // not providing it implies that this is the root object // being serialized. if ( isRootObject ) {
// initialize meta obj meta = { geometries: {}, materials: {}, textures: {}, images: {}, shapes: {} };
output.metadata = { version: 4.5, type: 'Object', generator: 'Object3D.toJSON' };
}
// standard Object3D serialization
var object = {};
object.uuid = this.uuid; object.type = this.type;
if ( this.name !== ) object.name = this.name; if ( this.castShadow === true ) object.castShadow = true; if ( this.receiveShadow === true ) object.receiveShadow = true; if ( this.visible === false ) object.visible = false; if ( this.frustumCulled === false ) object.frustumCulled = false; if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
object.layers = this.layers.mask; object.matrix = this.matrix.toArray();
if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
//
function serialize( library, element ) {
if ( library[ element.uuid ] === undefined ) {
library[ element.uuid ] = element.toJSON( meta );
}
return element.uuid;
}
if ( this.isMesh || this.isLine || this.isPoints ) {
object.geometry = serialize( meta.geometries, this.geometry );
var parameters = this.geometry.parameters;
if ( parameters !== undefined && parameters.shapes !== undefined ) {
var shapes = parameters.shapes;
if ( Array.isArray( shapes ) ) {
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
var shape = shapes[ i ];
serialize( meta.shapes, shape );
}
} else {
serialize( meta.shapes, shapes );
}
}
}
if ( this.material !== undefined ) {
if ( Array.isArray( this.material ) ) {
var uuids = [];
for ( var i = 0, l = this.material.length; i < l; i ++ ) {
uuids.push( serialize( meta.materials, this.material[ i ] ) );
}
object.material = uuids;
} else {
object.material = serialize( meta.materials, this.material );
}
}
//
if ( this.children.length > 0 ) {
object.children = [];
for ( var i = 0; i < this.children.length; i ++ ) {
object.children.push( this.children[ i ].toJSON( meta ).object );
}
}
if ( isRootObject ) {
var geometries = extractFromCache( meta.geometries ); var materials = extractFromCache( meta.materials ); var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images ); var shapes = extractFromCache( meta.shapes );
if ( geometries.length > 0 ) output.geometries = geometries; if ( materials.length > 0 ) output.materials = materials; if ( textures.length > 0 ) output.textures = textures; if ( images.length > 0 ) output.images = images; if ( shapes.length > 0 ) output.shapes = shapes;
}
output.object = object;
return output;
// extract data from the cache hash // remove metadata on each item // and return as array function extractFromCache( cache ) {
var values = []; for ( var key in cache ) {
var data = cache[ key ]; delete data.metadata; values.push( data );
} return values;
}
},
clone: function ( recursive ) {
return new this.constructor().copy( this, recursive );
},
copy: function ( source, recursive ) {
if ( recursive === undefined ) recursive = true;
this.name = source.name;
this.up.copy( source.up );
this.position.copy( source.position ); this.quaternion.copy( source.quaternion ); this.scale.copy( source.scale );
this.matrix.copy( source.matrix ); this.matrixWorld.copy( source.matrixWorld );
this.matrixAutoUpdate = source.matrixAutoUpdate; this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
this.layers.mask = source.layers.mask; this.visible = source.visible;
this.castShadow = source.castShadow; this.receiveShadow = source.receiveShadow;
this.frustumCulled = source.frustumCulled; this.renderOrder = source.renderOrder;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
if ( recursive === true ) {
for ( var i = 0; i < source.children.length; i ++ ) {
var child = source.children[ i ]; this.add( child.clone() );
}
}
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author kile / http://kile.stravaganza.org/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author zz85 / http://www.lab4games.net/zz85/blog * @author bhouston / http://clara.io */
var geometryId = 0; // Geometry uses even numbers as Id
function Geometry() {
Object.defineProperty( this, 'id', { value: geometryId += 2 } );
this.uuid = _Math.generateUUID();
this.name = ; this.type = 'Geometry';
this.vertices = []; this.colors = []; this.faces = []; this.faceVertexUvs = [[]];
this.morphTargets = []; this.morphNormals = [];
this.skinWeights = []; this.skinIndices = [];
this.lineDistances = [];
this.boundingBox = null; this.boundingSphere = null;
// update flags
this.elementsNeedUpdate = false; this.verticesNeedUpdate = false; this.uvsNeedUpdate = false; this.normalsNeedUpdate = false; this.colorsNeedUpdate = false; this.lineDistancesNeedUpdate = false; this.groupsNeedUpdate = false;
}
Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
constructor: Geometry,
isGeometry: true,
applyMatrix: function ( matrix ) {
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
var vertex = this.vertices[ i ]; vertex.applyMatrix4( matrix );
}
for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
var face = this.faces[ i ]; face.normal.applyMatrix3( normalMatrix ).normalize();
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
}
}
if ( this.boundingBox !== null ) {
this.computeBoundingBox();
}
if ( this.boundingSphere !== null ) {
this.computeBoundingSphere();
}
this.verticesNeedUpdate = true; this.normalsNeedUpdate = true;
return this;
},
rotateX: function () {
// rotate geometry around world x-axis
var m1 = new Matrix4();
return function rotateX( angle ) {
m1.makeRotationX( angle );
this.applyMatrix( m1 );
return this;
};
}(),
rotateY: function () {
// rotate geometry around world y-axis
var m1 = new Matrix4();
return function rotateY( angle ) {
m1.makeRotationY( angle );
this.applyMatrix( m1 );
return this;
};
}(),
rotateZ: function () {
// rotate geometry around world z-axis
var m1 = new Matrix4();
return function rotateZ( angle ) {
m1.makeRotationZ( angle );
this.applyMatrix( m1 );
return this;
};
}(),
translate: function () {
// translate geometry
var m1 = new Matrix4();
return function translate( x, y, z ) {
m1.makeTranslation( x, y, z );
this.applyMatrix( m1 );
return this;
};
}(),
scale: function () {
// scale geometry
var m1 = new Matrix4();
return function scale( x, y, z ) {
m1.makeScale( x, y, z );
this.applyMatrix( m1 );
return this;
};
}(),
lookAt: function () {
var obj = new Object3D();
return function lookAt( vector ) {
obj.lookAt( vector );
obj.updateMatrix();
this.applyMatrix( obj.matrix );
};
}(),
fromBufferGeometry: function ( geometry ) {
var scope = this;
var indices = geometry.index !== null ? geometry.index.array : undefined; var attributes = geometry.attributes;
var positions = attributes.position.array; var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; var colors = attributes.color !== undefined ? attributes.color.array : undefined; var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
var tempNormals = []; var tempUVs = []; var tempUVs2 = [];
for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );
if ( normals !== undefined ) {
tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
}
if ( colors !== undefined ) {
scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
}
if ( uvs !== undefined ) {
tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );
}
if ( uvs2 !== undefined ) {
tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );
}
}
function addFace( a, b, c, materialIndex ) {
var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
scope.faces.push( face );
if ( uvs !== undefined ) {
scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
}
if ( uvs2 !== undefined ) {
scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );
}
}
var groups = geometry.groups;
if ( groups.length > 0 ) {
for ( var i = 0; i < groups.length; i ++ ) {
var group = groups[ i ];
var start = group.start; var count = group.count;
for ( var j = start, jl = start + count; j < jl; j += 3 ) {
if ( indices !== undefined ) {
addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
} else {
addFace( j, j + 1, j + 2, group.materialIndex );
}
}
}
} else {
if ( indices !== undefined ) {
for ( var i = 0; i < indices.length; i += 3 ) {
addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
}
} else {
for ( var i = 0; i < positions.length / 3; i += 3 ) {
addFace( i, i + 1, i + 2 );
}
}
}
this.computeFaceNormals();
if ( geometry.boundingBox !== null ) {
this.boundingBox = geometry.boundingBox.clone();
}
if ( geometry.boundingSphere !== null ) {
this.boundingSphere = geometry.boundingSphere.clone();
}
return this;
},
center: function () {
var offset = new Vector3();
return function center() {
this.computeBoundingBox();
this.boundingBox.getCenter( offset ).negate();
this.translate( offset.x, offset.y, offset.z );
return this;
};
}(),
normalize: function () {
this.computeBoundingSphere();
var center = this.boundingSphere.center; var radius = this.boundingSphere.radius;
var s = radius === 0 ? 1 : 1.0 / radius;
var matrix = new Matrix4(); matrix.set( s, 0, 0, - s * center.x, 0, s, 0, - s * center.y, 0, 0, s, - s * center.z, 0, 0, 0, 1 );
this.applyMatrix( matrix );
return this;
},
computeFaceNormals: function () {
var cb = new Vector3(), ab = new Vector3();
for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
var face = this.faces[ f ];
var vA = this.vertices[ face.a ]; var vB = this.vertices[ face.b ]; var vC = this.vertices[ face.c ];
cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); cb.cross( ab );
cb.normalize();
face.normal.copy( cb );
}
},
computeVertexNormals: function ( areaWeighted ) {
if ( areaWeighted === undefined ) areaWeighted = true;
var v, vl, f, fl, face, vertices;
vertices = new Array( this.vertices.length );
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
vertices[ v ] = new Vector3();
}
if ( areaWeighted ) {
// vertex normals weighted by triangle areas // http://www.iquilezles.org/www/articles/normals/normals.htm
var vA, vB, vC; var cb = new Vector3(), ab = new 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 {
this.computeFaceNormals();
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
face = this.faces[ f ];
vertices[ face.a ].add( face.normal ); vertices[ face.b ].add( face.normal ); vertices[ face.c ].add( face.normal );
}
}
for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
vertices[ v ].normalize();
}
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
face = this.faces[ f ];
var vertexNormals = face.vertexNormals;
if ( vertexNormals.length === 3 ) {
vertexNormals[ 0 ].copy( vertices[ face.a ] ); vertexNormals[ 1 ].copy( vertices[ face.b ] ); vertexNormals[ 2 ].copy( vertices[ face.c ] );
} else {
vertexNormals[ 0 ] = vertices[ face.a ].clone(); vertexNormals[ 1 ] = vertices[ face.b ].clone(); vertexNormals[ 2 ] = vertices[ face.c ].clone();
}
}
if ( this.faces.length > 0 ) {
this.normalsNeedUpdate = true;
}
},
computeFlatVertexNormals: function () {
var f, fl, face;
this.computeFaceNormals();
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
face = this.faces[ f ];
var vertexNormals = face.vertexNormals;
if ( vertexNormals.length === 3 ) {
vertexNormals[ 0 ].copy( face.normal ); vertexNormals[ 1 ].copy( face.normal ); vertexNormals[ 2 ].copy( face.normal );
} else {
vertexNormals[ 0 ] = face.normal.clone(); vertexNormals[ 1 ] = face.normal.clone(); vertexNormals[ 2 ] = face.normal.clone();
}
}
if ( this.faces.length > 0 ) {
this.normalsNeedUpdate = true;
}
},
computeMorphNormals: function () {
var i, il, f, fl, face;
// save original normals // - create temp variables on first access // otherwise just copy (for faster repeated calls)
for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
face = this.faces[ f ];
if ( ! face.__originalFaceNormal ) {
face.__originalFaceNormal = face.normal.clone();
} else {
face.__originalFaceNormal.copy( face.normal );
}
if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
if ( ! face.__originalVertexNormals[ i ] ) {
face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
} else {
face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
}
}
}
// use temp geometry to compute face and vertex normals for each morph
var tmpGeo = new 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 Vector3(); vertexNormals = { a: new Vector3(), b: new Vector3(), c: new 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;
}
},
computeBoundingBox: function () {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
this.boundingBox.setFromPoints( this.vertices );
},
computeBoundingSphere: function () {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
this.boundingSphere.setFromPoints( this.vertices );
},
merge: function ( geometry, matrix, materialIndexOffset ) {
if ( ! ( geometry && geometry.isGeometry ) ) {
console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); return;
}
var normalMatrix, vertexOffset = this.vertices.length, vertices1 = this.vertices, vertices2 = geometry.vertices, faces1 = this.faces, faces2 = geometry.faces, uvs1 = this.faceVertexUvs[ 0 ], uvs2 = geometry.faceVertexUvs[ 0 ], colors1 = this.colors, colors2 = geometry.colors;
if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
if ( matrix !== undefined ) {
normalMatrix = new 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 );
}
// colors
for ( var i = 0, il = colors2.length; i < il; i ++ ) {
colors1.push( colors2[ i ].clone() );
}
// 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 Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); faceCopy.normal.copy( face.normal );
if ( normalMatrix !== undefined ) {
faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
}
for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
normal = faceVertexNormals[ j ].clone();
if ( normalMatrix !== undefined ) {
normal.applyMatrix3( normalMatrix ).normalize();
}
faceCopy.vertexNormals.push( normal );
}
faceCopy.color.copy( face.color );
for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
color = faceVertexColors[ j ]; faceCopy.vertexColors.push( color.clone() );
}
faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
faces1.push( faceCopy );
}
// uvs
for ( i = 0, il = uvs2.length; i < il; i ++ ) {
var uv = uvs2[ i ], uvCopy = [];
if ( uv === undefined ) {
continue;
}
for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
uvCopy.push( uv[ j ].clone() );
}
uvs1.push( uvCopy );
}
},
mergeMesh: function ( mesh ) {
if ( ! ( mesh && mesh.isMesh ) ) {
console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); return;
}
if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
this.merge( mesh.geometry, mesh.matrix );
},
/* * Checks for duplicate vertices with hashmap. * Duplicated vertices are removed * and faces' vertices are updated. */
mergeVertices: function () {
var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) var unique = [], changes = [];
var v, key; var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 var precision = Math.pow( 10, precisionPoints ); var i, il, face; var indices, j, jl;
for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
v = this.vertices[ i ]; key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
if ( verticesMap[ key ] === undefined ) {
verticesMap[ key ] = i; unique.push( this.vertices[ i ] ); changes[ i ] = unique.length - 1;
} else {
//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); changes[ i ] = changes[ verticesMap[ key ] ];
}
}
// if faces are completely degenerate after merging vertices, we
// have to remove them from the geometry.
var faceIndicesToRemove = [];
for ( i = 0, il = this.faces.length; i < il; i ++ ) {
face = this.faces[ i ];
face.a = changes[ face.a ]; face.b = changes[ face.b ]; face.c = changes[ face.c ];
indices = [ face.a, face.b, face.c ];
// 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 ] ) {
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;
},
setFromPoints: function ( points ) {
this.vertices = [];
for ( var i = 0, l = points.length; i < l; i ++ ) {
var point = points[ i ]; this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
}
return this;
},
sortFacesByMaterialIndex: function () {
var faces = this.faces; var length = faces.length;
// tag faces
for ( var i = 0; i < length; i ++ ) {
faces[ i ]._id = i;
}
// sort faces
function materialIndexSort( a, b ) {
return a.materialIndex - b.materialIndex;
}
faces.sort( materialIndexSort );
// sort uvs
var uvs1 = this.faceVertexUvs[ 0 ]; var uvs2 = this.faceVertexUvs[ 1 ];
var newUvs1, newUvs2;
if ( uvs1 && uvs1.length === length ) newUvs1 = []; if ( uvs2 && uvs2.length === length ) newUvs2 = [];
for ( var i = 0; i < length; i ++ ) {
var id = faces[ i ]._id;
if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
}
if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
},
toJSON: function () {
var data = { metadata: { version: 4.5, type: 'Geometry', generator: 'Geometry.toJSON' } };
// standard Geometry serialization
data.uuid = this.uuid; data.type = this.type; if ( this.name !== ) data.name = this.name;
if ( this.parameters !== undefined ) {
var parameters = this.parameters;
for ( var key in parameters ) {
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
}
return data;
}
var vertices = [];
for ( var i = 0; i < this.vertices.length; i ++ ) {
var vertex = this.vertices[ i ]; vertices.push( vertex.x, vertex.y, vertex.z );
}
var faces = []; var normals = []; var normalsHash = {}; var colors = []; var colorsHash = {}; var uvs = []; var uvsHash = {};
for ( var i = 0; i < this.faces.length; i ++ ) {
var face = this.faces[ i ];
var hasMaterial = true; var hasFaceUv = false; // deprecated var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; var hasFaceNormal = face.normal.length() > 0; var hasFaceVertexNormal = face.vertexNormals.length > 0; var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; var hasFaceVertexColor = face.vertexColors.length > 0;
var faceType = 0;
faceType = setBit( faceType, 0, 0 ); // isQuad faceType = setBit( faceType, 1, hasMaterial ); faceType = setBit( faceType, 2, hasFaceUv ); faceType = setBit( faceType, 3, hasFaceVertexUv ); faceType = setBit( faceType, 4, hasFaceNormal ); faceType = setBit( faceType, 5, hasFaceVertexNormal ); faceType = setBit( faceType, 6, hasFaceColor ); faceType = setBit( faceType, 7, hasFaceVertexColor );
faces.push( faceType ); faces.push( face.a, face.b, face.c ); faces.push( face.materialIndex );
if ( hasFaceVertexUv ) {
var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
faces.push( getUvIndex( faceVertexUvs[ 0 ] ), getUvIndex( faceVertexUvs[ 1 ] ), getUvIndex( faceVertexUvs[ 2 ] ) );
}
if ( hasFaceNormal ) {
faces.push( getNormalIndex( face.normal ) );
}
if ( hasFaceVertexNormal ) {
var vertexNormals = face.vertexNormals;
faces.push( getNormalIndex( vertexNormals[ 0 ] ), getNormalIndex( vertexNormals[ 1 ] ), getNormalIndex( vertexNormals[ 2 ] ) );
}
if ( hasFaceColor ) {
faces.push( getColorIndex( face.color ) );
}
if ( hasFaceVertexColor ) {
var vertexColors = face.vertexColors;
faces.push( getColorIndex( vertexColors[ 0 ] ), getColorIndex( vertexColors[ 1 ] ), getColorIndex( vertexColors[ 2 ] ) );
}
}
function setBit( value, position, enabled ) {
return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
}
function getNormalIndex( normal ) {
var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
if ( normalsHash[ hash ] !== undefined ) {
return normalsHash[ hash ];
}
normalsHash[ hash ] = normals.length / 3; normals.push( normal.x, normal.y, normal.z );
return normalsHash[ hash ];
}
function getColorIndex( color ) {
var hash = color.r.toString() + color.g.toString() + color.b.toString();
if ( colorsHash[ hash ] !== undefined ) {
return colorsHash[ hash ];
}
colorsHash[ hash ] = colors.length; colors.push( color.getHex() );
return colorsHash[ hash ];
}
function getUvIndex( uv ) {
var hash = uv.x.toString() + uv.y.toString();
if ( uvsHash[ hash ] !== undefined ) {
return uvsHash[ hash ];
}
uvsHash[ hash ] = uvs.length / 2; uvs.push( uv.x, uv.y );
return uvsHash[ hash ];
}
data.data = {};
data.data.vertices = vertices; data.data.normals = normals; if ( colors.length > 0 ) data.data.colors = colors; if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility data.data.faces = faces;
return data;
},
clone: function () {
/* // Handle primitives
var parameters = this.parameters;
if ( parameters !== undefined ) {
var values = [];
for ( var key in parameters ) {
values.push( parameters[ key ] );
}
var geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry;
}
return new this.constructor().copy( this ); */
return new Geometry().copy( this );
},
copy: function ( source ) {
var i, il, j, jl, k, kl;
// reset
this.vertices = []; this.colors = []; this.faces = []; this.faceVertexUvs = [[]]; this.morphTargets = []; this.morphNormals = []; this.skinWeights = []; this.skinIndices = []; this.lineDistances = []; this.boundingBox = null; this.boundingSphere = null;
// name
this.name = source.name;
// vertices
var vertices = source.vertices;
for ( i = 0, il = vertices.length; i < il; i ++ ) {
this.vertices.push( vertices[ i ].clone() );
}
// colors
var colors = source.colors;
for ( i = 0, il = colors.length; i < il; i ++ ) {
this.colors.push( colors[ i ].clone() );
}
// faces
var faces = source.faces;
for ( i = 0, il = faces.length; i < il; i ++ ) {
this.faces.push( faces[ i ].clone() );
}
// face vertex uvs
for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
var faceVertexUvs = source.faceVertexUvs[ i ];
if ( this.faceVertexUvs[ i ] === undefined ) {
this.faceVertexUvs[ i ] = [];
}
for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
var uvs = faceVertexUvs[ j ], uvsCopy = [];
for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
var uv = uvs[ k ];
uvsCopy.push( uv.clone() );
}
this.faceVertexUvs[ i ].push( uvsCopy );
}
}
// morph targets
var morphTargets = source.morphTargets;
for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
var morphTarget = {}; morphTarget.name = morphTargets[ i ].name;
// vertices
if ( morphTargets[ i ].vertices !== undefined ) {
morphTarget.vertices = [];
for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
}
}
// normals
if ( morphTargets[ i ].normals !== undefined ) {
morphTarget.normals = [];
for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
}
}
this.morphTargets.push( morphTarget );
}
// morph normals
var morphNormals = source.morphNormals;
for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
var morphNormal = {};
// vertex normals
if ( morphNormals[ i ].vertexNormals !== undefined ) {
morphNormal.vertexNormals = [];
for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; var destVertexNormal = {};
destVertexNormal.a = srcVertexNormal.a.clone(); destVertexNormal.b = srcVertexNormal.b.clone(); destVertexNormal.c = srcVertexNormal.c.clone();
morphNormal.vertexNormals.push( destVertexNormal );
}
}
// face normals
if ( morphNormals[ i ].faceNormals !== undefined ) {
morphNormal.faceNormals = [];
for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
}
}
this.morphNormals.push( morphNormal );
}
// skin weights
var skinWeights = source.skinWeights;
for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
this.skinWeights.push( skinWeights[ i ].clone() );
}
// skin indices
var skinIndices = source.skinIndices;
for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
this.skinIndices.push( skinIndices[ i ].clone() );
}
// line distances
var lineDistances = source.lineDistances;
for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
this.lineDistances.push( lineDistances[ i ] );
}
// bounding box
var boundingBox = source.boundingBox;
if ( boundingBox !== null ) {
this.boundingBox = boundingBox.clone();
}
// bounding sphere
var boundingSphere = source.boundingSphere;
if ( boundingSphere !== null ) {
this.boundingSphere = boundingSphere.clone();
}
// update flags
this.elementsNeedUpdate = source.elementsNeedUpdate; this.verticesNeedUpdate = source.verticesNeedUpdate; this.uvsNeedUpdate = source.uvsNeedUpdate; this.normalsNeedUpdate = source.normalsNeedUpdate; this.colorsNeedUpdate = source.colorsNeedUpdate; this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; this.groupsNeedUpdate = source.groupsNeedUpdate;
return this;
},
dispose: function () {
this.dispatchEvent( { type: 'dispose' } );
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function BufferAttribute( array, itemSize, normalized ) {
if ( Array.isArray( array ) ) {
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
}
this.name = ;
this.array = array; this.itemSize = itemSize; this.count = array !== undefined ? array.length / itemSize : 0; this.normalized = normalized === true;
this.dynamic = false; this.updateRange = { offset: 0, count: - 1 };
this.version = 0;
}
Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
set: function ( value ) {
if ( value === true ) this.version ++;
}
} );
Object.assign( BufferAttribute.prototype, {
isBufferAttribute: true,
onUploadCallback: function () {},
setArray: function ( array ) {
if ( Array.isArray( array ) ) {
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
}
this.count = array !== undefined ? array.length / this.itemSize : 0; this.array = array;
return this;
},
setDynamic: function ( value ) {
this.dynamic = value;
return this;
},
copy: function ( source ) {
this.name = source.name; this.array = new source.array.constructor( source.array ); this.itemSize = source.itemSize; this.count = source.count; this.normalized = source.normalized;
this.dynamic = source.dynamic;
return this;
},
copyAt: function ( index1, attribute, index2 ) {
index1 *= this.itemSize; index2 *= attribute.itemSize;
for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
this.array[ index1 + i ] = attribute.array[ index2 + i ];
}
return this;
},
copyArray: function ( array ) {
this.array.set( array );
return this;
},
copyColorsArray: function ( colors ) {
var array = this.array, offset = 0;
for ( var i = 0, l = colors.length; i < l; i ++ ) {
var color = colors[ i ];
if ( color === undefined ) {
console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); color = new Color();
}
array[ offset ++ ] = color.r; array[ offset ++ ] = color.g; array[ offset ++ ] = color.b;
}
return this;
},
copyVector2sArray: function ( vectors ) {
var array = this.array, offset = 0;
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
var vector = vectors[ i ];
if ( vector === undefined ) {
console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); vector = new Vector2();
}
array[ offset ++ ] = vector.x; array[ offset ++ ] = vector.y;
}
return this;
},
copyVector3sArray: function ( vectors ) {
var array = this.array, offset = 0;
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
var vector = vectors[ i ];
if ( vector === undefined ) {
console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); vector = new Vector3();
}
array[ offset ++ ] = vector.x; array[ offset ++ ] = vector.y; array[ offset ++ ] = vector.z;
}
return this;
},
copyVector4sArray: function ( vectors ) {
var array = this.array, offset = 0;
for ( var i = 0, l = vectors.length; i < l; i ++ ) {
var vector = vectors[ i ];
if ( vector === undefined ) {
console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); vector = new Vector4();
}
array[ offset ++ ] = vector.x; array[ offset ++ ] = vector.y; array[ offset ++ ] = vector.z; array[ offset ++ ] = vector.w;
}
return this;
},
set: function ( value, offset ) {
if ( offset === undefined ) offset = 0;
this.array.set( value, offset );
return this;
},
getX: function ( index ) {
return this.array[ index * this.itemSize ];
},
setX: function ( index, x ) {
this.array[ index * this.itemSize ] = x;
return this;
},
getY: function ( index ) {
return this.array[ index * this.itemSize + 1 ];
},
setY: function ( index, y ) {
this.array[ index * this.itemSize + 1 ] = y;
return this;
},
getZ: function ( index ) {
return this.array[ index * this.itemSize + 2 ];
},
setZ: function ( index, z ) {
this.array[ index * this.itemSize + 2 ] = z;
return this;
},
getW: function ( index ) {
return this.array[ index * this.itemSize + 3 ];
},
setW: function ( index, w ) {
this.array[ index * this.itemSize + 3 ] = w;
return this;
},
setXY: function ( index, x, y ) {
index *= this.itemSize;
this.array[ index + 0 ] = x; this.array[ index + 1 ] = y;
return this;
},
setXYZ: function ( index, x, y, z ) {
index *= this.itemSize;
this.array[ index + 0 ] = x; this.array[ index + 1 ] = y; this.array[ index + 2 ] = z;
return this;
},
setXYZW: function ( index, x, y, z, w ) {
index *= this.itemSize;
this.array[ index + 0 ] = x; this.array[ index + 1 ] = y; this.array[ index + 2 ] = z; this.array[ index + 3 ] = w;
return this;
},
onUpload: function ( callback ) {
this.onUploadCallback = callback;
return this;
},
clone: function () {
return new this.constructor( this.array, this.itemSize ).copy( this );
}
} );
//
function Int8BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
}
Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
function Uint8BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
}
Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
}
Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
function Int16BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
}
Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
function Uint16BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
}
Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
function Int32BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
}
Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
function Uint32BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
}
Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
function Float32BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
}
Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
function Float64BufferAttribute( array, itemSize, normalized ) {
BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
}
Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
/** * @author mrdoob / http://mrdoob.com/ */
function DirectGeometry() {
this.vertices = []; this.normals = []; this.colors = []; this.uvs = []; this.uvs2 = [];
this.groups = [];
this.morphTargets = {};
this.skinWeights = []; this.skinIndices = [];
// this.lineDistances = [];
this.boundingBox = null; this.boundingSphere = null;
// update flags
this.verticesNeedUpdate = false; this.normalsNeedUpdate = false; this.colorsNeedUpdate = false; this.uvsNeedUpdate = false; this.groupsNeedUpdate = false;
}
Object.assign( DirectGeometry.prototype, {
computeGroups: function ( geometry ) {
var group; var groups = []; var materialIndex = undefined;
var faces = geometry.faces;
for ( var i = 0; i < faces.length; i ++ ) {
var face = faces[ i ];
// materials
if ( face.materialIndex !== materialIndex ) {
materialIndex = face.materialIndex;
if ( group !== undefined ) {
group.count = ( i * 3 ) - group.start; groups.push( group );
}
group = { start: i * 3, materialIndex: materialIndex };
}
}
if ( group !== undefined ) {
group.count = ( i * 3 ) - group.start; groups.push( group );
}
this.groups = groups;
},
fromGeometry: function ( geometry ) {
var faces = geometry.faces; var vertices = geometry.vertices; var faceVertexUvs = geometry.faceVertexUvs;
var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
// morphs
var morphTargets = geometry.morphTargets; var morphTargetsLength = morphTargets.length;
var morphTargetsPosition;
if ( morphTargetsLength > 0 ) {
morphTargetsPosition = [];
for ( var i = 0; i < morphTargetsLength; i ++ ) {
morphTargetsPosition[ i ] = { name: morphTargets[ i ].name, data: [] };
}
this.morphTargets.position = morphTargetsPosition;
}
var morphNormals = geometry.morphNormals; var morphNormalsLength = morphNormals.length;
var morphTargetsNormal;
if ( morphNormalsLength > 0 ) {
morphTargetsNormal = [];
for ( var i = 0; i < morphNormalsLength; i ++ ) {
morphTargetsNormal[ i ] = { name: morphNormals[ i ].name, data: [] };
}
this.morphTargets.normal = morphTargetsNormal;
}
// skins
var skinIndices = geometry.skinIndices; var skinWeights = geometry.skinWeights;
var hasSkinIndices = skinIndices.length === vertices.length; var hasSkinWeights = skinWeights.length === vertices.length;
//
if ( vertices.length > 0 && faces.length === 0 ) {
console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
}
for ( var i = 0; i < faces.length; i ++ ) {
var face = faces[ i ];
this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
var vertexNormals = face.vertexNormals;
if ( vertexNormals.length === 3 ) {
this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
} else {
var normal = face.normal;
this.normals.push( normal, normal, normal );
}
var vertexColors = face.vertexColors;
if ( vertexColors.length === 3 ) {
this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
} else {
var color = face.color;
this.colors.push( color, color, color );
}
if ( hasFaceVertexUv === true ) {
var vertexUvs = faceVertexUvs[ 0 ][ i ];
if ( vertexUvs !== undefined ) {
this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
} else {
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
}
}
if ( hasFaceVertexUv2 === true ) {
var vertexUvs = faceVertexUvs[ 1 ][ i ];
if ( vertexUvs !== undefined ) {
this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
} else {
console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
}
}
// morphs
for ( var j = 0; j < morphTargetsLength; j ++ ) {
var morphTarget = morphTargets[ j ].vertices;
morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
}
for ( var j = 0; j < morphNormalsLength; j ++ ) {
var morphNormal = morphNormals[ j ].vertexNormals[ i ];
morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
}
// skins
if ( hasSkinIndices ) {
this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
}
if ( hasSkinWeights ) {
this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
}
}
this.computeGroups( geometry );
this.verticesNeedUpdate = geometry.verticesNeedUpdate; this.normalsNeedUpdate = geometry.normalsNeedUpdate; this.colorsNeedUpdate = geometry.colorsNeedUpdate; this.uvsNeedUpdate = geometry.uvsNeedUpdate; this.groupsNeedUpdate = geometry.groupsNeedUpdate;
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function arrayMax( array ) {
if ( array.length === 0 ) return - Infinity;
var max = array[ 0 ];
for ( var i = 1, l = array.length; i < l; ++ i ) {
if ( array[ i ] > max ) max = array[ i ];
}
return max;
}
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */
var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
function BufferGeometry() {
Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
this.uuid = _Math.generateUUID();
this.name = ; this.type = 'BufferGeometry';
this.index = null; this.attributes = {};
this.morphAttributes = {};
this.groups = [];
this.boundingBox = null; this.boundingSphere = null;
this.drawRange = { start: 0, count: Infinity };
this.userData = {};
}
BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
constructor: BufferGeometry,
isBufferGeometry: true,
getIndex: function () {
return this.index;
},
setIndex: function ( index ) {
if ( Array.isArray( index ) ) {
this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
} else {
this.index = index;
}
},
addAttribute: function ( name, attribute ) {
if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
}
if ( name === 'index' ) {
console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); this.setIndex( attribute );
return this;
}
this.attributes[ name ] = attribute;
return this;
},
getAttribute: function ( name ) {
return this.attributes[ name ];
},
removeAttribute: function ( name ) {
delete this.attributes[ name ];
return this;
},
addGroup: function ( start, count, materialIndex ) {
this.groups.push( {
start: start, count: count, materialIndex: materialIndex !== undefined ? materialIndex : 0
} );
},
clearGroups: function () {
this.groups = [];
},
setDrawRange: function ( start, count ) {
this.drawRange.start = start; this.drawRange.count = count;
},
applyMatrix: function ( matrix ) {
var position = this.attributes.position;
if ( position !== undefined ) {
matrix.applyToBufferAttribute( position ); position.needsUpdate = true;
}
var normal = this.attributes.normal;
if ( normal !== undefined ) {
var normalMatrix = new Matrix3().getNormalMatrix( matrix );
normalMatrix.applyToBufferAttribute( normal ); normal.needsUpdate = true;
}
if ( this.boundingBox !== null ) {
this.computeBoundingBox();
}
if ( this.boundingSphere !== null ) {
this.computeBoundingSphere();
}
return this;
},
rotateX: function () {
// rotate geometry around world x-axis
var m1 = new Matrix4();
return function rotateX( angle ) {
m1.makeRotationX( angle );
this.applyMatrix( m1 );
return this;
};
}(),
rotateY: function () {
// rotate geometry around world y-axis
var m1 = new Matrix4();
return function rotateY( angle ) {
m1.makeRotationY( angle );
this.applyMatrix( m1 );
return this;
};
}(),
rotateZ: function () {
// rotate geometry around world z-axis
var m1 = new Matrix4();
return function rotateZ( angle ) {
m1.makeRotationZ( angle );
this.applyMatrix( m1 );
return this;
};
}(),
translate: function () {
// translate geometry
var m1 = new Matrix4();
return function translate( x, y, z ) {
m1.makeTranslation( x, y, z );
this.applyMatrix( m1 );
return this;
};
}(),
scale: function () {
// scale geometry
var m1 = new Matrix4();
return function scale( x, y, z ) {
m1.makeScale( x, y, z );
this.applyMatrix( m1 );
return this;
};
}(),
lookAt: function () {
var obj = new Object3D();
return function lookAt( vector ) {
obj.lookAt( vector );
obj.updateMatrix();
this.applyMatrix( obj.matrix );
};
}(),
center: function () {
var offset = new Vector3();
return function center() {
this.computeBoundingBox();
this.boundingBox.getCenter( offset ).negate();
this.translate( offset.x, offset.y, offset.z );
return this;
};
}(),
setFromObject: function ( object ) {
// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
var geometry = object.geometry;
if ( object.isPoints || object.isLine ) {
var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
}
if ( geometry.boundingSphere !== null ) {
this.boundingSphere = geometry.boundingSphere.clone();
}
if ( geometry.boundingBox !== null ) {
this.boundingBox = geometry.boundingBox.clone();
}
} else if ( object.isMesh ) {
if ( geometry && geometry.isGeometry ) {
this.fromGeometry( geometry );
}
}
return this;
},
setFromPoints: function ( points ) {
var position = [];
for ( var i = 0, l = points.length; i < l; i ++ ) {
var point = points[ i ]; position.push( point.x, point.y, point.z || 0 );
}
this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
return this;
},
updateFromObject: function ( object ) {
var geometry = object.geometry;
if ( object.isMesh ) {
var direct = geometry.__directGeometry;
if ( geometry.elementsNeedUpdate === true ) {
direct = undefined; geometry.elementsNeedUpdate = false;
}
if ( direct === undefined ) {
return this.fromGeometry( geometry );
}
direct.verticesNeedUpdate = geometry.verticesNeedUpdate; direct.normalsNeedUpdate = geometry.normalsNeedUpdate; direct.colorsNeedUpdate = geometry.colorsNeedUpdate; direct.uvsNeedUpdate = geometry.uvsNeedUpdate; direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
geometry.verticesNeedUpdate = false; geometry.normalsNeedUpdate = false; geometry.colorsNeedUpdate = false; geometry.uvsNeedUpdate = false; geometry.groupsNeedUpdate = false;
geometry = direct;
}
var attribute;
if ( geometry.verticesNeedUpdate === true ) {
attribute = this.attributes.position;
if ( attribute !== undefined ) {
attribute.copyVector3sArray( geometry.vertices ); attribute.needsUpdate = true;
}
geometry.verticesNeedUpdate = false;
}
if ( geometry.normalsNeedUpdate === true ) {
attribute = this.attributes.normal;
if ( attribute !== undefined ) {
attribute.copyVector3sArray( geometry.normals ); attribute.needsUpdate = true;
}
geometry.normalsNeedUpdate = false;
}
if ( geometry.colorsNeedUpdate === true ) {
attribute = this.attributes.color;
if ( attribute !== undefined ) {
attribute.copyColorsArray( geometry.colors ); attribute.needsUpdate = true;
}
geometry.colorsNeedUpdate = false;
}
if ( geometry.uvsNeedUpdate ) {
attribute = this.attributes.uv;
if ( attribute !== undefined ) {
attribute.copyVector2sArray( geometry.uvs ); attribute.needsUpdate = true;
}
geometry.uvsNeedUpdate = false;
}
if ( geometry.lineDistancesNeedUpdate ) {
attribute = this.attributes.lineDistance;
if ( attribute !== undefined ) {
attribute.copyArray( geometry.lineDistances ); attribute.needsUpdate = true;
}
geometry.lineDistancesNeedUpdate = false;
}
if ( geometry.groupsNeedUpdate ) {
geometry.computeGroups( object.geometry ); this.groups = geometry.groups;
geometry.groupsNeedUpdate = false;
}
return this;
},
fromGeometry: function ( geometry ) {
geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
return this.fromDirectGeometry( geometry.__directGeometry );
},
fromDirectGeometry: function ( geometry ) {
var positions = new Float32Array( geometry.vertices.length * 3 ); this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
if ( geometry.normals.length > 0 ) {
var normals = new Float32Array( geometry.normals.length * 3 ); this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
}
if ( geometry.colors.length > 0 ) {
var colors = new Float32Array( geometry.colors.length * 3 ); this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
}
if ( geometry.uvs.length > 0 ) {
var uvs = new Float32Array( geometry.uvs.length * 2 ); this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
}
if ( geometry.uvs2.length > 0 ) {
var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
}
// groups
this.groups = geometry.groups;
// morphs
for ( var name in geometry.morphTargets ) {
var array = []; var morphTargets = geometry.morphTargets[ name ];
for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
var morphTarget = morphTargets[ i ];
var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 ); attribute.name = morphTarget.name;
array.push( attribute.copyVector3sArray( morphTarget.data ) );
}
this.morphAttributes[ name ] = array;
}
// skinning
if ( geometry.skinIndices.length > 0 ) {
var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
}
if ( geometry.skinWeights.length > 0 ) {
var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
}
//
if ( geometry.boundingSphere !== null ) {
this.boundingSphere = geometry.boundingSphere.clone();
}
if ( geometry.boundingBox !== null ) {
this.boundingBox = geometry.boundingBox.clone();
}
return this;
},
computeBoundingBox: function () {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
var position = this.attributes.position;
if ( position !== undefined ) {
this.boundingBox.setFromBufferAttribute( position );
} else {
this.boundingBox.makeEmpty();
}
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
}
},
computeBoundingSphere: function () {
var box = new Box3(); var vector = new Vector3();
return function computeBoundingSphere() {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
var position = this.attributes.position;
if ( position ) {
var center = this.boundingSphere.center;
box.setFromBufferAttribute( position ); box.getCenter( 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 = position.count; i < il; i ++ ) {
vector.x = position.getX( i ); vector.y = position.getY( i ); vector.z = position.getZ( i ); maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
}
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
if ( isNaN( this.boundingSphere.radius ) ) {
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
}
}
};
}(),
computeFaceNormals: function () {
// backwards compatibility
},
computeVertexNormals: function () {
var index = this.index; var attributes = this.attributes;
if ( attributes.position ) {
var positions = attributes.position.array;
if ( attributes.normal === undefined ) {
this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
} else {
// reset existing normals to zero
var array = attributes.normal.array;
for ( var i = 0, il = array.length; i < il; i ++ ) {
array[ i ] = 0;
}
}
var normals = attributes.normal.array;
var vA, vB, vC; var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); var cb = new Vector3(), ab = new Vector3();
// indexed elements
if ( index ) {
var indices = index.array;
for ( var i = 0, il = index.count; i < il; i += 3 ) {
vA = indices[ i + 0 ] * 3; vB = indices[ i + 1 ] * 3; vC = indices[ i + 2 ] * 3;
pA.fromArray( positions, vA ); pB.fromArray( positions, vB ); pC.fromArray( positions, vC );
cb.subVectors( pC, pB ); ab.subVectors( pA, pB ); cb.cross( ab );
normals[ vA ] += cb.x; normals[ vA + 1 ] += cb.y; normals[ vA + 2 ] += cb.z;
normals[ vB ] += cb.x; normals[ vB + 1 ] += cb.y; normals[ vB + 2 ] += cb.z;
normals[ vC ] += cb.x; normals[ vC + 1 ] += cb.y; normals[ vC + 2 ] += cb.z;
}
} else {
// non-indexed elements (unconnected triangle soup)
for ( var i = 0, il = positions.length; i < il; i += 9 ) {
pA.fromArray( positions, i ); pB.fromArray( positions, i + 3 ); pC.fromArray( positions, i + 6 );
cb.subVectors( pC, pB ); ab.subVectors( pA, pB ); cb.cross( ab );
normals[ i ] = cb.x; normals[ i + 1 ] = cb.y; normals[ i + 2 ] = cb.z;
normals[ i + 3 ] = cb.x; normals[ i + 4 ] = cb.y; normals[ i + 5 ] = cb.z;
normals[ i + 6 ] = cb.x; normals[ i + 7 ] = cb.y; normals[ i + 8 ] = cb.z;
}
}
this.normalizeNormals();
attributes.normal.needsUpdate = true;
}
},
merge: function ( geometry, offset ) {
if ( ! ( geometry && geometry.isBufferGeometry ) ) {
console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); return;
}
if ( offset === undefined ) {
offset = 0;
console.warn( 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' );
}
var attributes = this.attributes;
for ( var key in attributes ) {
if ( geometry.attributes[ key ] === undefined ) continue;
var attribute1 = attributes[ key ]; var attributeArray1 = attribute1.array;
var attribute2 = geometry.attributes[ key ]; var attributeArray2 = attribute2.array;
var attributeSize = attribute2.itemSize;
for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
attributeArray1[ j ] = attributeArray2[ i ];
}
}
return this;
},
normalizeNormals: function () {
var vector = new Vector3();
return function normalizeNormals() {
var normals = this.attributes.normal;
for ( var i = 0, il = normals.count; i < il; i ++ ) {
vector.x = normals.getX( i ); vector.y = normals.getY( i ); vector.z = normals.getZ( i );
vector.normalize();
normals.setXYZ( i, vector.x, vector.y, vector.z );
}
};
}(),
toNonIndexed: function () {
if ( this.index === null ) {
console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); return this;
}
var geometry2 = new BufferGeometry();
var indices = this.index.array; var attributes = this.attributes;
for ( var name in attributes ) {
var attribute = attributes[ name ];
var array = attribute.array; var itemSize = attribute.itemSize;
var array2 = new array.constructor( indices.length * itemSize );
var index = 0, index2 = 0;
for ( var i = 0, l = indices.length; i < l; i ++ ) {
index = indices[ i ] * itemSize;
for ( var j = 0; j < itemSize; j ++ ) {
array2[ index2 ++ ] = array[ index ++ ];
}
}
geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
}
var groups = this.groups;
for ( var i = 0, l = groups.length; i < l; i ++ ) {
var group = groups[ i ]; geometry2.addGroup( group.start, group.count, group.materialIndex );
}
return geometry2;
},
toJSON: function () {
var data = { metadata: { version: 4.5, type: 'BufferGeometry', generator: 'BufferGeometry.toJSON' } };
// standard BufferGeometry serialization
data.uuid = this.uuid; data.type = this.type; if ( this.name !== ) data.name = this.name; if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
if ( this.parameters !== undefined ) {
var parameters = this.parameters;
for ( var key in parameters ) {
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
}
return data;
}
data.data = { attributes: {} };
var index = this.index;
if ( index !== null ) {
var array = Array.prototype.slice.call( index.array );
data.data.index = { type: index.array.constructor.name, array: array };
}
var attributes = this.attributes;
for ( var key in attributes ) {
var attribute = attributes[ key ];
var array = Array.prototype.slice.call( attribute.array );
data.data.attributes[ key ] = { itemSize: attribute.itemSize, type: attribute.array.constructor.name, array: array, normalized: attribute.normalized };
}
var groups = this.groups;
if ( groups.length > 0 ) {
data.data.groups = JSON.parse( JSON.stringify( groups ) );
}
var boundingSphere = this.boundingSphere;
if ( boundingSphere !== null ) {
data.data.boundingSphere = { center: boundingSphere.center.toArray(), radius: boundingSphere.radius };
}
return data;
},
clone: function () {
/* // Handle primitives
var parameters = this.parameters;
if ( parameters !== undefined ) {
var values = [];
for ( var key in parameters ) {
values.push( parameters[ key ] );
}
var geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry;
}
return new this.constructor().copy( this ); */
return new BufferGeometry().copy( this );
},
copy: function ( source ) {
var name, i, l;
// reset
this.index = null; this.attributes = {}; this.morphAttributes = {}; this.groups = []; this.boundingBox = null; this.boundingSphere = null;
// name
this.name = source.name;
// index
var index = source.index;
if ( index !== null ) {
this.setIndex( index.clone() );
}
// attributes
var attributes = source.attributes;
for ( name in attributes ) {
var attribute = attributes[ name ]; this.addAttribute( name, attribute.clone() );
}
// morph attributes
var morphAttributes = source.morphAttributes;
for ( name in morphAttributes ) {
var array = []; var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
array.push( morphAttribute[ i ].clone() );
}
this.morphAttributes[ name ] = array;
}
// groups
var groups = source.groups;
for ( i = 0, l = groups.length; i < l; i ++ ) {
var group = groups[ i ]; this.addGroup( group.start, group.count, group.materialIndex );
}
// bounding box
var boundingBox = source.boundingBox;
if ( boundingBox !== null ) {
this.boundingBox = boundingBox.clone();
}
// bounding sphere
var boundingSphere = source.boundingSphere;
if ( boundingSphere !== null ) {
this.boundingSphere = boundingSphere.clone();
}
// draw range
this.drawRange.start = source.drawRange.start; this.drawRange.count = source.drawRange.count;
// user data
this.userData = source.userData;
return this;
},
dispose: function () {
this.dispatchEvent( { type: 'dispose' } );
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */
// BoxGeometry
function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
Geometry.call( this );
this.type = 'BoxGeometry';
this.parameters = { width: width, height: height, depth: depth, widthSegments: widthSegments, heightSegments: heightSegments, depthSegments: depthSegments };
this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); this.mergeVertices();
}
BoxGeometry.prototype = Object.create( Geometry.prototype ); BoxGeometry.prototype.constructor = BoxGeometry;
// BoxBufferGeometry
function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
BufferGeometry.call( this );
this.type = 'BoxBufferGeometry';
this.parameters = { width: width, height: height, depth: depth, widthSegments: widthSegments, heightSegments: heightSegments, depthSegments: depthSegments };
var scope = this;
width = width || 1; height = height || 1; depth = depth || 1;
// segments
widthSegments = Math.floor( widthSegments ) || 1; heightSegments = Math.floor( heightSegments ) || 1; depthSegments = Math.floor( depthSegments ) || 1;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// helper variables
var numberOfVertices = 0; var groupStart = 0;
// build each side of the box geometry
buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
var segmentWidth = width / gridX; var segmentHeight = height / gridY;
var widthHalf = width / 2; var heightHalf = height / 2; var depthHalf = depth / 2;
var gridX1 = gridX + 1; var gridY1 = gridY + 1;
var vertexCounter = 0; var groupCount = 0;
var ix, iy;
var vector = new Vector3();
// generate vertices, normals and uvs
for ( iy = 0; iy < gridY1; iy ++ ) {
var y = iy * segmentHeight - heightHalf;
for ( ix = 0; ix < gridX1; ix ++ ) {
var x = ix * segmentWidth - widthHalf;
// set values to correct vector component
vector[ u ] = x * udir; vector[ v ] = y * vdir; vector[ w ] = depthHalf;
// now apply vector to vertex buffer
vertices.push( vector.x, vector.y, vector.z );
// set values to correct vector component
vector[ u ] = 0; vector[ v ] = 0; vector[ w ] = depth > 0 ? 1 : - 1;
// now apply vector to normal buffer
normals.push( vector.x, vector.y, vector.z );
// uvs
uvs.push( ix / gridX ); uvs.push( 1 - ( iy / gridY ) );
// counters
vertexCounter += 1;
}
}
// indices
// 1. you need three indices to draw a single face // 2. a single segment consists of two faces // 3. so we need to generate six (2*3) indices per segment
for ( iy = 0; iy < gridY; iy ++ ) {
for ( ix = 0; ix < gridX; ix ++ ) {
var a = numberOfVertices + ix + gridX1 * iy; var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
// faces
indices.push( a, b, d ); indices.push( b, c, d );
// increase counter
groupCount += 6;
}
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, materialIndex );
// calculate new start value for groups
groupStart += groupCount;
// update total number of vertices
numberOfVertices += vertexCounter;
}
}
BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
/** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */
// PlaneGeometry
function PlaneGeometry( width, height, widthSegments, heightSegments ) {
Geometry.call( this );
this.type = 'PlaneGeometry';
this.parameters = { width: width, height: height, widthSegments: widthSegments, heightSegments: heightSegments };
this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); this.mergeVertices();
}
PlaneGeometry.prototype = Object.create( Geometry.prototype ); PlaneGeometry.prototype.constructor = PlaneGeometry;
// PlaneBufferGeometry
function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
BufferGeometry.call( this );
this.type = 'PlaneBufferGeometry';
this.parameters = { width: width, height: height, widthSegments: widthSegments, heightSegments: heightSegments };
width = width || 1; height = height || 1;
var width_half = width / 2; var height_half = height / 2;
var gridX = Math.floor( widthSegments ) || 1; var gridY = Math.floor( heightSegments ) || 1;
var gridX1 = gridX + 1; var gridY1 = gridY + 1;
var segment_width = width / gridX; var segment_height = height / gridY;
var ix, iy;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// generate vertices, normals and uvs
for ( iy = 0; iy < gridY1; iy ++ ) {
var y = iy * segment_height - height_half;
for ( ix = 0; ix < gridX1; ix ++ ) {
var x = ix * segment_width - width_half;
vertices.push( x, - y, 0 );
normals.push( 0, 0, 1 );
uvs.push( ix / gridX ); uvs.push( 1 - ( iy / gridY ) );
}
}
// indices
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;
// faces
indices.push( a, b, d ); indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */
var materialId = 0;
function Material() {
Object.defineProperty( this, 'id', { value: materialId ++ } );
this.uuid = _Math.generateUUID();
this.name = ; this.type = 'Material';
this.fog = true; this.lights = true;
this.blending = NormalBlending; this.side = FrontSide; this.flatShading = false; this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
this.opacity = 1; this.transparent = false;
this.blendSrc = SrcAlphaFactor; this.blendDst = OneMinusSrcAlphaFactor; this.blendEquation = AddEquation; this.blendSrcAlpha = null; this.blendDstAlpha = null; this.blendEquationAlpha = null;
this.depthFunc = LessEqualDepth; this.depthTest = true; this.depthWrite = true;
this.clippingPlanes = null; this.clipIntersection = false; this.clipShadows = false;
this.shadowSide = null;
this.colorWrite = true;
this.precision = null; // override the renderer's default precision for this material
this.polygonOffset = false; this.polygonOffsetFactor = 0; this.polygonOffsetUnits = 0;
this.dithering = false;
this.alphaTest = 0; this.premultipliedAlpha = false;
this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
this.visible = true;
this.userData = {};
this.needsUpdate = true;
}
Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
constructor: Material,
isMaterial: true,
onBeforeCompile: function () {},
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;
}
// for backward compatability if shading is set in the constructor if ( key === 'shading' ) {
console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); this.flatShading = ( newValue === FlatShading ) ? true : false; continue;
}
var currentValue = this[ key ];
if ( currentValue === undefined ) {
console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); continue;
}
if ( currentValue && currentValue.isColor ) {
currentValue.set( newValue );
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
currentValue.copy( newValue );
} else if ( key === 'overdraw' ) {
// ensure overdraw is backwards-compatible with legacy boolean type this[ key ] = Number( newValue );
} else {
this[ key ] = newValue;
}
}
},
toJSON: function ( meta ) {
var isRoot = ( meta === undefined || typeof meta === 'string' );
if ( isRoot ) {
meta = { textures: {}, images: {} };
}
var data = { metadata: { version: 4.5, type: 'Material', generator: 'Material.toJSON' } };
// standard Material serialization data.uuid = this.uuid; data.type = this.type;
if ( this.name !== ) data.name = this.name;
if ( this.color && this.color.isColor ) data.color = this.color.getHex();
if ( this.roughness !== undefined ) data.roughness = this.roughness; if ( this.metalness !== undefined ) data.metalness = this.metalness;
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); if ( this.shininess !== undefined ) data.shininess = this.shininess; if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat; if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
if ( this.aoMap && this.aoMap.isTexture ) {
data.aoMap = this.aoMap.toJSON( meta ).uuid; data.aoMapIntensity = this.aoMapIntensity;
}
if ( this.bumpMap && this.bumpMap.isTexture ) {
data.bumpMap = this.bumpMap.toJSON( meta ).uuid; data.bumpScale = this.bumpScale;
}
if ( this.normalMap && this.normalMap.isTexture ) {
data.normalMap = this.normalMap.toJSON( meta ).uuid; data.normalMapType = this.normalMapType; data.normalScale = this.normalScale.toArray();
}
if ( this.displacementMap && this.displacementMap.isTexture ) {
data.displacementMap = this.displacementMap.toJSON( meta ).uuid; data.displacementScale = this.displacementScale; data.displacementBias = this.displacementBias;
}
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
if ( this.envMap && this.envMap.isTexture ) {
data.envMap = this.envMap.toJSON( meta ).uuid; data.reflectivity = this.reflectivity; // Scale behind envMap
if ( this.combine !== undefined ) data.combine = this.combine; if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
}
if ( this.gradientMap && this.gradientMap.isTexture ) {
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
}
if ( this.size !== undefined ) data.size = this.size; if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
if ( this.blending !== NormalBlending ) data.blending = this.blending; if ( this.flatShading === true ) data.flatShading = this.flatShading; if ( this.side !== FrontSide ) data.side = this.side; if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
if ( this.opacity < 1 ) data.opacity = this.opacity; if ( this.transparent === true ) data.transparent = this.transparent;
data.depthFunc = this.depthFunc; data.depthTest = this.depthTest; data.depthWrite = this.depthWrite;
// rotation (SpriteMaterial) if ( this.rotation !== 0 ) data.rotation = this.rotation;
if ( this.polygonOffset === true ) data.polygonOffset = true; if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
if ( this.linewidth !== 1 ) data.linewidth = this.linewidth; if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; if ( this.scale !== undefined ) data.scale = this.scale;
if ( this.dithering === true ) data.dithering = true;
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
if ( this.wireframe === true ) data.wireframe = this.wireframe; if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
if ( this.morphTargets === true ) data.morphTargets = true; if ( this.skinning === true ) data.skinning = true;
if ( this.visible === false ) data.visible = false; if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
// TODO: Copied from Object3D.toJSON
function extractFromCache( cache ) {
var values = [];
for ( var key in cache ) {
var data = cache[ key ]; delete data.metadata; values.push( data );
}
return values;
}
if ( isRoot ) {
var textures = extractFromCache( meta.textures ); var images = extractFromCache( meta.images );
if ( textures.length > 0 ) data.textures = textures; if ( images.length > 0 ) data.images = images;
}
return data;
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( source ) {
this.name = source.name;
this.fog = source.fog; this.lights = source.lights;
this.blending = source.blending; this.side = source.side; this.flatShading = source.flatShading; this.vertexColors = source.vertexColors;
this.opacity = source.opacity; this.transparent = source.transparent;
this.blendSrc = source.blendSrc; this.blendDst = source.blendDst; this.blendEquation = source.blendEquation; this.blendSrcAlpha = source.blendSrcAlpha; this.blendDstAlpha = source.blendDstAlpha; this.blendEquationAlpha = source.blendEquationAlpha;
this.depthFunc = source.depthFunc; this.depthTest = source.depthTest; this.depthWrite = source.depthWrite;
this.colorWrite = source.colorWrite;
this.precision = source.precision;
this.polygonOffset = source.polygonOffset; this.polygonOffsetFactor = source.polygonOffsetFactor; this.polygonOffsetUnits = source.polygonOffsetUnits;
this.dithering = source.dithering;
this.alphaTest = source.alphaTest; this.premultipliedAlpha = source.premultipliedAlpha;
this.overdraw = source.overdraw;
this.visible = source.visible; this.userData = JSON.parse( JSON.stringify( source.userData ) );
this.clipShadows = source.clipShadows; this.clipIntersection = source.clipIntersection;
var srcPlanes = source.clippingPlanes, dstPlanes = null;
if ( srcPlanes !== null ) {
var n = srcPlanes.length; dstPlanes = new Array( n );
for ( var i = 0; i !== n; ++ i ) dstPlanes[ i ] = srcPlanes[ i ].clone();
}
this.clippingPlanes = dstPlanes;
this.shadowSide = source.shadowSide;
return this;
},
dispose: function () {
this.dispatchEvent( { type: 'dispose' } );
}
} );
/** * @author alteredq / http://alteredqualia.com/ * * parameters = { * defines: { "label" : "value" }, * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, * * fragmentShader: <string>, * vertexShader: <string>, * * wireframe: <boolean>, * wireframeLinewidth: <float>, * * lights: <bool>, * * skinning: <bool>, * morphTargets: <bool>, * morphNormals: <bool> * } */
function ShaderMaterial( parameters ) {
Material.call( this );
this.type = 'ShaderMaterial';
this.defines = {}; this.uniforms = {};
this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
this.linewidth = 1;
this.wireframe = false; this.wireframeLinewidth = 1;
this.fog = false; // set to use scene fog this.lights = false; // set to use scene lights this.clipping = false; // set to use user-defined clipping planes
this.skinning = false; // set to use skinning attribute streams this.morphTargets = false; // set to use morph targets this.morphNormals = false; // set to use morph normals
this.extensions = { derivatives: false, // set to use derivatives fragDepth: false, // set to use fragment depth values drawBuffers: false, // set to use draw buffers shaderTextureLOD: false // set to use shader texture LOD };
// When rendered geometry doesn't include these attributes but the material does, // use these default values in WebGL. This avoids errors when buffer data is missing. this.defaultAttributeValues = { 'color': [ 1, 1, 1 ], 'uv': [ 0, 0 ], 'uv2': [ 0, 0 ] };
this.index0AttributeName = undefined; this.uniformsNeedUpdate = false;
if ( parameters !== undefined ) {
if ( parameters.attributes !== undefined ) {
console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
}
this.setValues( parameters );
}
}
ShaderMaterial.prototype = Object.create( Material.prototype ); ShaderMaterial.prototype.constructor = ShaderMaterial;
ShaderMaterial.prototype.isShaderMaterial = true;
ShaderMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.fragmentShader = source.fragmentShader; this.vertexShader = source.vertexShader;
this.uniforms = UniformsUtils.clone( source.uniforms );
this.defines = Object.assign( {}, source.defines );
this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth;
this.lights = source.lights; this.clipping = source.clipping;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals;
this.extensions = source.extensions;
return this;
};
ShaderMaterial.prototype.toJSON = function ( meta ) {
var data = Material.prototype.toJSON.call( this, meta );
data.uniforms = {};
for ( var name in this.uniforms ) {
var uniform = this.uniforms[ name ]; var value = uniform.value;
if ( value.isTexture ) {
data.uniforms[ name ] = { type: 't', value: value.toJSON( meta ).uuid };
} else if ( value.isColor ) {
data.uniforms[ name ] = { type: 'c', value: value.getHex() };
} else if ( value.isVector2 ) {
data.uniforms[ name ] = { type: 'v2', value: value.toArray() };
} else if ( value.isVector3 ) {
data.uniforms[ name ] = { type: 'v3', value: value.toArray() };
} else if ( value.isVector4 ) {
data.uniforms[ name ] = { type: 'v4', value: value.toArray() };
} else if ( value.isMatrix4 ) {
data.uniforms[ name ] = { type: 'm4', value: value.toArray() };
} else {
data.uniforms[ name ] = { value: value };
// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
}
}
if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
data.vertexShader = this.vertexShader; data.fragmentShader = this.fragmentShader;
return data;
};
/** * @author bhouston / http://clara.io */
function Ray( origin, direction ) {
this.origin = ( origin !== undefined ) ? origin : new Vector3(); this.direction = ( direction !== undefined ) ? direction : new Vector3();
}
Object.assign( Ray.prototype, {
set: function ( origin, direction ) {
this.origin.copy( origin ); this.direction.copy( direction );
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( ray ) {
this.origin.copy( ray.origin ); this.direction.copy( ray.direction );
return this;
},
at: function ( t, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Ray: .at() target is now required' ); target = new Vector3();
}
return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
},
lookAt: function ( v ) {
this.direction.copy( v ).sub( this.origin ).normalize();
return this;
},
recast: function () {
var v1 = new Vector3();
return function recast( t ) {
this.origin.copy( this.at( t, v1 ) );
return this;
};
}(),
closestPointToPoint: function ( point, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); target = new Vector3();
}
target.subVectors( point, this.origin );
var directionDistance = target.dot( this.direction );
if ( directionDistance < 0 ) {
return target.copy( this.origin );
}
return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
},
distanceToPoint: function ( point ) {
return Math.sqrt( this.distanceSqToPoint( point ) );
},
distanceSqToPoint: function () {
var v1 = new Vector3();
return function distanceSqToPoint( point ) {
var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
// point behind the ray
if ( directionDistance < 0 ) {
return this.origin.distanceToSquared( point );
}
v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
return v1.distanceToSquared( point );
};
}(),
distanceSqToSegment: function () {
var segCenter = new Vector3(); var segDir = new Vector3(); var diff = new Vector3();
return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h // It returns the min distance between the ray and the segment // defined by v0 and v1 // It can also set two optional targets : // - The closest point on the ray // - The closest point on the segment
segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); segDir.copy( v1 ).sub( v0 ).normalize(); diff.copy( this.origin ).sub( segCenter );
var segExtent = v0.distanceTo( v1 ) * 0.5; var a01 = - this.direction.dot( segDir ); var b0 = diff.dot( this.direction ); var b1 = - diff.dot( segDir ); var c = diff.lengthSq(); var det = Math.abs( 1 - a01 * a01 ); var s0, s1, sqrDist, extDet;
if ( det > 0 ) {
// The ray and segment are not parallel.
s0 = a01 * b1 - b0; s1 = a01 * b0 - b1; extDet = segExtent * det;
if ( s0 >= 0 ) {
if ( s1 >= - extDet ) {
if ( s1 <= extDet ) {
// region 0 // Minimum at interior points of ray and segment.
var invDet = 1 / det; s0 *= invDet; s1 *= invDet; sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
} else {
// region 1
s1 = segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
// region 5
s1 = - segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
if ( s1 <= - extDet ) {
// region 4
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
} else if ( s1 <= extDet ) {
// region 3
s0 = 0; s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = s1 * ( s1 + 2 * b1 ) + c;
} else {
// region 2
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
}
} else {
// Ray and segment are parallel.
s1 = ( a01 > 0 ) ? - segExtent : segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
if ( optionalPointOnRay ) {
optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
}
if ( optionalPointOnSegment ) {
optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
}
return sqrDist;
};
}(),
intersectSphere: function () {
var v1 = new Vector3();
return function intersectSphere( sphere, target ) {
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, target );
// else t0 is in front of the ray, so return the first collision point scaled by t0 return this.at( t0, target );
};
}(),
intersectsSphere: function ( sphere ) {
return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
},
distanceToPlane: function ( plane ) {
var denominator = plane.normal.dot( this.direction );
if ( denominator === 0 ) {
// line is coplanar, return origin if ( plane.distanceToPoint( this.origin ) === 0 ) {
return 0;
}
// Null is preferable to undefined since undefined means.... it is undefined
return null;
}
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
// Return if the ray never intersects the plane
return t >= 0 ? t : null;
},
intersectPlane: function ( plane, target ) {
var t = this.distanceToPlane( plane );
if ( t === null ) {
return null;
}
return this.at( t, target );
},
intersectsPlane: function ( plane ) {
// check if the ray lies on the plane first
var distToPoint = plane.distanceToPoint( this.origin );
if ( distToPoint === 0 ) {
return true;
}
var denominator = plane.normal.dot( this.direction );
if ( denominator * distToPoint < 0 ) {
return true;
}
// ray origin is behind the plane (and is pointing behind it)
return false;
},
intersectBox: function ( box, target ) {
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, target );
},
intersectsBox: ( function () {
var v = new Vector3();
return function intersectsBox( box ) {
return this.intersectBox( box, v ) !== null;
};
} )(),
intersectTriangle: function () {
// Compute the offset origin, edges, and normal. var diff = new Vector3(); var edge1 = new Vector3(); var edge2 = new Vector3(); var normal = new Vector3();
return function intersectTriangle( a, b, c, backfaceCulling, target ) {
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
edge1.subVectors( b, a ); edge2.subVectors( c, a ); normal.crossVectors( edge1, edge2 );
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) var DdN = this.direction.dot( normal ); var sign;
if ( DdN > 0 ) {
if ( backfaceCulling ) return null; sign = 1;
} else if ( DdN < 0 ) {
sign = - 1; DdN = - DdN;
} else {
return null;
}
diff.subVectors( this.origin, a ); var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
// b1 < 0, no intersection if ( DdQxE2 < 0 ) {
return null;
}
var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
// b2 < 0, no intersection if ( DdE1xQ < 0 ) {
return null;
}
// b1+b2 > 1, no intersection if ( DdQxE2 + DdE1xQ > DdN ) {
return null;
}
// Line intersects triangle, check if ray does. var QdN = - sign * diff.dot( normal );
// t < 0, no intersection if ( QdN < 0 ) {
return null;
}
// Ray intersects triangle. return this.at( QdN / DdN, target );
};
}(),
applyMatrix4: function ( matrix4 ) {
this.origin.applyMatrix4( matrix4 ); this.direction.transformDirection( matrix4 );
return this;
},
equals: function ( ray ) {
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
}
} );
/** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */
function Triangle( a, b, c ) {
this.a = ( a !== undefined ) ? a : new Vector3(); this.b = ( b !== undefined ) ? b : new Vector3(); this.c = ( c !== undefined ) ? c : new Vector3();
}
Object.assign( Triangle, {
getNormal: function () {
var v0 = new Vector3();
return function getNormal( a, b, c, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Triangle: .getNormal() target is now required' ); target = new Vector3();
}
target.subVectors( c, b ); v0.subVectors( a, b ); target.cross( v0 );
var targetLengthSq = target.lengthSq(); if ( targetLengthSq > 0 ) {
return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
}
return target.set( 0, 0, 0 );
};
}(),
// static/instance method to calculate barycentric coordinates // based on: http://www.blackpawn.com/texts/pointinpoly/default.html getBarycoord: function () {
var v0 = new Vector3(); var v1 = new Vector3(); var v2 = new Vector3();
return function getBarycoord( point, a, b, c, target ) {
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 );
if ( target === undefined ) {
console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); target = new Vector3();
}
// collinear or singular triangle if ( denom === 0 ) {
// arbitrary location outside of triangle? // not sure if this is the best idea, maybe should be returning undefined return target.set( - 2, - 1, - 1 );
}
var invDenom = 1 / denom; var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
// barycentric coordinates must always sum to 1 return target.set( 1 - u - v, v, u );
};
}(),
containsPoint: function () {
var v1 = new Vector3();
return function containsPoint( point, a, b, c ) {
Triangle.getBarycoord( point, a, b, c, v1 );
return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
};
}(),
getUV: function () {
var barycoord = new Vector3();
return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
this.getBarycoord( point, p1, p2, p3, barycoord );
target.set( 0, 0 ); target.addScaledVector( uv1, barycoord.x ); target.addScaledVector( uv2, barycoord.y ); target.addScaledVector( uv3, barycoord.z );
return target;
};
}()
} );
Object.assign( Triangle.prototype, {
set: function ( a, b, c ) {
this.a.copy( a ); this.b.copy( b ); this.c.copy( c );
return this;
},
setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
this.a.copy( points[ i0 ] ); this.b.copy( points[ i1 ] ); this.c.copy( points[ i2 ] );
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( triangle ) {
this.a.copy( triangle.a ); this.b.copy( triangle.b ); this.c.copy( triangle.c );
return this;
},
getArea: function () {
var v0 = new Vector3(); var v1 = new Vector3();
return function getArea() {
v0.subVectors( this.c, this.b ); v1.subVectors( this.a, this.b );
return v0.cross( v1 ).length() * 0.5;
};
}(),
getMidpoint: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); target = new Vector3();
}
return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
},
getNormal: function ( target ) {
return Triangle.getNormal( this.a, this.b, this.c, target );
},
getPlane: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Triangle: .getPlane() target is now required' ); target = new Vector3();
}
return target.setFromCoplanarPoints( this.a, this.b, this.c );
},
getBarycoord: function ( point, target ) {
return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
},
containsPoint: function ( point ) {
return Triangle.containsPoint( point, this.a, this.b, this.c );
},
getUV: function ( point, uv1, uv2, uv3, result ) {
return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
},
intersectsBox: function ( box ) {
return box.intersectsTriangle( this );
},
closestPointToPoint: function () {
var vab = new Vector3(); var vac = new Vector3(); var vbc = new Vector3(); var vap = new Vector3(); var vbp = new Vector3(); var vcp = new Vector3();
return function closestPointToPoint( p, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); target = new Vector3();
}
var a = this.a, b = this.b, c = this.c; var v, w;
// algorithm thanks to Real-Time Collision Detection by Christer Ericson, // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., // under the accompanying license; see chapter 5.1.5 for detailed explanation. // basically, we're distinguishing which of the voronoi regions of the triangle // the point lies in with the minimum amount of redundant computation.
vab.subVectors( b, a ); vac.subVectors( c, a ); vap.subVectors( p, a ); var d1 = vab.dot( vap ); var d2 = vac.dot( vap ); if ( d1 <= 0 && d2 <= 0 ) {
// vertex region of A; barycentric coords (1, 0, 0) return target.copy( a );
}
vbp.subVectors( p, b ); var d3 = vab.dot( vbp ); var d4 = vac.dot( vbp ); if ( d3 >= 0 && d4 <= d3 ) {
// vertex region of B; barycentric coords (0, 1, 0) return target.copy( b );
}
var vc = d1 * d4 - d3 * d2; if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
v = d1 / ( d1 - d3 ); // edge region of AB; barycentric coords (1-v, v, 0) return target.copy( a ).addScaledVector( vab, v );
}
vcp.subVectors( p, c ); var d5 = vab.dot( vcp ); var d6 = vac.dot( vcp ); if ( d6 >= 0 && d5 <= d6 ) {
// vertex region of C; barycentric coords (0, 0, 1) return target.copy( c );
}
var vb = d5 * d2 - d1 * d6; if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
w = d2 / ( d2 - d6 ); // edge region of AC; barycentric coords (1-w, 0, w) return target.copy( a ).addScaledVector( vac, w );
}
var va = d3 * d6 - d5 * d4; if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
vbc.subVectors( c, b ); w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); // edge region of BC; barycentric coords (0, 1-w, w) return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
}
// face region var denom = 1 / ( va + vb + vc ); // u = va * denom v = vb * denom; w = vc * denom; return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
};
}(),
equals: function ( triangle ) {
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: <hex>, * opacity: <float>, * map: new THREE.Texture( <Image> ), * * lightMap: new THREE.Texture( <Image> ), * lightMapIntensity: <float> * * aoMap: new THREE.Texture( <Image> ), * aoMapIntensity: <float> * * specularMap: new THREE.Texture( <Image> ), * * alphaMap: new THREE.Texture( <Image> ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: <float>, * refractionRatio: <float>, * * depthTest: <bool>, * depthWrite: <bool>, * * wireframe: <boolean>, * wireframeLinewidth: <float>, * * skinning: <bool>, * morphTargets: <bool> * } */
function MeshBasicMaterial( parameters ) {
Material.call( this );
this.type = 'MeshBasicMaterial';
this.color = new Color( 0xffffff ); // emissive
this.map = null;
this.lightMap = null; this.lightMapIntensity = 1.0;
this.aoMap = null; this.aoMapIntensity = 1.0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null; this.combine = MultiplyOperation; this.reflectivity = 1; this.refractionRatio = 0.98;
this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round';
this.skinning = false; this.morphTargets = false;
this.lights = false;
this.setValues( parameters );
}
MeshBasicMaterial.prototype = Object.create( Material.prototype ); MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
MeshBasicMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.map = source.map;
this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap; this.combine = source.combine; this.reflectivity = source.reflectivity; this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning; this.morphTargets = source.morphTargets;
return this;
};
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author jonobr1 / http://jonobr1.com/ */
function Mesh( geometry, material ) {
Object3D.call( this );
this.type = 'Mesh';
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
this.drawMode = TrianglesDrawMode;
this.updateMorphTargets();
}
Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Mesh,
isMesh: true,
setDrawMode: function ( value ) {
this.drawMode = value;
},
copy: function ( source ) {
Object3D.prototype.copy.call( this, source );
this.drawMode = source.drawMode;
if ( source.morphTargetInfluences !== undefined ) {
this.morphTargetInfluences = source.morphTargetInfluences.slice();
}
if ( source.morphTargetDictionary !== undefined ) {
this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
}
return this;
},
updateMorphTargets: function () {
var geometry = this.geometry; var m, ml, name;
if ( geometry.isBufferGeometry ) {
var morphAttributes = geometry.morphAttributes; var keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
var morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = []; this.morphTargetDictionary = {};
for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ name ] = m;
}
}
}
} else {
var morphTargets = geometry.morphTargets;
if ( morphTargets !== undefined && morphTargets.length > 0 ) {
this.morphTargetInfluences = []; this.morphTargetDictionary = {};
for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {
name = morphTargets[ m ].name || String( m );
this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ name ] = m;
}
}
}
},
raycast: ( function () {
var inverseMatrix = new Matrix4(); var ray = new Ray(); var sphere = new Sphere();
var vA = new Vector3(); var vB = new Vector3(); var vC = new Vector3();
var tempA = new Vector3(); var tempB = new Vector3(); var tempC = new Vector3();
var uvA = new Vector2(); var uvB = new Vector2(); var uvC = new Vector2();
var intersectionPoint = new Vector3(); var intersectionPointWorld = new Vector3();
function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
var intersect;
if ( material.side === BackSide ) {
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
}
if ( intersect === null ) return null;
intersectionPointWorld.copy( point ); intersectionPointWorld.applyMatrix4( object.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) return null;
return { distance: distance, point: intersectionPointWorld.clone(), object: object };
}
function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {
vA.fromBufferAttribute( position, a ); vB.fromBufferAttribute( position, b ); vC.fromBufferAttribute( position, c );
var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
if ( intersection ) {
if ( uv ) {
uvA.fromBufferAttribute( uv, a ); uvB.fromBufferAttribute( uv, b ); uvC.fromBufferAttribute( uv, c );
intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
}
var face = new Face3( a, b, c ); Triangle.getNormal( vA, vB, vC, face.normal );
intersection.face = face;
}
return intersection;
}
return function raycast( raycaster, intersects ) {
var geometry = this.geometry; var material = this.material; var matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( matrixWorld );
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
//
inverseMatrix.getInverse( matrixWorld ); ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
// Check boundingBox before continuing
if ( geometry.boundingBox !== null ) {
if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
}
var intersection;
if ( geometry.isBufferGeometry ) {
var a, b, c; var index = geometry.index; var position = geometry.attributes.position; var uv = geometry.attributes.uv; var groups = geometry.groups; var drawRange = geometry.drawRange; var i, j, il, jl; var group, groupMaterial; var start, end;
if ( index !== null ) {
// indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( i = 0, il = groups.length; i < il; i ++ ) {
group = groups[ i ]; groupMaterial = material[ group.materialIndex ];
start = Math.max( group.start, drawRange.start ); end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
for ( j = start, jl = end; j < jl; j += 3 ) {
a = index.getX( j ); b = index.getX( j + 1 ); c = index.getX( j + 2 );
intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics intersects.push( intersection );
}
}
}
} else {
start = Math.max( 0, drawRange.start ); end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( i = start, il = end; i < il; i += 3 ) {
a = index.getX( i ); b = index.getX( i + 1 ); c = index.getX( i + 2 );
intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics intersects.push( intersection );
}
}
}
} else if ( position !== undefined ) {
// non-indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( i = 0, il = groups.length; i < il; i ++ ) {
group = groups[ i ]; groupMaterial = material[ group.materialIndex ];
start = Math.max( group.start, drawRange.start ); end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
for ( j = start, jl = end; j < jl; j += 3 ) {
a = j; b = j + 1; c = j + 2;
intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics intersects.push( intersection );
}
}
}
} else {
start = Math.max( 0, drawRange.start ); end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
for ( i = start, il = end; i < il; i += 3 ) {
a = i; b = i + 1; c = i + 2;
intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics intersects.push( intersection );
}
}
}
}
} else if ( geometry.isGeometry ) {
var fvA, fvB, fvC; var isMultiMaterial = Array.isArray( material );
var vertices = geometry.vertices; var faces = geometry.faces; var uvs;
var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
var face = faces[ f ]; var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
if ( faceMaterial === undefined ) continue;
fvA = vertices[ face.a ]; fvB = vertices[ face.b ]; fvC = vertices[ face.c ];
if ( faceMaterial.morphTargets === true ) {
var morphTargets = geometry.morphTargets; var morphInfluences = this.morphTargetInfluences;
vA.set( 0, 0, 0 ); vB.set( 0, 0, 0 ); vC.set( 0, 0, 0 );
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
var influence = morphInfluences[ t ];
if ( influence === 0 ) continue;
var targets = morphTargets[ t ].vertices;
vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
}
vA.add( fvA ); vB.add( fvB ); vC.add( fvC );
fvA = vA; fvB = vB; fvC = vC;
}
intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
if ( intersection ) {
if ( uvs && uvs[ f ] ) {
var uvs_f = uvs[ f ]; uvA.copy( uvs_f[ 0 ] ); uvB.copy( uvs_f[ 1 ] ); uvC.copy( uvs_f[ 2 ] );
intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
}
intersection.face = face; intersection.faceIndex = f; intersects.push( intersection );
}
}
}
};
}() ),
clone: function () {
return new this.constructor( this.geometry, this.material ).copy( this );
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
var clearColor = new Color( 0x000000 ); var clearAlpha = 0;
var planeMesh; var boxMesh;
function render( renderList, scene, camera, forceClear ) {
var background = scene.background;
if ( background === null ) {
setClear( clearColor, clearAlpha );
} else if ( background && background.isColor ) {
setClear( background, 1 ); forceClear = true;
}
if ( renderer.autoClear || forceClear ) {
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
if ( background && background.isCubeTexture ) {
if ( boxMesh === undefined ) {
boxMesh = new Mesh( new BoxBufferGeometry( 1, 1, 1 ), new ShaderMaterial( { uniforms: UniformsUtils.clone( ShaderLib.cube.uniforms ), vertexShader: ShaderLib.cube.vertexShader, fragmentShader: ShaderLib.cube.fragmentShader, side: BackSide, depthTest: true, depthWrite: false, fog: false } ) );
boxMesh.geometry.removeAttribute( 'normal' ); boxMesh.geometry.removeAttribute( 'uv' );
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
this.matrixWorld.copyPosition( camera.matrixWorld );
};
objects.update( boxMesh );
}
boxMesh.material.uniforms.tCube.value = background;
renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
} else if ( background && background.isTexture ) {
if ( planeMesh === undefined ) {
planeMesh = new Mesh( new PlaneBufferGeometry( 2, 2 ), new ShaderMaterial( { uniforms: UniformsUtils.clone( ShaderLib.background.uniforms ), vertexShader: ShaderLib.background.vertexShader, fragmentShader: ShaderLib.background.fragmentShader, side: FrontSide, depthTest: true, depthWrite: false, fog: false } ) );
planeMesh.geometry.removeAttribute( 'normal' );
objects.update( planeMesh );
}
planeMesh.material.uniforms.t2D.value = background;
renderList.push( planeMesh, planeMesh.geometry, planeMesh.material, 0, null );
}
}
function setClear( color, alpha ) {
state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
}
return {
getClearColor: function () {
return clearColor;
}, setClearColor: function ( color, alpha ) {
clearColor.set( color ); clearAlpha = alpha !== undefined ? alpha : 1; setClear( clearColor, clearAlpha );
}, getClearAlpha: function () {
return clearAlpha;
}, setClearAlpha: function ( alpha ) {
clearAlpha = alpha; setClear( clearColor, clearAlpha );
}, render: render
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
var mode;
function setMode( value ) {
mode = value;
}
function render( start, count ) {
gl.drawArrays( mode, start, count );
info.update( count, mode );
}
function renderInstances( geometry, start, count ) {
var extension;
if ( capabilities.isWebGL2 ) {
extension = gl;
} else {
extension = extensions.get( 'ANGLE_instanced_arrays' );
if ( extension === null ) {
console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); return;
}
}
extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
info.update( count, mode, geometry.maxInstancedCount );
}
//
this.setMode = setMode; this.render = render; this.renderInstances = renderInstances;
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLCapabilities( gl, extensions, parameters ) {
var maxAnisotropy;
function getMaxAnisotropy() {
if ( maxAnisotropy !== undefined ) return maxAnisotropy;
var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
if ( extension !== null ) {
maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
} else {
maxAnisotropy = 0;
}
return maxAnisotropy;
}
function getMaxPrecision( precision ) {
if ( precision === 'highp' ) {
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
return 'highp';
}
precision = 'mediump';
}
if ( precision === 'mediump' ) {
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
return 'mediump';
}
}
return 'lowp';
}
var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; var maxPrecision = getMaxPrecision( precision );
if ( maxPrecision !== precision ) {
console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); precision = maxPrecision;
}
var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
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 maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
var vertexTextures = maxVertexTextures > 0; var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' ); var floatVertexTextures = vertexTextures && floatFragmentTextures;
return {
isWebGL2: isWebGL2,
getMaxAnisotropy: getMaxAnisotropy, getMaxPrecision: getMaxPrecision,
precision: precision, logarithmicDepthBuffer: logarithmicDepthBuffer,
maxTextures: maxTextures, maxVertexTextures: maxVertexTextures, maxTextureSize: maxTextureSize, maxCubemapSize: maxCubemapSize,
maxAttributes: maxAttributes, maxVertexUniforms: maxVertexUniforms, maxVaryings: maxVaryings, maxFragmentUniforms: maxFragmentUniforms,
vertexTextures: vertexTextures, floatFragmentTextures: floatFragmentTextures, floatVertexTextures: floatVertexTextures
};
}
/** * @author tschw */
function WebGLClipping() {
var scope = this,
globalState = null, numGlobalPlanes = 0, localClippingEnabled = false, renderingShadows = false,
plane = new Plane(), viewNormalMatrix = new Matrix3(),
uniform = { value: null, needsUpdate: false };
this.uniform = uniform; this.numPlanes = 0; this.numIntersection = 0;
this.init = function ( planes, enableLocalClipping, camera ) {
var enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to // run another frame in order to reset the state: numGlobalPlanes !== 0 || localClippingEnabled;
localClippingEnabled = enableLocalClipping;
globalState = projectPlanes( planes, camera, 0 ); numGlobalPlanes = planes.length;
return enabled;
};
this.beginShadows = function () {
renderingShadows = true; projectPlanes( null );
};
this.endShadows = function () {
renderingShadows = false; resetGlobalState();
};
this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
// there's no local clipping
if ( renderingShadows ) {
// there's no global clipping
projectPlanes( null );
} else {
resetGlobalState();
}
} else {
var nGlobal = renderingShadows ? 0 : numGlobalPlanes, lGlobal = nGlobal * 4,
dstArray = cache.clippingState || null;
uniform.value = dstArray; // ensure unique state
dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
for ( var i = 0; i !== lGlobal; ++ i ) {
dstArray[ i ] = globalState[ i ];
}
cache.clippingState = dstArray; this.numIntersection = clipIntersection ? this.numPlanes : 0; this.numPlanes += nGlobal;
}
};
function resetGlobalState() {
if ( uniform.value !== globalState ) {
uniform.value = globalState; uniform.needsUpdate = numGlobalPlanes > 0;
}
scope.numPlanes = numGlobalPlanes; scope.numIntersection = 0;
}
function projectPlanes( planes, camera, dstOffset, skipTransform ) {
var nPlanes = planes !== null ? planes.length : 0, dstArray = null;
if ( nPlanes !== 0 ) {
dstArray = uniform.value;
if ( skipTransform !== true || dstArray === null ) {
var flatSize = dstOffset + nPlanes * 4, viewMatrix = camera.matrixWorldInverse;
viewNormalMatrix.getNormalMatrix( viewMatrix );
if ( dstArray === null || dstArray.length < flatSize ) {
dstArray = new Float32Array( flatSize );
}
for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
plane.normal.toArray( dstArray, i4 ); dstArray[ i4 + 3 ] = plane.constant;
}
}
uniform.value = dstArray; uniform.needsUpdate = true;
}
scope.numPlanes = nPlanes;
return dstArray;
}
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLExtensions( gl ) {
var extensions = {};
return {
get: function ( name ) {
if ( extensions[ name ] !== undefined ) {
return extensions[ name ];
}
var extension;
switch ( name ) {
case 'WEBGL_depth_texture': extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); break;
case 'EXT_texture_filter_anisotropic': extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); break;
case 'WEBGL_compressed_texture_s3tc': extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); break;
case 'WEBGL_compressed_texture_pvrtc': extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); break;
default: extension = gl.getExtension( name );
}
if ( extension === null ) {
console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
}
extensions[ name ] = extension;
return extension;
}
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLGeometries( gl, attributes, info ) {
var geometries = {}; var wireframeAttributes = {};
function onGeometryDispose( event ) {
var geometry = event.target; var buffergeometry = geometries[ geometry.id ];
if ( buffergeometry.index !== null ) {
attributes.remove( buffergeometry.index );
}
for ( var name in buffergeometry.attributes ) {
attributes.remove( buffergeometry.attributes[ name ] );
}
geometry.removeEventListener( 'dispose', onGeometryDispose );
delete geometries[ geometry.id ];
var attribute = wireframeAttributes[ buffergeometry.id ];
if ( attribute ) {
attributes.remove( attribute ); delete wireframeAttributes[ buffergeometry.id ];
}
//
info.memory.geometries --;
}
function get( object, geometry ) {
var buffergeometry = geometries[ geometry.id ];
if ( buffergeometry ) return buffergeometry;
geometry.addEventListener( 'dispose', onGeometryDispose );
if ( geometry.isBufferGeometry ) {
buffergeometry = geometry;
} else if ( geometry.isGeometry ) {
if ( geometry._bufferGeometry === undefined ) {
geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
}
buffergeometry = geometry._bufferGeometry;
}
geometries[ geometry.id ] = buffergeometry;
info.memory.geometries ++;
return buffergeometry;
}
function update( geometry ) {
var index = geometry.index; var geometryAttributes = geometry.attributes;
if ( index !== null ) {
attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );
}
for ( var name in geometryAttributes ) {
attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );
}
// morph targets
var morphAttributes = geometry.morphAttributes;
for ( var name in morphAttributes ) {
var array = morphAttributes[ name ];
for ( var i = 0, l = array.length; i < l; i ++ ) {
attributes.update( array[ i ], gl.ARRAY_BUFFER );
}
}
}
function getWireframeAttribute( geometry ) {
var attribute = wireframeAttributes[ geometry.id ];
if ( attribute ) return attribute;
var indices = [];
var geometryIndex = geometry.index; var geometryAttributes = geometry.attributes;
// console.time( 'wireframe' );
if ( geometryIndex !== null ) {
var array = geometryIndex.array;
for ( var i = 0, l = array.length; i < l; i += 3 ) {
var a = array[ i + 0 ]; var b = array[ i + 1 ]; var c = array[ i + 2 ];
indices.push( a, b, b, c, c, a );
}
} else {
var array = geometryAttributes.position.array;
for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
var a = i + 0; var b = i + 1; var c = i + 2;
indices.push( a, b, b, c, c, a );
}
}
// console.timeEnd( 'wireframe' );
attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );
wireframeAttributes[ geometry.id ] = attribute;
return attribute;
}
return {
get: get, update: update,
getWireframeAttribute: getWireframeAttribute
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
var mode;
function setMode( value ) {
mode = value;
}
var type, bytesPerElement;
function setIndex( value ) {
type = value.type; bytesPerElement = value.bytesPerElement;
}
function render( start, count ) {
gl.drawElements( mode, count, type, start * bytesPerElement );
info.update( count, mode );
}
function renderInstances( geometry, start, count ) {
var extension;
if ( capabilities.isWebGL2 ) {
extension = gl;
} else {
var extension = extensions.get( 'ANGLE_instanced_arrays' );
if ( extension === null ) {
console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); return;
}
}
extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
info.update( count, mode, geometry.maxInstancedCount );
}
//
this.setMode = setMode; this.setIndex = setIndex; this.render = render; this.renderInstances = renderInstances;
}
/** * @author Mugen87 / https://github.com/Mugen87 */
function WebGLInfo( gl ) {
var memory = { geometries: 0, textures: 0 };
var render = { frame: 0, calls: 0, triangles: 0, points: 0, lines: 0 };
function update( count, mode, instanceCount ) {
instanceCount = instanceCount || 1;
render.calls ++;
switch ( mode ) {
case gl.TRIANGLES: render.triangles += instanceCount * ( count / 3 ); break;
case gl.TRIANGLE_STRIP: case gl.TRIANGLE_FAN: render.triangles += instanceCount * ( count - 2 ); break;
case gl.LINES: render.lines += instanceCount * ( count / 2 ); break;
case gl.LINE_STRIP: render.lines += instanceCount * ( count - 1 ); break;
case gl.LINE_LOOP: render.lines += instanceCount * count; break;
case gl.POINTS: render.points += instanceCount * count; break;
default: console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); break;
}
}
function reset() {
render.frame ++; render.calls = 0; render.triangles = 0; render.points = 0; render.lines = 0;
}
return { memory: memory, render: render, programs: null, autoReset: true, reset: reset, update: update };
}
/** * @author mrdoob / http://mrdoob.com/ */
function absNumericalSort( a, b ) {
return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
}
function WebGLMorphtargets( gl ) {
var influencesList = {}; var morphInfluences = new Float32Array( 8 );
function update( object, geometry, material, program ) {
var objectInfluences = object.morphTargetInfluences;
var length = objectInfluences.length;
var influences = influencesList[ geometry.id ];
if ( influences === undefined ) {
// initialise list
influences = [];
for ( var i = 0; i < length; i ++ ) {
influences[ i ] = [ i, 0 ];
}
influencesList[ geometry.id ] = influences;
}
var morphTargets = material.morphTargets && geometry.morphAttributes.position; var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
// Remove current morphAttributes
for ( var i = 0; i < length; i ++ ) {
var influence = influences[ i ];
if ( influence[ 1 ] !== 0 ) {
if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
}
}
// Collect influences
for ( var i = 0; i < length; i ++ ) {
var influence = influences[ i ];
influence[ 0 ] = i; influence[ 1 ] = objectInfluences[ i ];
}
influences.sort( absNumericalSort );
// Add morphAttributes
for ( var i = 0; i < 8; i ++ ) {
var influence = influences[ i ];
if ( influence ) {
var index = influence[ 0 ]; var value = influence[ 1 ];
if ( value ) {
if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
morphInfluences[ i ] = value; continue;
}
}
morphInfluences[ i ] = 0;
}
program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
}
return {
update: update
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLObjects( geometries, info ) {
var updateList = {};
function update( object ) {
var frame = info.render.frame;
var geometry = object.geometry; var buffergeometry = geometries.get( object, geometry );
// Update once per frame
if ( updateList[ buffergeometry.id ] !== frame ) {
if ( geometry.isGeometry ) {
buffergeometry.updateFromObject( object );
}
geometries.update( buffergeometry );
updateList[ buffergeometry.id ] = frame;
}
return buffergeometry;
}
function dispose() {
updateList = {};
}
return {
update: update, dispose: dispose
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
images = images !== undefined ? images : []; mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
this.flipY = false;
}
CubeTexture.prototype = Object.create( Texture.prototype ); CubeTexture.prototype.constructor = CubeTexture;
CubeTexture.prototype.isCubeTexture = true;
Object.defineProperty( CubeTexture.prototype, 'images', {
get: function () {
return this.image;
},
set: function ( value ) {
this.image = value;
}
} );
/** * @author Artur Trzesiok */
function DataTexture3D( data, width, height, depth ) {
// We're going to add .setXXX() methods for setting properties later. // Users can still set in DataTexture3D directly. // // var texture = new THREE.DataTexture3D( data, width, height, depth ); // texture.anisotropy = 16; // // See #14839
Texture.call( this, null );
this.image = { data: data, width: width, height: height, depth: depth };
this.magFilter = NearestFilter; this.minFilter = NearestFilter;
this.generateMipmaps = false; this.flipY = false;
}
DataTexture3D.prototype = Object.create( Texture.prototype ); DataTexture3D.prototype.constructor = DataTexture3D; DataTexture3D.prototype.isDataTexture3D = true;
/** * @author tschw * @author Mugen87 / https://github.com/Mugen87 * @author mrdoob / http://mrdoob.com/ * * Uniforms of a program. * Those form a tree structure with a special top-level container for the root, * which you get by calling 'new WebGLUniforms( gl, program, renderer )'. * * * Properties of inner nodes including the top-level container: * * .seq - array of nested uniforms * .map - nested uniforms by name * * * Methods of all nodes except the top-level container: * * .setValue( gl, value, [renderer] ) * * uploads a uniform value(s) * the 'renderer' parameter is needed for sampler uniforms * * * Static methods of the top-level container (renderer factorizations): * * .upload( gl, seq, values, renderer ) * * sets uniforms in 'seq' to 'values[id].value' * * .seqWithValue( seq, values ) : filteredSeq * * filters 'seq' entries with corresponding entry in values * * * Methods of the top-level container (renderer factorizations): * * .setValue( gl, name, value ) * * sets uniform with name 'name' to 'value' * * .set( gl, obj, prop ) * * sets uniform from object and property with same name than uniform * * .setOptional( gl, obj, prop ) * * like .set for an optional property of the object * */
var emptyTexture = new Texture(); var emptyTexture3d = new DataTexture3D(); var emptyCubeTexture = new CubeTexture();
// --- Base for inner nodes (including the root) ---
function UniformContainer() {
this.seq = []; this.map = {};
}
// --- Utilities ---
// Array Caches (provide typed arrays for temporary by size)
var arrayCacheF32 = []; var arrayCacheI32 = [];
// Float32Array caches used for uploading Matrix uniforms
var mat4array = new Float32Array( 16 ); var mat3array = new Float32Array( 9 ); var mat2array = new Float32Array( 4 );
// Flattening for arrays of vectors and matrices
function flatten( array, nBlocks, blockSize ) {
var firstElem = array[ 0 ];
if ( firstElem <= 0 || firstElem > 0 ) return array; // unoptimized: ! isNaN( firstElem ) // see http://jacksondunstan.com/articles/983
var n = nBlocks * blockSize, r = arrayCacheF32[ n ];
if ( r === undefined ) {
r = new Float32Array( n ); arrayCacheF32[ n ] = r;
}
if ( nBlocks !== 0 ) {
firstElem.toArray( r, 0 );
for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
offset += blockSize; array[ i ].toArray( r, offset );
}
}
return r;
}
function arraysEqual( a, b ) {
if ( a.length !== b.length ) return false;
for ( var i = 0, l = a.length; i < l; i ++ ) {
if ( a[ i ] !== b[ i ] ) return false;
}
return true;
}
function copyArray( a, b ) {
for ( var i = 0, l = b.length; i < l; i ++ ) {
a[ i ] = b[ i ];
}
}
// Texture unit allocation
function allocTexUnits( renderer, n ) {
var r = arrayCacheI32[ n ];
if ( r === undefined ) {
r = new Int32Array( n ); arrayCacheI32[ n ] = r;
}
for ( var i = 0; i !== n; ++ i ) r[ i ] = renderer.allocTextureUnit();
return r;
}
// --- Setters ---
// Note: Defining these methods externally, because they come in a bunch // and this way their names minify.
// Single scalar
function setValue1f( gl, v ) {
var cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1f( this.addr, v );
cache[ 0 ] = v;
}
function setValue1i( gl, v ) {
var cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1i( this.addr, v );
cache[ 0 ] = v;
}
// Single float vector (from flat array or THREE.VectorN)
function setValue2fv( gl, v ) {
var cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
gl.uniform2f( this.addr, v.x, v.y );
cache[ 0 ] = v.x; cache[ 1 ] = v.y;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform2fv( this.addr, v );
copyArray( cache, v );
}
}
function setValue3fv( gl, v ) {
var cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
gl.uniform3f( this.addr, v.x, v.y, v.z );
cache[ 0 ] = v.x; cache[ 1 ] = v.y; cache[ 2 ] = v.z;
}
} else if ( v.r !== undefined ) {
if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
gl.uniform3f( this.addr, v.r, v.g, v.b );
cache[ 0 ] = v.r; cache[ 1 ] = v.g; cache[ 2 ] = v.b;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform3fv( this.addr, v );
copyArray( cache, v );
}
}
function setValue4fv( gl, v ) {
var cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
cache[ 0 ] = v.x; cache[ 1 ] = v.y; cache[ 2 ] = v.z; cache[ 3 ] = v.w;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform4fv( this.addr, v );
copyArray( cache, v );
}
}
// Single matrix (from flat array or MatrixN)
function setValue2fm( gl, v ) {
var cache = this.cache; var elements = v.elements;
if ( elements === undefined ) {
if ( arraysEqual( cache, v ) ) return;
gl.uniformMatrix2fv( this.addr, false, v );
copyArray( cache, v );
} else {
if ( arraysEqual( cache, elements ) ) return;
mat2array.set( elements );
gl.uniformMatrix2fv( this.addr, false, mat2array );
copyArray( cache, elements );
}
}
function setValue3fm( gl, v ) {
var cache = this.cache; var elements = v.elements;
if ( elements === undefined ) {
if ( arraysEqual( cache, v ) ) return;
gl.uniformMatrix3fv( this.addr, false, v );
copyArray( cache, v );
} else {
if ( arraysEqual( cache, elements ) ) return;
mat3array.set( elements );
gl.uniformMatrix3fv( this.addr, false, mat3array );
copyArray( cache, elements );
}
}
function setValue4fm( gl, v ) {
var cache = this.cache; var elements = v.elements;
if ( elements === undefined ) {
if ( arraysEqual( cache, v ) ) return;
gl.uniformMatrix4fv( this.addr, false, v );
copyArray( cache, v );
} else {
if ( arraysEqual( cache, elements ) ) return;
mat4array.set( elements );
gl.uniformMatrix4fv( this.addr, false, mat4array );
copyArray( cache, elements );
}
}
// Single texture (2D / Cube)
function setValueT1( gl, v, renderer ) {
var cache = this.cache; var unit = renderer.allocTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit ); cache[ 0 ] = unit;
}
renderer.setTexture2D( v || emptyTexture, unit );
}
function setValueT3D1( gl, v, renderer ) {
var cache = this.cache; var unit = renderer.allocTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit ); cache[ 0 ] = unit;
}
renderer.setTexture3D( v || emptyTexture3d, unit );
}
function setValueT6( gl, v, renderer ) {
var cache = this.cache; var unit = renderer.allocTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit ); cache[ 0 ] = unit;
}
renderer.setTextureCube( v || emptyCubeTexture, unit );
}
// Integer / Boolean vectors or arrays thereof (always flat arrays)
function setValue2iv( gl, v ) {
var cache = this.cache;
if ( arraysEqual( cache, v ) ) return;
gl.uniform2iv( this.addr, v );
copyArray( cache, v );
}
function setValue3iv( gl, v ) {
var cache = this.cache;
if ( arraysEqual( cache, v ) ) return;
gl.uniform3iv( this.addr, v );
copyArray( cache, v );
}
function setValue4iv( gl, v ) {
var cache = this.cache;
if ( arraysEqual( cache, v ) ) return;
gl.uniform4iv( this.addr, v );
copyArray( cache, v );
}
// Helper to pick the right setter for the singular case
function getSingularSetter( type ) {
switch ( type ) {
case 0x1406: return setValue1f; // FLOAT case 0x8b50: return setValue2fv; // _VEC2 case 0x8b51: return setValue3fv; // _VEC3 case 0x8b52: return setValue4fv; // _VEC4
case 0x8b5a: return setValue2fm; // _MAT2 case 0x8b5b: return setValue3fm; // _MAT3 case 0x8b5c: return setValue4fm; // _MAT4
case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES case 0x8B5F: return setValueT3D1; // SAMPLER_3D case 0x8b60: return setValueT6; // SAMPLER_CUBE
case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
}
}
// Array of scalars
function setValue1fv( gl, v ) {
var cache = this.cache;
if ( arraysEqual( cache, v ) ) return;
gl.uniform1fv( this.addr, v );
copyArray( cache, v );
} function setValue1iv( gl, v ) {
var cache = this.cache;
if ( arraysEqual( cache, v ) ) return;
gl.uniform1iv( this.addr, v );
copyArray( cache, v );
}
// Array of vectors (flat or from THREE classes)
function setValueV2a( gl, v ) {
var cache = this.cache; var data = flatten( v, this.size, 2 );
if ( arraysEqual( cache, data ) ) return;
gl.uniform2fv( this.addr, data );
this.updateCache( data );
}
function setValueV3a( gl, v ) {
var cache = this.cache; var data = flatten( v, this.size, 3 );
if ( arraysEqual( cache, data ) ) return;
gl.uniform3fv( this.addr, data );
this.updateCache( data );
}
function setValueV4a( gl, v ) {
var cache = this.cache; var data = flatten( v, this.size, 4 );
if ( arraysEqual( cache, data ) ) return;
gl.uniform4fv( this.addr, data );
this.updateCache( data );
}
// Array of matrices (flat or from THREE clases)
function setValueM2a( gl, v ) {
var cache = this.cache; var data = flatten( v, this.size, 4 );
if ( arraysEqual( cache, data ) ) return;
gl.uniformMatrix2fv( this.addr, false, data );
this.updateCache( data );
}
function setValueM3a( gl, v ) {
var cache = this.cache; var data = flatten( v, this.size, 9 );
if ( arraysEqual( cache, data ) ) return;
gl.uniformMatrix3fv( this.addr, false, data );
this.updateCache( data );
}
function setValueM4a( gl, v ) {
var cache = this.cache; var data = flatten( v, this.size, 16 );
if ( arraysEqual( cache, data ) ) return;
gl.uniformMatrix4fv( this.addr, false, data );
this.updateCache( data );
}
// Array of textures (2D / Cube)
function setValueT1a( gl, v, renderer ) {
var cache = this.cache; var n = v.length;
var units = allocTexUnits( renderer, n );
if ( arraysEqual( cache, units ) === false ) {
gl.uniform1iv( this.addr, units ); copyArray( cache, units );
}
for ( var i = 0; i !== n; ++ i ) {
renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
}
}
function setValueT6a( gl, v, renderer ) {
var cache = this.cache; var n = v.length;
var units = allocTexUnits( renderer, n );
if ( arraysEqual( cache, units ) === false ) {
gl.uniform1iv( this.addr, units ); copyArray( cache, units );
}
for ( var i = 0; i !== n; ++ i ) {
renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
}
}
// Helper to pick the right setter for a pure (bottom-level) array
function getPureArraySetter( type ) {
switch ( type ) {
case 0x1406: return setValue1fv; // FLOAT case 0x8b50: return setValueV2a; // _VEC2 case 0x8b51: return setValueV3a; // _VEC3 case 0x8b52: return setValueV4a; // _VEC4
case 0x8b5a: return setValueM2a; // _MAT2 case 0x8b5b: return setValueM3a; // _MAT3 case 0x8b5c: return setValueM4a; // _MAT4
case 0x8b5e: return setValueT1a; // SAMPLER_2D case 0x8b60: return setValueT6a; // SAMPLER_CUBE
case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
}
}
// --- Uniform Classes ---
function SingleUniform( id, activeInfo, addr ) {
this.id = id; this.addr = addr; this.cache = []; this.setValue = getSingularSetter( activeInfo.type );
// this.path = activeInfo.name; // DEBUG
}
function PureArrayUniform( id, activeInfo, addr ) {
this.id = id; this.addr = addr; this.cache = []; this.size = activeInfo.size; this.setValue = getPureArraySetter( activeInfo.type );
// this.path = activeInfo.name; // DEBUG
}
PureArrayUniform.prototype.updateCache = function ( data ) {
var cache = this.cache;
if ( data instanceof Float32Array && cache.length !== data.length ) {
this.cache = new Float32Array( data.length );
}
copyArray( cache, data );
};
function StructuredUniform( id ) {
this.id = id;
UniformContainer.call( this ); // mix-in
}
StructuredUniform.prototype.setValue = function ( gl, value, renderer ) {
var seq = this.seq;
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
var u = seq[ i ]; u.setValue( gl, value[ u.id ], renderer );
}
};
// --- Top-level ---
// Parser - builds up the property tree from the path strings
var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
// extracts // - the identifier (member name or array index) // - followed by an optional right bracket (found when array index) // - followed by an optional left bracket or dot (type of subscript) // // Note: These portions can be read in a non-overlapping fashion and // allow straightforward parsing of the hierarchy that WebGL encodes // in the uniform names.
function addUniform( container, uniformObject ) {
container.seq.push( uniformObject ); container.map[ uniformObject.id ] = uniformObject;
}
function parseUniform( activeInfo, addr, container ) {
var path = activeInfo.name, pathLength = path.length;
// reset RegExp object, because of the early exit of a previous run RePathPart.lastIndex = 0;
while ( true ) {
var match = RePathPart.exec( path ), matchEnd = RePathPart.lastIndex,
id = match[ 1 ], idIsIndex = match[ 2 ] === ']', subscript = match[ 3 ];
if ( idIsIndex ) id = id | 0; // convert to integer
if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
// bare name or "pure" bottom-level array "[0]" suffix
addUniform( container, subscript === undefined ? new SingleUniform( id, activeInfo, addr ) : new PureArrayUniform( id, activeInfo, addr ) );
break;
} else {
// step into inner node / create it in case it doesn't exist
var map = container.map, next = map[ id ];
if ( next === undefined ) {
next = new StructuredUniform( id ); addUniform( container, next );
}
container = next;
}
}
}
// Root Container
function WebGLUniforms( gl, program, renderer ) {
UniformContainer.call( this );
this.renderer = renderer;
var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
for ( var i = 0; i < n; ++ i ) {
var info = gl.getActiveUniform( program, i ), addr = gl.getUniformLocation( program, info.name );
parseUniform( info, addr, this );
}
}
WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
var u = this.map[ name ];
if ( u !== undefined ) u.setValue( gl, value, this.renderer );
};
WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
var v = object[ name ];
if ( v !== undefined ) this.setValue( gl, name, v );
};
// Static interface
WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
var u = seq[ i ], v = values[ u.id ];
if ( v.needsUpdate !== false ) {
// note: always updating when .needsUpdate is undefined u.setValue( gl, v.value, renderer );
}
}
};
WebGLUniforms.seqWithValue = function ( seq, values ) {
var r = [];
for ( var i = 0, n = seq.length; i !== n; ++ i ) {
var u = seq[ i ]; if ( u.id in values ) r.push( u );
}
return r;
};
/** * @author mrdoob / http://mrdoob.com/ */
function addLineNumbers( string ) {
var lines = string.split( '\n' );
for ( var i = 0; i < lines.length; i ++ ) {
lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
}
return lines.join( '\n' );
}
function WebGLShader( gl, type, string ) {
var shader = gl.createShader( type );
gl.shaderSource( shader, string ); gl.compileShader( shader );
if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
}
if ( gl.getShaderInfoLog( shader ) !== ) {
console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
}
// --enable-privileged-webgl-extension // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
return shader;
}
/** * @author mrdoob / http://mrdoob.com/ */
var programIdCount = 0;
function getEncodingComponents( encoding ) {
switch ( encoding ) {
case LinearEncoding: return [ 'Linear', '( value )' ]; case sRGBEncoding: return [ 'sRGB', '( value )' ]; case RGBEEncoding: return [ 'RGBE', '( value )' ]; case RGBM7Encoding: return [ 'RGBM', '( value, 7.0 )' ]; case RGBM16Encoding: return [ 'RGBM', '( value, 16.0 )' ]; case RGBDEncoding: return [ 'RGBD', '( value, 256.0 )' ]; case GammaEncoding: return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; default: throw new Error( 'unsupported encoding: ' + encoding );
}
}
function getTexelDecodingFunction( functionName, encoding ) {
var components = getEncodingComponents( encoding ); return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
}
function getTexelEncodingFunction( functionName, encoding ) {
var components = getEncodingComponents( encoding ); return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
}
function getToneMappingFunction( functionName, toneMapping ) {
var toneMappingName;
switch ( toneMapping ) {
case LinearToneMapping: toneMappingName = 'Linear'; break;
case ReinhardToneMapping: toneMappingName = 'Reinhard'; break;
case Uncharted2ToneMapping: toneMappingName = 'Uncharted2'; break;
case CineonToneMapping: toneMappingName = 'OptimizedCineon'; break;
default: throw new Error( 'unsupported toneMapping: ' + toneMapping );
}
return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
}
function generateExtensions( extensions, parameters, rendererExtensions ) {
extensions = extensions || {};
var chunks = [ ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : , ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : , ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : , ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ];
return chunks.filter( filterEmptyLine ).join( '\n' );
}
function generateDefines( defines ) {
var chunks = [];
for ( var name in defines ) {
var value = defines[ name ];
if ( value === false ) continue;
chunks.push( '#define ' + name + ' ' + value );
}
return chunks.join( '\n' );
}
function fetchAttributeLocations( gl, program ) {
var attributes = {};
var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
for ( var i = 0; i < n; i ++ ) {
var info = gl.getActiveAttrib( program, i ); var name = info.name;
// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
attributes[ name ] = gl.getAttribLocation( program, name );
}
return attributes;
}
function filterEmptyLine( string ) {
return string !== ;
}
function replaceLightNums( string, parameters ) {
return string .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
}
function replaceClippingPlaneNums( string, parameters ) {
return string .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
}
function parseIncludes( string ) {
var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
function replace( match, include ) {
var replace = ShaderChunk[ include ];
if ( replace === undefined ) {
throw new Error( 'Can not resolve #include <' + include + '>' );
}
return parseIncludes( replace );
}
return string.replace( pattern, replace );
}
function unrollLoops( string ) {
var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
function replace( match, start, end, snippet ) {
var unroll = ;
for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
}
return unroll;
}
return string.replace( pattern, replace );
}
function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
var gl = renderer.context;
var defines = material.defines;
var vertexShader = shader.vertexShader; var fragmentShader = shader.fragmentShader;
var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
if ( parameters.shadowMapType === PCFShadowMap ) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
}
var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
if ( parameters.envMap ) {
switch ( material.envMap.mapping ) {
case CubeReflectionMapping: case CubeRefractionMapping: envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; break;
case CubeUVReflectionMapping: case CubeUVRefractionMapping: envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; break;
case EquirectangularReflectionMapping: case EquirectangularRefractionMapping: envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; break;
case SphericalReflectionMapping: envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; break;
}
switch ( material.envMap.mapping ) {
case CubeRefractionMapping: case EquirectangularRefractionMapping: envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; break;
}
switch ( material.combine ) {
case MultiplyOperation: envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; break;
case MixOperation: envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; break;
case AddOperation: envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; break;
}
}
var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
// console.log( 'building new program ' );
//
var customExtensions = capabilities.isWebGL2 ? : generateExtensions( material.extensions, parameters, extensions );
var customDefines = generateDefines( defines );
//
var program = gl.createProgram();
var prefixVertex, prefixFragment;
if ( material.isRawShaderMaterial ) {
prefixVertex = [
customDefines
].filter( filterEmptyLine ).join( '\n' );
if ( prefixVertex.length > 0 ) {
prefixVertex += '\n';
}
prefixFragment = [
customExtensions, customDefines
].filter( filterEmptyLine ).join( '\n' );
if ( prefixFragment.length > 0 ) {
prefixFragment += '\n';
}
} else {
prefixVertex = [
'precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;',
'#define SHADER_NAME ' + shader.name,
customDefines,
parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : ,
'#define GAMMA_FACTOR ' + gammaFactorDefine,
'#define MAX_BONES ' + parameters.maxBones, ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : , ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : ,
parameters.map ? '#define USE_MAP' : , parameters.envMap ? '#define USE_ENVMAP' : , parameters.envMap ? '#define ' + envMapModeDefine : , parameters.lightMap ? '#define USE_LIGHTMAP' : , parameters.aoMap ? '#define USE_AOMAP' : , parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : , parameters.bumpMap ? '#define USE_BUMPMAP' : , parameters.normalMap ? '#define USE_NORMALMAP' : , ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : , parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : , parameters.specularMap ? '#define USE_SPECULARMAP' : , parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : , parameters.metalnessMap ? '#define USE_METALNESSMAP' : , parameters.alphaMap ? '#define USE_ALPHAMAP' : , parameters.vertexColors ? '#define USE_COLOR' : ,
parameters.flatShading ? '#define FLAT_SHADED' : ,
parameters.skinning ? '#define USE_SKINNING' : , parameters.useVertexTexture ? '#define BONE_TEXTURE' : ,
parameters.morphTargets ? '#define USE_MORPHTARGETS' : , parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : , parameters.doubleSided ? '#define DOUBLE_SIDED' : , parameters.flipSided ? '#define FLIP_SIDED' : ,
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : , parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : ,
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : ,
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : , parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : ,
'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;',
'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;',
'#ifdef USE_COLOR',
' attribute vec3 color;',
'#endif',
'#ifdef USE_MORPHTARGETS',
' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;',
' #ifdef USE_MORPHNORMALS',
' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;',
' #else',
' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;',
' #endif',
'#endif',
'#ifdef USE_SKINNING',
' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;',
'#endif',
'\n'
].filter( filterEmptyLine ).join( '\n' );
prefixFragment = [
customExtensions,
'precision ' + parameters.precision + ' float;', 'precision ' + parameters.precision + ' int;',
'#define SHADER_NAME ' + shader.name,
customDefines,
parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? : '.0' ) : , // add '.0' if integer
'#define GAMMA_FACTOR ' + gammaFactorDefine,
( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : , ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : ,
parameters.map ? '#define USE_MAP' : , parameters.envMap ? '#define USE_ENVMAP' : , parameters.envMap ? '#define ' + envMapTypeDefine : , parameters.envMap ? '#define ' + envMapModeDefine : , parameters.envMap ? '#define ' + envMapBlendingDefine : , parameters.lightMap ? '#define USE_LIGHTMAP' : , parameters.aoMap ? '#define USE_AOMAP' : , parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : , parameters.bumpMap ? '#define USE_BUMPMAP' : , parameters.normalMap ? '#define USE_NORMALMAP' : , ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : , parameters.specularMap ? '#define USE_SPECULARMAP' : , parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : , parameters.metalnessMap ? '#define USE_METALNESSMAP' : , parameters.alphaMap ? '#define USE_ALPHAMAP' : , parameters.vertexColors ? '#define USE_COLOR' : ,
parameters.gradientMap ? '#define USE_GRADIENTMAP' : ,
parameters.flatShading ? '#define FLAT_SHADED' : ,
parameters.doubleSided ? '#define DOUBLE_SIDED' : , parameters.flipSided ? '#define FLIP_SIDED' : ,
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : , parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : ,
parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : ,
parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : ,
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : , parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : ,
parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : ,
'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;',
( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : , ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : , // this code is required here because it is used by the toneMapping() function defined below ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : ,
parameters.dithering ? '#define DITHERING' : ,
( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : , // this code is required here because it is used by the various encoding/decoding function defined below parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : , parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : , parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : , parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : , parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : ,
parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : ,
'\n'
].filter( filterEmptyLine ).join( '\n' );
}
vertexShader = parseIncludes( vertexShader ); vertexShader = replaceLightNums( vertexShader, parameters ); vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
fragmentShader = parseIncludes( fragmentShader ); fragmentShader = replaceLightNums( fragmentShader, parameters ); fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
vertexShader = unrollLoops( vertexShader ); fragmentShader = unrollLoops( fragmentShader );
if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
var isGLSL3ShaderMaterial = false;
var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
if ( material.isShaderMaterial && vertexShader.match( versionRegex ) !== null && fragmentShader.match( versionRegex ) !== null ) {
isGLSL3ShaderMaterial = true;
vertexShader = vertexShader.replace( versionRegex, ); fragmentShader = fragmentShader.replace( versionRegex, );
}
// GLSL 3.0 conversion prefixVertex = [ '#version 300 es\n', '#define attribute in', '#define varying out', '#define texture2D texture' ].join( '\n' ) + '\n' + prefixVertex;
prefixFragment = [ '#version 300 es\n', '#define varying in', isGLSL3ShaderMaterial ? : 'out highp vec4 pc_fragColor;', isGLSL3ShaderMaterial ? : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad' ].join( '\n' ) + '\n' + prefixFragment;
}
var vertexGlsl = prefixVertex + vertexShader; var fragmentGlsl = prefixFragment + fragmentShader;
// console.log( '*VERTEX*', vertexGlsl ); // console.log( '*FRAGMENT*', fragmentGlsl );
var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
gl.attachShader( program, glVertexShader ); gl.attachShader( program, glFragmentShader );
// Force a particular attribute to index 0.
if ( material.index0AttributeName !== undefined ) {
gl.bindAttribLocation( program, 0, material.index0AttributeName );
} else if ( parameters.morphTargets === true ) {
// programs with morphTargets displace position out of attribute 0 gl.bindAttribLocation( program, 0, 'position' );
}
gl.linkProgram( program );
var programLog = gl.getProgramInfoLog( program ).trim(); var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
var runnable = true; var haveDiagnostics = true;
// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
runnable = false;
console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
} else if ( programLog !== ) {
console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
} else if ( vertexLog === || fragmentLog === ) {
haveDiagnostics = false;
}
if ( haveDiagnostics ) {
this.diagnostics = {
runnable: runnable, material: material,
programLog: programLog,
vertexShader: {
log: vertexLog, prefix: prefixVertex
},
fragmentShader: {
log: fragmentLog, prefix: prefixFragment
}
};
}
// clean up
gl.deleteShader( glVertexShader ); gl.deleteShader( glFragmentShader );
// set up caching for uniform locations
var cachedUniforms;
this.getUniforms = function () {
if ( cachedUniforms === undefined ) {
cachedUniforms = new WebGLUniforms( gl, program, renderer );
}
return cachedUniforms;
};
// set up caching for attribute locations
var cachedAttributes;
this.getAttributes = function () {
if ( cachedAttributes === undefined ) {
cachedAttributes = fetchAttributeLocations( gl, program );
}
return cachedAttributes;
};
// free resource
this.destroy = function () {
gl.deleteProgram( program ); this.program = undefined;
};
// DEPRECATED
Object.defineProperties( this, {
uniforms: { get: function () {
console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); return this.getUniforms();
} },
attributes: { get: function () {
console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); return this.getAttributes();
} }
} );
//
this.name = shader.name; this.id = programIdCount ++; this.code = code; this.usedTimes = 1; this.program = program; this.vertexShader = glVertexShader; this.fragmentShader = glFragmentShader;
return this;
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLPrograms( renderer, extensions, capabilities ) {
var programs = [];
var shaderIDs = { MeshDepthMaterial: 'depth', MeshDistanceMaterial: 'distanceRGBA', MeshNormalMaterial: 'normal', MeshBasicMaterial: 'basic', MeshLambertMaterial: 'lambert', MeshPhongMaterial: 'phong', MeshToonMaterial: 'phong', MeshStandardMaterial: 'physical', MeshPhysicalMaterial: 'physical', MeshMatcapMaterial: 'matcap', LineBasicMaterial: 'basic', LineDashedMaterial: 'dashed', PointsMaterial: 'points', ShadowMaterial: 'shadow', SpriteMaterial: 'sprite' };
var parameterNames = [ "precision", "supportsVertexTextures", "map", "mapEncoding", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap", "roughnessMap", "metalnessMap", "gradientMap", "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", "maxBones", "useVertexTexture", "morphTargets", "morphNormals", "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" ];
function allocateBones( object ) {
var skeleton = object.skeleton; var bones = skeleton.bones;
if ( capabilities.floatVertexTextures ) {
return 1024;
} else {
// default for when object is not specified // ( for example when prebuilding shader to be used with multiple objects ) // // - leave some extra space for other uniforms // - limit here is ANGLE's 254 max uniform vectors // (up to 54 should be safe)
var nVertexUniforms = capabilities.maxVertexUniforms; var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
var maxBones = Math.min( nVertexMatrices, bones.length );
if ( maxBones < bones.length ) {
console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); return 0;
}
return maxBones;
}
}
function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
var encoding;
if ( ! map ) {
encoding = LinearEncoding;
} else if ( map.isTexture ) {
encoding = map.encoding;
} else if ( map.isWebGLRenderTarget ) {
console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); encoding = map.texture.encoding;
}
// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
encoding = GammaEncoding;
}
return encoding;
}
this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
var shaderID = shaderIDs[ material.type ];
// heuristics to create shader parameters according to lights in the scene // (not to blow over maxLights budget)
var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; var precision = capabilities.precision;
if ( material.precision !== null ) {
precision = capabilities.getMaxPrecision( material.precision );
if ( precision !== material.precision ) {
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
}
}
var currentRenderTarget = renderer.getRenderTarget();
var parameters = {
shaderID: shaderID,
precision: precision, supportsVertexTextures: capabilities.vertexTextures, outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), map: !! material.map, mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), matcap: !! material.matcap, matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ), envMap: !! material.envMap, envMapMode: material.envMap && material.envMap.mapping, envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), lightMap: !! material.lightMap, aoMap: !! material.aoMap, emissiveMap: !! material.emissiveMap, emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), bumpMap: !! material.bumpMap, normalMap: !! material.normalMap, objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, displacementMap: !! material.displacementMap, roughnessMap: !! material.roughnessMap, metalnessMap: !! material.metalnessMap, specularMap: !! material.specularMap, alphaMap: !! material.alphaMap,
gradientMap: !! material.gradientMap,
combine: material.combine,
vertexColors: material.vertexColors,
fog: !! fog, useFog: material.fog, fogExp: ( fog && fog.isFogExp2 ),
flatShading: material.flatShading,
sizeAttenuation: material.sizeAttenuation, logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
skinning: material.skinning && maxBones > 0, maxBones: maxBones, useVertexTexture: capabilities.floatVertexTextures,
morphTargets: material.morphTargets, morphNormals: material.morphNormals, maxMorphTargets: renderer.maxMorphTargets, maxMorphNormals: renderer.maxMorphNormals,
numDirLights: lights.directional.length, numPointLights: lights.point.length, numSpotLights: lights.spot.length, numRectAreaLights: lights.rectArea.length, numHemiLights: lights.hemi.length,
numClippingPlanes: nClipPlanes, numClipIntersection: nClipIntersection,
dithering: material.dithering,
shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0, shadowMapType: renderer.shadowMap.type,
toneMapping: renderer.toneMapping, physicallyCorrectLights: renderer.physicallyCorrectLights,
premultipliedAlpha: material.premultipliedAlpha,
alphaTest: material.alphaTest, doubleSided: material.side === DoubleSide, flipSided: material.side === BackSide,
depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
};
return parameters;
};
this.getProgramCode = function ( material, parameters ) {
var array = [];
if ( parameters.shaderID ) {
array.push( parameters.shaderID );
} else {
array.push( material.fragmentShader ); array.push( material.vertexShader );
}
if ( material.defines !== undefined ) {
for ( var name in material.defines ) {
array.push( name ); array.push( material.defines[ name ] );
}
}
for ( var i = 0; i < parameterNames.length; i ++ ) {
array.push( parameters[ parameterNames[ i ] ] );
}
array.push( material.onBeforeCompile.toString() );
array.push( renderer.gammaOutput );
return array.join();
};
this.acquireProgram = function ( material, shader, parameters, code ) {
var program;
// Check if code has been already compiled for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
var programInfo = programs[ p ];
if ( programInfo.code === code ) {
program = programInfo; ++ program.usedTimes;
break;
}
}
if ( program === undefined ) {
program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ); programs.push( program );
}
return program;
};
this.releaseProgram = function ( program ) {
if ( -- program.usedTimes === 0 ) {
// Remove from unordered set var i = programs.indexOf( program ); programs[ i ] = programs[ programs.length - 1 ]; programs.pop();
// Free WebGL resources program.destroy();
}
};
// Exposed for resource monitoring & error feedback via renderer.info: this.programs = programs;
}
/** * @author fordacious / fordacious.github.io */
function WebGLProperties() {
var properties = new WeakMap();
function get( object ) {
var map = properties.get( object );
if ( map === undefined ) {
map = {}; properties.set( object, map );
}
return map;
}
function remove( object ) {
properties.delete( object );
}
function update( object, key, value ) {
properties.get( object )[ key ] = value;
}
function dispose() {
properties = new WeakMap();
}
return { get: get, remove: remove, update: update, dispose: dispose };
}
/** * @author mrdoob / http://mrdoob.com/ */
function painterSortStable( a, b ) {
if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.program && b.program && a.program !== b.program ) {
return a.program.id - b.program.id;
} else if ( a.material.id !== b.material.id ) {
return a.material.id - b.material.id;
} else if ( a.z !== b.z ) {
return a.z - b.z;
} else {
return a.id - b.id;
}
}
function reversePainterSortStable( a, b ) {
if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} if ( a.z !== b.z ) {
return b.z - a.z;
} else {
return a.id - b.id;
}
}
function WebGLRenderList() {
var renderItems = []; var renderItemsIndex = 0;
var opaque = []; var transparent = [];
function init() {
renderItemsIndex = 0;
opaque.length = 0; transparent.length = 0;
}
function push( object, geometry, material, z, group ) {
var renderItem = renderItems[ renderItemsIndex ];
if ( renderItem === undefined ) {
renderItem = { id: object.id, object: object, geometry: geometry, material: material, program: material.program, renderOrder: object.renderOrder, z: z, group: group };
renderItems[ renderItemsIndex ] = renderItem;
} else {
renderItem.id = object.id; renderItem.object = object; renderItem.geometry = geometry; renderItem.material = material; renderItem.program = material.program; renderItem.renderOrder = object.renderOrder; renderItem.z = z; renderItem.group = group;
}
( material.transparent === true ? transparent : opaque ).push( renderItem );
renderItemsIndex ++;
}
function sort() {
if ( opaque.length > 1 ) opaque.sort( painterSortStable ); if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
}
return { opaque: opaque, transparent: transparent,
init: init, push: push,
sort: sort };
}
function WebGLRenderLists() {
var lists = {};
function get( scene, camera ) {
var hash = scene.id + ',' + camera.id; var list = lists[ hash ];
if ( list === undefined ) {
// console.log( 'THREE.WebGLRenderLists:', hash );
list = new WebGLRenderList(); lists[ hash ] = list;
}
return list;
}
function dispose() {
lists = {};
}
return { get: get, dispose: dispose };
}
/** * @author mrdoob / http://mrdoob.com/ */
function UniformsCache() {
var lights = {};
return {
get: function ( light ) {
if ( lights[ light.id ] !== undefined ) {
return lights[ light.id ];
}
var uniforms;
switch ( light.type ) {
case 'DirectionalLight': uniforms = { direction: new Vector3(), color: new Color(),
shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2() }; break;
case 'SpotLight': uniforms = { position: new Vector3(), direction: new Vector3(), color: new Color(), distance: 0, coneCos: 0, penumbraCos: 0, decay: 0,
shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2() }; break;
case 'PointLight': uniforms = { position: new Vector3(), color: new Color(), distance: 0, decay: 0,
shadow: false, shadowBias: 0, shadowRadius: 1, shadowMapSize: new Vector2(), shadowCameraNear: 1, shadowCameraFar: 1000 }; break;
case 'HemisphereLight': uniforms = { direction: new Vector3(), skyColor: new Color(), groundColor: new Color() }; break;
case 'RectAreaLight': uniforms = { color: new Color(), position: new Vector3(), halfWidth: new Vector3(), halfHeight: new Vector3() // TODO (abelnation): set RectAreaLight shadow uniforms }; break;
}
lights[ light.id ] = uniforms;
return uniforms;
}
};
}
var count = 0;
function WebGLLights() {
var cache = new UniformsCache();
var state = {
id: count ++,
hash: { stateID: - 1, directionalLength: - 1, pointLength: - 1, spotLength: - 1, rectAreaLength: - 1, hemiLength: - 1, shadowsLength: - 1 },
ambient: [ 0, 0, 0 ], directional: [], directionalShadowMap: [], directionalShadowMatrix: [], spot: [], spotShadowMap: [], spotShadowMatrix: [], rectArea: [], point: [], pointShadowMap: [], pointShadowMatrix: [], hemi: []
};
var vector3 = new Vector3(); var matrix4 = new Matrix4(); var matrix42 = new Matrix4();
function setup( lights, shadows, camera ) {
var r = 0, g = 0, b = 0;
var directionalLength = 0; var pointLength = 0; var spotLength = 0; var rectAreaLength = 0; var hemiLength = 0;
var viewMatrix = camera.matrixWorldInverse;
for ( var i = 0, l = lights.length; i < l; i ++ ) {
var light = lights[ i ];
var color = light.color; var intensity = light.intensity; var distance = light.distance;
var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
if ( light.isAmbientLight ) {
r += color.r * intensity; g += color.g * intensity; b += color.b * intensity;
} else if ( light.isDirectionalLight ) {
var uniforms = cache.get( light );
uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); uniforms.direction.setFromMatrixPosition( light.matrixWorld ); vector3.setFromMatrixPosition( light.target.matrixWorld ); uniforms.direction.sub( vector3 ); uniforms.direction.transformDirection( viewMatrix );
uniforms.shadow = light.castShadow;
if ( light.castShadow ) {
var shadow = light.shadow;
uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize;
}
state.directionalShadowMap[ directionalLength ] = shadowMap; state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; state.directional[ directionalLength ] = uniforms;
directionalLength ++;
} else if ( light.isSpotLight ) {
var uniforms = cache.get( light );
uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix );
uniforms.color.copy( color ).multiplyScalar( intensity ); uniforms.distance = distance;
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); vector3.setFromMatrixPosition( light.target.matrixWorld ); uniforms.direction.sub( vector3 ); uniforms.direction.transformDirection( viewMatrix );
uniforms.coneCos = Math.cos( light.angle ); uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); uniforms.decay = light.decay;
uniforms.shadow = light.castShadow;
if ( light.castShadow ) {
var shadow = light.shadow;
uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize;
}
state.spotShadowMap[ spotLength ] = shadowMap; state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; state.spot[ spotLength ] = uniforms;
spotLength ++;
} else if ( light.isRectAreaLight ) {
var uniforms = cache.get( light );
// (a) intensity is the total visible light emitted //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
// (b) intensity is the brightness of the light uniforms.color.copy( color ).multiplyScalar( intensity );
uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix );
// extract local rotation of light to derive width/height half vectors matrix42.identity(); matrix4.copy( light.matrixWorld ); matrix4.premultiply( viewMatrix ); matrix42.extractRotation( matrix4 );
uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
uniforms.halfWidth.applyMatrix4( matrix42 ); uniforms.halfHeight.applyMatrix4( matrix42 );
// TODO (abelnation): RectAreaLight distance? // uniforms.distance = distance;
state.rectArea[ rectAreaLength ] = uniforms;
rectAreaLength ++;
} else if ( light.isPointLight ) {
var uniforms = cache.get( light );
uniforms.position.setFromMatrixPosition( light.matrixWorld ); uniforms.position.applyMatrix4( viewMatrix );
uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); uniforms.distance = light.distance; uniforms.decay = light.decay;
uniforms.shadow = light.castShadow;
if ( light.castShadow ) {
var shadow = light.shadow;
uniforms.shadowBias = shadow.bias; uniforms.shadowRadius = shadow.radius; uniforms.shadowMapSize = shadow.mapSize; uniforms.shadowCameraNear = shadow.camera.near; uniforms.shadowCameraFar = shadow.camera.far;
}
state.pointShadowMap[ pointLength ] = shadowMap; state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; state.point[ pointLength ] = uniforms;
pointLength ++;
} else if ( light.isHemisphereLight ) {
var uniforms = cache.get( light );
uniforms.direction.setFromMatrixPosition( light.matrixWorld ); uniforms.direction.transformDirection( viewMatrix ); uniforms.direction.normalize();
uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
state.hemi[ hemiLength ] = uniforms;
hemiLength ++;
}
}
state.ambient[ 0 ] = r; state.ambient[ 1 ] = g; state.ambient[ 2 ] = b;
state.directional.length = directionalLength; state.spot.length = spotLength; state.rectArea.length = rectAreaLength; state.point.length = pointLength; state.hemi.length = hemiLength;
state.hash.stateID = state.id; state.hash.directionalLength = directionalLength; state.hash.pointLength = pointLength; state.hash.spotLength = spotLength; state.hash.rectAreaLength = rectAreaLength; state.hash.hemiLength = hemiLength; state.hash.shadowsLength = shadows.length;
}
return { setup: setup, state: state };
}
/** * @author Mugen87 / https://github.com/Mugen87 */
function WebGLRenderState() {
var lights = new WebGLLights();
var lightsArray = []; var shadowsArray = [];
function init() {
lightsArray.length = 0; shadowsArray.length = 0;
}
function pushLight( light ) {
lightsArray.push( light );
}
function pushShadow( shadowLight ) {
shadowsArray.push( shadowLight );
}
function setupLights( camera ) {
lights.setup( lightsArray, shadowsArray, camera );
}
var state = { lightsArray: lightsArray, shadowsArray: shadowsArray,
lights: lights };
return { init: init, state: state, setupLights: setupLights,
pushLight: pushLight, pushShadow: pushShadow };
}
function WebGLRenderStates() {
var renderStates = {};
function get( scene, camera ) {
var renderState;
if ( renderStates[ scene.id ] === undefined ) {
renderState = new WebGLRenderState(); renderStates[ scene.id ] = {}; renderStates[ scene.id ][ camera.id ] = renderState;
} else {
if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
renderState = new WebGLRenderState(); renderStates[ scene.id ][ camera.id ] = renderState;
} else {
renderState = renderStates[ scene.id ][ camera.id ];
}
}
return renderState;
}
function dispose() {
renderStates = {};
}
return { get: get, dispose: dispose };
}
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author bhouston / https://clara.io * @author WestLangley / http://github.com/WestLangley * * parameters = { * * opacity: <float>, * * map: new THREE.Texture( <Image> ), * * alphaMap: new THREE.Texture( <Image> ), * * displacementMap: new THREE.Texture( <Image> ), * displacementScale: <float>, * displacementBias: <float>, * * wireframe: <boolean>, * wireframeLinewidth: <float> * } */
function MeshDepthMaterial( parameters ) {
Material.call( this );
this.type = 'MeshDepthMaterial';
this.depthPacking = BasicDepthPacking;
this.skinning = false; this.morphTargets = false;
this.map = null;
this.alphaMap = null;
this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0;
this.wireframe = false; this.wireframeLinewidth = 1;
this.fog = false; this.lights = false;
this.setValues( parameters );
}
MeshDepthMaterial.prototype = Object.create( Material.prototype ); MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
MeshDepthMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.depthPacking = source.depthPacking;
this.skinning = source.skinning; this.morphTargets = source.morphTargets;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth;
return this;
};
/** * @author WestLangley / http://github.com/WestLangley * * parameters = { * * referencePosition: <float>, * nearDistance: <float>, * farDistance: <float>, * * skinning: <bool>, * morphTargets: <bool>, * * map: new THREE.Texture( <Image> ), * * alphaMap: new THREE.Texture( <Image> ), * * displacementMap: new THREE.Texture( <Image> ), * displacementScale: <float>, * displacementBias: <float> * * } */
function MeshDistanceMaterial( parameters ) {
Material.call( this );
this.type = 'MeshDistanceMaterial';
this.referencePosition = new Vector3(); this.nearDistance = 1; this.farDistance = 1000;
this.skinning = false; this.morphTargets = false;
this.map = null;
this.alphaMap = null;
this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0;
this.fog = false; this.lights = false;
this.setValues( parameters );
}
MeshDistanceMaterial.prototype = Object.create( Material.prototype ); MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
MeshDistanceMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.referencePosition.copy( source.referencePosition ); this.nearDistance = source.nearDistance; this.farDistance = source.farDistance;
this.skinning = source.skinning; this.morphTargets = source.morphTargets;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias;
return this;
};
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */
function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
var _frustum = new Frustum(), _projScreenMatrix = new Matrix4(),
_shadowMapSize = new Vector2(), _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
_lookTarget = new Vector3(), _lightPositionWorld = new Vector3(),
_MorphingFlag = 1, _SkinningFlag = 2,
_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
_depthMaterials = new Array( _NumberOfMaterialVariants ), _distanceMaterials = new Array( _NumberOfMaterialVariants ),
_materialCache = {};
var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
var cubeDirections = [ new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) ];
var cubeUps = [ new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) ];
var cube2DViewPorts = [ new Vector4(), new Vector4(), new Vector4(), new Vector4(), new Vector4(), new Vector4() ];
// init
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
var useMorphing = ( i & _MorphingFlag ) !== 0; var useSkinning = ( i & _SkinningFlag ) !== 0;
var depthMaterial = new MeshDepthMaterial( {
depthPacking: RGBADepthPacking,
morphTargets: useMorphing, skinning: useSkinning
} );
_depthMaterials[ i ] = depthMaterial;
//
var distanceMaterial = new MeshDistanceMaterial( {
morphTargets: useMorphing, skinning: useSkinning
} );
_distanceMaterials[ i ] = distanceMaterial;
}
//
var scope = this;
this.enabled = false;
this.autoUpdate = true; this.needsUpdate = false;
this.type = PCFShadowMap;
this.render = function ( lights, scene, camera ) {
if ( scope.enabled === false ) return; if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
if ( lights.length === 0 ) return;
// TODO Clean up (needed in case of contextlost) var _gl = _renderer.context; var _state = _renderer.state;
// Set GL state for depth map. _state.disable( _gl.BLEND ); _state.buffers.color.setClear( 1, 1, 1, 1 ); _state.buffers.depth.setTest( true ); _state.setScissorTest( false );
// render depth map
var faceCount;
for ( var i = 0, il = lights.length; i < il; i ++ ) {
var light = lights[ i ]; var shadow = light.shadow; var isPointLight = light && light.isPointLight;
if ( shadow === undefined ) {
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); continue;
}
var shadowCamera = shadow.camera;
_shadowMapSize.copy( shadow.mapSize ); _shadowMapSize.min( _maxShadowMapSize );
if ( isPointLight ) {
var vpWidth = _shadowMapSize.x; var vpHeight = _shadowMapSize.y;
// These viewports map a cube-map onto a 2D texture with the // following orientation: // // xzXZ // y Y // // X - Positive x direction // x - Negative x direction // Y - Positive y direction // y - Negative y direction // Z - Positive z direction // z - Negative z direction
// positive X cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); // negative X cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); // positive Z cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); // negative Z cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); // positive Y cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); // negative Y cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
_shadowMapSize.x *= 4.0; _shadowMapSize.y *= 2.0;
}
if ( shadow.map === null ) {
var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); shadow.map.texture.name = light.name + ".shadowMap";
shadowCamera.updateProjectionMatrix();
}
if ( shadow.isSpotLightShadow ) {
shadow.update( light );
}
var shadowMap = shadow.map; var shadowMatrix = shadow.matrix;
_lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); shadowCamera.position.copy( _lightPositionWorld );
if ( isPointLight ) {
faceCount = 6;
// for point lights we set the shadow matrix to be a translation-only matrix // equal to inverse of the light's position
shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
} else {
faceCount = 1;
_lookTarget.setFromMatrixPosition( light.target.matrixWorld ); shadowCamera.lookAt( _lookTarget ); shadowCamera.updateMatrixWorld();
// compute shadow matrix
shadowMatrix.set( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0 );
shadowMatrix.multiply( shadowCamera.projectionMatrix ); shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
}
_renderer.setRenderTarget( shadowMap ); _renderer.clear();
// render shadow map for each cube face (if omni-directional) or // run a single pass if not
for ( var face = 0; face < faceCount; face ++ ) {
if ( isPointLight ) {
_lookTarget.copy( shadowCamera.position ); _lookTarget.add( cubeDirections[ face ] ); shadowCamera.up.copy( cubeUps[ face ] ); shadowCamera.lookAt( _lookTarget ); shadowCamera.updateMatrixWorld();
var vpDimensions = cube2DViewPorts[ face ]; _state.viewport( vpDimensions );
}
// update camera matrices and frustum
_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix );
// set object matrices & frustum culling
renderObject( scene, camera, shadowCamera, isPointLight );
}
}
scope.needsUpdate = false;
};
function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
var geometry = object.geometry;
var result = null;
var materialVariants = _depthMaterials; var customMaterial = object.customDepthMaterial;
if ( isPointLight ) {
materialVariants = _distanceMaterials; customMaterial = object.customDistanceMaterial;
}
if ( ! customMaterial ) {
var useMorphing = false;
if ( material.morphTargets ) {
if ( geometry && geometry.isBufferGeometry ) {
useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
} else if ( geometry && geometry.isGeometry ) {
useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
}
}
if ( object.isSkinnedMesh && material.skinning === false ) {
console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
}
var useSkinning = object.isSkinnedMesh && material.skinning;
var variantIndex = 0;
if ( useMorphing ) variantIndex |= _MorphingFlag; if ( useSkinning ) variantIndex |= _SkinningFlag;
result = materialVariants[ variantIndex ];
} else {
result = customMaterial;
}
if ( _renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 ) {
// in this case we need a unique material instance reflecting the // appropriate state
var keyA = result.uuid, keyB = material.uuid;
var materialsForVariant = _materialCache[ keyA ];
if ( materialsForVariant === undefined ) {
materialsForVariant = {}; _materialCache[ keyA ] = materialsForVariant;
}
var cachedMaterial = materialsForVariant[ keyB ];
if ( cachedMaterial === undefined ) {
cachedMaterial = result.clone(); materialsForVariant[ keyB ] = cachedMaterial;
}
result = cachedMaterial;
}
result.visible = material.visible; result.wireframe = material.wireframe;
result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
result.clipShadows = material.clipShadows; result.clippingPlanes = material.clippingPlanes; result.clipIntersection = material.clipIntersection;
result.wireframeLinewidth = material.wireframeLinewidth; result.linewidth = material.linewidth;
if ( isPointLight && result.isMeshDistanceMaterial ) {
result.referencePosition.copy( lightPositionWorld ); result.nearDistance = shadowCameraNear; result.farDistance = shadowCameraFar;
}
return result;
}
function renderObject( object, camera, shadowCamera, isPointLight ) {
if ( object.visible === false ) return;
var visible = object.layers.test( camera.layers );
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
var geometry = _objects.update( object ); var material = object.material;
if ( Array.isArray( material ) ) {
var groups = geometry.groups;
for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
var group = groups[ k ]; var groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
}
}
} else if ( material.visible ) {
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
}
}
}
var children = object.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
renderObject( children[ i ], camera, shadowCamera, isPointLight );
}
}
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLState( gl, extensions, utils, capabilities ) {
function ColorBuffer() {
var locked = false;
var color = new Vector4(); var currentColorMask = null; var currentColorClear = new Vector4( 0, 0, 0, 0 );
return {
setMask: function ( colorMask ) {
if ( currentColorMask !== colorMask && ! locked ) {
gl.colorMask( colorMask, colorMask, colorMask, colorMask ); currentColorMask = colorMask;
}
},
setLocked: function ( lock ) {
locked = lock;
},
setClear: function ( r, g, b, a, premultipliedAlpha ) {
if ( premultipliedAlpha === true ) {
r *= a; g *= a; b *= a;
}
color.set( r, g, b, a );
if ( currentColorClear.equals( color ) === false ) {
gl.clearColor( r, g, b, a ); currentColorClear.copy( color );
}
},
reset: function () {
locked = false;
currentColorMask = null; currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
}
};
}
function DepthBuffer() {
var locked = false;
var currentDepthMask = null; var currentDepthFunc = null; var currentDepthClear = null;
return {
setTest: function ( depthTest ) {
if ( depthTest ) {
enable( gl.DEPTH_TEST );
} else {
disable( gl.DEPTH_TEST );
}
},
setMask: function ( depthMask ) {
if ( currentDepthMask !== depthMask && ! locked ) {
gl.depthMask( depthMask ); currentDepthMask = depthMask;
}
},
setFunc: function ( depthFunc ) {
if ( currentDepthFunc !== depthFunc ) {
if ( depthFunc ) {
switch ( depthFunc ) {
case NeverDepth:
gl.depthFunc( gl.NEVER ); break;
case AlwaysDepth:
gl.depthFunc( gl.ALWAYS ); break;
case LessDepth:
gl.depthFunc( gl.LESS ); break;
case LessEqualDepth:
gl.depthFunc( gl.LEQUAL ); break;
case EqualDepth:
gl.depthFunc( gl.EQUAL ); break;
case GreaterEqualDepth:
gl.depthFunc( gl.GEQUAL ); break;
case GreaterDepth:
gl.depthFunc( gl.GREATER ); break;
case NotEqualDepth:
gl.depthFunc( gl.NOTEQUAL ); break;
default:
gl.depthFunc( gl.LEQUAL );
}
} else {
gl.depthFunc( gl.LEQUAL );
}
currentDepthFunc = depthFunc;
}
},
setLocked: function ( lock ) {
locked = lock;
},
setClear: function ( depth ) {
if ( currentDepthClear !== depth ) {
gl.clearDepth( depth ); currentDepthClear = depth;
}
},
reset: function () {
locked = false;
currentDepthMask = null; currentDepthFunc = null; currentDepthClear = null;
}
};
}
function StencilBuffer() {
var locked = false;
var currentStencilMask = null; var currentStencilFunc = null; var currentStencilRef = null; var currentStencilFuncMask = null; var currentStencilFail = null; var currentStencilZFail = null; var currentStencilZPass = null; var currentStencilClear = null;
return {
setTest: function ( stencilTest ) {
if ( stencilTest ) {
enable( gl.STENCIL_TEST );
} else {
disable( gl.STENCIL_TEST );
}
},
setMask: function ( stencilMask ) {
if ( currentStencilMask !== stencilMask && ! locked ) {
gl.stencilMask( stencilMask ); currentStencilMask = stencilMask;
}
},
setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
if ( currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask ) {
gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
currentStencilFunc = stencilFunc; currentStencilRef = stencilRef; currentStencilFuncMask = stencilMask;
}
},
setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
if ( currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass ) {
gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
currentStencilFail = stencilFail; currentStencilZFail = stencilZFail; currentStencilZPass = stencilZPass;
}
},
setLocked: function ( lock ) {
locked = lock;
},
setClear: function ( stencil ) {
if ( currentStencilClear !== stencil ) {
gl.clearStencil( stencil ); currentStencilClear = stencil;
}
},
reset: function () {
locked = false;
currentStencilMask = null; currentStencilFunc = null; currentStencilRef = null; currentStencilFuncMask = null; currentStencilFail = null; currentStencilZFail = null; currentStencilZPass = null; currentStencilClear = null;
}
};
}
//
var colorBuffer = new ColorBuffer(); var depthBuffer = new DepthBuffer(); var stencilBuffer = new StencilBuffer();
var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); var newAttributes = new Uint8Array( maxVertexAttributes ); var enabledAttributes = new Uint8Array( maxVertexAttributes ); var attributeDivisors = new Uint8Array( maxVertexAttributes );
var enabledCapabilities = {};
var compressedTextureFormats = null;
var currentProgram = null;
var currentBlendingEnabled = null; var currentBlending = null; var currentBlendEquation = null; var currentBlendSrc = null; var currentBlendDst = null; var currentBlendEquationAlpha = null; var currentBlendSrcAlpha = null; var currentBlendDstAlpha = null; var currentPremultipledAlpha = false;
var currentFlipSided = null; var currentCullFace = null;
var currentLineWidth = null;
var currentPolygonOffsetFactor = null; var currentPolygonOffsetUnits = null;
var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );
var lineWidthAvailable = false; var version = 0; var glVersion = gl.getParameter( gl.VERSION );
if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] ); lineWidthAvailable = ( version >= 1.0 );
} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] ); lineWidthAvailable = ( version >= 2.0 );
}
var currentTextureSlot = null; var currentBoundTextures = {};
var currentScissor = new Vector4(); var currentViewport = new Vector4();
function createTexture( type, target, count ) {
var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. var texture = gl.createTexture();
gl.bindTexture( type, texture ); gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
for ( var i = 0; i < count; i ++ ) {
gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
}
return texture;
}
var emptyTextures = {}; emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
// init
colorBuffer.setClear( 0, 0, 0, 1 ); depthBuffer.setClear( 1 ); stencilBuffer.setClear( 0 );
enable( gl.DEPTH_TEST ); depthBuffer.setFunc( LessEqualDepth );
setFlipSided( false ); setCullFace( CullFaceBack ); enable( gl.CULL_FACE );
setBlending( NoBlending );
//
function initAttributes() {
for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
newAttributes[ i ] = 0;
}
}
function enableAttribute( attribute ) {
enableAttributeAndDivisor( attribute, 0 );
}
function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
newAttributes[ attribute ] = 1;
if ( enabledAttributes[ attribute ] === 0 ) {
gl.enableVertexAttribArray( attribute ); enabledAttributes[ attribute ] = 1;
}
if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); attributeDivisors[ attribute ] = meshPerAttribute;
}
}
function disableUnusedAttributes() {
for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
gl.disableVertexAttribArray( i ); enabledAttributes[ i ] = 0;
}
}
}
function enable( id ) {
if ( enabledCapabilities[ id ] !== true ) {
gl.enable( id ); enabledCapabilities[ id ] = true;
}
}
function disable( id ) {
if ( enabledCapabilities[ id ] !== false ) {
gl.disable( id ); enabledCapabilities[ id ] = false;
}
}
function getCompressedTextureFormats() {
if ( compressedTextureFormats === null ) {
compressedTextureFormats = [];
if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) || extensions.get( 'WEBGL_compressed_texture_etc1' ) || extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );
for ( var i = 0; i < formats.length; i ++ ) {
compressedTextureFormats.push( formats[ i ] );
}
}
}
return compressedTextureFormats;
}
function useProgram( program ) {
if ( currentProgram !== program ) {
gl.useProgram( program );
currentProgram = program;
return true;
}
return false;
}
function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
if ( blending === NoBlending ) {
if ( currentBlendingEnabled ) {
disable( gl.BLEND ); currentBlendingEnabled = false;
}
return;
}
if ( ! currentBlendingEnabled ) {
enable( gl.BLEND ); currentBlendingEnabled = true;
}
if ( blending !== CustomBlending ) {
if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
gl.blendEquation( gl.FUNC_ADD );
currentBlendEquation = AddEquation; currentBlendEquationAlpha = AddEquation;
}
if ( premultipliedAlpha ) {
switch ( blending ) {
case NormalBlending: gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); break;
case AdditiveBlending: gl.blendFunc( gl.ONE, gl.ONE ); break;
case SubtractiveBlending: gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); break;
case MultiplyBlending: gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); break;
default: console.error( 'THREE.WebGLState: Invalid blending: ', blending ); break;
}
} else {
switch ( blending ) {
case NormalBlending: gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); break;
case AdditiveBlending: gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); break;
case SubtractiveBlending: gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); break;
case MultiplyBlending: gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); break;
default: console.error( 'THREE.WebGLState: Invalid blending: ', blending ); break;
}
}
currentBlendSrc = null; currentBlendDst = null; currentBlendSrcAlpha = null; currentBlendDstAlpha = null;
currentBlending = blending; currentPremultipledAlpha = premultipliedAlpha;
}
return;
}
// custom blending
blendEquationAlpha = blendEquationAlpha || blendEquation; blendSrcAlpha = blendSrcAlpha || blendSrc; blendDstAlpha = blendDstAlpha || blendDst;
if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
currentBlendEquation = blendEquation; currentBlendEquationAlpha = blendEquationAlpha;
}
if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
currentBlendSrc = blendSrc; currentBlendDst = blendDst; currentBlendSrcAlpha = blendSrcAlpha; currentBlendDstAlpha = blendDstAlpha;
}
currentBlending = blending; currentPremultipledAlpha = null;
}
function setMaterial( material, frontFaceCW ) {
material.side === DoubleSide ? disable( gl.CULL_FACE ) : enable( gl.CULL_FACE );
var flipSided = ( material.side === BackSide ); if ( frontFaceCW ) flipSided = ! flipSided;
setFlipSided( flipSided );
( material.blending === NormalBlending && material.transparent === false ) ? setBlending( NoBlending ) : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
depthBuffer.setFunc( material.depthFunc ); depthBuffer.setTest( material.depthTest ); depthBuffer.setMask( material.depthWrite ); colorBuffer.setMask( material.colorWrite );
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}
//
function setFlipSided( flipSided ) {
if ( currentFlipSided !== flipSided ) {
if ( flipSided ) {
gl.frontFace( gl.CW );
} else {
gl.frontFace( gl.CCW );
}
currentFlipSided = flipSided;
}
}
function setCullFace( cullFace ) {
if ( cullFace !== CullFaceNone ) {
enable( gl.CULL_FACE );
if ( cullFace !== currentCullFace ) {
if ( cullFace === CullFaceBack ) {
gl.cullFace( gl.BACK );
} else if ( cullFace === CullFaceFront ) {
gl.cullFace( gl.FRONT );
} else {
gl.cullFace( gl.FRONT_AND_BACK );
}
}
} else {
disable( gl.CULL_FACE );
}
currentCullFace = cullFace;
}
function setLineWidth( width ) {
if ( width !== currentLineWidth ) {
if ( lineWidthAvailable ) gl.lineWidth( width );
currentLineWidth = width;
}
}
function setPolygonOffset( polygonOffset, factor, units ) {
if ( polygonOffset ) {
enable( gl.POLYGON_OFFSET_FILL );
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
gl.polygonOffset( factor, units );
currentPolygonOffsetFactor = factor; currentPolygonOffsetUnits = units;
}
} else {
disable( gl.POLYGON_OFFSET_FILL );
}
}
function setScissorTest( scissorTest ) {
if ( scissorTest ) {
enable( gl.SCISSOR_TEST );
} else {
disable( gl.SCISSOR_TEST );
}
}
// texture
function activeTexture( webglSlot ) {
if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
if ( currentTextureSlot !== webglSlot ) {
gl.activeTexture( webglSlot ); currentTextureSlot = webglSlot;
}
}
function bindTexture( webglType, webglTexture ) {
if ( currentTextureSlot === null ) {
activeTexture();
}
var boundTexture = currentBoundTextures[ currentTextureSlot ];
if ( boundTexture === undefined ) {
boundTexture = { type: undefined, texture: undefined }; currentBoundTextures[ currentTextureSlot ] = boundTexture;
}
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
boundTexture.type = webglType; boundTexture.texture = webglTexture;
}
}
function compressedTexImage2D() {
try {
gl.compressedTexImage2D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texImage2D() {
try {
gl.texImage2D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texImage3D() {
try {
gl.texImage3D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
//
function scissor( scissor ) {
if ( currentScissor.equals( scissor ) === false ) {
gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); currentScissor.copy( scissor );
}
}
function viewport( viewport ) {
if ( currentViewport.equals( viewport ) === false ) {
gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); currentViewport.copy( viewport );
}
}
//
function reset() {
for ( var i = 0; i < enabledAttributes.length; i ++ ) {
if ( enabledAttributes[ i ] === 1 ) {
gl.disableVertexAttribArray( i ); enabledAttributes[ i ] = 0;
}
}
enabledCapabilities = {};
compressedTextureFormats = null;
currentTextureSlot = null; currentBoundTextures = {};
currentProgram = null;
currentBlending = null;
currentFlipSided = null; currentCullFace = null;
colorBuffer.reset(); depthBuffer.reset(); stencilBuffer.reset();
}
return {
buffers: { color: colorBuffer, depth: depthBuffer, stencil: stencilBuffer },
initAttributes: initAttributes, enableAttribute: enableAttribute, enableAttributeAndDivisor: enableAttributeAndDivisor, disableUnusedAttributes: disableUnusedAttributes, enable: enable, disable: disable, getCompressedTextureFormats: getCompressedTextureFormats,
useProgram: useProgram,
setBlending: setBlending, setMaterial: setMaterial,
setFlipSided: setFlipSided, setCullFace: setCullFace,
setLineWidth: setLineWidth, setPolygonOffset: setPolygonOffset,
setScissorTest: setScissorTest,
activeTexture: activeTexture, bindTexture: bindTexture, compressedTexImage2D: compressedTexImage2D, texImage2D: texImage2D, texImage3D: texImage3D,
scissor: scissor, viewport: viewport,
reset: reset
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
var _videoTextures = {}; var _canvas;
//
function clampToMaxSize( image, maxSize ) {
if ( image.width > maxSize || image.height > maxSize ) {
if ( 'data' in image ) {
console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); return;
}
// Warning: Scaling through the canvas will only work with images that use // premultiplied alpha.
var scale = maxSize / Math.max( image.width, image.height );
var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); canvas.width = Math.floor( image.width * scale ); canvas.height = Math.floor( image.height * scale );
var context = canvas.getContext( '2d' ); context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height );
return canvas;
}
return image;
}
function isPowerOfTwo( image ) {
return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
}
function makePowerOfTwo( image ) {
if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) {
if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
_canvas.width = _Math.floorPowerOfTwo( image.width ); _canvas.height = _Math.floorPowerOfTwo( image.height );
var context = _canvas.getContext( '2d' ); context.drawImage( image, 0, 0, _canvas.width, _canvas.height );
console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height );
return _canvas;
}
return image;
}
function textureNeedsPowerOfTwo( texture ) {
if ( capabilities.isWebGL2 ) return false;
return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
}
function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {
return texture.generateMipmaps && isPowerOfTwo && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
}
function generateMipmap( target, texture, width, height ) {
_gl.generateMipmap( target );
var textureProperties = properties.get( texture );
// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11 textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
}
function getInternalFormat( glFormat, glType ) {
if ( ! capabilities.isWebGL2 ) return glFormat;
if ( glFormat === _gl.RED ) {
if ( glType === _gl.FLOAT ) return _gl.R32F; if ( glType === _gl.HALF_FLOAT ) return _gl.R16F; if ( glType === _gl.UNSIGNED_BYTE ) return _gl.R8;
}
if ( glFormat === _gl.RGB ) {
if ( glType === _gl.FLOAT ) return _gl.RGB32F; if ( glType === _gl.HALF_FLOAT ) return _gl.RGB16F; if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGB8;
}
if ( glFormat === _gl.RGBA ) {
if ( glType === _gl.FLOAT ) return _gl.RGBA32F; if ( glType === _gl.HALF_FLOAT ) return _gl.RGBA16F; if ( glType === _gl.UNSIGNED_BYTE ) return _gl.RGBA8;
}
return glFormat;
}
// Fallback filters for non-power-of-2 textures
function filterFallback( f ) {
if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
return _gl.NEAREST;
}
return _gl.LINEAR;
}
//
function onTextureDispose( event ) {
var texture = event.target;
texture.removeEventListener( 'dispose', onTextureDispose );
deallocateTexture( texture );
if ( texture.isVideoTexture ) {
delete _videoTextures[ texture.id ];
}
info.memory.textures --;
}
function onRenderTargetDispose( event ) {
var renderTarget = event.target;
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
deallocateRenderTarget( renderTarget );
info.memory.textures --;
}
//
function deallocateTexture( texture ) {
var textureProperties = properties.get( texture );
if ( texture.image && textureProperties.__image__webglTextureCube ) {
// cube texture
_gl.deleteTexture( textureProperties.__image__webglTextureCube );
} else {
// 2D texture
if ( textureProperties.__webglInit === undefined ) return;
_gl.deleteTexture( textureProperties.__webglTexture );
}
// remove all webgl properties properties.remove( texture );
}
function deallocateRenderTarget( renderTarget ) {
var renderTargetProperties = properties.get( renderTarget ); var textureProperties = properties.get( renderTarget.texture );
if ( ! renderTarget ) return;
if ( textureProperties.__webglTexture !== undefined ) {
_gl.deleteTexture( textureProperties.__webglTexture );
}
if ( renderTarget.depthTexture ) {
renderTarget.depthTexture.dispose();
}
if ( renderTarget.isWebGLRenderTargetCube ) {
for ( var i = 0; i < 6; i ++ ) {
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
}
} else {
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
}
properties.remove( renderTarget.texture ); properties.remove( renderTarget );
}
//
function setTexture2D( texture, slot ) {
var textureProperties = properties.get( texture );
if ( texture.isVideoTexture ) updateVideoTexture( texture );
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
var image = texture.image;
if ( image === undefined ) {
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
} else if ( image.complete === false ) {
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
} else {
uploadTexture( textureProperties, texture, slot ); return;
}
}
state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
}
function setTexture3D( texture, slot ) {
var textureProperties = properties.get( texture );
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
uploadTexture( textureProperties, texture, slot ); return;
}
state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture );
}
function setTextureCube( texture, slot ) {
var textureProperties = properties.get( texture );
if ( texture.image.length === 6 ) {
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
if ( ! textureProperties.__image__webglTextureCube ) {
texture.addEventListener( 'dispose', onTextureDispose );
textureProperties.__image__webglTextureCube = _gl.createTexture();
info.memory.textures ++;
}
state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
var isCompressed = ( texture && texture.isCompressedTexture ); var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
var cubeImage = [];
for ( var i = 0; i < 6; i ++ ) {
if ( ! isCompressed && ! isDataTexture ) {
cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
} else {
cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
}
}
var image = cubeImage[ 0 ], isPowerOfTwoImage = isPowerOfTwo( image ), glFormat = utils.convert( texture.format ), glType = utils.convert( texture.type ), glInternalFormat = getInternalFormat( glFormat, glType );
setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
for ( var i = 0; i < 6; i ++ ) {
if ( ! isCompressed ) {
if ( isDataTexture ) {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
} else {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, 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 !== RGBAFormat && texture.format !== RGBFormat ) {
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
} else {
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
}
} else {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
}
}
}
}
if ( ! isCompressed ) {
textureProperties.__maxMipLevel = 0;
} else {
textureProperties.__maxMipLevel = mipmaps.length - 1;
}
if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
// We assume images for cube map have the same size. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
}
textureProperties.__version = texture.version;
if ( texture.onUpdate ) texture.onUpdate( texture );
} else {
state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
}
}
}
function setTextureCubeDynamic( texture, slot ) {
state.activeTexture( _gl.TEXTURE0 + slot ); state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
}
function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
var extension;
if ( isPowerOfTwoImage ) {
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) ); _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );
} else {
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
}
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
}
}
extension = extensions.get( 'EXT_texture_filter_anisotropic' );
if ( extension ) {
if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); properties.get( texture ).__currentAnisotropy = texture.anisotropy;
}
}
}
function uploadTexture( textureProperties, texture, slot ) {
var textureType;
if ( texture.isDataTexture3D ) {
textureType = _gl.TEXTURE_3D;
} else {
textureType = _gl.TEXTURE_2D;
}
if ( textureProperties.__webglInit === undefined ) {
textureProperties.__webglInit = true;
texture.addEventListener( 'dispose', onTextureDispose );
textureProperties.__webglTexture = _gl.createTexture();
info.memory.textures ++;
} state.activeTexture( _gl.TEXTURE0 + slot );
state.bindTexture( textureType, textureProperties.__webglTexture );
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
image = makePowerOfTwo( image );
}
var isPowerOfTwoImage = isPowerOfTwo( image ), glFormat = utils.convert( texture.format ), glType = utils.convert( texture.type ), glInternalFormat = getInternalFormat( glFormat, glType );
setTextureParameters( textureType, texture, isPowerOfTwoImage );
var mipmap, mipmaps = texture.mipmaps;
if ( texture.isDepthTexture ) {
// populate depth texture with dummy data
glInternalFormat = _gl.DEPTH_COMPONENT;
if ( texture.type === FloatType ) {
if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); glInternalFormat = _gl.DEPTH_COMPONENT32F;
} else if ( capabilities.isWebGL2 ) {
// WebGL 2.0 requires signed internalformat for glTexImage2D glInternalFormat = _gl.DEPTH_COMPONENT16;
}
if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
texture.type = UnsignedShortType; glType = utils.convert( texture.type );
}
}
// Depth stencil textures need the DEPTH_STENCIL internal format // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if ( texture.format === DepthStencilFormat ) {
glInternalFormat = _gl.DEPTH_STENCIL;
// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if ( texture.type !== UnsignedInt248Type ) {
console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
texture.type = UnsignedInt248Type; glType = utils.convert( texture.type );
}
}
state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
} else if ( texture.isDataTexture ) {
// use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels
if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
mipmap = mipmaps[ i ]; state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
}
texture.generateMipmaps = false; textureProperties.__maxMipLevel = mipmaps.length - 1;
} else {
state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); textureProperties.__maxMipLevel = 0;
}
} else if ( texture.isCompressedTexture ) {
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
mipmap = mipmaps[ i ];
if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
} else {
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
}
} else {
state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
}
}
textureProperties.__maxMipLevel = mipmaps.length - 1;
} else if ( texture.isDataTexture3D ) {
state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); textureProperties.__maxMipLevel = 0;
} else {
// regular Texture (image, video, canvas)
// use manually created mipmaps if available // if there are no manual mipmaps // set 0 level mipmap and then use GL to generate other mipmap levels
if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
mipmap = mipmaps[ i ]; state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
}
texture.generateMipmaps = false; textureProperties.__maxMipLevel = mipmaps.length - 1;
} else {
state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); textureProperties.__maxMipLevel = 0;
}
}
if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height );
}
textureProperties.__version = texture.version;
if ( texture.onUpdate ) texture.onUpdate( texture );
}
// Render targets
// Setup storage for target texture and bind it to correct framebuffer function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
var glFormat = utils.convert( renderTarget.texture.format ); var glType = utils.convert( renderTarget.texture.type ); var glInternalFormat = getInternalFormat( glFormat, glType ); state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
}
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer function setupRenderBufferStorage( renderbuffer, renderTarget ) {
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
} else {
// FIXME: We don't support !depth !stencil _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
}
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
}
// Setup resources for a Depth Texture for a FBO (needs an extension) function setupDepthTexture( framebuffer, renderTarget ) {
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
}
// upload an empty depth texture with framebuffer size if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height ) {
renderTarget.depthTexture.image.width = renderTarget.width; renderTarget.depthTexture.image.height = renderTarget.height; renderTarget.depthTexture.needsUpdate = true;
}
setTexture2D( renderTarget.depthTexture, 0 );
var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
if ( renderTarget.depthTexture.format === DepthFormat ) {
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
} else {
throw new Error( 'Unknown depthTexture format' );
}
}
// Setup GL resources for a non-texture depth buffer function setupDepthRenderbuffer( renderTarget ) {
var renderTargetProperties = properties.get( renderTarget );
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
if ( renderTarget.depthTexture ) {
if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
} else {
if ( isCube ) {
renderTargetProperties.__webglDepthbuffer = [];
for ( var i = 0; i < 6; i ++ ) {
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
}
} else {
_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
}
}
_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
}
// Set up GL resources for the render target function setupRenderTarget( renderTarget ) {
var renderTargetProperties = properties.get( renderTarget ); var textureProperties = properties.get( renderTarget.texture );
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
textureProperties.__webglTexture = _gl.createTexture();
info.memory.textures ++;
var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
// Setup framebuffer
if ( isCube ) {
renderTargetProperties.__webglFramebuffer = [];
for ( var i = 0; i < 6; i ++ ) {
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
}
} else {
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
}
// Setup color buffer
if ( isCube ) {
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
for ( var i = 0; i < 6; i ++ ) {
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
}
if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
}
state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
} else {
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
}
state.bindTexture( _gl.TEXTURE_2D, null );
}
// Setup depth and stencil buffers
if ( renderTarget.depthBuffer ) {
setupDepthRenderbuffer( renderTarget );
}
}
function updateRenderTargetMipmap( renderTarget ) {
var texture = renderTarget.texture; var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {
var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; var webglTexture = properties.get( texture ).__webglTexture;
state.bindTexture( target, webglTexture ); generateMipmap( target, texture, renderTarget.width, renderTarget.height ); state.bindTexture( target, null );
}
}
function updateVideoTexture( texture ) {
var id = texture.id; var frame = info.render.frame;
// Check the last frame we updated the VideoTexture
if ( _videoTextures[ id ] !== frame ) {
_videoTextures[ id ] = frame; texture.update();
}
}
this.setTexture2D = setTexture2D; this.setTexture3D = setTexture3D; this.setTextureCube = setTextureCube; this.setTextureCubeDynamic = setTextureCubeDynamic; this.setupRenderTarget = setupRenderTarget; this.updateRenderTargetMipmap = updateRenderTargetMipmap;
}
/** * @author thespite / http://www.twitter.com/thespite */
function WebGLUtils( gl, extensions, capabilities ) {
function convert( p ) {
var extension;
if ( p === RepeatWrapping ) return gl.REPEAT; if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT;
if ( p === NearestFilter ) return gl.NEAREST; if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR;
if ( p === LinearFilter ) return gl.LINEAR; if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR;
if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5;
if ( p === ByteType ) return gl.BYTE; if ( p === ShortType ) return gl.SHORT; if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; if ( p === IntType ) return gl.INT; if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; if ( p === FloatType ) return gl.FLOAT;
if ( p === HalfFloatType ) {
if ( capabilities.isWebGL2 ) return gl.HALF_FLOAT;
extension = extensions.get( 'OES_texture_half_float' );
if ( extension !== null ) return extension.HALF_FLOAT_OES;
}
if ( p === AlphaFormat ) return gl.ALPHA; if ( p === RGBFormat ) return gl.RGB; if ( p === RGBAFormat ) return gl.RGBA; if ( p === LuminanceFormat ) return gl.LUMINANCE; if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; if ( p === RedFormat ) return gl.RED;
if ( p === AddEquation ) return gl.FUNC_ADD; if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT;
if ( p === ZeroFactor ) return gl.ZERO; if ( p === OneFactor ) return gl.ONE; if ( p === SrcColorFactor ) return gl.SRC_COLOR; if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; if ( p === DstAlphaFactor ) return gl.DST_ALPHA; if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA;
if ( p === DstColorFactor ) return gl.DST_COLOR; if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE;
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
if ( extension !== null ) {
if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
}
if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
if ( extension !== null ) {
if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
}
}
if ( p === RGB_ETC1_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
}
if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_astc' );
if ( extension !== null ) {
return p;
}
}
if ( p === MinEquation || p === MaxEquation ) {
if ( capabilities.isWebGL2 ) {
if ( p === MinEquation ) return gl.MIN; if ( p === MaxEquation ) return gl.MAX;
}
extension = extensions.get( 'EXT_blend_minmax' );
if ( extension !== null ) {
if ( p === MinEquation ) return extension.MIN_EXT; if ( p === MaxEquation ) return extension.MAX_EXT;
}
}
if ( p === UnsignedInt248Type ) {
if ( capabilities.isWebGL2 ) return gl.UNSIGNED_INT_24_8;
extension = extensions.get( 'WEBGL_depth_texture' );
if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
}
return 0;
}
return { convert: convert };
}
/** * @author mrdoob / http://mrdoob.com/ */
function Group() {
Object3D.call( this );
this.type = 'Group';
}
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Group,
isGroup: true
} );
/** * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author WestLangley / http://github.com/WestLangley */
function Camera() {
Object3D.call( this );
this.type = 'Camera';
this.matrixWorldInverse = new Matrix4();
this.projectionMatrix = new Matrix4(); this.projectionMatrixInverse = new Matrix4();
}
Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Camera,
isCamera: true,
copy: function ( source, recursive ) {
Object3D.prototype.copy.call( this, source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix ); this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
return this;
},
getWorldDirection: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); target = new Vector3();
}
this.updateMatrixWorld( true );
var e = this.matrixWorld.elements;
return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
},
updateMatrixWorld: function ( force ) {
Object3D.prototype.updateMatrixWorld.call( this, force );
this.matrixWorldInverse.getInverse( this.matrixWorld );
},
clone: function () {
return new this.constructor().copy( this );
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author greggman / http://games.greggman.com/ * @author zz85 / http://www.lab4games.net/zz85/blog * @author tschw */
function PerspectiveCamera( fov, aspect, near, far ) {
Camera.call( this );
this.type = 'PerspectiveCamera';
this.fov = fov !== undefined ? fov : 50; this.zoom = 1;
this.near = near !== undefined ? near : 0.1; this.far = far !== undefined ? far : 2000; this.focus = 10;
this.aspect = aspect !== undefined ? aspect : 1; this.view = null;
this.filmGauge = 35; // width of the film (default in millimeters) this.filmOffset = 0; // horizontal film offset (same unit as gauge)
this.updateProjectionMatrix();
}
PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
constructor: PerspectiveCamera,
isPerspectiveCamera: true,
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source, recursive );
this.fov = source.fov; this.zoom = source.zoom;
this.near = source.near; this.far = source.far; this.focus = source.focus;
this.aspect = source.aspect; this.view = source.view === null ? null : Object.assign( {}, source.view );
this.filmGauge = source.filmGauge; this.filmOffset = source.filmOffset;
return this;
},
/** * Sets the FOV by focal length in respect to the current .filmGauge. * * The default film gauge is 35, so that the focal length can be specified for * a 35mm (full frame) camera. * * Values for focal length and film gauge must have the same unit. */ setFocalLength: function ( focalLength ) {
// see http://www.bobatkins.com/photography/technical/field_of_view.html var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); this.updateProjectionMatrix();
},
/** * Calculates the focal length from the current .fov and .filmGauge. */ getFocalLength: function () {
var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
return 0.5 * this.getFilmHeight() / vExtentSlope;
},
getEffectiveFOV: function () {
return _Math.RAD2DEG * 2 * Math.atan( Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
},
getFilmWidth: function () {
// film not completely covered in portrait format (aspect < 1) return this.filmGauge * Math.min( this.aspect, 1 );
},
getFilmHeight: function () {
// film not completely covered in landscape format (aspect > 1) return this.filmGauge / Math.max( this.aspect, 1 );
},
/** * Sets an offset in a larger frustum. This is useful for multi-window or * multi-monitor/multi-machine setups. * * For example, if you have 3x2 monitors and each monitor is 1920x1080 and * the monitors are in grid like this * * +---+---+---+ * | A | B | C | * +---+---+---+ * | D | E | F | * +---+---+---+ * * then for each monitor you would call it like this * * var w = 1920; * var h = 1080; * var fullWidth = w * 3; * var fullHeight = h * 2; * * --A-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); * --B-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); * --C-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); * --D-- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); * --E-- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); * --F-- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); * * Note there is no reason monitors have to be the same size or in a grid. */ setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
this.aspect = fullWidth / fullHeight;
if ( this.view === null ) {
this.view = { enabled: true, fullWidth: 1, fullHeight: 1, offsetX: 0, offsetY: 0, width: 1, height: 1 };
}
this.view.enabled = true; this.view.fullWidth = fullWidth; this.view.fullHeight = fullHeight; this.view.offsetX = x; this.view.offsetY = y; this.view.width = width; this.view.height = height;
this.updateProjectionMatrix();
},
clearViewOffset: function () {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
},
updateProjectionMatrix: function () {
var near = this.near, top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, height = 2 * top, width = this.aspect * height, left = - 0.5 * width, view = this.view;
if ( this.view !== null && this.view.enabled ) {
var fullWidth = view.fullWidth, fullHeight = view.fullHeight;
left += view.offsetX * width / fullWidth; top -= view.offsetY * height / fullHeight; width *= view.width / fullWidth; height *= view.height / fullHeight;
}
var skew = this.filmOffset; if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
this.projectionMatrixInverse.getInverse( this.projectionMatrix );
},
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
data.object.fov = this.fov; data.object.zoom = this.zoom;
data.object.near = this.near; data.object.far = this.far; data.object.focus = this.focus;
data.object.aspect = this.aspect;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
data.object.filmGauge = this.filmGauge; data.object.filmOffset = this.filmOffset;
return data;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function ArrayCamera( array ) {
PerspectiveCamera.call( this );
this.cameras = array || [];
}
ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
constructor: ArrayCamera,
isArrayCamera: true
} );
/** * @author mrdoob / http://mrdoob.com/ */
function WebVRManager( renderer ) {
var scope = this;
var device = null; var frameData = null;
var poseTarget = null;
var controllers = []; var standingMatrix = new Matrix4(); var standingMatrixInverse = new Matrix4();
var frameOfReferenceType = 'stage';
if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
frameData = new window.VRFrameData(); window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
}
var matrixWorldInverse = new Matrix4(); var tempQuaternion = new Quaternion(); var tempPosition = new Vector3();
var cameraL = new PerspectiveCamera(); cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 ); cameraL.layers.enable( 1 );
var cameraR = new PerspectiveCamera(); cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 ); cameraR.layers.enable( 2 );
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); cameraVR.layers.enable( 1 ); cameraVR.layers.enable( 2 );
//
function isPresenting() {
return device !== null && device.isPresenting === true;
}
var currentSize, currentPixelRatio;
function onVRDisplayPresentChange() {
if ( isPresenting() ) {
var eyeParameters = device.getEyeParameters( 'left' ); var renderWidth = eyeParameters.renderWidth; var renderHeight = eyeParameters.renderHeight;
currentPixelRatio = renderer.getPixelRatio(); currentSize = renderer.getSize();
renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
animation.start();
} else {
if ( scope.enabled ) {
renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
}
animation.stop();
}
}
//
var triggers = [];
function findGamepad( id ) {
var gamepads = navigator.getGamepads && navigator.getGamepads();
for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
var gamepad = gamepads[ i ];
if ( gamepad && ( gamepad.id === 'Daydream Controller' || gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' || gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) || gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
if ( j === id ) return gamepad;
j ++;
}
}
}
function updateControllers() {
for ( var i = 0; i < controllers.length; i ++ ) {
var controller = controllers[ i ];
var gamepad = findGamepad( i );
if ( gamepad !== undefined && gamepad.pose !== undefined ) {
if ( gamepad.pose === null ) return;
// Pose
var pose = gamepad.pose;
if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
if ( pose.position !== null ) controller.position.fromArray( pose.position ); if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation ); controller.matrix.compose( controller.position, controller.quaternion, controller.scale ); controller.matrix.premultiply( standingMatrix ); controller.matrix.decompose( controller.position, controller.quaternion, controller.scale ); controller.matrixWorldNeedsUpdate = true; controller.visible = true;
// Trigger
var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
if ( triggers[ i ] === true ) {
controller.dispatchEvent( { type: 'selectstart' } );
} else {
controller.dispatchEvent( { type: 'selectend' } ); controller.dispatchEvent( { type: 'select' } );
}
}
} else {
controller.visible = false;
}
}
}
//
this.enabled = false;
this.getController = function ( id ) {
var controller = controllers[ id ];
if ( controller === undefined ) {
controller = new Group(); controller.matrixAutoUpdate = false; controller.visible = false;
controllers[ id ] = controller;
}
return controller;
};
this.getDevice = function () {
return device;
};
this.setDevice = function ( value ) {
if ( value !== undefined ) device = value;
animation.setContext( value );
};
this.setFrameOfReferenceType = function ( value ) {
frameOfReferenceType = value;
};
this.setPoseTarget = function ( object ) {
if ( object !== undefined ) poseTarget = object;
};
this.getCamera = function ( camera ) {
var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;
if ( device === null ) {
camera.position.set( 0, userHeight, 0 ); return camera;
}
device.depthNear = camera.near; device.depthFar = camera.far;
device.getFrameData( frameData );
//
if ( frameOfReferenceType === 'stage' ) {
var stageParameters = device.stageParameters;
if ( stageParameters ) {
standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
} else {
standingMatrix.makeTranslation( 0, userHeight, 0 );
}
}
var pose = frameData.pose;
var poseObject = poseTarget !== null ? poseTarget : camera;
// We want to manipulate poseObject by its position and quaternion components since users may rely on them. poseObject.matrix.copy( standingMatrix ); poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
if ( pose.orientation !== null ) {
tempQuaternion.fromArray( pose.orientation ); poseObject.quaternion.multiply( tempQuaternion );
}
if ( pose.position !== null ) {
tempQuaternion.setFromRotationMatrix( standingMatrix ); tempPosition.fromArray( pose.position ); tempPosition.applyQuaternion( tempQuaternion ); poseObject.position.add( tempPosition );
}
poseObject.updateMatrixWorld();
if ( device.isPresenting === false ) return camera;
//
cameraL.near = camera.near; cameraR.near = camera.near;
cameraL.far = camera.far; cameraR.far = camera.far;
cameraVR.matrixWorld.copy( camera.matrixWorld ); cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );
cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix ); cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
// TODO (mrdoob) Double check this code
standingMatrixInverse.getInverse( standingMatrix );
if ( frameOfReferenceType === 'stage' ) {
cameraL.matrixWorldInverse.multiply( standingMatrixInverse ); cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
}
var parent = poseObject.parent;
if ( parent !== null ) {
matrixWorldInverse.getInverse( parent.matrixWorld );
cameraL.matrixWorldInverse.multiply( matrixWorldInverse ); cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
}
// envMap and Mirror needs camera.matrixWorld
cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse ); cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix ); cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
// HACK (mrdoob) // https://github.com/w3c/webvr/issues/203
cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
//
var layers = device.getLayers();
if ( layers.length ) {
var layer = layers[ 0 ];
if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
cameraL.bounds.fromArray( layer.leftBounds );
}
if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
cameraR.bounds.fromArray( layer.rightBounds );
}
}
updateControllers();
return cameraVR;
};
this.getStandingMatrix = function () {
return standingMatrix;
};
this.isPresenting = isPresenting;
// Animation Loop
var animation = new WebGLAnimation();
this.setAnimationLoop = function ( callback ) {
animation.setAnimationLoop( callback );
};
this.submitFrame = function () {
if ( isPresenting() ) device.submitFrame();
};
this.dispose = function () {
if ( typeof window !== 'undefined' ) {
window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
}
};
}
/** * @author mrdoob / http://mrdoob.com/ */
function WebXRManager( renderer ) {
var gl = renderer.context;
var device = null; var session = null;
var frameOfReference = null; var frameOfReferenceType = 'stage';
var pose = null;
var controllers = []; var inputSources = [];
function isPresenting() {
return session !== null && frameOfReference !== null;
}
//
var cameraL = new PerspectiveCamera(); cameraL.layers.enable( 1 ); cameraL.viewport = new Vector4();
var cameraR = new PerspectiveCamera(); cameraR.layers.enable( 2 ); cameraR.viewport = new Vector4();
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); cameraVR.layers.enable( 1 ); cameraVR.layers.enable( 2 );
//
this.enabled = false;
this.getController = function ( id ) {
var controller = controllers[ id ];
if ( controller === undefined ) {
controller = new Group(); controller.matrixAutoUpdate = false; controller.visible = false;
controllers[ id ] = controller;
}
return controller;
};
this.getDevice = function () {
return device;
};
this.setDevice = function ( value ) {
if ( value !== undefined ) device = value; if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value );
};
//
function onSessionEvent( event ) {
var controller = controllers[ inputSources.indexOf( event.inputSource ) ]; if ( controller ) controller.dispatchEvent( { type: event.type } );
}
function onSessionEnd() {
renderer.setFramebuffer( null ); animation.stop();
}
this.setFrameOfReferenceType = function ( value ) {
frameOfReferenceType = value;
};
this.setSession = function ( value ) {
session = value;
if ( session !== null ) {
session.addEventListener( 'select', onSessionEvent ); session.addEventListener( 'selectstart', onSessionEvent ); session.addEventListener( 'selectend', onSessionEvent ); session.addEventListener( 'end', onSessionEnd );
session.baseLayer = new XRWebGLLayer( session, gl ); session.requestFrameOfReference( frameOfReferenceType ).then( function ( value ) {
frameOfReference = value;
renderer.setFramebuffer( session.baseLayer.framebuffer );
animation.setContext( session ); animation.start();
} );
//
inputSources = session.getInputSources();
session.addEventListener( 'inputsourceschange', function () {
inputSources = session.getInputSources(); console.log( inputSources );
} );
}
};
function updateCamera( camera, parent ) {
if ( parent === null ) {
camera.matrixWorld.copy( camera.matrix );
} else {
camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
}
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
}
this.getCamera = function ( camera ) {
if ( isPresenting() ) {
var parent = camera.parent; var cameras = cameraVR.cameras;
// apply camera.parent to cameraVR
updateCamera( cameraVR, parent );
for ( var i = 0; i < cameras.length; i ++ ) {
updateCamera( cameras[ i ], parent );
}
// update camera and its children
camera.matrixWorld.copy( cameraVR.matrixWorld );
var children = camera.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
children[ i ].updateMatrixWorld( true );
}
return cameraVR;
}
return camera;
};
this.isPresenting = isPresenting;
// Animation Loop
var onAnimationFrameCallback = null;
function onAnimationFrame( time, frame ) {
pose = frame.getDevicePose( frameOfReference );
if ( pose !== null ) {
var layer = session.baseLayer; var views = frame.views;
for ( var i = 0; i < views.length; i ++ ) {
var view = views[ i ]; var viewport = layer.getViewport( view ); var viewMatrix = pose.getViewMatrix( view );
var camera = cameraVR.cameras[ i ]; camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix ); camera.projectionMatrix.fromArray( view.projectionMatrix ); camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
if ( i === 0 ) {
cameraVR.matrix.copy( camera.matrix );
// HACK (mrdoob) // https://github.com/w3c/webvr/issues/203
cameraVR.projectionMatrix.copy( camera.projectionMatrix );
}
}
}
//
for ( var i = 0; i < controllers.length; i ++ ) {
var controller = controllers[ i ];
var inputSource = inputSources[ i ];
if ( inputSource ) {
var inputPose = frame.getInputPose( inputSource, frameOfReference );
if ( inputPose !== null ) {
if ( 'targetRay' in inputPose ) {
controller.matrix.elements = inputPose.targetRay.transformMatrix;
} else if ( 'pointerMatrix' in inputPose ) {
// DEPRECATED
controller.matrix.elements = inputPose.pointerMatrix;
}
controller.matrix.decompose( controller.position, controller.rotation, controller.scale ); controller.visible = true;
continue;
}
}
controller.visible = false;
}
if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
}
var animation = new WebGLAnimation(); animation.setAnimationLoop( onAnimationFrame );
this.setAnimationLoop = function ( callback ) {
onAnimationFrameCallback = callback;
};
this.dispose = function () {};
// DEPRECATED
this.getStandingMatrix = function () {
console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' ); return new THREE.Matrix4();
};
this.submitFrame = function () {};
}
/** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author szimek / https://github.com/szimek/ * @author tschw */
function WebGLRenderer( parameters ) {
console.log( 'THREE.WebGLRenderer', REVISION );
parameters = parameters || {};
var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), _context = parameters.context !== undefined ? parameters.context : null,
_alpha = parameters.alpha !== undefined ? parameters.alpha : false, _depth = parameters.depth !== undefined ? parameters.depth : true, _stencil = parameters.stencil !== undefined ? parameters.stencil : true, _antialias = parameters.antialias !== undefined ? parameters.antialias : false, _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
var currentRenderList = null; var currentRenderState = null;
// public properties
this.domElement = _canvas; this.context = null;
// clearing
this.autoClear = true; this.autoClearColor = true; this.autoClearDepth = true; this.autoClearStencil = true;
// scene graph
this.sortObjects = true;
// user-defined clipping
this.clippingPlanes = []; this.localClippingEnabled = false;
// physically based shading
this.gammaFactor = 2.0; // for backwards compatibility this.gammaInput = false; this.gammaOutput = false;
// physical lights
this.physicallyCorrectLights = false;
// tone mapping
this.toneMapping = LinearToneMapping; this.toneMappingExposure = 1.0; this.toneMappingWhitePoint = 1.0;
// morphs
this.maxMorphTargets = 8; this.maxMorphNormals = 4;
// internal properties
var _this = this,
_isContextLost = false,
// internal state cache
_framebuffer = null,
_currentRenderTarget = null, _currentFramebuffer = null, _currentMaterialId = - 1,
// geometry and program caching
_currentGeometryProgram = { geometry: null, program: null, wireframe: false },
_currentCamera = null, _currentArrayCamera = null,
_currentViewport = new Vector4(), _currentScissor = new Vector4(), _currentScissorTest = null,
//
_usedTextureUnits = 0,
//
_width = _canvas.width, _height = _canvas.height,
_pixelRatio = 1,
_viewport = new Vector4( 0, 0, _width, _height ), _scissor = new Vector4( 0, 0, _width, _height ), _scissorTest = false,
// frustum
_frustum = new Frustum(),
// clipping
_clipping = new WebGLClipping(), _clippingEnabled = false, _localClippingEnabled = false,
// camera matrices cache
_projScreenMatrix = new Matrix4(),
_vector3 = new Vector3();
function getTargetPixelRatio() {
return _currentRenderTarget === null ? _pixelRatio : 1;
}
// initialize
var _gl;
try {
var contextAttributes = { alpha: _alpha, depth: _depth, stencil: _stencil, antialias: _antialias, premultipliedAlpha: _premultipliedAlpha, preserveDrawingBuffer: _preserveDrawingBuffer, powerPreference: _powerPreference };
// event listeners must be registered before WebGL context is created, see #12753
_canvas.addEventListener( 'webglcontextlost', onContextLost, false ); _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
if ( _gl === null ) {
if ( _canvas.getContext( 'webgl' ) !== null ) {
throw new Error( 'Error creating WebGL context with your selected attributes.' );
} else {
throw new Error( 'Error creating WebGL context.' );
}
}
// Some experimental-webgl implementations do not have getShaderPrecisionFormat
if ( _gl.getShaderPrecisionFormat === undefined ) {
_gl.getShaderPrecisionFormat = function () {
return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
};
}
} catch ( error ) {
console.error( 'THREE.WebGLRenderer: ' + error.message );
}
var extensions, capabilities, state, info; var properties, textures, attributes, geometries, objects; var programCache, renderLists, renderStates;
var background, morphtargets, bufferRenderer, indexedBufferRenderer;
var utils;
function initGLContext() {
extensions = new WebGLExtensions( _gl );
capabilities = new WebGLCapabilities( _gl, extensions, parameters );
if ( ! capabilities.isWebGL2 ) {
extensions.get( 'WEBGL_depth_texture' ); extensions.get( 'OES_texture_float' ); extensions.get( 'OES_texture_half_float' ); extensions.get( 'OES_texture_half_float_linear' ); extensions.get( 'OES_standard_derivatives' ); extensions.get( 'OES_element_index_uint' ); extensions.get( 'ANGLE_instanced_arrays' );
}
extensions.get( 'OES_texture_float_linear' );
utils = new WebGLUtils( _gl, extensions, capabilities );
state = new WebGLState( _gl, extensions, utils, capabilities ); state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
info = new WebGLInfo( _gl ); properties = new WebGLProperties(); textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); attributes = new WebGLAttributes( _gl ); geometries = new WebGLGeometries( _gl, attributes, info ); objects = new WebGLObjects( geometries, info ); morphtargets = new WebGLMorphtargets( _gl ); programCache = new WebGLPrograms( _this, extensions, capabilities ); renderLists = new WebGLRenderLists(); renderStates = new WebGLRenderStates();
background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
info.programs = programCache.programs;
_this.context = _gl; _this.capabilities = capabilities; _this.extensions = extensions; _this.properties = properties; _this.renderLists = renderLists; _this.state = state; _this.info = info;
}
initGLContext();
// vr
var vr = null;
if ( typeof navigator !== 'undefined' ) {
vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
}
this.vr = vr;
// shadow map
var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
this.shadowMap = shadowMap;
// API
this.getContext = function () {
return _gl;
};
this.getContextAttributes = function () {
return _gl.getContextAttributes();
};
this.forceContextLoss = function () {
var extension = extensions.get( 'WEBGL_lose_context' ); if ( extension ) extension.loseContext();
};
this.forceContextRestore = function () {
var extension = extensions.get( 'WEBGL_lose_context' ); if ( extension ) extension.restoreContext();
};
this.getPixelRatio = function () {
return _pixelRatio;
};
this.setPixelRatio = function ( value ) {
if ( value === undefined ) return;
_pixelRatio = value;
this.setSize( _width, _height, false );
};
this.getSize = function () {
return { width: _width, height: _height };
};
this.setSize = function ( width, height, updateStyle ) {
if ( vr.isPresenting() ) {
console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); return;
}
_width = width; _height = height;
_canvas.width = width * _pixelRatio; _canvas.height = height * _pixelRatio;
if ( updateStyle !== false ) {
_canvas.style.width = width + 'px'; _canvas.style.height = height + 'px';
}
this.setViewport( 0, 0, width, height );
};
this.getDrawingBufferSize = function () {
return { width: _width * _pixelRatio, height: _height * _pixelRatio };
};
this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
_width = width; _height = height;
_pixelRatio = pixelRatio;
_canvas.width = width * pixelRatio; _canvas.height = height * pixelRatio;
this.setViewport( 0, 0, width, height );
};
this.getCurrentViewport = function () {
return _currentViewport;
};
this.setViewport = function ( x, y, width, height ) {
_viewport.set( x, _height - y - height, width, height ); state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
};
this.setScissor = function ( x, y, width, height ) {
_scissor.set( x, _height - y - height, width, height ); state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
};
this.setScissorTest = function ( boolean ) {
state.setScissorTest( _scissorTest = boolean );
};
// Clearing
this.getClearColor = function () {
return background.getClearColor();
};
this.setClearColor = function () {
background.setClearColor.apply( background, arguments );
};
this.getClearAlpha = function () {
return background.getClearAlpha();
};
this.setClearAlpha = function () {
background.setClearAlpha.apply( background, arguments );
};
this.clear = function ( color, depth, stencil ) {
var bits = 0;
if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
_gl.clear( bits );
};
this.clearColor = function () {
this.clear( true, false, false );
};
this.clearDepth = function () {
this.clear( false, true, false );
};
this.clearStencil = function () {
this.clear( false, false, true );
};
//
this.dispose = function () {
_canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
renderLists.dispose(); renderStates.dispose(); properties.dispose(); objects.dispose();
vr.dispose();
animation.stop();
};
// Events
function onContextLost( event ) {
event.preventDefault();
console.log( 'THREE.WebGLRenderer: Context Lost.' );
_isContextLost = true;
}
function onContextRestore( /* event */ ) {
console.log( 'THREE.WebGLRenderer: Context Restored.' );
_isContextLost = false;
initGLContext();
}
function onMaterialDispose( event ) {
var material = event.target;
material.removeEventListener( 'dispose', onMaterialDispose );
deallocateMaterial( material );
}
// Buffer deallocation
function deallocateMaterial( material ) {
releaseMaterialProgramReference( material );
properties.remove( material );
}
function releaseMaterialProgramReference( material ) {
var programInfo = properties.get( material ).program;
material.program = undefined;
if ( programInfo !== undefined ) {
programCache.releaseProgram( programInfo );
}
}
// Buffer rendering
function renderObjectImmediate( object, program ) {
object.render( function ( object ) {
_this.renderBufferImmediate( object, program );
} );
}
this.renderBufferImmediate = function ( object, program ) {
state.initAttributes();
var buffers = properties.get( object );
if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
var programAttributes = program.getAttributes();
if ( object.hasPositions ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
state.enableAttribute( programAttributes.position ); _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
}
if ( object.hasNormals ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
state.enableAttribute( programAttributes.normal ); _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
}
if ( object.hasUvs ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
state.enableAttribute( programAttributes.uv ); _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
}
if ( object.hasColors ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
state.enableAttribute( programAttributes.color ); _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
}
state.disableUnusedAttributes();
_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
object.count = 0;
};
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
state.setMaterial( material, frontFaceCW );
var program = setProgram( camera, fog, material, object );
var updateBuffers = false;
if ( _currentGeometryProgram.geometry !== geometry.id || _currentGeometryProgram.program !== program.id || _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
_currentGeometryProgram.geometry = geometry.id; _currentGeometryProgram.program = program.id; _currentGeometryProgram.wireframe = material.wireframe === true; updateBuffers = true;
}
if ( object.morphTargetInfluences ) {
morphtargets.update( object, geometry, material, program );
updateBuffers = true;
}
//
var index = geometry.index; var position = geometry.attributes.position; var rangeFactor = 1;
if ( material.wireframe === true ) {
index = geometries.getWireframeAttribute( geometry ); rangeFactor = 2;
}
var attribute; var renderer = bufferRenderer;
if ( index !== null ) {
attribute = attributes.get( index );
renderer = indexedBufferRenderer; renderer.setIndex( attribute );
}
if ( updateBuffers ) {
setupVertexAttributes( material, program, geometry );
if ( index !== null ) {
_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
}
}
//
var dataCount = Infinity;
if ( index !== null ) {
dataCount = index.count;
} else if ( position !== undefined ) {
dataCount = position.count;
}
var rangeStart = geometry.drawRange.start * rangeFactor; var rangeCount = geometry.drawRange.count * rangeFactor;
var groupStart = group !== null ? group.start * rangeFactor : 0; var groupCount = group !== null ? group.count * rangeFactor : Infinity;
var drawStart = Math.max( rangeStart, groupStart ); var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
if ( drawCount === 0 ) return;
//
if ( object.isMesh ) {
if ( material.wireframe === true ) {
state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); renderer.setMode( _gl.LINES );
} else {
switch ( object.drawMode ) {
case TrianglesDrawMode: renderer.setMode( _gl.TRIANGLES ); break;
case TriangleStripDrawMode: renderer.setMode( _gl.TRIANGLE_STRIP ); break;
case TriangleFanDrawMode: renderer.setMode( _gl.TRIANGLE_FAN ); break;
}
}
} else if ( object.isLine ) {
var lineWidth = material.linewidth;
if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
state.setLineWidth( lineWidth * getTargetPixelRatio() );
if ( object.isLineSegments ) {
renderer.setMode( _gl.LINES );
} else if ( object.isLineLoop ) {
renderer.setMode( _gl.LINE_LOOP );
} else {
renderer.setMode( _gl.LINE_STRIP );
}
} else if ( object.isPoints ) {
renderer.setMode( _gl.POINTS );
} else if ( object.isSprite ) {
renderer.setMode( _gl.TRIANGLES );
}
if ( geometry && geometry.isInstancedBufferGeometry ) {
if ( geometry.maxInstancedCount > 0 ) {
renderer.renderInstances( geometry, drawStart, drawCount );
}
} else {
renderer.render( drawStart, drawCount );
}
};
function setupVertexAttributes( material, program, geometry ) {
if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) {
if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); return;
}
}
state.initAttributes();
var geometryAttributes = geometry.attributes;
var programAttributes = program.getAttributes();
var materialDefaultAttributeValues = material.defaultAttributeValues;
for ( var name in programAttributes ) {
var programAttribute = programAttributes[ name ];
if ( programAttribute >= 0 ) {
var geometryAttribute = geometryAttributes[ name ];
if ( geometryAttribute !== undefined ) {
var normalized = geometryAttribute.normalized; var size = geometryAttribute.itemSize;
var attribute = attributes.get( geometryAttribute );
// TODO Attribute may not be available on context restore
if ( attribute === undefined ) continue;
var buffer = attribute.buffer; var type = attribute.type; var bytesPerElement = attribute.bytesPerElement;
if ( geometryAttribute.isInterleavedBufferAttribute ) {
var data = geometryAttribute.data; var stride = data.stride; var offset = geometryAttribute.offset;
if ( data && data.isInstancedInterleavedBuffer ) {
state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
if ( geometry.maxInstancedCount === undefined ) {
geometry.maxInstancedCount = data.meshPerAttribute * data.count;
}
} else {
state.enableAttribute( programAttribute );
}
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
} else {
if ( geometryAttribute.isInstancedBufferAttribute ) {
state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
if ( geometry.maxInstancedCount === undefined ) {
geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
}
} else {
state.enableAttribute( programAttribute );
}
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
}
} else if ( materialDefaultAttributeValues !== undefined ) {
var value = materialDefaultAttributeValues[ name ];
if ( value !== undefined ) {
switch ( value.length ) {
case 2: _gl.vertexAttrib2fv( programAttribute, value ); break;
case 3: _gl.vertexAttrib3fv( programAttribute, value ); break;
case 4: _gl.vertexAttrib4fv( programAttribute, value ); break;
default: _gl.vertexAttrib1fv( programAttribute, value );
}
}
}
}
}
state.disableUnusedAttributes();
}
// Compile
this.compile = function ( scene, camera ) {
currentRenderState = renderStates.get( scene, camera ); currentRenderState.init();
scene.traverse( function ( object ) {
if ( object.isLight ) {
currentRenderState.pushLight( object );
if ( object.castShadow ) {
currentRenderState.pushShadow( object );
}
}
} );
currentRenderState.setupLights( camera );
scene.traverse( function ( object ) {
if ( object.material ) {
if ( Array.isArray( object.material ) ) {
for ( var i = 0; i < object.material.length; i ++ ) {
initMaterial( object.material[ i ], scene.fog, object );
}
} else {
initMaterial( object.material, scene.fog, object );
}
}
} );
};
// Animation Loop
var onAnimationFrameCallback = null;
function onAnimationFrame( time ) {
if ( vr.isPresenting() ) return; if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
}
var animation = new WebGLAnimation(); animation.setAnimationLoop( onAnimationFrame );
if ( typeof window !== 'undefined' ) animation.setContext( window );
this.setAnimationLoop = function ( callback ) {
onAnimationFrameCallback = callback; vr.setAnimationLoop( callback );
animation.start();
};
// Rendering
this.render = function ( scene, camera, renderTarget, forceClear ) {
if ( ! ( camera && camera.isCamera ) ) {
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); return;
}
if ( _isContextLost ) return;
// reset caching for this frame
_currentGeometryProgram.geometry = null; _currentGeometryProgram.program = null; _currentGeometryProgram.wireframe = false; _currentMaterialId = - 1; _currentCamera = null;
// update scene graph
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
// update camera matrices and frustum
if ( camera.parent === null ) camera.updateMatrixWorld();
if ( vr.enabled ) {
camera = vr.getCamera( camera );
}
//
currentRenderState = renderStates.get( scene, camera ); currentRenderState.init();
scene.onBeforeRender( _this, scene, camera, renderTarget );
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix );
_localClippingEnabled = this.localClippingEnabled; _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
currentRenderList = renderLists.get( scene, camera ); currentRenderList.init();
projectObject( scene, camera, _this.sortObjects );
if ( _this.sortObjects === true ) {
currentRenderList.sort();
}
//
if ( _clippingEnabled ) _clipping.beginShadows();
var shadowsArray = currentRenderState.state.shadowsArray;
shadowMap.render( shadowsArray, scene, camera );
currentRenderState.setupLights( camera );
if ( _clippingEnabled ) _clipping.endShadows();
//
if ( this.info.autoReset ) this.info.reset();
if ( renderTarget === undefined ) {
renderTarget = null;
}
this.setRenderTarget( renderTarget );
//
background.render( currentRenderList, scene, camera, forceClear );
// render scene
var opaqueObjects = currentRenderList.opaque; var transparentObjects = currentRenderList.transparent;
if ( scene.overrideMaterial ) {
var overrideMaterial = scene.overrideMaterial;
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
} else {
// opaque pass (front-to-back order)
if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
// transparent pass (back-to-front order)
if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
}
// Generate mipmap if we're using any kind of mipmap filtering
if ( renderTarget ) {
textures.updateRenderTargetMipmap( renderTarget );
}
// Ensure depth buffer writing is enabled so it can be cleared on next render
state.buffers.depth.setTest( true ); state.buffers.depth.setMask( true ); state.buffers.color.setMask( true );
state.setPolygonOffset( false );
scene.onAfterRender( _this, scene, camera );
if ( vr.enabled ) {
vr.submitFrame();
}
// _gl.finish();
currentRenderList = null; currentRenderState = null;
};
/* // TODO Duplicated code (Frustum)
var _sphere = new Sphere();
function isObjectViewable( object ) {
var geometry = object.geometry;
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere.copy( geometry.boundingSphere ). applyMatrix4( object.matrixWorld );
return isSphereViewable( _sphere );
}
function isSpriteViewable( sprite ) {
_sphere.center.set( 0, 0, 0 ); _sphere.radius = 0.7071067811865476; _sphere.applyMatrix4( sprite.matrixWorld );
return isSphereViewable( _sphere );
}
function isSphereViewable( sphere ) {
if ( ! _frustum.intersectsSphere( sphere ) ) return false;
var numPlanes = _clipping.numPlanes;
if ( numPlanes === 0 ) return true;
var planes = _this.clippingPlanes,
center = sphere.center, negRad = - sphere.radius, i = 0;
do {
// out when deeper than radius in the negative halfspace if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;
} while ( ++ i !== numPlanes );
return true;
} */
function projectObject( object, camera, sortObjects ) {
if ( object.visible === false ) return;
var visible = object.layers.test( camera.layers );
if ( visible ) {
if ( object.isLight ) {
currentRenderState.pushLight( object );
if ( object.castShadow ) {
currentRenderState.pushShadow( object );
}
} else if ( object.isSprite ) {
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
if ( sortObjects ) {
_vector3.setFromMatrixPosition( object.matrixWorld ) .applyMatrix4( _projScreenMatrix );
}
var geometry = objects.update( object ); var material = object.material;
currentRenderList.push( object, geometry, material, _vector3.z, null );
}
} else if ( object.isImmediateRenderObject ) {
if ( sortObjects ) {
_vector3.setFromMatrixPosition( object.matrixWorld ) .applyMatrix4( _projScreenMatrix );
}
currentRenderList.push( object, null, object.material, _vector3.z, null );
} else if ( object.isMesh || object.isLine || object.isPoints ) {
if ( object.isSkinnedMesh ) {
object.skeleton.update();
}
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
if ( sortObjects ) {
_vector3.setFromMatrixPosition( object.matrixWorld ) .applyMatrix4( _projScreenMatrix );
}
var geometry = objects.update( object ); var material = object.material;
if ( Array.isArray( material ) ) {
var groups = geometry.groups;
for ( var i = 0, l = groups.length; i < l; i ++ ) {
var group = groups[ i ]; var groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
}
}
} else if ( material.visible ) {
currentRenderList.push( object, geometry, material, _vector3.z, null );
}
}
}
}
var children = object.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
projectObject( children[ i ], camera, sortObjects );
}
}
function renderObjects( renderList, scene, camera, overrideMaterial ) {
for ( var i = 0, l = renderList.length; i < l; i ++ ) {
var renderItem = renderList[ i ];
var object = renderItem.object; var geometry = renderItem.geometry; var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; var group = renderItem.group;
if ( camera.isArrayCamera ) {
_currentArrayCamera = camera;
var cameras = camera.cameras;
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
var camera2 = cameras[ j ];
if ( object.layers.test( camera2.layers ) ) {
if ( 'viewport' in camera2 ) { // XR
state.viewport( _currentViewport.copy( camera2.viewport ) );
} else {
var bounds = camera2.bounds;
var x = bounds.x * _width; var y = bounds.y * _height; var width = bounds.z * _width; var height = bounds.w * _height;
state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
}
currentRenderState.setupLights( camera2 );
renderObject( object, scene, camera2, geometry, material, group );
}
}
} else {
_currentArrayCamera = null;
renderObject( object, scene, camera, geometry, material, group );
}
}
}
function renderObject( object, scene, camera, geometry, material, group ) {
object.onBeforeRender( _this, scene, camera, geometry, material, group ); currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
if ( object.isImmediateRenderObject ) {
state.setMaterial( material );
var program = setProgram( camera, scene.fog, material, object );
_currentGeometryProgram.geometry = null; _currentGeometryProgram.program = null; _currentGeometryProgram.wireframe = false;
renderObjectImmediate( object, program );
} else {
_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
}
object.onAfterRender( _this, scene, camera, geometry, material, group ); currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
}
function initMaterial( material, fog, object ) {
var materialProperties = properties.get( material );
var lights = currentRenderState.state.lights; var shadowsArray = currentRenderState.state.shadowsArray;
var lightsHash = materialProperties.lightsHash; var lightsStateHash = lights.state.hash;
var parameters = programCache.getParameters( material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
var code = programCache.getProgramCode( material, parameters );
var program = materialProperties.program; var programChange = true;
if ( program === undefined ) {
// new material material.addEventListener( 'dispose', onMaterialDispose );
} else if ( program.code !== code ) {
// changed glsl or parameters releaseMaterialProgramReference( material );
} else if ( lightsHash.stateID !== lightsStateHash.stateID || lightsHash.directionalLength !== lightsStateHash.directionalLength || lightsHash.pointLength !== lightsStateHash.pointLength || lightsHash.spotLength !== lightsStateHash.spotLength || lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || lightsHash.hemiLength !== lightsStateHash.hemiLength || lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
lightsHash.stateID = lightsStateHash.stateID; lightsHash.directionalLength = lightsStateHash.directionalLength; lightsHash.pointLength = lightsStateHash.pointLength; lightsHash.spotLength = lightsStateHash.spotLength; lightsHash.rectAreaLength = lightsStateHash.rectAreaLength; lightsHash.hemiLength = lightsStateHash.hemiLength; lightsHash.shadowsLength = lightsStateHash.shadowsLength;
programChange = false;
} else if ( parameters.shaderID !== undefined ) {
// same glsl and uniform list return;
} else {
// only rebuild uniform list programChange = false;
}
if ( programChange ) {
if ( parameters.shaderID ) {
var shader = ShaderLib[ parameters.shaderID ];
materialProperties.shader = { name: material.type, uniforms: UniformsUtils.clone( shader.uniforms ), vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader };
} else {
materialProperties.shader = { name: material.type, uniforms: material.uniforms, vertexShader: material.vertexShader, fragmentShader: material.fragmentShader };
}
material.onBeforeCompile( materialProperties.shader, _this );
// Computing code again as onBeforeCompile may have changed the shaders code = programCache.getProgramCode( material, parameters );
program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
materialProperties.program = program; material.program = program;
}
var programAttributes = program.getAttributes();
if ( material.morphTargets ) {
material.numSupportedMorphTargets = 0;
for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
material.numSupportedMorphTargets ++;
}
}
}
if ( material.morphNormals ) {
material.numSupportedMorphNormals = 0;
for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
material.numSupportedMorphNormals ++;
}
}
}
var uniforms = materialProperties.shader.uniforms;
if ( ! material.isShaderMaterial && ! material.isRawShaderMaterial || material.clipping === true ) {
materialProperties.numClippingPlanes = _clipping.numPlanes; materialProperties.numIntersection = _clipping.numIntersection; uniforms.clippingPlanes = _clipping.uniform;
}
materialProperties.fog = fog;
// store the light setup it was created for if ( lightsHash === undefined ) {
materialProperties.lightsHash = lightsHash = {};
}
lightsHash.stateID = lightsStateHash.stateID; lightsHash.directionalLength = lightsStateHash.directionalLength; lightsHash.pointLength = lightsStateHash.pointLength; lightsHash.spotLength = lightsStateHash.spotLength; lightsHash.rectAreaLength = lightsStateHash.rectAreaLength; lightsHash.hemiLength = lightsStateHash.hemiLength; lightsHash.shadowsLength = lightsStateHash.shadowsLength;
if ( material.lights ) {
// wire up the material to this renderer's lighting state
uniforms.ambientLightColor.value = lights.state.ambient; uniforms.directionalLights.value = lights.state.directional; uniforms.spotLights.value = lights.state.spot; uniforms.rectAreaLights.value = lights.state.rectArea; uniforms.pointLights.value = lights.state.point; uniforms.hemisphereLights.value = lights.state.hemi;
uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; uniforms.spotShadowMap.value = lights.state.spotShadowMap; uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; uniforms.pointShadowMap.value = lights.state.pointShadowMap; uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms
}
var progUniforms = materialProperties.program.getUniforms(), uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
materialProperties.uniformsList = uniformsList;
}
function setProgram( camera, fog, material, object ) {
_usedTextureUnits = 0;
var materialProperties = properties.get( material ); var lights = currentRenderState.state.lights;
var lightsHash = materialProperties.lightsHash; var lightsStateHash = lights.state.hash;
if ( _clippingEnabled ) {
if ( _localClippingEnabled || camera !== _currentCamera ) {
var useCache = camera === _currentCamera && material.id === _currentMaterialId;
// we might want to call this function with some ClippingGroup // object instead of the material, once it becomes feasible // (#8465, #8379) _clipping.setState( material.clippingPlanes, material.clipIntersection, material.clipShadows, camera, materialProperties, useCache );
}
}
if ( material.needsUpdate === false ) {
if ( materialProperties.program === undefined ) {
material.needsUpdate = true;
} else if ( material.fog && materialProperties.fog !== fog ) {
material.needsUpdate = true;
} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID || lightsHash.directionalLength !== lightsStateHash.directionalLength || lightsHash.pointLength !== lightsStateHash.pointLength || lightsHash.spotLength !== lightsStateHash.spotLength || lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || lightsHash.hemiLength !== lightsStateHash.hemiLength || lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
material.needsUpdate = true;
} else if ( materialProperties.numClippingPlanes !== undefined && ( materialProperties.numClippingPlanes !== _clipping.numPlanes || materialProperties.numIntersection !== _clipping.numIntersection ) ) {
material.needsUpdate = true;
}
}
if ( material.needsUpdate ) {
initMaterial( material, fog, object ); material.needsUpdate = false;
}
var refreshProgram = false; var refreshMaterial = false; var refreshLights = false;
var program = materialProperties.program, p_uniforms = program.getUniforms(), m_uniforms = materialProperties.shader.uniforms;
if ( state.useProgram( program.program ) ) {
refreshProgram = true; refreshMaterial = true; refreshLights = true;
}
if ( material.id !== _currentMaterialId ) {
_currentMaterialId = material.id;
refreshMaterial = true;
}
if ( refreshProgram || _currentCamera !== camera ) {
p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
if ( capabilities.logarithmicDepthBuffer ) {
p_uniforms.setValue( _gl, 'logDepthBufFC', 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
}
if ( _currentCamera !== camera ) {
_currentCamera = camera;
// lighting uniforms depend on the camera so enforce an update // now, in case this material supports lights - or later, when // the next material that does gets activated:
refreshMaterial = true; // set to true on material change refreshLights = true; // remains set until update done
}
// load material specific uniforms // (shader material also gets them for the sake of genericity)
if ( material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.envMap ) {
var uCamPos = p_uniforms.map.cameraPosition;
if ( uCamPos !== undefined ) {
uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
}
}
if ( material.isMeshPhongMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.skinning ) {
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
}
}
// skinning uniforms must be set even if material didn't change // auto-setting of texture unit for bone texture must go before other textures // not sure why, but otherwise weird things happen
if ( material.skinning ) {
p_uniforms.setOptional( _gl, object, 'bindMatrix' ); p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
var skeleton = object.skeleton;
if ( skeleton ) {
var bones = skeleton.bones;
if ( capabilities.floatVertexTextures ) {
if ( skeleton.boneTexture === undefined ) {
// layout (1 matrix = 4 pixels) // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
size = _Math.ceilPowerOfTwo( size );
size = Math.max( size, 4 );
var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel boneMatrices.set( skeleton.boneMatrices ); // copy current values
var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); boneTexture.needsUpdate = true;
skeleton.boneMatrices = boneMatrices; skeleton.boneTexture = boneTexture; skeleton.boneTextureSize = size;
}
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
} else {
p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
}
}
}
if ( refreshMaterial ) {
p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
if ( material.lights ) {
// the current material requires lighting info
// note: all lighting uniforms are always set correctly // they simply reference the renderer's state for their // values // // use the current material's .needsUpdate flags to set // the GL state when required
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
}
// refresh uniforms common to several materials
if ( fog && material.fog ) {
refreshUniformsFog( m_uniforms, fog );
}
if ( material.isMeshBasicMaterial ) {
refreshUniformsCommon( m_uniforms, material );
} else if ( material.isMeshLambertMaterial ) {
refreshUniformsCommon( m_uniforms, material ); refreshUniformsLambert( m_uniforms, material );
} else if ( material.isMeshPhongMaterial ) {
refreshUniformsCommon( m_uniforms, material );
if ( material.isMeshToonMaterial ) {
refreshUniformsToon( m_uniforms, material );
} else {
refreshUniformsPhong( m_uniforms, material );
}
} else if ( material.isMeshStandardMaterial ) {
refreshUniformsCommon( m_uniforms, material );
if ( material.isMeshPhysicalMaterial ) {
refreshUniformsPhysical( m_uniforms, material );
} else {
refreshUniformsStandard( m_uniforms, material );
}
} else if ( material.isMeshMatcapMaterial ) {
refreshUniformsCommon( m_uniforms, material );
refreshUniformsMatcap( m_uniforms, material );
} else if ( material.isMeshDepthMaterial ) {
refreshUniformsCommon( m_uniforms, material ); refreshUniformsDepth( m_uniforms, material );
} else if ( material.isMeshDistanceMaterial ) {
refreshUniformsCommon( m_uniforms, material ); refreshUniformsDistance( m_uniforms, material );
} else if ( material.isMeshNormalMaterial ) {
refreshUniformsCommon( m_uniforms, material ); refreshUniformsNormal( m_uniforms, material );
} else if ( material.isLineBasicMaterial ) {
refreshUniformsLine( m_uniforms, material );
if ( material.isLineDashedMaterial ) {
refreshUniformsDash( m_uniforms, material );
}
} else if ( material.isPointsMaterial ) {
refreshUniformsPoints( m_uniforms, material );
} else if ( material.isSpriteMaterial ) {
refreshUniformsSprites( m_uniforms, material );
} else if ( material.isShadowMaterial ) {
m_uniforms.color.value = material.color; m_uniforms.opacity.value = material.opacity;
}
// RectAreaLight Texture // TODO (mrdoob): Find a nicer implementation
if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
}
if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); material.uniformsNeedUpdate = false;
}
if ( material.isSpriteMaterial ) {
p_uniforms.setValue( _gl, 'center', object.center );
}
// common matrices
p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
return program;
}
// Uniforms (refresh uniforms objects)
function refreshUniformsCommon( uniforms, material ) {
uniforms.opacity.value = material.opacity;
if ( material.color ) {
uniforms.diffuse.value = material.color;
}
if ( material.emissive ) {
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
}
if ( material.map ) {
uniforms.map.value = material.map;
}
if ( material.alphaMap ) {
uniforms.alphaMap.value = material.alphaMap;
}
if ( material.specularMap ) {
uniforms.specularMap.value = material.specularMap;
}
if ( material.envMap ) {
uniforms.envMap.value = material.envMap;
// don't flip CubeTexture envMaps, flip everything else: // WebGLRenderTargetCube will be flipped for backwards compatibility // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;
uniforms.reflectivity.value = material.reflectivity; uniforms.refractionRatio.value = material.refractionRatio;
uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
}
if ( material.lightMap ) {
uniforms.lightMap.value = material.lightMap; uniforms.lightMapIntensity.value = material.lightMapIntensity;
}
if ( material.aoMap ) {
uniforms.aoMap.value = material.aoMap; uniforms.aoMapIntensity.value = material.aoMapIntensity;
}
// uv repeat and offset setting priorities // 1. color map // 2. specular map // 3. normal map // 4. bump map // 5. alpha map // 6. emissive map
var uvScaleMap;
if ( material.map ) {
uvScaleMap = material.map;
} else if ( material.specularMap ) {
uvScaleMap = material.specularMap;
} else if ( material.displacementMap ) {
uvScaleMap = material.displacementMap;
} else if ( material.normalMap ) {
uvScaleMap = material.normalMap;
} else if ( material.bumpMap ) {
uvScaleMap = material.bumpMap;
} else if ( material.roughnessMap ) {
uvScaleMap = material.roughnessMap;
} else if ( material.metalnessMap ) {
uvScaleMap = material.metalnessMap;
} else if ( material.alphaMap ) {
uvScaleMap = material.alphaMap;
} else if ( material.emissiveMap ) {
uvScaleMap = material.emissiveMap;
}
if ( uvScaleMap !== undefined ) {
// backwards compatibility if ( uvScaleMap.isWebGLRenderTarget ) {
uvScaleMap = uvScaleMap.texture;
}
if ( uvScaleMap.matrixAutoUpdate === true ) {
uvScaleMap.updateMatrix();
}
uniforms.uvTransform.value.copy( uvScaleMap.matrix );
}
}
function refreshUniformsLine( uniforms, material ) {
uniforms.diffuse.value = material.color; uniforms.opacity.value = material.opacity;
}
function refreshUniformsDash( uniforms, material ) {
uniforms.dashSize.value = material.dashSize; uniforms.totalSize.value = material.dashSize + material.gapSize; uniforms.scale.value = material.scale;
}
function refreshUniformsPoints( uniforms, material ) {
uniforms.diffuse.value = material.color; uniforms.opacity.value = material.opacity; uniforms.size.value = material.size * _pixelRatio; uniforms.scale.value = _height * 0.5;
uniforms.map.value = material.map;
if ( material.map !== null ) {
if ( material.map.matrixAutoUpdate === true ) {
material.map.updateMatrix();
}
uniforms.uvTransform.value.copy( material.map.matrix );
}
}
function refreshUniformsSprites( uniforms, material ) {
uniforms.diffuse.value = material.color; uniforms.opacity.value = material.opacity; uniforms.rotation.value = material.rotation; uniforms.map.value = material.map;
if ( material.map !== null ) {
if ( material.map.matrixAutoUpdate === true ) {
material.map.updateMatrix();
}
uniforms.uvTransform.value.copy( material.map.matrix );
}
}
function refreshUniformsFog( uniforms, fog ) {
uniforms.fogColor.value = fog.color;
if ( fog.isFog ) {
uniforms.fogNear.value = fog.near; uniforms.fogFar.value = fog.far;
} else if ( fog.isFogExp2 ) {
uniforms.fogDensity.value = fog.density;
}
}
function refreshUniformsLambert( uniforms, material ) {
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
}
}
function refreshUniformsPhong( uniforms, material ) {
uniforms.specular.value = material.specular; uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
}
if ( material.bumpMap ) {
uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
}
if ( material.normalMap ) {
uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); if ( material.side === BackSide ) uniforms.normalScale.value.negate();
}
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsToon( uniforms, material ) {
refreshUniformsPhong( uniforms, material );
if ( material.gradientMap ) {
uniforms.gradientMap.value = material.gradientMap;
}
}
function refreshUniformsStandard( uniforms, material ) {
uniforms.roughness.value = material.roughness; uniforms.metalness.value = material.metalness;
if ( material.roughnessMap ) {
uniforms.roughnessMap.value = material.roughnessMap;
}
if ( material.metalnessMap ) {
uniforms.metalnessMap.value = material.metalnessMap;
}
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
}
if ( material.bumpMap ) {
uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
}
if ( material.normalMap ) {
uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); if ( material.side === BackSide ) uniforms.normalScale.value.negate();
}
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias;
}
if ( material.envMap ) {
//uniforms.envMap.value = material.envMap; // part of uniforms common uniforms.envMapIntensity.value = material.envMapIntensity;
}
}
function refreshUniformsPhysical( uniforms, material ) {
refreshUniformsStandard( uniforms, material );
uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
uniforms.clearCoat.value = material.clearCoat; uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
}
function refreshUniformsMatcap( uniforms, material ) {
if ( material.matcap ) {
uniforms.matcap.value = material.matcap;
}
if ( material.bumpMap ) {
uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
}
if ( material.normalMap ) {
uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); if ( material.side === BackSide ) uniforms.normalScale.value.negate();
}
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsDepth( uniforms, material ) {
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsDistance( uniforms, material ) {
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias;
}
uniforms.referencePosition.value.copy( material.referencePosition ); uniforms.nearDistance.value = material.nearDistance; uniforms.farDistance.value = material.farDistance;
}
function refreshUniformsNormal( uniforms, material ) {
if ( material.bumpMap ) {
uniforms.bumpMap.value = material.bumpMap; uniforms.bumpScale.value = material.bumpScale; if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
}
if ( material.normalMap ) {
uniforms.normalMap.value = material.normalMap; uniforms.normalScale.value.copy( material.normalScale ); if ( material.side === BackSide ) uniforms.normalScale.value.negate();
}
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap; uniforms.displacementScale.value = material.displacementScale; uniforms.displacementBias.value = material.displacementBias;
}
}
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
function markUniformsLightsNeedsUpdate( uniforms, value ) {
uniforms.ambientLightColor.needsUpdate = value;
uniforms.directionalLights.needsUpdate = value; uniforms.pointLights.needsUpdate = value; uniforms.spotLights.needsUpdate = value; uniforms.rectAreaLights.needsUpdate = value; uniforms.hemisphereLights.needsUpdate = value;
}
// Textures
function allocTextureUnit() {
var textureUnit = _usedTextureUnits;
if ( textureUnit >= capabilities.maxTextures ) {
console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
}
_usedTextureUnits += 1;
return textureUnit;
}
this.allocTextureUnit = allocTextureUnit;
// this.setTexture2D = setTexture2D; this.setTexture2D = ( function () {
var warned = false;
// backwards compatibility: peel texture.texture return function setTexture2D( texture, slot ) {
if ( texture && texture.isWebGLRenderTarget ) {
if ( ! warned ) {
console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); warned = true;
}
texture = texture.texture;
}
textures.setTexture2D( texture, slot );
};
}() );
this.setTexture3D = ( function () {
// backwards compatibility: peel texture.texture return function setTexture3D( texture, slot ) {
textures.setTexture3D( texture, slot );
};
}() );
this.setTexture = ( function () {
var warned = false;
return function setTexture( texture, slot ) {
if ( ! warned ) {
console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); warned = true;
}
textures.setTexture2D( texture, slot );
};
}() );
this.setTextureCube = ( function () {
var warned = false;
return function setTextureCube( texture, slot ) {
// backwards compatibility: peel texture.texture if ( texture && texture.isWebGLRenderTargetCube ) {
if ( ! warned ) {
console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); warned = true;
}
texture = texture.texture;
}
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture // TODO: unify these code paths if ( ( texture && texture.isCubeTexture ) || ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
// CompressedTexture can have Array in image :/
// this function alone should take care of cube textures textures.setTextureCube( texture, slot );
} else {
// assumed: texture property of THREE.WebGLRenderTargetCube
textures.setTextureCubeDynamic( texture, slot );
}
};
}() );
//
this.setFramebuffer = function ( value ) {
_framebuffer = value;
};
this.getRenderTarget = function () {
return _currentRenderTarget;
};
this.setRenderTarget = function ( renderTarget ) {
_currentRenderTarget = renderTarget;
if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
textures.setupRenderTarget( renderTarget );
}
var framebuffer = _framebuffer; var isCube = false;
if ( renderTarget ) {
var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
if ( renderTarget.isWebGLRenderTargetCube ) {
framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ]; isCube = true;
} else {
framebuffer = __webglFramebuffer;
}
_currentViewport.copy( renderTarget.viewport ); _currentScissor.copy( renderTarget.scissor ); _currentScissorTest = renderTarget.scissorTest;
} else {
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); _currentScissorTest = _scissorTest;
}
if ( _currentFramebuffer !== framebuffer ) {
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); _currentFramebuffer = framebuffer;
}
state.viewport( _currentViewport ); state.scissor( _currentScissor ); state.setScissorTest( _currentScissorTest );
if ( isCube ) {
var textureProperties = properties.get( renderTarget.texture ); _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
}
};
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); return;
}
var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
if ( framebuffer ) {
var restore = false;
if ( framebuffer !== _currentFramebuffer ) {
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
restore = true;
}
try {
var texture = renderTarget.texture; var textureFormat = texture.format; var textureType = texture.type;
if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); return;
}
if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); return;
}
if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
}
} else {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
}
} finally {
if ( restore ) {
_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
}
}
}
};
this.copyFramebufferToTexture = function ( position, texture, level ) {
var width = texture.image.width; var height = texture.image.height; var glFormat = utils.convert( texture.format );
this.setTexture2D( texture, 0 );
_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );
};
this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
var width = srcTexture.image.width; var height = srcTexture.image.height; var glFormat = utils.convert( dstTexture.format ); var glType = utils.convert( dstTexture.type );
this.setTexture2D( dstTexture, 0 );
if ( srcTexture.isDataTexture ) {
_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
} else {
_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
}
};
}
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */
function FogExp2( color, density ) {
this.name = ;
this.color = new Color( color ); this.density = ( density !== undefined ) ? density : 0.00025;
}
FogExp2.prototype.isFogExp2 = true;
FogExp2.prototype.clone = function () {
return new FogExp2( this.color, this.density );
};
FogExp2.prototype.toJSON = function ( /* meta */ ) {
return { type: 'FogExp2', color: this.color.getHex(), density: this.density };
};
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */
function Fog( color, near, far ) {
this.name = ;
this.color = new Color( color );
this.near = ( near !== undefined ) ? near : 1; this.far = ( far !== undefined ) ? far : 1000;
}
Fog.prototype.isFog = true;
Fog.prototype.clone = function () {
return new Fog( this.color, this.near, this.far );
};
Fog.prototype.toJSON = function ( /* meta */ ) {
return { type: 'Fog', color: this.color.getHex(), near: this.near, far: this.far };
};
/** * @author mrdoob / http://mrdoob.com/ */
function Scene() {
Object3D.call( this );
this.type = 'Scene';
this.background = null; this.fog = null; this.overrideMaterial = null;
this.autoUpdate = true; // checked by the renderer
}
Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Scene,
copy: function ( source, recursive ) {
Object3D.prototype.copy.call( this, source, recursive );
if ( source.background !== null ) this.background = source.background.clone(); if ( source.fog !== null ) this.fog = source.fog.clone(); if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
this.autoUpdate = source.autoUpdate; this.matrixAutoUpdate = source.matrixAutoUpdate;
return this;
},
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
return data;
}
} );
/** * @author benaadams / https://twitter.com/ben_a_adams */
function InterleavedBuffer( array, stride ) {
this.array = array; this.stride = stride; this.count = array !== undefined ? array.length / stride : 0;
this.dynamic = false; this.updateRange = { offset: 0, count: - 1 };
this.version = 0;
}
Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
set: function ( value ) {
if ( value === true ) this.version ++;
}
} );
Object.assign( InterleavedBuffer.prototype, {
isInterleavedBuffer: true,
onUploadCallback: function () {},
setArray: function ( array ) {
if ( Array.isArray( array ) ) {
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
}
this.count = array !== undefined ? array.length / this.stride : 0; this.array = array;
return this;
},
setDynamic: function ( value ) {
this.dynamic = value;
return this;
},
copy: function ( source ) {
this.array = new source.array.constructor( source.array ); this.count = source.count; this.stride = source.stride; this.dynamic = source.dynamic;
return this;
},
copyAt: function ( index1, attribute, index2 ) {
index1 *= this.stride; index2 *= attribute.stride;
for ( var i = 0, l = this.stride; i < l; i ++ ) {
this.array[ index1 + i ] = attribute.array[ index2 + i ];
}
return this;
},
set: function ( value, offset ) {
if ( offset === undefined ) offset = 0;
this.array.set( value, offset );
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
onUpload: function ( callback ) {
this.onUploadCallback = callback;
return this;
}
} );
/** * @author benaadams / https://twitter.com/ben_a_adams */
function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
this.data = interleavedBuffer; this.itemSize = itemSize; this.offset = offset;
this.normalized = normalized === true;
}
Object.defineProperties( InterleavedBufferAttribute.prototype, {
count: {
get: function () {
return this.data.count;
}
},
array: {
get: function () {
return this.data.array;
}
}
} );
Object.assign( InterleavedBufferAttribute.prototype, {
isInterleavedBufferAttribute: true,
setX: function ( index, x ) {
this.data.array[ index * this.data.stride + this.offset ] = x;
return this;
},
setY: function ( index, y ) {
this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
return this;
},
setZ: function ( index, z ) {
this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
return this;
},
setW: function ( index, w ) {
this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
return this;
},
getX: function ( index ) {
return this.data.array[ index * this.data.stride + this.offset ];
},
getY: function ( index ) {
return this.data.array[ index * this.data.stride + this.offset + 1 ];
},
getZ: function ( index ) {
return this.data.array[ index * this.data.stride + this.offset + 2 ];
},
getW: function ( index ) {
return this.data.array[ index * this.data.stride + this.offset + 3 ];
},
setXY: function ( index, x, y ) {
index = index * this.data.stride + this.offset;
this.data.array[ index + 0 ] = x; this.data.array[ index + 1 ] = y;
return this;
},
setXYZ: function ( index, x, y, z ) {
index = index * this.data.stride + this.offset;
this.data.array[ index + 0 ] = x; this.data.array[ index + 1 ] = y; this.data.array[ index + 2 ] = z;
return this;
},
setXYZW: function ( index, x, y, z, w ) {
index = index * this.data.stride + this.offset;
this.data.array[ index + 0 ] = x; this.data.array[ index + 1 ] = y; this.data.array[ index + 2 ] = z; this.data.array[ index + 3 ] = w;
return this;
}
} );
/** * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: <hex>, * map: new THREE.Texture( <Image> ), * rotation: <float>, * sizeAttenuation: <bool> * } */
function SpriteMaterial( parameters ) {
Material.call( this );
this.type = 'SpriteMaterial';
this.color = new Color( 0xffffff ); this.map = null;
this.rotation = 0;
this.sizeAttenuation = true;
this.lights = false; this.transparent = true;
this.setValues( parameters );
}
SpriteMaterial.prototype = Object.create( Material.prototype ); SpriteMaterial.prototype.constructor = SpriteMaterial; SpriteMaterial.prototype.isSpriteMaterial = true;
SpriteMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color ); this.map = source.map;
this.rotation = source.rotation;
this.sizeAttenuation = source.sizeAttenuation;
return this;
};
/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */
var geometry;
function Sprite( material ) {
Object3D.call( this );
this.type = 'Sprite';
if ( geometry === undefined ) {
geometry = new BufferGeometry();
var float32Array = new Float32Array( [ - 0.5, - 0.5, 0, 0, 0, 0.5, - 0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, - 0.5, 0.5, 0, 0, 1 ] );
var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
}
this.geometry = geometry; this.material = ( material !== undefined ) ? material : new SpriteMaterial();
this.center = new Vector2( 0.5, 0.5 );
}
Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Sprite,
isSprite: true,
raycast: ( function () {
var intersectPoint = new Vector3(); var worldScale = new Vector3(); var mvPosition = new Vector3();
var alignedPosition = new Vector2(); var rotatedPosition = new Vector2(); var viewWorldMatrix = new Matrix4();
var vA = new Vector3(); var vB = new Vector3(); var vC = new Vector3();
var uvA = new Vector2(); var uvB = new Vector2(); var uvC = new Vector2();
function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
// compute position in camera space alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
// to check if rotation is not zero if ( sin !== undefined ) {
rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y ); rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
} else {
rotatedPosition.copy( alignedPosition );
}
vertexPosition.copy( mvPosition );
vertexPosition.x += rotatedPosition.x;
vertexPosition.y += rotatedPosition.y;
// transform to world space vertexPosition.applyMatrix4( viewWorldMatrix );
}
return function raycast( raycaster, intersects ) {
worldScale.setFromMatrixScale( this.matrixWorld ); viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld ); mvPosition.setFromMatrixPosition( this.modelViewMatrix );
var rotation = this.material.rotation; var sin, cos; if ( rotation !== 0 ) {
cos = Math.cos( rotation ); sin = Math.sin( rotation );
}
var center = this.center;
transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
uvA.set( 0, 0 ); uvB.set( 1, 0 ); uvC.set( 1, 1 );
// check first triangle var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
if ( intersect === null ) {
// check second triangle transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); uvB.set( 0, 1 );
intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint ); if ( intersect === null ) {
return;
}
}
var distance = raycaster.ray.origin.distanceTo( intersectPoint );
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance: distance, point: intersectPoint.clone(), uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ), face: null, object: this
} );
};
}() ),
clone: function () {
return new this.constructor( this.material ).copy( this );
},
copy: function ( source ) {
Object3D.prototype.copy.call( this, source );
if ( source.center !== undefined ) this.center.copy( source.center );
return this;
}
} );
/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */
function LOD() {
Object3D.call( this );
this.type = 'LOD';
Object.defineProperties( this, { levels: { enumerable: true, value: [] } } );
}
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: LOD,
copy: function ( source ) {
Object3D.prototype.copy.call( this, source, false );
var levels = source.levels;
for ( var i = 0, l = levels.length; i < l; i ++ ) {
var level = levels[ i ];
this.addLevel( level.object.clone(), level.distance );
}
return this;
},
addLevel: function ( object, distance ) {
if ( distance === undefined ) distance = 0;
distance = Math.abs( distance );
var levels = this.levels;
for ( var l = 0; l < levels.length; l ++ ) {
if ( distance < levels[ l ].distance ) {
break;
}
}
levels.splice( l, 0, { distance: distance, object: object } );
this.add( object );
},
getObjectForDistance: function ( distance ) {
var levels = this.levels;
for ( var i = 1, l = levels.length; i < l; i ++ ) {
if ( distance < levels[ i ].distance ) {
break;
}
}
return levels[ i - 1 ].object;
},
raycast: ( function () {
var matrixPosition = new Vector3();
return function raycast( raycaster, intersects ) {
matrixPosition.setFromMatrixPosition( this.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( matrixPosition );
this.getObjectForDistance( distance ).raycast( raycaster, intersects );
};
}() ),
update: function () {
var v1 = new Vector3(); var v2 = new Vector3();
return function update( camera ) {
var levels = this.levels;
if ( levels.length > 1 ) {
v1.setFromMatrixPosition( camera.matrixWorld ); v2.setFromMatrixPosition( this.matrixWorld );
var distance = v1.distanceTo( v2 );
levels[ 0 ].object.visible = true;
for ( var i = 1, l = levels.length; i < l; i ++ ) {
if ( distance >= levels[ i ].distance ) {
levels[ i - 1 ].object.visible = false; levels[ i ].object.visible = true;
} else {
break;
}
}
for ( ; i < l; i ++ ) {
levels[ i ].object.visible = false;
}
}
};
}(),
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
data.object.levels = [];
var levels = this.levels;
for ( var i = 0, l = levels.length; i < l; i ++ ) {
var level = levels[ i ];
data.object.levels.push( { object: level.object.uuid, distance: level.distance } );
}
return data;
}
} );
/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author michael guerrero / http://realitymeltdown.com * @author ikerr / http://verold.com */
function Skeleton( bones, boneInverses ) {
// copy the bone array
bones = bones || [];
this.bones = bones.slice( 0 ); this.boneMatrices = new Float32Array( this.bones.length * 16 );
// 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 boneInverses is the wrong length.' );
this.boneInverses = [];
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
this.boneInverses.push( new Matrix4() );
}
}
}
}
Object.assign( Skeleton.prototype, {
calculateInverses: function () {
this.boneInverses = [];
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
var inverse = new Matrix4();
if ( this.bones[ i ] ) {
inverse.getInverse( this.bones[ i ].matrixWorld );
}
this.boneInverses.push( inverse );
}
},
pose: function () {
var bone, i, il;
// recover the bind-time world matrices
for ( i = 0, il = this.bones.length; i < il; i ++ ) {
bone = this.bones[ i ];
if ( bone ) {
bone.matrixWorld.getInverse( this.boneInverses[ i ] );
}
}
// compute the local matrices, positions, rotations and scales
for ( i = 0, il = this.bones.length; i < il; i ++ ) {
bone = this.bones[ i ];
if ( bone ) {
if ( bone.parent && bone.parent.isBone ) {
bone.matrix.getInverse( bone.parent.matrixWorld ); bone.matrix.multiply( bone.matrixWorld );
} else {
bone.matrix.copy( bone.matrixWorld );
}
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
}
}
},
update: ( function () {
var offsetMatrix = new Matrix4(); var identityMatrix = new Matrix4();
return function update() {
var bones = this.bones; var boneInverses = this.boneInverses; var boneMatrices = this.boneMatrices; var boneTexture = this.boneTexture;
// flatten bone matrices to array
for ( var i = 0, il = bones.length; i < il; i ++ ) {
// compute the offset between the current and the original transform
var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); offsetMatrix.toArray( boneMatrices, i * 16 );
}
if ( boneTexture !== undefined ) {
boneTexture.needsUpdate = true;
}
};
} )(),
clone: function () {
return new Skeleton( this.bones, this.boneInverses );
},
getBoneByName: function ( name ) {
for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
var bone = this.bones[ i ];
if ( bone.name === name ) {
return bone;
}
}
return undefined;
}
} );
/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author ikerr / http://verold.com */
function Bone() {
Object3D.call( this );
this.type = 'Bone';
}
Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Bone,
isBone: true
} );
/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author ikerr / http://verold.com */
function SkinnedMesh( geometry, material ) {
Mesh.call( this, geometry, material );
this.type = 'SkinnedMesh';
this.bindMode = 'attached'; this.bindMatrix = new Matrix4(); this.bindMatrixInverse = new Matrix4();
var bones = this.initBones(); var skeleton = new Skeleton( bones );
this.bind( skeleton, this.matrixWorld );
this.normalizeSkinWeights();
}
SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
constructor: SkinnedMesh,
isSkinnedMesh: true,
initBones: function () {
var bones = [], bone, gbone; var i, il;
if ( this.geometry && this.geometry.bones !== undefined ) {
// first, create array of 'Bone' objects from geometry data
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
gbone = this.geometry.bones[ i ];
// create new 'Bone' object
bone = new Bone(); bones.push( bone );
// apply values
bone.name = gbone.name; bone.position.fromArray( gbone.pos ); bone.quaternion.fromArray( gbone.rotq ); if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
}
// second, create bone hierarchy
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
gbone = this.geometry.bones[ i ];
if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
// subsequent bones in the hierarchy
bones[ gbone.parent ].add( bones[ i ] );
} else {
// topmost bone, immediate child of the skinned mesh
this.add( bones[ i ] );
}
}
}
// now the bones are part of the scene graph and children of the skinned mesh. // let's update the corresponding matrices
this.updateMatrixWorld( true );
return bones;
},
bind: function ( skeleton, bindMatrix ) {
this.skeleton = skeleton;
if ( bindMatrix === undefined ) {
this.updateMatrixWorld( true );
this.skeleton.calculateInverses();
bindMatrix = this.matrixWorld;
}
this.bindMatrix.copy( bindMatrix ); this.bindMatrixInverse.getInverse( bindMatrix );
},
pose: function () {
this.skeleton.pose();
},
normalizeSkinWeights: function () {
var scale, i;
if ( this.geometry && this.geometry.isGeometry ) {
for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {
var sw = this.geometry.skinWeights[ i ];
scale = 1.0 / sw.manhattanLength();
if ( scale !== Infinity ) {
sw.multiplyScalar( scale );
} else {
sw.set( 1, 0, 0, 0 ); // do something reasonable
}
}
} else if ( this.geometry && this.geometry.isBufferGeometry ) {
var vec = new Vector4();
var skinWeight = this.geometry.attributes.skinWeight;
for ( i = 0; i < skinWeight.count; i ++ ) {
vec.x = skinWeight.getX( i ); vec.y = skinWeight.getY( i ); vec.z = skinWeight.getZ( i ); vec.w = skinWeight.getW( i );
scale = 1.0 / vec.manhattanLength();
if ( scale !== Infinity ) {
vec.multiplyScalar( scale );
} else {
vec.set( 1, 0, 0, 0 ); // do something reasonable
}
skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );
}
}
},
updateMatrixWorld: function ( force ) {
Mesh.prototype.updateMatrixWorld.call( this, force );
if ( this.bindMode === 'attached' ) {
this.bindMatrixInverse.getInverse( this.matrixWorld );
} else if ( this.bindMode === 'detached' ) {
this.bindMatrixInverse.getInverse( this.bindMatrix );
} else {
console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
}
},
clone: function () {
return new this.constructor( this.geometry, this.material ).copy( this );
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: <hex>, * opacity: <float>, * * linewidth: <float>, * linecap: "round", * linejoin: "round" * } */
function LineBasicMaterial( parameters ) {
Material.call( this );
this.type = 'LineBasicMaterial';
this.color = new Color( 0xffffff );
this.linewidth = 1; this.linecap = 'round'; this.linejoin = 'round';
this.lights = false;
this.setValues( parameters );
}
LineBasicMaterial.prototype = Object.create( Material.prototype ); LineBasicMaterial.prototype.constructor = LineBasicMaterial;
LineBasicMaterial.prototype.isLineBasicMaterial = true;
LineBasicMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.linewidth = source.linewidth; this.linecap = source.linecap; this.linejoin = source.linejoin;
return this;
};
/** * @author mrdoob / http://mrdoob.com/ */
function Line( geometry, material, mode ) {
if ( mode === 1 ) {
console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
}
Object3D.call( this );
this.type = 'Line';
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
}
Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Line,
isLine: true,
computeLineDistances: ( function () {
var start = new Vector3(); var end = new Vector3();
return function computeLineDistances() {
var geometry = this.geometry;
if ( geometry.isBufferGeometry ) {
// we assume non-indexed geometry
if ( geometry.index === null ) {
var positionAttribute = geometry.attributes.position; var lineDistances = [ 0 ];
for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
start.fromBufferAttribute( positionAttribute, i - 1 ); end.fromBufferAttribute( positionAttribute, i );
lineDistances[ i ] = lineDistances[ i - 1 ]; lineDistances[ i ] += start.distanceTo( end );
}
geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
} else {
console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
}
} else if ( geometry.isGeometry ) {
var vertices = geometry.vertices; var lineDistances = geometry.lineDistances;
lineDistances[ 0 ] = 0;
for ( var i = 1, l = vertices.length; i < l; i ++ ) {
lineDistances[ i ] = lineDistances[ i - 1 ]; lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
}
}
return this;
};
}() ),
raycast: ( function () {
var inverseMatrix = new Matrix4(); var ray = new Ray(); var sphere = new Sphere();
return function raycast( raycaster, intersects ) {
var precision = raycaster.linePrecision;
var geometry = this.geometry; var matrixWorld = this.matrixWorld;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( matrixWorld ); sphere.radius += precision;
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
//
inverseMatrix.getInverse( matrixWorld ); ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); var localPrecisionSq = localPrecision * localPrecision;
var vStart = new Vector3(); var vEnd = new Vector3(); var interSegment = new Vector3(); var interRay = new Vector3(); var step = ( this && this.isLineSegments ) ? 2 : 1;
if ( geometry.isBufferGeometry ) {
var index = geometry.index; var attributes = geometry.attributes; var positions = attributes.position.array;
if ( index !== null ) {
var indices = index.array;
for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
var a = indices[ i ]; var b = indices[ i + 1 ];
vStart.fromArray( positions, a * 3 ); vEnd.fromArray( positions, b * 3 );
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
if ( distSq > localPrecisionSq ) continue;
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var distance = raycaster.ray.origin.distanceTo( interRay );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
intersects.push( {
distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this
} );
}
} else {
for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
vStart.fromArray( positions, 3 * i ); vEnd.fromArray( positions, 3 * i + 3 );
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
if ( distSq > localPrecisionSq ) continue;
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var distance = raycaster.ray.origin.distanceTo( interRay );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
intersects.push( {
distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this
} );
}
}
} else if ( geometry.isGeometry ) {
var vertices = geometry.vertices; var nbVertices = vertices.length;
for ( var i = 0; i < nbVertices - 1; i += step ) {
var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
if ( distSq > localPrecisionSq ) continue;
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var distance = raycaster.ray.origin.distanceTo( interRay );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
intersects.push( {
distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this
} );
}
}
};
}() ),
clone: function () {
return new this.constructor( this.geometry, this.material ).copy( this );
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function LineSegments( geometry, material ) {
Line.call( this, geometry, material );
this.type = 'LineSegments';
}
LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
constructor: LineSegments,
isLineSegments: true,
computeLineDistances: ( function () {
var start = new Vector3(); var end = new Vector3();
return function computeLineDistances() {
var geometry = this.geometry;
if ( geometry.isBufferGeometry ) {
// we assume non-indexed geometry
if ( geometry.index === null ) {
var positionAttribute = geometry.attributes.position; var lineDistances = [];
for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
start.fromBufferAttribute( positionAttribute, i ); end.fromBufferAttribute( positionAttribute, i + 1 );
lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
}
geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
} else {
console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
}
} else if ( geometry.isGeometry ) {
var vertices = geometry.vertices; var lineDistances = geometry.lineDistances;
for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
start.copy( vertices[ i ] ); end.copy( vertices[ i + 1 ] );
lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
}
}
return this;
};
}() )
} );
/** * @author mgreter / http://github.com/mgreter */
function LineLoop( geometry, material ) {
Line.call( this, geometry, material );
this.type = 'LineLoop';
}
LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
constructor: LineLoop,
isLineLoop: true,
} );
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: <hex>, * opacity: <float>, * map: new THREE.Texture( <Image> ), * * size: <float>, * sizeAttenuation: <bool> * * morphTargets: <bool> * } */
function PointsMaterial( parameters ) {
Material.call( this );
this.type = 'PointsMaterial';
this.color = new Color( 0xffffff );
this.map = null;
this.size = 1; this.sizeAttenuation = true;
this.morphTargets = false;
this.lights = false;
this.setValues( parameters );
}
PointsMaterial.prototype = Object.create( Material.prototype ); PointsMaterial.prototype.constructor = PointsMaterial;
PointsMaterial.prototype.isPointsMaterial = true;
PointsMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.map = source.map;
this.size = source.size; this.sizeAttenuation = source.sizeAttenuation;
this.morphTargets = source.morphTargets;
return this;
};
/** * @author alteredq / http://alteredqualia.com/ */
function Points( geometry, material ) {
Object3D.call( this );
this.type = 'Points';
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
}
Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Points,
isPoints: true,
raycast: ( function () {
var inverseMatrix = new Matrix4(); var ray = new Ray(); var sphere = new Sphere();
return function raycast( raycaster, intersects ) {
var object = this; var geometry = this.geometry; var matrixWorld = this.matrixWorld; var threshold = raycaster.params.Points.threshold;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( matrixWorld ); sphere.radius += threshold;
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
//
inverseMatrix.getInverse( matrixWorld ); ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); var localThresholdSq = localThreshold * localThreshold; var position = new Vector3(); var intersectPoint = new Vector3();
function testPoint( point, index ) {
var rayPointDistanceSq = ray.distanceSqToPoint( point );
if ( rayPointDistanceSq < localThresholdSq ) {
ray.closestPointToPoint( point, intersectPoint ); intersectPoint.applyMatrix4( matrixWorld );
var distance = raycaster.ray.origin.distanceTo( intersectPoint );
if ( distance < raycaster.near || distance > raycaster.far ) return;
intersects.push( {
distance: distance, distanceToRay: Math.sqrt( rayPointDistanceSq ), point: intersectPoint.clone(), index: index, face: null, object: object
} );
}
}
if ( geometry.isBufferGeometry ) {
var index = geometry.index; var attributes = geometry.attributes; var positions = attributes.position.array;
if ( index !== null ) {
var indices = index.array;
for ( var i = 0, il = indices.length; i < il; i ++ ) {
var a = indices[ i ];
position.fromArray( positions, a * 3 );
testPoint( position, a );
}
} else {
for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
position.fromArray( positions, i * 3 );
testPoint( position, i );
}
}
} else {
var vertices = geometry.vertices;
for ( var i = 0, l = vertices.length; i < l; i ++ ) {
testPoint( vertices[ i ], i );
}
}
};
}() ),
clone: function () {
return new this.constructor( this.geometry, this.material ).copy( this );
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.generateMipmaps = false;
}
VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
constructor: VideoTexture,
isVideoTexture: true,
update: function () {
var video = this.image;
if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
this.needsUpdate = true;
}
}
} );
/** * @author alteredq / http://alteredqualia.com/ */
function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
this.image = { width: width, height: height }; this.mipmaps = mipmaps;
// no flipping for cube textures // (also flipping doesn't work for compressed textures )
this.flipY = false;
// can't generate mipmaps for compressed textures // mips must be embedded in DDS files
this.generateMipmaps = false;
}
CompressedTexture.prototype = Object.create( Texture.prototype ); CompressedTexture.prototype.constructor = CompressedTexture;
CompressedTexture.prototype.isCompressedTexture = true;
/** * @author mrdoob / http://mrdoob.com/ */
function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.needsUpdate = true;
}
CanvasTexture.prototype = Object.create( Texture.prototype ); CanvasTexture.prototype.constructor = CanvasTexture; CanvasTexture.prototype.isCanvasTexture = true;
/** * @author Matt DesLauriers / @mattdesl * @author atix / arthursilber.de */
function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
format = format !== undefined ? format : DepthFormat;
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
}
if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.image = { width: width, height: height };
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
this.flipY = false; this.generateMipmaps = false;
}
DepthTexture.prototype = Object.create( Texture.prototype ); DepthTexture.prototype.constructor = DepthTexture; DepthTexture.prototype.isDepthTexture = true;
/** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */
function WireframeGeometry( geometry ) {
BufferGeometry.call( this );
this.type = 'WireframeGeometry';
// buffer
var vertices = [];
// helper variables
var i, j, l, o, ol; var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; var key, keys = [ 'a', 'b', 'c' ]; var vertex;
// different logic for Geometry and BufferGeometry
if ( geometry && geometry.isGeometry ) {
// create a data structure that contains all edges without duplicates
var faces = geometry.faces;
for ( i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
for ( j = 0; j < 3; j ++ ) {
edge1 = face[ keys[ j ] ]; edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates edge[ 1 ] = Math.max( edge1, edge2 );
key = edge[ 0 ] + ',' + edge[ 1 ];
if ( edges[ key ] === undefined ) {
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
}
}
}
// generate vertices
for ( key in edges ) {
e = edges[ key ];
vertex = geometry.vertices[ e.index1 ]; vertices.push( vertex.x, vertex.y, vertex.z );
vertex = geometry.vertices[ e.index2 ]; vertices.push( vertex.x, vertex.y, vertex.z );
}
} else if ( geometry && geometry.isBufferGeometry ) {
var position, indices, groups; var group, start, count; var index1, index2;
vertex = new Vector3();
if ( geometry.index !== null ) {
// indexed BufferGeometry
position = geometry.attributes.position; indices = geometry.index; groups = geometry.groups;
if ( groups.length === 0 ) {
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
}
// create a data structure that contains all eges without duplicates
for ( o = 0, ol = groups.length; o < ol; ++ o ) {
group = groups[ o ];
start = group.start; count = group.count;
for ( i = start, l = ( start + count ); i < l; i += 3 ) {
for ( j = 0; j < 3; j ++ ) {
edge1 = indices.getX( i + j ); edge2 = indices.getX( i + ( j + 1 ) % 3 ); edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates edge[ 1 ] = Math.max( edge1, edge2 );
key = edge[ 0 ] + ',' + edge[ 1 ];
if ( edges[ key ] === undefined ) {
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
}
}
}
}
// generate vertices
for ( key in edges ) {
e = edges[ key ];
vertex.fromBufferAttribute( position, e.index1 ); vertices.push( vertex.x, vertex.y, vertex.z );
vertex.fromBufferAttribute( position, e.index2 ); vertices.push( vertex.x, vertex.y, vertex.z );
}
} else {
// non-indexed BufferGeometry
position = geometry.attributes.position;
for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
for ( j = 0; j < 3; j ++ ) {
// three edges per triangle, an edge is represented as (index1, index2) // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
index1 = 3 * i + j; vertex.fromBufferAttribute( position, index1 ); vertices.push( vertex.x, vertex.y, vertex.z );
index2 = 3 * i + ( ( j + 1 ) % 3 ); vertex.fromBufferAttribute( position, index2 ); vertices.push( vertex.x, vertex.y, vertex.z );
}
}
}
}
// build geometry
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); WireframeGeometry.prototype.constructor = WireframeGeometry;
/** * @author zz85 / https://github.com/zz85 * @author Mugen87 / https://github.com/Mugen87 * * Parametric Surfaces Geometry * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 */
// ParametricGeometry
function ParametricGeometry( func, slices, stacks ) {
Geometry.call( this );
this.type = 'ParametricGeometry';
this.parameters = { func: func, slices: slices, stacks: stacks };
this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); this.mergeVertices();
}
ParametricGeometry.prototype = Object.create( Geometry.prototype ); ParametricGeometry.prototype.constructor = ParametricGeometry;
// ParametricBufferGeometry
function ParametricBufferGeometry( func, slices, stacks ) {
BufferGeometry.call( this );
this.type = 'ParametricBufferGeometry';
this.parameters = { func: func, slices: slices, stacks: stacks };
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
var EPS = 0.00001;
var normal = new Vector3();
var p0 = new Vector3(), p1 = new Vector3(); var pu = new Vector3(), pv = new Vector3();
var i, j;
if ( func.length < 3 ) {
console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
}
// generate vertices, normals and uvs
var sliceCount = slices + 1;
for ( i = 0; i <= stacks; i ++ ) {
var v = i / stacks;
for ( j = 0; j <= slices; j ++ ) {
var u = j / slices;
// vertex
func( u, v, p0 ); vertices.push( p0.x, p0.y, p0.z );
// normal
// approximate tangent vectors via finite differences
if ( u - EPS >= 0 ) {
func( u - EPS, v, p1 ); pu.subVectors( p0, p1 );
} else {
func( u + EPS, v, p1 ); pu.subVectors( p1, p0 );
}
if ( v - EPS >= 0 ) {
func( u, v - EPS, p1 ); pv.subVectors( p0, p1 );
} else {
func( u, v + EPS, p1 ); pv.subVectors( p1, p0 );
}
// cross product of tangent vectors returns surface normal
normal.crossVectors( pu, pv ).normalize(); normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u, v );
}
}
// generate indices
for ( i = 0; i < stacks; i ++ ) {
for ( j = 0; j < slices; j ++ ) {
var a = i * sliceCount + j; var b = i * sliceCount + j + 1; var c = ( i + 1 ) * sliceCount + j + 1; var d = ( i + 1 ) * sliceCount + j;
// faces one and two
indices.push( a, b, d ); indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
/** * @author clockworkgeek / https://github.com/clockworkgeek * @author timothypratley / https://github.com/timothypratley * @author WestLangley / http://github.com/WestLangley * @author Mugen87 / https://github.com/Mugen87 */
// PolyhedronGeometry
function PolyhedronGeometry( vertices, indices, radius, detail ) {
Geometry.call( this );
this.type = 'PolyhedronGeometry';
this.parameters = { vertices: vertices, indices: indices, radius: radius, detail: detail };
this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); this.mergeVertices();
}
PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
// PolyhedronBufferGeometry
function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
BufferGeometry.call( this );
this.type = 'PolyhedronBufferGeometry';
this.parameters = { vertices: vertices, indices: indices, radius: radius, detail: detail };
radius = radius || 1; detail = detail || 0;
// default buffer data
var vertexBuffer = []; var uvBuffer = [];
// the subdivision creates the vertex buffer data
subdivide( detail );
// all vertices should lie on a conceptual sphere with a given radius
appplyRadius( radius );
// finally, create the uv data
generateUVs();
// build non-indexed geometry
this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
if ( detail === 0 ) {
this.computeVertexNormals(); // flat normals
} else {
this.normalizeNormals(); // smooth normals
}
// helper functions
function subdivide( detail ) {
var a = new Vector3(); var b = new Vector3(); var c = new Vector3();
// iterate over all faces and apply a subdivison with the given detail value
for ( var i = 0; i < indices.length; i += 3 ) {
// get the vertices of the face
getVertexByIndex( indices[ i + 0 ], a ); getVertexByIndex( indices[ i + 1 ], b ); getVertexByIndex( indices[ i + 2 ], c );
// perform subdivision
subdivideFace( a, b, c, detail );
}
}
function subdivideFace( a, b, c, detail ) {
var cols = Math.pow( 2, detail );
// we use this multidimensional array as a data structure for creating the subdivision
var v = [];
var i, j;
// construct all of the vertices for this subdivision
for ( i = 0; i <= cols; i ++ ) {
v[ i ] = [];
var aj = a.clone().lerp( c, i / cols ); var bj = b.clone().lerp( c, i / cols );
var rows = cols - i;
for ( j = 0; j <= rows; j ++ ) {
if ( j === 0 && i === cols ) {
v[ i ][ j ] = aj;
} else {
v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
}
}
}
// construct all of the faces
for ( i = 0; i < cols; i ++ ) {
for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
var k = Math.floor( j / 2 );
if ( j % 2 === 0 ) {
pushVertex( v[ i ][ k + 1 ] ); pushVertex( v[ i + 1 ][ k ] ); pushVertex( v[ i ][ k ] );
} else {
pushVertex( v[ i ][ k + 1 ] ); pushVertex( v[ i + 1 ][ k + 1 ] ); pushVertex( v[ i + 1 ][ k ] );
}
}
}
}
function appplyRadius( radius ) {
var vertex = new Vector3();
// iterate over the entire buffer and apply the radius to each vertex
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
vertex.x = vertexBuffer[ i + 0 ]; vertex.y = vertexBuffer[ i + 1 ]; vertex.z = vertexBuffer[ i + 2 ];
vertex.normalize().multiplyScalar( radius );
vertexBuffer[ i + 0 ] = vertex.x; vertexBuffer[ i + 1 ] = vertex.y; vertexBuffer[ i + 2 ] = vertex.z;
}
}
function generateUVs() {
var vertex = new Vector3();
for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
vertex.x = vertexBuffer[ i + 0 ]; vertex.y = vertexBuffer[ i + 1 ]; vertex.z = vertexBuffer[ i + 2 ];
var u = azimuth( vertex ) / 2 / Math.PI + 0.5; var v = inclination( vertex ) / Math.PI + 0.5; uvBuffer.push( u, 1 - v );
}
correctUVs();
correctSeam();
}
function correctSeam() {
// handle case when face straddles the seam, see #3269
for ( var i = 0; i < uvBuffer.length; i += 6 ) {
// uv data of a single face
var x0 = uvBuffer[ i + 0 ]; var x1 = uvBuffer[ i + 2 ]; var x2 = uvBuffer[ i + 4 ];
var max = Math.max( x0, x1, x2 ); var min = Math.min( x0, x1, x2 );
// 0.9 is somewhat arbitrary
if ( max > 0.9 && min < 0.1 ) {
if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
}
}
}
function pushVertex( vertex ) {
vertexBuffer.push( vertex.x, vertex.y, vertex.z );
}
function getVertexByIndex( index, vertex ) {
var stride = index * 3;
vertex.x = vertices[ stride + 0 ]; vertex.y = vertices[ stride + 1 ]; vertex.z = vertices[ stride + 2 ];
}
function correctUVs() {
var a = new Vector3(); var b = new Vector3(); var c = new Vector3();
var centroid = new Vector3();
var uvA = new Vector2(); var uvB = new Vector2(); var uvC = new Vector2();
for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
var azi = azimuth( centroid );
correctUV( uvA, j + 0, a, azi ); correctUV( uvB, j + 2, b, azi ); correctUV( uvC, j + 4, c, azi );
}
}
function correctUV( uv, stride, vector, azimuth ) {
if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
uvBuffer[ stride ] = uv.x - 1;
}
if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
}
}
// 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 ) ) );
}
}
PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
/** * @author timothypratley / https://github.com/timothypratley * @author Mugen87 / https://github.com/Mugen87 */
// TetrahedronGeometry
function TetrahedronGeometry( radius, detail ) {
Geometry.call( this );
this.type = 'TetrahedronGeometry';
this.parameters = { radius: radius, detail: detail };
this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); this.mergeVertices();
}
TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
// TetrahedronBufferGeometry
function TetrahedronBufferGeometry( 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 ];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
this.type = 'TetrahedronBufferGeometry';
this.parameters = { radius: radius, detail: detail };
}
TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
/** * @author timothypratley / https://github.com/timothypratley * @author Mugen87 / https://github.com/Mugen87 */
// OctahedronGeometry
function OctahedronGeometry( radius, detail ) {
Geometry.call( this );
this.type = 'OctahedronGeometry';
this.parameters = { radius: radius, detail: detail };
this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); this.mergeVertices();
}
OctahedronGeometry.prototype = Object.create( Geometry.prototype ); OctahedronGeometry.prototype.constructor = OctahedronGeometry;
// OctahedronBufferGeometry
function OctahedronBufferGeometry( radius, detail ) {
var vertices = [ 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0, - 1 ];
var indices = [ 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2 ];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
this.type = 'OctahedronBufferGeometry';
this.parameters = { radius: radius, detail: detail };
}
OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
/** * @author timothypratley / https://github.com/timothypratley * @author Mugen87 / https://github.com/Mugen87 */
// IcosahedronGeometry
function IcosahedronGeometry( radius, detail ) {
Geometry.call( this );
this.type = 'IcosahedronGeometry';
this.parameters = { radius: radius, detail: detail };
this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); this.mergeVertices();
}
IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
// IcosahedronBufferGeometry
function IcosahedronBufferGeometry( radius, detail ) {
var t = ( 1 + Math.sqrt( 5 ) ) / 2;
var vertices = [ - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 ];
var indices = [ 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 ];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
this.type = 'IcosahedronBufferGeometry';
this.parameters = { radius: radius, detail: detail };
}
IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
/** * @author Abe Pazos / https://hamoid.com * @author Mugen87 / https://github.com/Mugen87 */
// DodecahedronGeometry
function DodecahedronGeometry( radius, detail ) {
Geometry.call( this );
this.type = 'DodecahedronGeometry';
this.parameters = { radius: radius, detail: detail };
this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); this.mergeVertices();
}
DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
// DodecahedronBufferGeometry
function DodecahedronBufferGeometry( radius, detail ) {
var t = ( 1 + Math.sqrt( 5 ) ) / 2; var r = 1 / t;
var vertices = [
// (±1, ±1, ±1) - 1, - 1, - 1, - 1, - 1, 1, - 1, 1, - 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, 1, 1, 1, - 1, 1, 1, 1,
// (0, ±1/φ, ±φ) 0, - r, - t, 0, - r, t, 0, r, - t, 0, r, t,
// (±1/φ, ±φ, 0) - r, - t, 0, - r, t, 0, r, - t, 0, r, t, 0,
// (±φ, 0, ±1/φ) - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, r ];
var indices = [ 3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9 ];
PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
this.type = 'DodecahedronBufferGeometry';
this.parameters = { radius: radius, detail: detail };
}
DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
/** * @author oosmoxiecode / https://github.com/oosmoxiecode * @author WestLangley / https://github.com/WestLangley * @author zz85 / https://github.com/zz85 * @author miningold / https://github.com/miningold * @author jonobr1 / https://github.com/jonobr1 * @author Mugen87 / https://github.com/Mugen87 * */
// TubeGeometry
function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
Geometry.call( this );
this.type = 'TubeGeometry';
this.parameters = { path: path, tubularSegments: tubularSegments, radius: radius, radialSegments: radialSegments, closed: closed };
if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
// expose internals
this.tangents = bufferGeometry.tangents; this.normals = bufferGeometry.normals; this.binormals = bufferGeometry.binormals;
// create geometry
this.fromBufferGeometry( bufferGeometry ); this.mergeVertices();
}
TubeGeometry.prototype = Object.create( Geometry.prototype ); TubeGeometry.prototype.constructor = TubeGeometry;
// TubeBufferGeometry
function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
BufferGeometry.call( this );
this.type = 'TubeBufferGeometry';
this.parameters = { path: path, tubularSegments: tubularSegments, radius: radius, radialSegments: radialSegments, closed: closed };
tubularSegments = tubularSegments || 64; radius = radius || 1; radialSegments = radialSegments || 8; closed = closed || false;
var frames = path.computeFrenetFrames( tubularSegments, closed );
// expose internals
this.tangents = frames.tangents; this.normals = frames.normals; this.binormals = frames.binormals;
// helper variables
var vertex = new Vector3(); var normal = new Vector3(); var uv = new Vector2(); var P = new Vector3();
var i, j;
// buffer
var vertices = []; var normals = []; var uvs = []; var indices = [];
// create buffer data
generateBufferData();
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// functions
function generateBufferData() {
for ( i = 0; i < tubularSegments; i ++ ) {
generateSegment( i );
}
// if the geometry is not closed, generate the last row of vertices and normals // at the regular position on the given path // // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
generateSegment( ( closed === false ) ? tubularSegments : 0 );
// uvs are generated in a separate function. // this makes it easy compute correct values for closed geometries
generateUVs();
// finally create faces
generateIndices();
}
function generateSegment( i ) {
// we use getPointAt to sample evenly distributed points from the given path
P = path.getPointAt( i / tubularSegments, P );
// retrieve corresponding normal and binormal
var N = frames.normals[ i ]; var B = frames.binormals[ i ];
// generate normals and vertices for the current segment
for ( j = 0; j <= radialSegments; j ++ ) {
var v = j / radialSegments * Math.PI * 2;
var sin = Math.sin( v ); var cos = - Math.cos( v );
// normal
normal.x = ( cos * N.x + sin * B.x ); normal.y = ( cos * N.y + sin * B.y ); normal.z = ( cos * N.z + sin * B.z ); normal.normalize();
normals.push( normal.x, normal.y, normal.z );
// vertex
vertex.x = P.x + radius * normal.x; vertex.y = P.y + radius * normal.y; vertex.z = P.z + radius * normal.z;
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
function generateIndices() {
for ( j = 1; j <= tubularSegments; j ++ ) {
for ( i = 1; i <= radialSegments; i ++ ) {
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); var b = ( radialSegments + 1 ) * j + ( i - 1 ); var c = ( radialSegments + 1 ) * j + i; var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
// faces
indices.push( a, b, d ); indices.push( b, c, d );
}
}
}
function generateUVs() {
for ( i = 0; i <= tubularSegments; i ++ ) {
for ( j = 0; j <= radialSegments; j ++ ) {
uv.x = i / tubularSegments; uv.y = j / radialSegments;
uvs.push( uv.x, uv.y );
}
}
}
}
TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
/** * @author oosmoxiecode * @author Mugen87 / https://github.com/Mugen87 * * based on http://www.blackpawn.com/texts/pqtorus/ */
// TorusKnotGeometry
function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
Geometry.call( this );
this.type = 'TorusKnotGeometry';
this.parameters = { radius: radius, tube: tube, tubularSegments: tubularSegments, radialSegments: radialSegments, p: p, q: q };
if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); this.mergeVertices();
}
TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
// TorusKnotBufferGeometry
function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
BufferGeometry.call( this );
this.type = 'TorusKnotBufferGeometry';
this.parameters = { radius: radius, tube: tube, tubularSegments: tubularSegments, radialSegments: radialSegments, p: p, q: q };
radius = radius || 1; tube = tube || 0.4; tubularSegments = Math.floor( tubularSegments ) || 64; radialSegments = Math.floor( radialSegments ) || 8; p = p || 2; q = q || 3;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// helper variables
var i, j;
var vertex = new Vector3(); var normal = new Vector3();
var P1 = new Vector3(); var P2 = new Vector3();
var B = new Vector3(); var T = new Vector3(); var N = new Vector3();
// generate vertices, normals and uvs
for ( i = 0; i <= tubularSegments; ++ i ) {
// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
var u = i / tubularSegments * p * Math.PI * 2;
// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
calculatePositionOnCurve( u, p, q, radius, P1 ); calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
// calculate orthonormal basis
T.subVectors( P2, P1 ); N.addVectors( P2, P1 ); B.crossVectors( T, N ); N.crossVectors( B, T );
// normalize B, N. T can be ignored, we don't use it
B.normalize(); N.normalize();
for ( j = 0; j <= radialSegments; ++ j ) {
// now calculate the vertices. they are nothing more than an extrusion of the torus curve. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
var v = j / radialSegments * Math.PI * 2; var cx = - tube * Math.cos( v ); var cy = tube * Math.sin( v );
// now calculate the final vertex position. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
vertex.x = P1.x + ( cx * N.x + cy * B.x ); vertex.y = P1.y + ( cx * N.y + cy * B.y ); vertex.z = P1.z + ( cx * N.z + cy * B.z );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
normal.subVectors( vertex, P1 ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( i / tubularSegments ); uvs.push( j / radialSegments );
}
}
// generate indices
for ( j = 1; j <= tubularSegments; j ++ ) {
for ( i = 1; i <= radialSegments; i ++ ) {
// indices
var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); var b = ( radialSegments + 1 ) * j + ( i - 1 ); var c = ( radialSegments + 1 ) * j + i; var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
// faces
indices.push( a, b, d ); indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// this function calculates the current position on the torus curve
function calculatePositionOnCurve( u, p, q, radius, position ) {
var cu = Math.cos( u ); var su = Math.sin( u ); var quOverP = q / p * u; var cs = Math.cos( quOverP );
position.x = radius * ( 2 + cs ) * 0.5 * cu; position.y = radius * ( 2 + cs ) * su * 0.5; position.z = radius * Math.sin( quOverP ) * 0.5;
}
}
TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
/** * @author oosmoxiecode * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */
// TorusGeometry
function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
Geometry.call( this );
this.type = 'TorusGeometry';
this.parameters = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, arc: arc };
this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); this.mergeVertices();
}
TorusGeometry.prototype = Object.create( Geometry.prototype ); TorusGeometry.prototype.constructor = TorusGeometry;
// TorusBufferGeometry
function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
BufferGeometry.call( this );
this.type = 'TorusBufferGeometry';
this.parameters = { radius: radius, tube: tube, radialSegments: radialSegments, tubularSegments: tubularSegments, arc: arc };
radius = radius || 1; tube = tube || 0.4; radialSegments = Math.floor( radialSegments ) || 8; tubularSegments = Math.floor( tubularSegments ) || 6; arc = arc || Math.PI * 2;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// helper variables
var center = new Vector3(); var vertex = new Vector3(); var normal = new Vector3();
var j, i;
// generate vertices, normals and uvs
for ( j = 0; j <= radialSegments; j ++ ) {
for ( i = 0; i <= tubularSegments; i ++ ) {
var u = i / tubularSegments * arc; var v = j / radialSegments * Math.PI * 2;
// vertex
vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); vertex.z = tube * Math.sin( v );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
center.x = radius * Math.cos( u ); center.y = radius * Math.sin( u ); normal.subVectors( vertex, center ).normalize();
normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( i / tubularSegments ); uvs.push( j / radialSegments );
}
}
// generate indices
for ( j = 1; j <= radialSegments; j ++ ) {
for ( i = 1; i <= tubularSegments; i ++ ) {
// indices
var a = ( tubularSegments + 1 ) * j + i - 1; var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; var d = ( tubularSegments + 1 ) * j + i;
// faces
indices.push( a, b, d ); indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
/** * @author Mugen87 / https://github.com/Mugen87 * Port from https://github.com/mapbox/earcut (v2.1.2) */
var Earcut = {
triangulate: function ( data, holeIndices, dim ) {
dim = dim || 2;
var hasHoles = holeIndices && holeIndices.length, outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, outerNode = linkedList( data, 0, outerLen, dim, true ), triangles = [];
if ( ! outerNode ) return triangles;
var minX, minY, maxX, maxY, x, y, invSize;
if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if ( data.length > 80 * dim ) {
minX = maxX = data[ 0 ]; minY = maxY = data[ 1 ];
for ( var i = dim; i < outerLen; i += dim ) {
x = data[ i ]; y = data[ i + 1 ]; if ( x < minX ) minX = x; if ( y < minY ) minY = y; if ( x > maxX ) maxX = x; if ( y > maxY ) maxY = y;
}
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
invSize = Math.max( maxX - minX, maxY - minY ); invSize = invSize !== 0 ? 1 / invSize : 0;
}
earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
return triangles;
}
};
// create a circular doubly linked list from polygon points in the specified winding order
function linkedList( data, start, end, dim, clockwise ) {
var i, last;
if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
} else {
for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
}
if ( last && equals( last, last.next ) ) {
removeNode( last ); last = last.next;
}
return last;
}
// eliminate colinear or duplicate points
function filterPoints( start, end ) {
if ( ! start ) return start; if ( ! end ) end = start;
var p = start, again;
do {
again = false;
if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
removeNode( p ); p = end = p.prev; if ( p === p.next ) break; again = true;
} else {
p = p.next;
}
} while ( again || p !== end );
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
if ( ! ear ) return;
// interlink polygon nodes in z-order
if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
var stop = ear, prev, next;
// iterate through ears, slicing them one by one
while ( ear.prev !== ear.next ) {
prev = ear.prev; next = ear.next;
if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
// cut off the triangle triangles.push( prev.i / dim ); triangles.push( ear.i / dim ); triangles.push( next.i / dim );
removeNode( ear );
// skipping the next vertice leads to less sliver triangles ear = next.next; stop = next.next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if ( ear === stop ) {
// try filtering points and slicing again
if ( ! pass ) {
earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
// if this didn't work, try curing all small self-intersections locally
} else if ( pass === 1 ) {
ear = cureLocalIntersections( ear, triangles, dim ); earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
// as a last resort, try splitting the remaining polygon into two
} else if ( pass === 2 ) {
splitEarcut( ear, triangles, dim, minX, minY, invSize );
}
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
function isEar( ear ) {
var a = ear.prev, b = ear, c = ear.next;
if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear var p = ear.next.next;
while ( p !== ear.prev ) {
if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
return false;
}
p = p.next;
}
return true;
}
function isEarHashed( ear, minX, minY, invSize ) {
var a = ear.prev, b = ear, c = ear.next;
if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
// z-order range for the current triangle bbox;
var minZ = zOrder( minTX, minTY, minX, minY, invSize ), maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
// first look for points inside the triangle in increasing z-order
var p = ear.nextZ;
while ( p && p.z <= maxZ ) {
if ( p !== ear.prev && p !== ear.next && pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; p = p.nextZ;
}
// then look for points in decreasing z-order
p = ear.prevZ;
while ( p && p.z >= minZ ) {
if ( p !== ear.prev && p !== ear.next && pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
p = p.prevZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections( start, triangles, dim ) {
var p = start;
do {
var a = p.prev, b = p.next.next;
if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
triangles.push( a.i / dim ); triangles.push( p.i / dim ); triangles.push( b.i / dim );
// remove two nodes involved
removeNode( p ); removeNode( p.next );
p = start = b;
}
p = p.next;
} while ( p !== start );
return p;
}
// try splitting polygon into two and triangulate them independently
function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
// look for a valid diagonal that divides the polygon into two
var a = start;
do {
var b = a.next.next;
while ( b !== a.prev ) {
if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
// split the polygon in two by the diagonal
var c = splitPolygon( a, b );
// filter colinear points around the cuts
a = filterPoints( a, a.next ); c = filterPoints( c, c.next );
// run earcut on each half
earcutLinked( a, triangles, dim, minX, minY, invSize ); earcutLinked( c, triangles, dim, minX, minY, invSize ); return;
}
b = b.next;
}
a = a.next;
} while ( a !== start );
}
// link every hole into the outer loop, producing a single-ring polygon without holes
function eliminateHoles( data, holeIndices, outerNode, dim ) {
var queue = [], i, len, start, end, list;
for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
start = holeIndices[ i ] * dim; end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; list = linkedList( data, start, end, dim, false ); if ( list === list.next ) list.steiner = true; queue.push( getLeftmost( list ) );
}
queue.sort( compareX );
// process holes from left to right
for ( i = 0; i < queue.length; i ++ ) {
eliminateHole( queue[ i ], outerNode ); outerNode = filterPoints( outerNode, outerNode.next );
}
return outerNode;
}
function compareX( a, b ) {
return a.x - b.x;
}
// find a bridge between vertices that connects hole with an outer ring and and link it
function eliminateHole( hole, outerNode ) {
outerNode = findHoleBridge( hole, outerNode );
if ( outerNode ) {
var b = splitPolygon( outerNode, hole );
filterPoints( b, b.next );
}
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge( hole, outerNode ) {
var p = outerNode, hx = hole.x, hy = hole.y, qx = - Infinity, m;
// find a segment intersected by a ray from the hole's leftmost point to the left; // segment's endpoint with lesser x will be potential connection point
do {
if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
if ( x <= hx && x > qx ) {
qx = x;
if ( x === hx ) {
if ( hy === p.y ) return p; if ( hy === p.next.y ) return p.next;
}
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while ( p !== outerNode );
if ( ! m ) return null;
if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
// look for points inside the triangle of hole point, segment intersection and endpoint; // if there are no points found, we have a valid connection; // otherwise choose the point of the minimum angle with the ray as connection point
var stop = m, mx = m.x, my = m.y, tanMin = Infinity, tan;
p = m.next;
while ( p !== stop ) {
if ( hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
m = p; tanMin = tan;
}
}
p = p.next;
}
return m;
}
// interlink polygon nodes in z-order
function indexCurve( start, minX, minY, invSize ) {
var p = start;
do {
if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); p.prevZ = p.prev; p.nextZ = p.next; p = p.next;
} while ( p !== start );
p.prevZ.nextZ = null; p.prevZ = null;
sortLinked( p );
}
// Simon Tatham's linked list merge sort algorithm // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked( list ) {
var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
do {
p = list; list = null; tail = null; numMerges = 0;
while ( p ) {
numMerges ++; q = p; pSize = 0;
for ( i = 0; i < inSize; i ++ ) {
pSize ++; q = q.nextZ; if ( ! q ) break;
}
qSize = inSize;
while ( pSize > 0 || ( qSize > 0 && q ) ) {
if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
e = p; p = p.nextZ; pSize --;
} else {
e = q; q = q.nextZ; qSize --;
}
if ( tail ) tail.nextZ = e; else list = e;
e.prevZ = tail; tail = e;
}
p = q;
}
tail.nextZ = null; inSize *= 2;
} while ( numMerges > 1 );
return list;
}
// z-order of a point given coords and inverse of the longer side of data bbox
function zOrder( x, y, minX, minY, invSize ) {
// coords are transformed into non-negative 15-bit integer range
x = 32767 * ( x - minX ) * invSize; y = 32767 * ( y - minY ) * invSize;
x = ( x | ( x << 8 ) ) & 0x00FF00FF; x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; x = ( x | ( x << 2 ) ) & 0x33333333; x = ( x | ( x << 1 ) ) & 0x55555555;
y = ( y | ( y << 8 ) ) & 0x00FF00FF; y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; y = ( y | ( y << 2 ) ) & 0x33333333; y = ( y | ( y << 1 ) ) & 0x55555555;
return x | ( y << 1 );
}
// find the leftmost node of a polygon ring
function getLeftmost( start ) {
var p = start, leftmost = start;
do {
if ( p.x < leftmost.x ) leftmost = p; p = p.next;
} while ( p !== start );
return leftmost;
}
// check if a point lies within a convex triangle
function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal( a, b ) {
return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
}
// signed area of a triangle
function area( p, q, r ) {
return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
}
// check if two points are equal
function equals( p1, p2 ) {
return p1.x === p2.x && p1.y === p2.y;
}
// check if two segments intersect
function intersects( p1, q1, p2, q2 ) {
if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
}
// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon( a, b ) {
var p = a;
do {
if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects( p, p.next, a, b ) ) {
return true;
}
p = p.next;
} while ( p !== a );
return false;
}
// check if a polygon diagonal is locally inside the polygon
function locallyInside( a, b ) {
return area( a.prev, a, a.next ) < 0 ? area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
}
// check if the middle point of a polygon diagonal is inside the polygon
function middleInside( a, b ) {
var p = a, inside = false, px = ( a.x + b.x ) / 2, py = ( a.y + b.y ) / 2;
do {
if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
inside = ! inside;
}
p = p.next;
} while ( p !== a );
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; // if one belongs to the outer ring and another to a hole, it merges it into a single ring
function splitPolygon( a, b ) {
var a2 = new Node( a.i, a.x, a.y ), b2 = new Node( b.i, b.x, b.y ), an = a.next, bp = b.prev;
a.next = b; b.prev = a;
a2.next = an; an.prev = a2;
b2.next = a2; a2.prev = b2;
bp.next = b2; b2.prev = bp;
return b2;
}
// create a node and optionally link it with previous one (in a circular doubly linked list)
function insertNode( i, x, y, last ) {
var p = new Node( i, x, y );
if ( ! last ) {
p.prev = p; p.next = p;
} else {
p.next = last.next; p.prev = last; last.next.prev = p; last.next = p;
}
return p;
}
function removeNode( p ) {
p.next.prev = p.prev; p.prev.next = p.next;
if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
}
function Node( i, x, y ) {
// vertice index in coordinates array this.i = i;
// vertex coordinates this.x = x; this.y = y;
// previous and next vertice nodes in a polygon ring this.prev = null; this.next = null;
// z-order curve value this.z = null;
// previous and next nodes in z-order this.prevZ = null; this.nextZ = null;
// indicates whether this is a steiner point this.steiner = false;
}
function signedArea( data, start, end, dim ) {
var sum = 0;
for ( var i = start, j = end - dim; i < end; i += dim ) {
sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); j = i;
}
return sum;
}
/** * @author zz85 / http://www.lab4games.net/zz85/blog */
var ShapeUtils = {
// calculate area of the contour polygon
area: function ( contour ) {
var n = contour.length; var a = 0.0;
for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
}
return a * 0.5;
},
isClockWise: function ( pts ) {
return ShapeUtils.area( pts ) < 0;
},
triangulateShape: function ( contour, holes ) {
var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] var holeIndices = []; // array of hole indices var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
removeDupEndPts( contour ); addContour( vertices, contour );
//
var holeIndex = contour.length;
holes.forEach( removeDupEndPts );
for ( var i = 0; i < holes.length; i ++ ) {
holeIndices.push( holeIndex ); holeIndex += holes[ i ].length; addContour( vertices, holes[ i ] );
}
//
var triangles = Earcut.triangulate( vertices, holeIndices );
//
for ( var i = 0; i < triangles.length; i += 3 ) {
faces.push( triangles.slice( i, i + 3 ) );
}
return faces;
}
};
function removeDupEndPts( points ) {
var l = points.length;
if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
points.pop();
}
}
function addContour( vertices, contour ) {
for ( var i = 0; i < contour.length; i ++ ) {
vertices.push( contour[ i ].x ); vertices.push( contour[ i ].y );
}
}
/** * @author zz85 / http://www.lab4games.net/zz85/blog * * Creates extruded geometry from a path shape. * * parameters = { * * curveSegments: <int>, // number of points on the curves * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too * depth: <float>, // Depth to extrude the shape * * bevelEnabled: <bool>, // turn on bevel * bevelThickness: <float>, // how deep into the original shape bevel goes * bevelSize: <float>, // how far from shape outline is bevel * bevelSegments: <int>, // number of bevel layers * * extrudePath: <THREE.Curve> // curve to extrude shape along * * UVGenerator: <Object> // object that provides UV generator functions * * } */
// ExtrudeGeometry
function ExtrudeGeometry( shapes, options ) {
Geometry.call( this );
this.type = 'ExtrudeGeometry';
this.parameters = { shapes: shapes, options: options };
this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); this.mergeVertices();
}
ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
ExtrudeGeometry.prototype.toJSON = function () {
var data = Geometry.prototype.toJSON.call( this );
var shapes = this.parameters.shapes; var options = this.parameters.options;
return toJSON( shapes, options, data );
};
// ExtrudeBufferGeometry
function ExtrudeBufferGeometry( shapes, options ) {
BufferGeometry.call( this );
this.type = 'ExtrudeBufferGeometry';
this.parameters = { shapes: shapes, options: options };
shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
var scope = this;
var verticesArray = []; var uvArray = [];
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
var shape = shapes[ i ]; addShape( shape );
}
// build geometry
this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
this.computeVertexNormals();
// functions
function addShape( shape ) {
var placeholder = [];
// options
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; var steps = options.steps !== undefined ? options.steps : 1; var depth = options.depth !== undefined ? options.depth : 100;
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
var extrudePath = options.extrudePath;
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
// deprecated options
if ( options.amount !== undefined ) {
console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' ); depth = options.amount;
}
//
var extrudePts, extrudeByPath = false; var splineTube, binormal, normal, position2;
if ( extrudePath ) {
extrudePts = extrudePath.getSpacedPoints( steps );
extrudeByPath = true; bevelEnabled = false; // bevels not supported for path extrusion
// SETUP TNB variables
// TODO1 - have a .isClosed in spline?
splineTube = extrudePath.computeFrenetFrames( steps, false );
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new Vector3(); normal = new Vector3(); position2 = new Vector3();
}
// Safeguards if bevels are not enabled
if ( ! bevelEnabled ) {
bevelSegments = 0; bevelThickness = 0; bevelSize = 0;
}
// Variables initialization
var ahole, h, hl; // looping of holes
var shapePoints = shape.extractPoints( curveSegments );
var vertices = shapePoints.shape; var holes = shapePoints.holes;
var reverse = ! ShapeUtils.isClockWise( vertices );
if ( reverse ) {
vertices = vertices.reverse();
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
if ( ShapeUtils.isClockWise( ahole ) ) {
holes[ h ] = ahole.reverse();
}
}
}
var faces = ShapeUtils.triangulateShape( vertices, holes );
/* Vertices */
var contour = vertices; // vertices has all points but contour has only points of circumference
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
vertices = vertices.concat( ahole );
}
function scalePt2( pt, vec, size ) {
if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
return vec.clone().multiplyScalar( size ).add( pt );
}
var b, bs, t, z, vert, vlen = vertices.length, face, flen = faces.length;
// Find directions for point movement
function getBevelVec( inPt, inPrev, inNext ) {
// computes for inPt the corresponding point inPt' on a new contour // shifted by 1 unit (length of normalized vector) to the left // if we walk along contour clockwise, this new contour is outside the old one // // inPt' is the intersection of the two lines parallel to the two // adjacent edges of inPt at a distance of 1 unit on the left side.
var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection) // http://geomalgorithms.com/a05-_intersect-1.html
var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y; var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
// check for collinear edges var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
if ( Math.abs( collinear0 ) > Number.EPSILON ) {
// not collinear
// length of vectors for normalizing
var v_prev_len = Math.sqrt( v_prev_lensq ); var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
// shift adjacent points by unit vectors to the left
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
// scaling factor for v_prev to intersection point
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / ( v_prev_x * v_next_y - v_prev_y * v_next_x );
// vector from inPt to intersection point
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
// Don't normalize!, otherwise sharp corners become ugly // but prevent crazy spikes var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); if ( v_trans_lensq <= 2 ) {
return new Vector2( v_trans_x, v_trans_y );
} else {
shrink_by = Math.sqrt( v_trans_lensq / 2 );
}
} else {
// handle special case of collinear edges
var direction_eq = false; // assumes: opposite if ( v_prev_x > Number.EPSILON ) {
if ( v_next_x > Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( v_prev_x < - Number.EPSILON ) {
if ( v_next_x < - Number.EPSILON ) {
direction_eq = true;
}
} else {
if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
direction_eq = true;
}
}
}
if ( direction_eq ) {
// console.log("Warning: lines are a straight sequence"); v_trans_x = - v_prev_y; v_trans_y = v_prev_x; shrink_by = Math.sqrt( v_prev_lensq );
} else {
// console.log("Warning: lines are a straight spike"); v_trans_x = v_prev_x; v_trans_y = v_prev_y; shrink_by = Math.sqrt( v_prev_lensq / 2 );
}
}
return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
}
var contourMovements = [];
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0; if ( k === il ) k = 0;
// (j)---(i)---(k) // console.log('i,j,k', i, j , k)
contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
}
var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
oneHoleMovements = [];
for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0; if ( k === il ) k = 0;
// (j)---(i)---(k) oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
}
holesMovements.push( oneHoleMovements ); verticesMovements = verticesMovements.concat( oneHoleMovements );
}
// Loop bevelSegments, 1 for the front, 1 for the back
for ( b = 0; b < bevelSegments; b ++ ) {
//for ( b = bevelSegments; b > 0; b -- ) {
t = b / bevelSegments; z = bevelThickness * Math.cos( 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, - 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, depth / 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 * Math.cos( 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, depth + 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, depth + 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() {
var start = verticesArray.length / 3;
if ( bevelEnabled ) {
var layer = 0; // steps + 1 var offset = vlen * layer;
// Bottom faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ]; f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
}
layer = steps + bevelSegments * 2; offset = vlen * layer;
// Top faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ]; f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
}
} else {
// Bottom faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ]; f3( face[ 2 ], face[ 1 ], face[ 0 ] );
}
// Top faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ]; f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
}
}
scope.addGroup( start, verticesArray.length / 3 - start, 0 );
}
// Create faces for the z-sides of the shape
function buildSideFaces() {
var start = verticesArray.length / 3; 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;
}
scope.addGroup( start, verticesArray.length / 3 - start, 1 );
}
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 );
}
}
}
function v( x, y, z ) {
placeholder.push( x ); placeholder.push( y ); placeholder.push( z );
}
function f3( a, b, c ) {
addVertex( a ); addVertex( b ); addVertex( c );
var nextIndex = verticesArray.length / 3; var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] ); addUV( uvs[ 1 ] ); addUV( uvs[ 2 ] );
}
function f4( a, b, c, d ) {
addVertex( a ); addVertex( b ); addVertex( d );
addVertex( b ); addVertex( c ); addVertex( d );
var nextIndex = verticesArray.length / 3;
var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
addUV( uvs[ 0 ] ); addUV( uvs[ 1 ] ); addUV( uvs[ 3 ] );
addUV( uvs[ 1 ] ); addUV( uvs[ 2 ] ); addUV( uvs[ 3 ] );
}
function addVertex( index ) {
verticesArray.push( placeholder[ index * 3 + 0 ] ); verticesArray.push( placeholder[ index * 3 + 1 ] ); verticesArray.push( placeholder[ index * 3 + 2 ] );
}
function addUV( vector2 ) {
uvArray.push( vector2.x ); uvArray.push( vector2.y );
}
}
}
ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
ExtrudeBufferGeometry.prototype.toJSON = function () {
var data = BufferGeometry.prototype.toJSON.call( this );
var shapes = this.parameters.shapes; var options = this.parameters.options;
return toJSON( shapes, options, data );
};
//
var WorldUVGenerator = {
generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
var a_x = vertices[ indexA * 3 ]; var a_y = vertices[ indexA * 3 + 1 ]; var b_x = vertices[ indexB * 3 ]; var b_y = vertices[ indexB * 3 + 1 ]; var c_x = vertices[ indexC * 3 ]; var c_y = vertices[ indexC * 3 + 1 ];
return [ new Vector2( a_x, a_y ), new Vector2( b_x, b_y ), new Vector2( c_x, c_y ) ];
},
generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
var a_x = vertices[ indexA * 3 ]; var a_y = vertices[ indexA * 3 + 1 ]; var a_z = vertices[ indexA * 3 + 2 ]; var b_x = vertices[ indexB * 3 ]; var b_y = vertices[ indexB * 3 + 1 ]; var b_z = vertices[ indexB * 3 + 2 ]; var c_x = vertices[ indexC * 3 ]; var c_y = vertices[ indexC * 3 + 1 ]; var c_z = vertices[ indexC * 3 + 2 ]; var d_x = vertices[ indexD * 3 ]; var d_y = vertices[ indexD * 3 + 1 ]; var d_z = vertices[ indexD * 3 + 2 ];
if ( Math.abs( a_y - b_y ) < 0.01 ) {
return [ new Vector2( a_x, 1 - a_z ), new Vector2( b_x, 1 - b_z ), new Vector2( c_x, 1 - c_z ), new Vector2( d_x, 1 - d_z ) ];
} else {
return [ new Vector2( a_y, 1 - a_z ), new Vector2( b_y, 1 - b_z ), new Vector2( c_y, 1 - c_z ), new Vector2( d_y, 1 - d_z ) ];
}
} };
function toJSON( shapes, options, data ) {
//
data.shapes = [];
if ( Array.isArray( shapes ) ) {
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
var shape = shapes[ i ];
data.shapes.push( shape.uuid );
}
} else {
data.shapes.push( shapes.uuid );
}
//
if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
return data;
}
/** * @author zz85 / http://www.lab4games.net/zz85/blog * @author alteredq / http://alteredqualia.com/ * * Text = 3D Text * * parameters = { * font: <THREE.Font>, // font * * size: <float>, // size of the text * height: <float>, // thickness to extrude text * curveSegments: <int>, // number of points on the curves * * bevelEnabled: <bool>, // turn on bevel * bevelThickness: <float>, // how deep into text bevel goes * bevelSize: <float> // how far from text outline is bevel * } */
// TextGeometry
function TextGeometry( text, parameters ) {
Geometry.call( this );
this.type = 'TextGeometry';
this.parameters = { text: text, parameters: parameters };
this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); this.mergeVertices();
}
TextGeometry.prototype = Object.create( Geometry.prototype ); TextGeometry.prototype.constructor = TextGeometry;
// TextBufferGeometry
function TextBufferGeometry( text, parameters ) {
parameters = parameters || {};
var font = parameters.font;
if ( ! ( font && font.isFont ) ) {
console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); return new Geometry();
}
var shapes = font.generateShapes( text, parameters.size );
// translate parameters to ExtrudeGeometry API
parameters.depth = 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;
ExtrudeBufferGeometry.call( this, shapes, parameters );
this.type = 'TextBufferGeometry';
}
TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); TextBufferGeometry.prototype.constructor = TextBufferGeometry;
/** * @author mrdoob / http://mrdoob.com/ * @author benaadams / https://twitter.com/ben_a_adams * @author Mugen87 / https://github.com/Mugen87 */
// SphereGeometry
function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
Geometry.call( this );
this.type = 'SphereGeometry';
this.parameters = { radius: radius, widthSegments: widthSegments, heightSegments: heightSegments, phiStart: phiStart, phiLength: phiLength, thetaStart: thetaStart, thetaLength: thetaLength };
this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); this.mergeVertices();
}
SphereGeometry.prototype = Object.create( Geometry.prototype ); SphereGeometry.prototype.constructor = SphereGeometry;
// SphereBufferGeometry
function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
BufferGeometry.call( this );
this.type = 'SphereBufferGeometry';
this.parameters = { radius: radius, widthSegments: widthSegments, heightSegments: heightSegments, phiStart: phiStart, phiLength: phiLength, thetaStart: thetaStart, thetaLength: thetaLength };
radius = radius || 1;
widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
phiStart = phiStart !== undefined ? phiStart : 0; phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
var thetaEnd = thetaStart + thetaLength;
var ix, iy;
var index = 0; var grid = [];
var vertex = new Vector3(); var normal = new Vector3();
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// generate vertices, normals and uvs
for ( iy = 0; iy <= heightSegments; iy ++ ) {
var verticesRow = [];
var v = iy / heightSegments;
for ( ix = 0; ix <= widthSegments; ix ++ ) {
var u = ix / widthSegments;
// vertex
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 );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.set( vertex.x, vertex.y, vertex.z ).normalize(); normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u, 1 - v );
verticesRow.push( index ++ );
}
grid.push( verticesRow );
}
// indices
for ( iy = 0; iy < heightSegments; iy ++ ) {
for ( ix = 0; ix < widthSegments; ix ++ ) {
var a = grid[ iy ][ ix + 1 ]; var b = grid[ iy ][ ix ]; var c = grid[ iy + 1 ][ ix ]; var d = grid[ iy + 1 ][ ix + 1 ];
if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
/** * @author Kaleb Murphy * @author Mugen87 / https://github.com/Mugen87 */
// RingGeometry
function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
Geometry.call( this );
this.type = 'RingGeometry';
this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength };
this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); this.mergeVertices();
}
RingGeometry.prototype = Object.create( Geometry.prototype ); RingGeometry.prototype.constructor = RingGeometry;
// RingBufferGeometry
function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
BufferGeometry.call( this );
this.type = 'RingBufferGeometry';
this.parameters = { innerRadius: innerRadius, outerRadius: outerRadius, thetaSegments: thetaSegments, phiSegments: phiSegments, thetaStart: thetaStart, thetaLength: thetaLength };
innerRadius = innerRadius || 0.5; outerRadius = outerRadius || 1;
thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// some helper variables
var segment; var radius = innerRadius; var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); var vertex = new Vector3(); var uv = new Vector2(); var j, i;
// generate vertices, normals and uvs
for ( j = 0; j <= phiSegments; j ++ ) {
for ( i = 0; i <= thetaSegments; i ++ ) {
// values are generate from the inside of the ring to the outside
segment = thetaStart + i / thetaSegments * thetaLength;
// vertex
vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, 0, 1 );
// uv
uv.x = ( vertex.x / outerRadius + 1 ) / 2; uv.y = ( vertex.y / outerRadius + 1 ) / 2;
uvs.push( uv.x, uv.y );
}
// increase the radius for next row of vertices
radius += radiusStep;
}
// indices
for ( j = 0; j < phiSegments; j ++ ) {
var thetaSegmentLevel = j * ( thetaSegments + 1 );
for ( i = 0; i < thetaSegments; i ++ ) {
segment = i + thetaSegmentLevel;
var a = segment; var b = segment + thetaSegments + 1; var c = segment + thetaSegments + 2; var d = segment + 1;
// faces
indices.push( a, b, d ); indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); RingBufferGeometry.prototype.constructor = RingBufferGeometry;
/** * @author zz85 / https://github.com/zz85 * @author bhouston / http://clara.io * @author Mugen87 / https://github.com/Mugen87 */
// LatheGeometry
function LatheGeometry( points, segments, phiStart, phiLength ) {
Geometry.call( this );
this.type = 'LatheGeometry';
this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength };
this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); this.mergeVertices();
}
LatheGeometry.prototype = Object.create( Geometry.prototype ); LatheGeometry.prototype.constructor = LatheGeometry;
// LatheBufferGeometry
function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
BufferGeometry.call( this );
this.type = 'LatheBufferGeometry';
this.parameters = { points: points, segments: segments, phiStart: phiStart, phiLength: phiLength };
segments = Math.floor( segments ) || 12; phiStart = phiStart || 0; phiLength = phiLength || Math.PI * 2;
// clamp phiLength so it's in range of [ 0, 2PI ]
phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
// buffers
var indices = []; var vertices = []; var uvs = [];
// helper variables
var base; var inverseSegments = 1.0 / segments; var vertex = new Vector3(); var uv = new Vector2(); var i, j;
// generate vertices and uvs
for ( i = 0; i <= segments; i ++ ) {
var phi = phiStart + i * inverseSegments * phiLength;
var sin = Math.sin( phi ); var cos = Math.cos( phi );
for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
// vertex
vertex.x = points[ j ].x * sin; vertex.y = points[ j ].y; vertex.z = points[ j ].x * cos;
vertices.push( vertex.x, vertex.y, vertex.z );
// uv
uv.x = i / segments; uv.y = j / ( points.length - 1 );
uvs.push( uv.x, uv.y );
}
}
// indices
for ( i = 0; i < segments; i ++ ) {
for ( j = 0; j < ( points.length - 1 ); j ++ ) {
base = j + i * points.length;
var a = base; var b = base + points.length; var c = base + points.length + 1; var d = base + 1;
// faces
indices.push( a, b, d ); indices.push( b, c, d );
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// generate normals
this.computeVertexNormals();
// if the geometry is closed, we need to average the normals along the seam. // because the corresponding vertices are identical (but still have different UVs).
if ( phiLength === Math.PI * 2 ) {
var normals = this.attributes.normal.array; var n1 = new Vector3(); var n2 = new Vector3(); var n = new Vector3();
// this is the buffer offset for the last line of vertices
base = segments * points.length * 3;
for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
// select the normal of the vertex in the first line
n1.x = normals[ j + 0 ]; n1.y = normals[ j + 1 ]; n1.z = normals[ j + 2 ];
// select the normal of the vertex in the last line
n2.x = normals[ base + j + 0 ]; n2.y = normals[ base + j + 1 ]; n2.z = normals[ base + j + 2 ];
// average normals
n.addVectors( n1, n2 ).normalize();
// assign the new values to both normals
normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
}
}
}
LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
/** * @author jonobr1 / http://jonobr1.com * @author Mugen87 / https://github.com/Mugen87 */
// ShapeGeometry
function ShapeGeometry( shapes, curveSegments ) {
Geometry.call( this );
this.type = 'ShapeGeometry';
if ( typeof curveSegments === 'object' ) {
console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
curveSegments = curveSegments.curveSegments;
}
this.parameters = { shapes: shapes, curveSegments: curveSegments };
this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); this.mergeVertices();
}
ShapeGeometry.prototype = Object.create( Geometry.prototype ); ShapeGeometry.prototype.constructor = ShapeGeometry;
ShapeGeometry.prototype.toJSON = function () {
var data = Geometry.prototype.toJSON.call( this );
var shapes = this.parameters.shapes;
return toJSON$1( shapes, data );
};
// ShapeBufferGeometry
function ShapeBufferGeometry( shapes, curveSegments ) {
BufferGeometry.call( this );
this.type = 'ShapeBufferGeometry';
this.parameters = { shapes: shapes, curveSegments: curveSegments };
curveSegments = curveSegments || 12;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// helper variables
var groupStart = 0; var groupCount = 0;
// allow single and array values for "shapes" parameter
if ( Array.isArray( shapes ) === false ) {
addShape( shapes );
} else {
for ( var i = 0; i < shapes.length; i ++ ) {
addShape( shapes[ i ] );
this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
groupStart += groupCount; groupCount = 0;
}
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
// helper functions
function addShape( shape ) {
var i, l, shapeHole;
var indexOffset = vertices.length / 3; var points = shape.extractPoints( curveSegments );
var shapeVertices = points.shape; var shapeHoles = points.holes;
// check direction of vertices
if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
shapeVertices = shapeVertices.reverse();
// also check if holes are in the opposite direction
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
shapeHole = shapeHoles[ i ];
if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
shapeHoles[ i ] = shapeHole.reverse();
}
}
}
var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
// join vertices of inner and outer paths to a single array
for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
shapeHole = shapeHoles[ i ]; shapeVertices = shapeVertices.concat( shapeHole );
}
// vertices, normals, uvs
for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
var vertex = shapeVertices[ i ];
vertices.push( vertex.x, vertex.y, 0 ); normals.push( 0, 0, 1 ); uvs.push( vertex.x, vertex.y ); // world uvs
}
// incides
for ( i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
var a = face[ 0 ] + indexOffset; var b = face[ 1 ] + indexOffset; var c = face[ 2 ] + indexOffset;
indices.push( a, b, c ); groupCount += 3;
}
}
}
ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
ShapeBufferGeometry.prototype.toJSON = function () {
var data = BufferGeometry.prototype.toJSON.call( this );
var shapes = this.parameters.shapes;
return toJSON$1( shapes, data );
};
//
function toJSON$1( shapes, data ) {
data.shapes = [];
if ( Array.isArray( shapes ) ) {
for ( var i = 0, l = shapes.length; i < l; i ++ ) {
var shape = shapes[ i ];
data.shapes.push( shape.uuid );
}
} else {
data.shapes.push( shapes.uuid );
}
return data;
}
/** * @author WestLangley / http://github.com/WestLangley * @author Mugen87 / https://github.com/Mugen87 */
function EdgesGeometry( geometry, thresholdAngle ) {
BufferGeometry.call( this );
this.type = 'EdgesGeometry';
this.parameters = { thresholdAngle: thresholdAngle };
thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
// buffer
var vertices = [];
// helper variables
var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); var edge = [ 0, 0 ], edges = {}, edge1, edge2; var key, keys = [ 'a', 'b', 'c' ];
// prepare source geometry
var geometry2;
if ( geometry.isBufferGeometry ) {
geometry2 = new Geometry(); geometry2.fromBufferGeometry( geometry );
} else {
geometry2 = geometry.clone();
}
geometry2.mergeVertices(); geometry2.computeFaceNormals();
var sourceVertices = geometry2.vertices; var faces = geometry2.faces;
// now create a data structure where each entry represents an edge with its adjoining faces
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
for ( var j = 0; j < 3; j ++ ) {
edge1 = face[ keys[ j ] ]; edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; edge[ 0 ] = Math.min( edge1, edge2 ); edge[ 1 ] = Math.max( edge1, edge2 );
key = edge[ 0 ] + ',' + edge[ 1 ];
if ( edges[ key ] === undefined ) {
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
} else {
edges[ key ].face2 = i;
}
}
}
// generate vertices
for ( key in edges ) {
var e = edges[ key ];
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
var vertex = sourceVertices[ e.index1 ]; vertices.push( vertex.x, vertex.y, vertex.z );
vertex = sourceVertices[ e.index2 ]; vertices.push( vertex.x, vertex.y, vertex.z );
}
}
// build geometry
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); EdgesGeometry.prototype.constructor = EdgesGeometry;
/** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */
// CylinderGeometry
function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
Geometry.call( this );
this.type = 'CylinderGeometry';
this.parameters = { radiusTop: radiusTop, radiusBottom: radiusBottom, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength };
this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); this.mergeVertices();
}
CylinderGeometry.prototype = Object.create( Geometry.prototype ); CylinderGeometry.prototype.constructor = CylinderGeometry;
// CylinderBufferGeometry
function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
BufferGeometry.call( this );
this.type = 'CylinderBufferGeometry';
this.parameters = { radiusTop: radiusTop, radiusBottom: radiusBottom, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength };
var scope = this;
radiusTop = radiusTop !== undefined ? radiusTop : 1; radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; height = height || 1;
radialSegments = Math.floor( radialSegments ) || 8; heightSegments = Math.floor( heightSegments ) || 1;
openEnded = openEnded !== undefined ? openEnded : false; thetaStart = thetaStart !== undefined ? thetaStart : 0.0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// helper variables
var index = 0; var indexArray = []; var halfHeight = height / 2; var groupStart = 0;
// generate geometry
generateTorso();
if ( openEnded === false ) {
if ( radiusTop > 0 ) generateCap( true ); if ( radiusBottom > 0 ) generateCap( false );
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
function generateTorso() {
var x, y; var normal = new Vector3(); var vertex = new Vector3();
var groupCount = 0;
// this will be used to calculate the normal var slope = ( radiusBottom - radiusTop ) / height;
// generate vertices, normals and uvs
for ( y = 0; y <= heightSegments; y ++ ) {
var indexRow = [];
var v = y / heightSegments;
// calculate the radius of the current row
var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
for ( x = 0; x <= radialSegments; x ++ ) {
var u = x / radialSegments;
var theta = u * thetaLength + thetaStart;
var sinTheta = Math.sin( theta ); var cosTheta = Math.cos( theta );
// vertex
vertex.x = radius * sinTheta; vertex.y = - v * height + halfHeight; vertex.z = radius * cosTheta; vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normal.set( sinTheta, slope, cosTheta ).normalize(); normals.push( normal.x, normal.y, normal.z );
// uv
uvs.push( u, 1 - v );
// save index of vertex in respective row
indexRow.push( index ++ );
}
// now save vertices of the row in our index array
indexArray.push( indexRow );
}
// generate indices
for ( x = 0; x < radialSegments; x ++ ) {
for ( y = 0; y < heightSegments; y ++ ) {
// we use the index array to access the correct indices
var a = indexArray[ y ][ x ]; var b = indexArray[ y + 1 ][ x ]; var c = indexArray[ y + 1 ][ x + 1 ]; var d = indexArray[ y ][ x + 1 ];
// faces
indices.push( a, b, d ); indices.push( b, c, d );
// update group counter
groupCount += 6;
}
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, 0 );
// calculate new start value for groups
groupStart += groupCount;
}
function generateCap( top ) {
var x, centerIndexStart, centerIndexEnd;
var uv = new Vector2(); var vertex = new Vector3();
var groupCount = 0;
var radius = ( top === true ) ? radiusTop : radiusBottom; var sign = ( top === true ) ? 1 : - 1;
// save the index of the first center vertex centerIndexStart = index;
// first we generate the center vertex data of the cap. // because the geometry needs one set of uvs per face, // we must generate a center vertex per face/segment
for ( x = 1; x <= radialSegments; x ++ ) {
// vertex
vertices.push( 0, halfHeight * sign, 0 );
// normal
normals.push( 0, sign, 0 );
// uv
uvs.push( 0.5, 0.5 );
// increase index
index ++;
}
// save the index of the last center vertex
centerIndexEnd = index;
// now we generate the surrounding vertices, normals and uvs
for ( x = 0; x <= radialSegments; x ++ ) {
var u = x / radialSegments; var theta = u * thetaLength + thetaStart;
var cosTheta = Math.cos( theta ); var sinTheta = Math.sin( theta );
// vertex
vertex.x = radius * sinTheta; vertex.y = halfHeight * sign; vertex.z = radius * cosTheta; vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, sign, 0 );
// uv
uv.x = ( cosTheta * 0.5 ) + 0.5; uv.y = ( sinTheta * 0.5 * sign ) + 0.5; uvs.push( uv.x, uv.y );
// increase index
index ++;
}
// generate indices
for ( x = 0; x < radialSegments; x ++ ) {
var c = centerIndexStart + x; var i = centerIndexEnd + x;
if ( top === true ) {
// face top
indices.push( i, i + 1, c );
} else {
// face bottom
indices.push( i + 1, i, c );
}
groupCount += 3;
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
// calculate new start value for groups
groupStart += groupCount;
}
}
CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
/** * @author abelnation / http://github.com/abelnation */
// ConeGeometry
function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
this.type = 'ConeGeometry';
this.parameters = { radius: radius, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength };
}
ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); ConeGeometry.prototype.constructor = ConeGeometry;
// ConeBufferGeometry
function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
this.type = 'ConeBufferGeometry';
this.parameters = { radius: radius, height: height, radialSegments: radialSegments, heightSegments: heightSegments, openEnded: openEnded, thetaStart: thetaStart, thetaLength: thetaLength };
}
ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
/** * @author benaadams / https://twitter.com/ben_a_adams * @author Mugen87 / https://github.com/Mugen87 * @author hughes */
// CircleGeometry
function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
Geometry.call( this );
this.type = 'CircleGeometry';
this.parameters = { radius: radius, segments: segments, thetaStart: thetaStart, thetaLength: thetaLength };
this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); this.mergeVertices();
}
CircleGeometry.prototype = Object.create( Geometry.prototype ); CircleGeometry.prototype.constructor = CircleGeometry;
// CircleBufferGeometry
function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
BufferGeometry.call( this );
this.type = 'CircleBufferGeometry';
this.parameters = { radius: radius, segments: segments, thetaStart: thetaStart, thetaLength: thetaLength };
radius = radius || 1; segments = segments !== undefined ? Math.max( 3, segments ) : 8;
thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
// buffers
var indices = []; var vertices = []; var normals = []; var uvs = [];
// helper variables
var i, s; var vertex = new Vector3(); var uv = new Vector2();
// center point
vertices.push( 0, 0, 0 ); normals.push( 0, 0, 1 ); uvs.push( 0.5, 0.5 );
for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
var segment = thetaStart + s / segments * thetaLength;
// vertex
vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment );
vertices.push( vertex.x, vertex.y, vertex.z );
// normal
normals.push( 0, 0, 1 );
// uvs
uv.x = ( vertices[ i ] / radius + 1 ) / 2; uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
uvs.push( uv.x, uv.y );
}
// indices
for ( i = 1; i <= segments; i ++ ) {
indices.push( i, i + 1, 0 );
}
// build geometry
this.setIndex( indices ); this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
var Geometries = /*#__PURE__*/Object.freeze({ WireframeGeometry: WireframeGeometry, ParametricGeometry: ParametricGeometry, ParametricBufferGeometry: ParametricBufferGeometry, TetrahedronGeometry: TetrahedronGeometry, TetrahedronBufferGeometry: TetrahedronBufferGeometry, OctahedronGeometry: OctahedronGeometry, OctahedronBufferGeometry: OctahedronBufferGeometry, IcosahedronGeometry: IcosahedronGeometry, IcosahedronBufferGeometry: IcosahedronBufferGeometry, DodecahedronGeometry: DodecahedronGeometry, DodecahedronBufferGeometry: DodecahedronBufferGeometry, PolyhedronGeometry: PolyhedronGeometry, PolyhedronBufferGeometry: PolyhedronBufferGeometry, TubeGeometry: TubeGeometry, TubeBufferGeometry: TubeBufferGeometry, TorusKnotGeometry: TorusKnotGeometry, TorusKnotBufferGeometry: TorusKnotBufferGeometry, TorusGeometry: TorusGeometry, TorusBufferGeometry: TorusBufferGeometry, TextGeometry: TextGeometry, TextBufferGeometry: TextBufferGeometry, SphereGeometry: SphereGeometry, SphereBufferGeometry: SphereBufferGeometry, RingGeometry: RingGeometry, RingBufferGeometry: RingBufferGeometry, PlaneGeometry: PlaneGeometry, PlaneBufferGeometry: PlaneBufferGeometry, LatheGeometry: LatheGeometry, LatheBufferGeometry: LatheBufferGeometry, ShapeGeometry: ShapeGeometry, ShapeBufferGeometry: ShapeBufferGeometry, ExtrudeGeometry: ExtrudeGeometry, ExtrudeBufferGeometry: ExtrudeBufferGeometry, EdgesGeometry: EdgesGeometry, ConeGeometry: ConeGeometry, ConeBufferGeometry: ConeBufferGeometry, CylinderGeometry: CylinderGeometry, CylinderBufferGeometry: CylinderBufferGeometry, CircleGeometry: CircleGeometry, CircleBufferGeometry: CircleBufferGeometry, BoxGeometry: BoxGeometry, BoxBufferGeometry: BoxBufferGeometry });
/** * @author mrdoob / http://mrdoob.com/ * * parameters = { * color: <THREE.Color> * } */
function ShadowMaterial( parameters ) {
Material.call( this );
this.type = 'ShadowMaterial';
this.color = new Color( 0x000000 ); this.transparent = true;
this.setValues( parameters );
}
ShadowMaterial.prototype = Object.create( Material.prototype ); ShadowMaterial.prototype.constructor = ShadowMaterial;
ShadowMaterial.prototype.isShadowMaterial = true;
ShadowMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
return this;
};
/** * @author mrdoob / http://mrdoob.com/ */
function RawShaderMaterial( parameters ) {
ShaderMaterial.call( this, parameters );
this.type = 'RawShaderMaterial';
}
RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); RawShaderMaterial.prototype.constructor = RawShaderMaterial;
RawShaderMaterial.prototype.isRawShaderMaterial = true;
/** * @author WestLangley / http://github.com/WestLangley * * parameters = { * color: <hex>, * roughness: <float>, * metalness: <float>, * opacity: <float>, * * map: new THREE.Texture( <Image> ), * * lightMap: new THREE.Texture( <Image> ), * lightMapIntensity: <float> * * aoMap: new THREE.Texture( <Image> ), * aoMapIntensity: <float> * * emissive: <hex>, * emissiveIntensity: <float> * emissiveMap: new THREE.Texture( <Image> ), * * bumpMap: new THREE.Texture( <Image> ), * bumpScale: <float>, * * normalMap: new THREE.Texture( <Image> ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: <Vector2>, * * displacementMap: new THREE.Texture( <Image> ), * displacementScale: <float>, * displacementBias: <float>, * * roughnessMap: new THREE.Texture( <Image> ), * * metalnessMap: new THREE.Texture( <Image> ), * * alphaMap: new THREE.Texture( <Image> ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * envMapIntensity: <float> * * refractionRatio: <float>, * * wireframe: <boolean>, * wireframeLinewidth: <float>, * * skinning: <bool>, * morphTargets: <bool>, * morphNormals: <bool> * } */
function MeshStandardMaterial( parameters ) {
Material.call( this );
this.defines = { 'STANDARD': };
this.type = 'MeshStandardMaterial';
this.color = new Color( 0xffffff ); // diffuse this.roughness = 0.5; this.metalness = 0.5;
this.map = null;
this.lightMap = null; this.lightMapIntensity = 1.0;
this.aoMap = null; this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 ); this.emissiveIntensity = 1.0; this.emissiveMap = null;
this.bumpMap = null; this.bumpScale = 1;
this.normalMap = null; this.normalMapType = TangentSpaceNormalMap; this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0;
this.roughnessMap = null;
this.metalnessMap = null;
this.alphaMap = null;
this.envMap = null; this.envMapIntensity = 1.0;
this.refractionRatio = 0.98;
this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round';
this.skinning = false; this.morphTargets = false; this.morphNormals = false;
this.setValues( parameters );
}
MeshStandardMaterial.prototype = Object.create( Material.prototype ); MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
MeshStandardMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.defines = { 'STANDARD': };
this.color.copy( source.color ); this.roughness = source.roughness; this.metalness = source.metalness;
this.map = source.map;
this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap; this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap; this.normalMapType = source.normalMapType; this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias;
this.roughnessMap = source.roughnessMap;
this.metalnessMap = source.metalnessMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap; this.envMapIntensity = source.envMapIntensity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals;
return this;
};
/** * @author WestLangley / http://github.com/WestLangley * * parameters = { * reflectivity: <float> * } */
function MeshPhysicalMaterial( parameters ) {
MeshStandardMaterial.call( this );
this.defines = { 'PHYSICAL': };
this.type = 'MeshPhysicalMaterial';
this.reflectivity = 0.5; // maps to F0 = 0.04
this.clearCoat = 0.0; this.clearCoatRoughness = 0.0;
this.setValues( parameters );
}
MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
MeshPhysicalMaterial.prototype.copy = function ( source ) {
MeshStandardMaterial.prototype.copy.call( this, source );
this.defines = { 'PHYSICAL': };
this.reflectivity = source.reflectivity;
this.clearCoat = source.clearCoat; this.clearCoatRoughness = source.clearCoatRoughness;
return this;
};
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: <hex>, * specular: <hex>, * shininess: <float>, * opacity: <float>, * * map: new THREE.Texture( <Image> ), * * lightMap: new THREE.Texture( <Image> ), * lightMapIntensity: <float> * * aoMap: new THREE.Texture( <Image> ), * aoMapIntensity: <float> * * emissive: <hex>, * emissiveIntensity: <float> * emissiveMap: new THREE.Texture( <Image> ), * * bumpMap: new THREE.Texture( <Image> ), * bumpScale: <float>, * * normalMap: new THREE.Texture( <Image> ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: <Vector2>, * * displacementMap: new THREE.Texture( <Image> ), * displacementScale: <float>, * displacementBias: <float>, * * specularMap: new THREE.Texture( <Image> ), * * alphaMap: new THREE.Texture( <Image> ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: <float>, * refractionRatio: <float>, * * wireframe: <boolean>, * wireframeLinewidth: <float>, * * skinning: <bool>, * morphTargets: <bool>, * morphNormals: <bool> * } */
function MeshPhongMaterial( parameters ) {
Material.call( this );
this.type = 'MeshPhongMaterial';
this.color = new Color( 0xffffff ); // diffuse this.specular = new Color( 0x111111 ); this.shininess = 30;
this.map = null;
this.lightMap = null; this.lightMapIntensity = 1.0;
this.aoMap = null; this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 ); this.emissiveIntensity = 1.0; this.emissiveMap = null;
this.bumpMap = null; this.bumpScale = 1;
this.normalMap = null; this.normalMapType = TangentSpaceNormalMap; this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null; this.combine = MultiplyOperation; this.reflectivity = 1; this.refractionRatio = 0.98;
this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round';
this.skinning = false; this.morphTargets = false; this.morphNormals = false;
this.setValues( parameters );
}
MeshPhongMaterial.prototype = Object.create( Material.prototype ); MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
MeshPhongMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color ); this.specular.copy( source.specular ); this.shininess = source.shininess;
this.map = source.map;
this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap; this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap; this.normalMapType = source.normalMapType; this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap; this.combine = source.combine; this.reflectivity = source.reflectivity; this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals;
return this;
};
/** * @author takahirox / http://github.com/takahirox * * parameters = { * gradientMap: new THREE.Texture( <Image> ) * } */
function MeshToonMaterial( parameters ) {
MeshPhongMaterial.call( this );
this.defines = { 'TOON': };
this.type = 'MeshToonMaterial';
this.gradientMap = null;
this.setValues( parameters );
}
MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); MeshToonMaterial.prototype.constructor = MeshToonMaterial;
MeshToonMaterial.prototype.isMeshToonMaterial = true;
MeshToonMaterial.prototype.copy = function ( source ) {
MeshPhongMaterial.prototype.copy.call( this, source );
this.gradientMap = source.gradientMap;
return this;
};
/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * * parameters = { * opacity: <float>, * * bumpMap: new THREE.Texture( <Image> ), * bumpScale: <float>, * * normalMap: new THREE.Texture( <Image> ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: <Vector2>, * * displacementMap: new THREE.Texture( <Image> ), * displacementScale: <float>, * displacementBias: <float>, * * wireframe: <boolean>, * wireframeLinewidth: <float> * * skinning: <bool>, * morphTargets: <bool>, * morphNormals: <bool> * } */
function MeshNormalMaterial( parameters ) {
Material.call( this );
this.type = 'MeshNormalMaterial';
this.bumpMap = null; this.bumpScale = 1;
this.normalMap = null; this.normalMapType = TangentSpaceNormalMap; this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0;
this.wireframe = false; this.wireframeLinewidth = 1;
this.fog = false; this.lights = false;
this.skinning = false; this.morphTargets = false; this.morphNormals = false;
this.setValues( parameters );
}
MeshNormalMaterial.prototype = Object.create( Material.prototype ); MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
MeshNormalMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.bumpMap = source.bumpMap; this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap; this.normalMapType = source.normalMapType; this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth;
this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals;
return this;
};
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: <hex>, * opacity: <float>, * * map: new THREE.Texture( <Image> ), * * lightMap: new THREE.Texture( <Image> ), * lightMapIntensity: <float> * * aoMap: new THREE.Texture( <Image> ), * aoMapIntensity: <float> * * emissive: <hex>, * emissiveIntensity: <float> * emissiveMap: new THREE.Texture( <Image> ), * * specularMap: new THREE.Texture( <Image> ), * * alphaMap: new THREE.Texture( <Image> ), * * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: <float>, * refractionRatio: <float>, * * wireframe: <boolean>, * wireframeLinewidth: <float>, * * skinning: <bool>, * morphTargets: <bool>, * morphNormals: <bool> * } */
function MeshLambertMaterial( parameters ) {
Material.call( this );
this.type = 'MeshLambertMaterial';
this.color = new Color( 0xffffff ); // diffuse
this.map = null;
this.lightMap = null; this.lightMapIntensity = 1.0;
this.aoMap = null; this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 ); this.emissiveIntensity = 1.0; this.emissiveMap = null;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null; this.combine = MultiplyOperation; this.reflectivity = 1; this.refractionRatio = 0.98;
this.wireframe = false; this.wireframeLinewidth = 1; this.wireframeLinecap = 'round'; this.wireframeLinejoin = 'round';
this.skinning = false; this.morphTargets = false; this.morphNormals = false;
this.setValues( parameters );
}
MeshLambertMaterial.prototype = Object.create( Material.prototype ); MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
MeshLambertMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.map = source.map;
this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap; this.combine = source.combine; this.reflectivity = source.reflectivity; this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals;
return this;
};
/** * @author WestLangley / http://github.com/WestLangley * * parameters = { * color: <hex>, * opacity: <float>, * * matcap: new THREE.Texture( <Image> ), * * map: new THREE.Texture( <Image> ), * * bumpMap: new THREE.Texture( <Image> ), * bumpScale: <float>, * * normalMap: new THREE.Texture( <Image> ), * normalMapType: THREE.TangentSpaceNormalMap, * normalScale: <Vector2>, * * displacementMap: new THREE.Texture( <Image> ), * displacementScale: <float>, * displacementBias: <float>, * * alphaMap: new THREE.Texture( <Image> ), * * skinning: <bool>, * morphTargets: <bool>, * morphNormals: <bool> * } */
function MeshMatcapMaterial( parameters ) {
Material.call( this );
this.defines = { 'MATCAP': };
this.type = 'MeshMatcapMaterial';
this.color = new Color( 0xffffff ); // diffuse
this.matcap = null;
this.map = null;
this.bumpMap = null; this.bumpScale = 1;
this.normalMap = null; this.normalMapType = TangentSpaceNormalMap; this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null; this.displacementScale = 1; this.displacementBias = 0;
this.alphaMap = null;
this.skinning = false; this.morphTargets = false; this.morphNormals = false;
this.lights = false;
this.setValues( parameters );
// a matcap is required
if ( this.matcap === null ) {
var canvas = document.createElement( 'canvas' ); canvas.width = 1; canvas.height = 1;
var context = canvas.getContext( '2d' );
context.fillStyle = '#fff'; context.fillRect( 0, 0, 1, 1 );
this.matcap = new THREE.CanvasTexture( canvas );
}
}
MeshMatcapMaterial.prototype = Object.create( Material.prototype ); MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
MeshMatcapMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.defines = { 'MATCAP': };
this.color.copy( source.color );
this.matcap = source.matcap;
this.map = source.map;
this.bumpMap = source.bumpMap; this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap; this.normalMapType = source.normalMapType; this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap; this.displacementScale = source.displacementScale; this.displacementBias = source.displacementBias;
this.alphaMap = source.alphaMap;
this.skinning = source.skinning; this.morphTargets = source.morphTargets; this.morphNormals = source.morphNormals;
return this;
};
/** * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: <hex>, * opacity: <float>, * * linewidth: <float>, * * scale: <float>, * dashSize: <float>, * gapSize: <float> * } */
function LineDashedMaterial( parameters ) {
LineBasicMaterial.call( this );
this.type = 'LineDashedMaterial';
this.scale = 1; this.dashSize = 3; this.gapSize = 1;
this.setValues( parameters );
}
LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); LineDashedMaterial.prototype.constructor = LineDashedMaterial;
LineDashedMaterial.prototype.isLineDashedMaterial = true;
LineDashedMaterial.prototype.copy = function ( source ) {
LineBasicMaterial.prototype.copy.call( this, source );
this.scale = source.scale; this.dashSize = source.dashSize; this.gapSize = source.gapSize;
return this;
};
var Materials = /*#__PURE__*/Object.freeze({ ShadowMaterial: ShadowMaterial, SpriteMaterial: SpriteMaterial, RawShaderMaterial: RawShaderMaterial, ShaderMaterial: ShaderMaterial, PointsMaterial: PointsMaterial, MeshPhysicalMaterial: MeshPhysicalMaterial, MeshStandardMaterial: MeshStandardMaterial, MeshPhongMaterial: MeshPhongMaterial, MeshToonMaterial: MeshToonMaterial, MeshNormalMaterial: MeshNormalMaterial, MeshLambertMaterial: MeshLambertMaterial, MeshDepthMaterial: MeshDepthMaterial, MeshDistanceMaterial: MeshDistanceMaterial, MeshBasicMaterial: MeshBasicMaterial, MeshMatcapMaterial: MeshMatcapMaterial, LineDashedMaterial: LineDashedMaterial, LineBasicMaterial: LineBasicMaterial, Material: Material });
/** * @author mrdoob / http://mrdoob.com/ */
var Cache = {
enabled: false,
files: {},
add: function ( key, file ) {
if ( this.enabled === false ) return;
// console.log( 'THREE.Cache', 'Adding key:', key );
this.files[ key ] = file;
},
get: function ( key ) {
if ( this.enabled === false ) return;
// console.log( 'THREE.Cache', 'Checking key:', key );
return this.files[ key ];
},
remove: function ( key ) {
delete this.files[ key ];
},
clear: function () {
this.files = {};
}
};
/** * @author mrdoob / http://mrdoob.com/ */
function LoadingManager( onLoad, onProgress, onError ) {
var scope = this;
var isLoading = false; var itemsLoaded = 0; var itemsTotal = 0; var urlModifier = undefined;
// Refer to #5689 for the reason why we don't set .onStart // in the constructor
this.onStart = undefined; this.onLoad = onLoad; this.onProgress = onProgress; this.onError = onError;
this.itemStart = function ( url ) {
itemsTotal ++;
if ( isLoading === false ) {
if ( scope.onStart !== undefined ) {
scope.onStart( url, itemsLoaded, itemsTotal );
}
}
isLoading = true;
};
this.itemEnd = function ( url ) {
itemsLoaded ++;
if ( scope.onProgress !== undefined ) {
scope.onProgress( url, itemsLoaded, itemsTotal );
}
if ( itemsLoaded === itemsTotal ) {
isLoading = false;
if ( scope.onLoad !== undefined ) {
scope.onLoad();
}
}
};
this.itemError = function ( url ) {
if ( scope.onError !== undefined ) {
scope.onError( url );
}
};
this.resolveURL = function ( url ) {
if ( urlModifier ) {
return urlModifier( url );
}
return url;
};
this.setURLModifier = function ( transform ) {
urlModifier = transform; return this;
};
}
var DefaultLoadingManager = new LoadingManager();
/** * @author mrdoob / http://mrdoob.com/ */
var loading = {};
function FileLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
}
Object.assign( FileLoader.prototype, {
load: function ( url, onLoad, onProgress, onError ) {
if ( url === undefined ) url = ;
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
var scope = this;
var cached = Cache.get( url );
if ( cached !== undefined ) {
scope.manager.itemStart( url );
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
return cached;
}
// Check if request is duplicate
if ( loading[ url ] !== undefined ) {
loading[ url ].push( {
onLoad: onLoad, onProgress: onProgress, onError: onError
} );
return;
}
// Check for data: URI var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; var dataUriRegexResult = url.match( dataUriRegex );
// Safari can not handle Data URIs through XMLHttpRequest so process manually if ( dataUriRegexResult ) {
var mimeType = dataUriRegexResult[ 1 ]; var isBase64 = !! dataUriRegexResult[ 2 ]; var data = dataUriRegexResult[ 3 ];
data = window.decodeURIComponent( data );
if ( isBase64 ) data = window.atob( data );
try {
var response; var responseType = ( this.responseType || ).toLowerCase();
switch ( responseType ) {
case 'arraybuffer': case 'blob':
var view = new Uint8Array( data.length );
for ( var i = 0; i < data.length; i ++ ) {
view[ i ] = data.charCodeAt( i );
}
if ( responseType === 'blob' ) {
response = new Blob( [ view.buffer ], { type: mimeType } );
} else {
response = view.buffer;
}
break;
case 'document':
var parser = new DOMParser(); response = parser.parseFromString( data, mimeType );
break;
case 'json':
response = JSON.parse( data );
break;
default: // 'text' or other
response = data;
break;
}
// Wait for next browser tick like standard XMLHttpRequest event dispatching does window.setTimeout( function () {
if ( onLoad ) onLoad( response );
scope.manager.itemEnd( url );
}, 0 );
} catch ( error ) {
// Wait for next browser tick like standard XMLHttpRequest event dispatching does window.setTimeout( function () {
if ( onError ) onError( error );
scope.manager.itemEnd( url ); scope.manager.itemError( url );
}, 0 );
}
} else {
// Initialise array for duplicate requests
loading[ url ] = [];
loading[ url ].push( {
onLoad: onLoad, onProgress: onProgress, onError: onError
} );
var request = new XMLHttpRequest();
request.open( 'GET', url, true );
request.addEventListener( 'load', function ( event ) {
var response = this.response;
Cache.add( url, response );
var callbacks = loading[ url ];
delete loading[ url ];
if ( this.status === 200 || this.status === 0 ) {
// Some browsers return HTTP Status 0 when using non-http protocol // e.g. 'file://' or 'data://'. Handle as success.
if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
var callback = callbacks[ i ]; if ( callback.onLoad ) callback.onLoad( response );
}
scope.manager.itemEnd( url );
} else {
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
var callback = callbacks[ i ]; if ( callback.onError ) callback.onError( event );
}
scope.manager.itemEnd( url ); scope.manager.itemError( url );
}
}, false );
request.addEventListener( 'progress', function ( event ) {
var callbacks = loading[ url ];
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
var callback = callbacks[ i ]; if ( callback.onProgress ) callback.onProgress( event );
}
}, false );
request.addEventListener( 'error', function ( event ) {
var callbacks = loading[ url ];
delete loading[ url ];
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
var callback = callbacks[ i ]; if ( callback.onError ) callback.onError( event );
}
scope.manager.itemEnd( url ); scope.manager.itemError( url );
}, false );
request.addEventListener( 'abort', function ( event ) {
var callbacks = loading[ url ];
delete loading[ url ];
for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
var callback = callbacks[ i ]; if ( callback.onError ) callback.onError( event );
}
scope.manager.itemEnd( url ); scope.manager.itemError( url );
}, false );
if ( this.responseType !== undefined ) request.responseType = this.responseType; if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
for ( var header in this.requestHeader ) {
request.setRequestHeader( header, this.requestHeader[ header ] );
}
request.send( null );
}
scope.manager.itemStart( url );
return request;
},
setPath: function ( value ) {
this.path = value; return this;
},
setResponseType: function ( value ) {
this.responseType = value; return this;
},
setWithCredentials: function ( value ) {
this.withCredentials = value; return this;
},
setMimeType: function ( value ) {
this.mimeType = value; return this;
},
setRequestHeader: function ( value ) {
this.requestHeader = value; return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * * Abstract Base class to block based textures loader (dds, pvr, ...) */
function CompressedTextureLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
// override in sub classes this._parser = null;
}
Object.assign( CompressedTextureLoader.prototype, {
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var images = [];
var texture = new CompressedTexture(); texture.image = images;
var loader = new FileLoader( this.manager ); loader.setPath( this.path ); loader.setResponseType( 'arraybuffer' );
function loadTexture( i ) {
loader.load( url[ i ], function ( buffer ) {
var texDatas = scope._parser( buffer, true );
images[ i ] = { width: texDatas.width, height: texDatas.height, format: texDatas.format, mipmaps: texDatas.mipmaps };
loaded += 1;
if ( loaded === 6 ) {
if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
texture.format = texDatas.format; texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}
}, onProgress, onError );
}
if ( Array.isArray( url ) ) {
var loaded = 0;
for ( var i = 0, il = url.length; i < il; ++ i ) {
loadTexture( i );
}
} else {
// compressed cubemap texture stored in a single DDS file
loader.load( url, function ( buffer ) {
var texDatas = scope._parser( buffer, true );
if ( texDatas.isCubemap ) {
var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
for ( var f = 0; f < faces; f ++ ) {
images[ f ] = { mipmaps: [] };
for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); images[ f ].format = texDatas.format; images[ f ].width = texDatas.width; images[ f ].height = texDatas.height;
}
}
} else {
texture.image.width = texDatas.width; texture.image.height = texDatas.height; texture.mipmaps = texDatas.mipmaps;
}
if ( texDatas.mipmapCount === 1 ) {
texture.minFilter = LinearFilter;
}
texture.format = texDatas.format; texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}, onProgress, onError );
}
return texture;
},
setPath: function ( value ) {
this.path = value; return this;
}
} );
/** * @author Nikos M. / https://github.com/foo123/ * * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) */
function DataTextureLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
// override in sub classes this._parser = null;
}
Object.assign( DataTextureLoader.prototype, {
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var texture = new DataTexture();
var loader = new FileLoader( this.manager ); loader.setResponseType( 'arraybuffer' );
loader.load( url, function ( buffer ) {
var texData = scope._parser( buffer );
if ( ! texData ) return;
if ( undefined !== texData.image ) {
texture.image = texData.image;
} else if ( undefined !== texData.data ) {
texture.image.width = texData.width; texture.image.height = texData.height; texture.image.data = texData.data;
}
texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;
texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;
texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
if ( undefined !== texData.format ) {
texture.format = texData.format;
} if ( undefined !== texData.type ) {
texture.type = texData.type;
}
if ( undefined !== texData.mipmaps ) {
texture.mipmaps = texData.mipmaps;
}
if ( 1 === texData.mipmapCount ) {
texture.minFilter = LinearFilter;
}
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture, texData );
}, onProgress, onError );
return texture;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function ImageLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
}
Object.assign( ImageLoader.prototype, {
crossOrigin: 'anonymous',
load: function ( url, onLoad, onProgress, onError ) {
if ( url === undefined ) url = ;
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
var scope = this;
var cached = Cache.get( url );
if ( cached !== undefined ) {
scope.manager.itemStart( url );
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
return cached;
}
var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
function onImageLoad() {
image.removeEventListener( 'load', onImageLoad, false ); image.removeEventListener( 'error', onImageError, false );
Cache.add( url, this );
if ( onLoad ) onLoad( this );
scope.manager.itemEnd( url );
}
function onImageError( event ) {
image.removeEventListener( 'load', onImageLoad, false ); image.removeEventListener( 'error', onImageError, false );
if ( onError ) onError( event );
scope.manager.itemEnd( url ); scope.manager.itemError( url );
}
image.addEventListener( 'load', onImageLoad, false ); image.addEventListener( 'error', onImageError, false );
if ( url.substr( 0, 5 ) !== 'data:' ) {
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
}
scope.manager.itemStart( url );
image.src = url;
return image;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value; return this;
},
setPath: function ( value ) {
this.path = value; return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function CubeTextureLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
}
Object.assign( CubeTextureLoader.prototype, {
crossOrigin: 'anonymous',
load: function ( urls, onLoad, onProgress, onError ) {
var texture = new CubeTexture();
var loader = new ImageLoader( this.manager ); loader.setCrossOrigin( this.crossOrigin ); loader.setPath( this.path );
var loaded = 0;
function loadTexture( i ) {
loader.load( urls[ i ], function ( image ) {
texture.images[ i ] = image;
loaded ++;
if ( loaded === 6 ) {
texture.needsUpdate = true;
if ( onLoad ) onLoad( texture );
}
}, undefined, onError );
}
for ( var i = 0; i < urls.length; ++ i ) {
loadTexture( i );
}
return texture;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value; return this;
},
setPath: function ( value ) {
this.path = value; return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function TextureLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
}
Object.assign( TextureLoader.prototype, {
crossOrigin: 'anonymous',
load: function ( url, onLoad, onProgress, onError ) {
var texture = new Texture();
var loader = new ImageLoader( this.manager ); loader.setCrossOrigin( this.crossOrigin ); loader.setPath( this.path );
loader.load( url, function ( image ) {
texture.image = image;
// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. var isJPEG = url.search( /\.jpe?g$/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
texture.format = isJPEG ? RGBFormat : RGBAFormat; texture.needsUpdate = true;
if ( onLoad !== undefined ) {
onLoad( texture );
}
}, onProgress, onError );
return texture;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value; return this;
},
setPath: function ( value ) {
this.path = value; return this;
}
} );
/** * @author zz85 / http://www.lab4games.net/zz85/blog * Extensible curve object * * Some common of curve methods: * .getPoint( t, optionalTarget ), .getTangent( t ) * .getPointAt( u, optionalTarget ), .getTangentAt( u ) * .getPoints(), .getSpacedPoints() * .getLength() * .updateArcLengths() * * This following curves inherit from THREE.Curve: * * -- 2D curves -- * THREE.ArcCurve * THREE.CubicBezierCurve * THREE.EllipseCurve * THREE.LineCurve * THREE.QuadraticBezierCurve * THREE.SplineCurve * * -- 3D curves -- * THREE.CatmullRomCurve3 * THREE.CubicBezierCurve3 * THREE.LineCurve3 * THREE.QuadraticBezierCurve3 * * A series of curves can be represented as a THREE.CurvePath. * **/
/************************************************************** * Abstract Curve base class **************************************************************/
function Curve() {
this.type = 'Curve';
this.arcLengthDivisions = 200;
}
Object.assign( Curve.prototype, {
// Virtual base class method to overwrite and implement in subclasses // - t [0 .. 1]
getPoint: function ( /* t, optionalTarget */ ) {
console.warn( 'THREE.Curve: .getPoint() not implemented.' ); return null;
},
// Get point at relative position in curve according to arc length // - u [0 .. 1]
getPointAt: function ( u, optionalTarget ) {
var t = this.getUtoTmapping( u ); return this.getPoint( t, optionalTarget );
},
// Get sequence of points using getPoint( t )
getPoints: function ( divisions ) {
if ( divisions === undefined ) divisions = 5;
var points = [];
for ( var d = 0; d <= divisions; d ++ ) {
points.push( this.getPoint( d / divisions ) );
}
return points;
},
// Get sequence of points using getPointAt( u )
getSpacedPoints: function ( divisions ) {
if ( divisions === undefined ) divisions = 5;
var points = [];
for ( var d = 0; d <= divisions; d ++ ) {
points.push( this.getPointAt( d / divisions ) );
}
return points;
},
// Get total curve arc length
getLength: function () {
var lengths = this.getLengths(); return lengths[ lengths.length - 1 ];
},
// Get list of cumulative segment lengths
getLengths: function ( divisions ) {
if ( divisions === undefined ) divisions = this.arcLengthDivisions;
if ( this.cacheArcLengths && ( this.cacheArcLengths.length === divisions + 1 ) && ! this.needsUpdate ) {
return this.cacheArcLengths;
}
this.needsUpdate = false;
var cache = []; var current, last = this.getPoint( 0 ); var p, sum = 0;
cache.push( 0 );
for ( p = 1; p <= divisions; p ++ ) {
current = this.getPoint( p / divisions ); sum += current.distanceTo( last ); cache.push( sum ); last = current;
}
this.cacheArcLengths = cache;
return cache; // { sums: cache, sum: sum }; Sum is in the last element.
},
updateArcLengths: function () {
this.needsUpdate = true; this.getLengths();
},
// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
getUtoTmapping: function ( u, distance ) {
var arcLengths = this.getLengths();
var i = 0, il = arcLengths.length;
var targetArcLength; // The targeted u distance value to get
if ( distance ) {
targetArcLength = distance;
} else {
targetArcLength = u * arcLengths[ il - 1 ];
}
// binary search for the index with largest value smaller than target u distance
var low = 0, high = il - 1, comparison;
while ( low <= high ) {
i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
comparison = arcLengths[ i ] - targetArcLength;
if ( comparison < 0 ) {
low = i + 1;
} else if ( comparison > 0 ) {
high = i - 1;
} else {
high = i; break;
// DONE
}
}
i = high;
if ( arcLengths[ i ] === targetArcLength ) {
return i / ( il - 1 );
}
// we could get finer grain at lengths, or use simple interpolation between two points
var lengthBefore = arcLengths[ i ]; var lengthAfter = arcLengths[ i + 1 ];
var segmentLength = lengthAfter - lengthBefore;
// determine where we are between the 'before' and 'after' points
var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
// add that fractional amount to t
var t = ( i + segmentFraction ) / ( il - 1 );
return t;
},
// Returns a unit vector tangent at t // In case any sub curve does not implement its tangent derivation, // 2 points a small delta apart will be used to find its gradient // which seems to give a reasonable approximation
getTangent: function ( t ) {
var delta = 0.0001; var t1 = t - delta; var t2 = t + delta;
// Capping in case of danger
if ( t1 < 0 ) t1 = 0; if ( t2 > 1 ) t2 = 1;
var pt1 = this.getPoint( t1 ); var pt2 = this.getPoint( t2 );
var vec = pt2.clone().sub( pt1 ); return vec.normalize();
},
getTangentAt: function ( u ) {
var t = this.getUtoTmapping( u ); return this.getTangent( t );
},
computeFrenetFrames: function ( segments, closed ) {
// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
var normal = new Vector3();
var tangents = []; var normals = []; var binormals = [];
var vec = new Vector3(); var mat = new Matrix4();
var i, u, theta;
// compute the tangent vectors for each segment on the curve
for ( i = 0; i <= segments; i ++ ) {
u = i / segments;
tangents[ i ] = this.getTangentAt( u ); tangents[ i ].normalize();
}
// select an initial normal vector perpendicular to the first tangent vector, // and in the direction of the minimum tangent xyz component
normals[ 0 ] = new Vector3(); binormals[ 0 ] = new Vector3(); var min = Number.MAX_VALUE; var tx = Math.abs( tangents[ 0 ].x ); var ty = Math.abs( tangents[ 0 ].y ); var tz = Math.abs( tangents[ 0 ].z );
if ( tx <= min ) {
min = tx; normal.set( 1, 0, 0 );
}
if ( ty <= min ) {
min = ty; normal.set( 0, 1, 0 );
}
if ( tz <= min ) {
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 curve
for ( i = 1; i <= segments; i ++ ) {
normals[ i ] = normals[ i - 1 ].clone();
binormals[ i ] = binormals[ i - 1 ].clone();
vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
if ( vec.length() > Number.EPSILON ) {
vec.normalize();
theta = Math.acos( _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 === true ) {
theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); theta /= segments;
if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
theta = - theta;
}
for ( i = 1; i <= segments; i ++ ) {
// twist a little... normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
}
}
return { tangents: tangents, normals: normals, binormals: binormals };
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( source ) {
this.arcLengthDivisions = source.arcLengthDivisions;
return this;
},
toJSON: function () {
var data = { metadata: { version: 4.5, type: 'Curve', generator: 'Curve.toJSON' } };
data.arcLengthDivisions = this.arcLengthDivisions; data.type = this.type;
return data;
},
fromJSON: function ( json ) {
this.arcLengthDivisions = json.arcLengthDivisions;
return this;
}
} );
function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
Curve.call( this );
this.type = 'EllipseCurve';
this.aX = aX || 0; this.aY = aY || 0;
this.xRadius = xRadius || 1; this.yRadius = yRadius || 1;
this.aStartAngle = aStartAngle || 0; this.aEndAngle = aEndAngle || 2 * Math.PI;
this.aClockwise = aClockwise || false;
this.aRotation = aRotation || 0;
}
EllipseCurve.prototype = Object.create( Curve.prototype ); EllipseCurve.prototype.constructor = EllipseCurve;
EllipseCurve.prototype.isEllipseCurve = true;
EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector2();
var twoPi = Math.PI * 2; var deltaAngle = this.aEndAngle - this.aStartAngle; var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
// ensures that deltaAngle is 0 .. 2 PI while ( deltaAngle < 0 ) deltaAngle += twoPi; while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
if ( deltaAngle < Number.EPSILON ) {
if ( samePoints ) {
deltaAngle = 0;
} else {
deltaAngle = twoPi;
}
}
if ( this.aClockwise === true && ! samePoints ) {
if ( deltaAngle === twoPi ) {
deltaAngle = - twoPi;
} else {
deltaAngle = deltaAngle - twoPi;
}
}
var angle = this.aStartAngle + t * deltaAngle; var x = this.aX + this.xRadius * Math.cos( angle ); var y = this.aY + this.yRadius * Math.sin( angle );
if ( this.aRotation !== 0 ) {
var cos = Math.cos( this.aRotation ); var sin = Math.sin( this.aRotation );
var tx = x - this.aX; var ty = y - this.aY;
// Rotate the point about the center of the ellipse. x = tx * cos - ty * sin + this.aX; y = tx * sin + ty * cos + this.aY;
}
return point.set( x, y );
};
EllipseCurve.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.aX = source.aX; this.aY = source.aY;
this.xRadius = source.xRadius; this.yRadius = source.yRadius;
this.aStartAngle = source.aStartAngle; this.aEndAngle = source.aEndAngle;
this.aClockwise = source.aClockwise;
this.aRotation = source.aRotation;
return this;
};
EllipseCurve.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.aX = this.aX; data.aY = this.aY;
data.xRadius = this.xRadius; data.yRadius = this.yRadius;
data.aStartAngle = this.aStartAngle; data.aEndAngle = this.aEndAngle;
data.aClockwise = this.aClockwise;
data.aRotation = this.aRotation;
return data;
};
EllipseCurve.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.aX = json.aX; this.aY = json.aY;
this.xRadius = json.xRadius; this.yRadius = json.yRadius;
this.aStartAngle = json.aStartAngle; this.aEndAngle = json.aEndAngle;
this.aClockwise = json.aClockwise;
this.aRotation = json.aRotation;
return this;
};
function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
this.type = 'ArcCurve';
}
ArcCurve.prototype = Object.create( EllipseCurve.prototype ); ArcCurve.prototype.constructor = ArcCurve;
ArcCurve.prototype.isArcCurve = true;
/** * @author zz85 https://github.com/zz85 * * Centripetal CatmullRom Curve - which is useful for avoiding * cusps and self-intersections in non-uniform catmull rom curves. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf * * curve.type accepts centripetal(default), chordal and catmullrom * curve.tension is used for catmullrom which defaults to 0.5 */
/*
Based on an optimized c++ solution in
- http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
- http://ideone.com/NoEbVM
This CubicPoly class could be used for reusing some variables and calculations, but for three.js curve use, it could be possible inlined and flatten into a single function call which can be placed in CurveUtils. */
function CubicPoly() {
var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
/* * Compute coefficients for a cubic polynomial * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 * such that * p(0) = x0, p(1) = x1 * and * p'(0) = t0, p'(1) = t1. */ function init( x0, x1, t0, t1 ) {
c0 = x0; c1 = t0; c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; c3 = 2 * x0 - 2 * x1 + t0 + t1;
}
return {
initCatmullRom: function ( x0, x1, x2, x3, tension ) {
init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
},
initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
// compute tangents when parameterized in [t1,t2] var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
// rescale tangents for parametrization in [0,1] t1 *= dt1; t2 *= dt1;
init( x1, x2, t1, t2 );
},
calc: function ( t ) {
var t2 = t * t; var t3 = t2 * t; return c0 + c1 * t + c2 * t2 + c3 * t3;
}
};
}
//
var tmp = new Vector3(); var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
function CatmullRomCurve3( points, closed, curveType, tension ) {
Curve.call( this );
this.type = 'CatmullRomCurve3';
this.points = points || []; this.closed = closed || false; this.curveType = curveType || 'centripetal'; this.tension = tension || 0.5;
}
CatmullRomCurve3.prototype = Object.create( Curve.prototype ); CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector3();
var points = this.points; var l = points.length;
var p = ( l - ( this.closed ? 0 : 1 ) ) * t; var intPoint = Math.floor( p ); var weight = p - intPoint;
if ( this.closed ) {
intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
} else if ( weight === 0 && intPoint === l - 1 ) {
intPoint = l - 2; weight = 1;
}
var p0, p1, p2, p3; // 4 points
if ( this.closed || intPoint > 0 ) {
p0 = points[ ( intPoint - 1 ) % l ];
} else {
// extrapolate first point tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); p0 = tmp;
}
p1 = points[ intPoint % l ]; p2 = points[ ( intPoint + 1 ) % l ];
if ( this.closed || intPoint + 2 < l ) {
p3 = points[ ( intPoint + 2 ) % l ];
} else {
// extrapolate last point tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); p3 = tmp;
}
if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
// init Centripetal / Chordal Catmull-Rom var pow = this.curveType === 'chordal' ? 0.5 : 0.25; var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
// safety check for repeated points if ( dt1 < 1e-4 ) dt1 = 1.0; if ( dt0 < 1e-4 ) dt0 = dt1; if ( dt2 < 1e-4 ) dt2 = dt1;
px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
} else if ( this.curveType === 'catmullrom' ) {
px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
}
point.set( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );
return point;
};
CatmullRomCurve3.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.points = [];
for ( var i = 0, l = source.points.length; i < l; i ++ ) {
var point = source.points[ i ];
this.points.push( point.clone() );
}
this.closed = source.closed; this.curveType = source.curveType; this.tension = source.tension;
return this;
};
CatmullRomCurve3.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.points = [];
for ( var i = 0, l = this.points.length; i < l; i ++ ) {
var point = this.points[ i ]; data.points.push( point.toArray() );
}
data.closed = this.closed; data.curveType = this.curveType; data.tension = this.tension;
return data;
};
CatmullRomCurve3.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.points = [];
for ( var i = 0, l = json.points.length; i < l; i ++ ) {
var point = json.points[ i ]; this.points.push( new Vector3().fromArray( point ) );
}
this.closed = json.closed; this.curveType = json.curveType; this.tension = json.tension;
return this;
};
/** * @author zz85 / http://www.lab4games.net/zz85/blog * * Bezier Curves formulas obtained from * http://en.wikipedia.org/wiki/Bézier_curve */
function CatmullRom( t, p0, p1, p2, p3 ) {
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;
}
//
function QuadraticBezierP0( t, p ) {
var k = 1 - t; return k * k * p;
}
function QuadraticBezierP1( t, p ) {
return 2 * ( 1 - t ) * t * p;
}
function QuadraticBezierP2( t, p ) {
return t * t * p;
}
function QuadraticBezier( t, p0, p1, p2 ) {
return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + QuadraticBezierP2( t, p2 );
}
//
function CubicBezierP0( t, p ) {
var k = 1 - t; return k * k * k * p;
}
function CubicBezierP1( t, p ) {
var k = 1 - t; return 3 * k * k * t * p;
}
function CubicBezierP2( t, p ) {
return 3 * ( 1 - t ) * t * t * p;
}
function CubicBezierP3( t, p ) {
return t * t * t * p;
}
function CubicBezier( t, p0, p1, p2, p3 ) {
return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + CubicBezierP3( t, p3 );
}
function CubicBezierCurve( v0, v1, v2, v3 ) {
Curve.call( this );
this.type = 'CubicBezierCurve';
this.v0 = v0 || new Vector2(); this.v1 = v1 || new Vector2(); this.v2 = v2 || new Vector2(); this.v3 = v3 || new Vector2();
}
CubicBezierCurve.prototype = Object.create( Curve.prototype ); CubicBezierCurve.prototype.constructor = CubicBezierCurve;
CubicBezierCurve.prototype.isCubicBezierCurve = true;
CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector2();
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
point.set( CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) );
return point;
};
CubicBezierCurve.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.v0.copy( source.v0 ); this.v1.copy( source.v1 ); this.v2.copy( source.v2 ); this.v3.copy( source.v3 );
return this;
};
CubicBezierCurve.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.v0 = this.v0.toArray(); data.v1 = this.v1.toArray(); data.v2 = this.v2.toArray(); data.v3 = this.v3.toArray();
return data;
};
CubicBezierCurve.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.v0.fromArray( json.v0 ); this.v1.fromArray( json.v1 ); this.v2.fromArray( json.v2 ); this.v3.fromArray( json.v3 );
return this;
};
function CubicBezierCurve3( v0, v1, v2, v3 ) {
Curve.call( this );
this.type = 'CubicBezierCurve3';
this.v0 = v0 || new Vector3(); this.v1 = v1 || new Vector3(); this.v2 = v2 || new Vector3(); this.v3 = v3 || new Vector3();
}
CubicBezierCurve3.prototype = Object.create( Curve.prototype ); CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector3();
var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
point.set( CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) );
return point;
};
CubicBezierCurve3.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.v0.copy( source.v0 ); this.v1.copy( source.v1 ); this.v2.copy( source.v2 ); this.v3.copy( source.v3 );
return this;
};
CubicBezierCurve3.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.v0 = this.v0.toArray(); data.v1 = this.v1.toArray(); data.v2 = this.v2.toArray(); data.v3 = this.v3.toArray();
return data;
};
CubicBezierCurve3.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.v0.fromArray( json.v0 ); this.v1.fromArray( json.v1 ); this.v2.fromArray( json.v2 ); this.v3.fromArray( json.v3 );
return this;
};
function LineCurve( v1, v2 ) {
Curve.call( this );
this.type = 'LineCurve';
this.v1 = v1 || new Vector2(); this.v2 = v2 || new Vector2();
}
LineCurve.prototype = Object.create( Curve.prototype ); LineCurve.prototype.constructor = LineCurve;
LineCurve.prototype.isLineCurve = true;
LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector2();
if ( t === 1 ) {
point.copy( this.v2 );
} else {
point.copy( this.v2 ).sub( this.v1 ); point.multiplyScalar( t ).add( this.v1 );
}
return point;
};
// Line curve is linear, so we can overwrite default getPointAt
LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
return this.getPoint( u, optionalTarget );
};
LineCurve.prototype.getTangent = function ( /* t */ ) {
var tangent = this.v2.clone().sub( this.v1 );
return tangent.normalize();
};
LineCurve.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.v1.copy( source.v1 ); this.v2.copy( source.v2 );
return this;
};
LineCurve.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.v1 = this.v1.toArray(); data.v2 = this.v2.toArray();
return data;
};
LineCurve.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.v1.fromArray( json.v1 ); this.v2.fromArray( json.v2 );
return this;
};
function LineCurve3( v1, v2 ) {
Curve.call( this );
this.type = 'LineCurve3';
this.v1 = v1 || new Vector3(); this.v2 = v2 || new Vector3();
}
LineCurve3.prototype = Object.create( Curve.prototype ); LineCurve3.prototype.constructor = LineCurve3;
LineCurve3.prototype.isLineCurve3 = true;
LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector3();
if ( t === 1 ) {
point.copy( this.v2 );
} else {
point.copy( this.v2 ).sub( this.v1 ); point.multiplyScalar( t ).add( this.v1 );
}
return point;
};
// Line curve is linear, so we can overwrite default getPointAt
LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
return this.getPoint( u, optionalTarget );
};
LineCurve3.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.v1.copy( source.v1 ); this.v2.copy( source.v2 );
return this;
};
LineCurve3.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.v1 = this.v1.toArray(); data.v2 = this.v2.toArray();
return data;
};
LineCurve3.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.v1.fromArray( json.v1 ); this.v2.fromArray( json.v2 );
return this;
};
function QuadraticBezierCurve( v0, v1, v2 ) {
Curve.call( this );
this.type = 'QuadraticBezierCurve';
this.v0 = v0 || new Vector2(); this.v1 = v1 || new Vector2(); this.v2 = v2 || new Vector2();
}
QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector2();
var v0 = this.v0, v1 = this.v1, v2 = this.v2;
point.set( QuadraticBezier( t, v0.x, v1.x, v2.x ), QuadraticBezier( t, v0.y, v1.y, v2.y ) );
return point;
};
QuadraticBezierCurve.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.v0.copy( source.v0 ); this.v1.copy( source.v1 ); this.v2.copy( source.v2 );
return this;
};
QuadraticBezierCurve.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.v0 = this.v0.toArray(); data.v1 = this.v1.toArray(); data.v2 = this.v2.toArray();
return data;
};
QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.v0.fromArray( json.v0 ); this.v1.fromArray( json.v1 ); this.v2.fromArray( json.v2 );
return this;
};
function QuadraticBezierCurve3( v0, v1, v2 ) {
Curve.call( this );
this.type = 'QuadraticBezierCurve3';
this.v0 = v0 || new Vector3(); this.v1 = v1 || new Vector3(); this.v2 = v2 || new Vector3();
}
QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector3();
var v0 = this.v0, v1 = this.v1, v2 = this.v2;
point.set( QuadraticBezier( t, v0.x, v1.x, v2.x ), QuadraticBezier( t, v0.y, v1.y, v2.y ), QuadraticBezier( t, v0.z, v1.z, v2.z ) );
return point;
};
QuadraticBezierCurve3.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.v0.copy( source.v0 ); this.v1.copy( source.v1 ); this.v2.copy( source.v2 );
return this;
};
QuadraticBezierCurve3.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.v0 = this.v0.toArray(); data.v1 = this.v1.toArray(); data.v2 = this.v2.toArray();
return data;
};
QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.v0.fromArray( json.v0 ); this.v1.fromArray( json.v1 ); this.v2.fromArray( json.v2 );
return this;
};
function SplineCurve( points /* array of Vector2 */ ) {
Curve.call( this );
this.type = 'SplineCurve';
this.points = points || [];
}
SplineCurve.prototype = Object.create( Curve.prototype ); SplineCurve.prototype.constructor = SplineCurve;
SplineCurve.prototype.isSplineCurve = true;
SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
var point = optionalTarget || new Vector2();
var points = this.points; var p = ( points.length - 1 ) * t;
var intPoint = Math.floor( p ); var weight = p - intPoint;
var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; var p1 = points[ intPoint ]; var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
point.set( CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) );
return point;
};
SplineCurve.prototype.copy = function ( source ) {
Curve.prototype.copy.call( this, source );
this.points = [];
for ( var i = 0, l = source.points.length; i < l; i ++ ) {
var point = source.points[ i ];
this.points.push( point.clone() );
}
return this;
};
SplineCurve.prototype.toJSON = function () {
var data = Curve.prototype.toJSON.call( this );
data.points = [];
for ( var i = 0, l = this.points.length; i < l; i ++ ) {
var point = this.points[ i ]; data.points.push( point.toArray() );
}
return data;
};
SplineCurve.prototype.fromJSON = function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.points = [];
for ( var i = 0, l = json.points.length; i < l; i ++ ) {
var point = json.points[ i ]; this.points.push( new Vector2().fromArray( point ) );
}
return this;
};
var Curves = /*#__PURE__*/Object.freeze({ ArcCurve: ArcCurve, CatmullRomCurve3: CatmullRomCurve3, CubicBezierCurve: CubicBezierCurve, CubicBezierCurve3: CubicBezierCurve3, EllipseCurve: EllipseCurve, LineCurve: LineCurve, LineCurve3: LineCurve3, QuadraticBezierCurve: QuadraticBezierCurve, QuadraticBezierCurve3: QuadraticBezierCurve3, SplineCurve: SplineCurve });
/** * @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 **************************************************************/
function CurvePath() {
Curve.call( this );
this.type = 'CurvePath';
this.curves = []; this.autoClose = false; // Automatically closes the path
}
CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
constructor: CurvePath,
add: function ( curve ) {
this.curves.push( curve );
},
closePath: function () {
// Add a line curve if start and end of lines are not connected var startPoint = this.curves[ 0 ].getPoint( 0 ); var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
if ( ! startPoint.equals( endPoint ) ) {
this.curves.push( new LineCurve( endPoint, startPoint ) );
}
},
// To get accurate point with reference to // entire path distance at time t, // following has to be done:
// 1. Length of each sub path have to be known // 2. Locate and identify type of curve // 3. Get t for the curve // 4. Return curve.getPointAt(t')
getPoint: function ( t ) {
var d = t * this.getLength(); var curveLengths = this.getCurveLengths(); var i = 0;
// To think about boundaries points.
while ( i < curveLengths.length ) {
if ( curveLengths[ i ] >= d ) {
var diff = curveLengths[ i ] - d; var curve = this.curves[ i ];
var segmentLength = curve.getLength(); var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
return curve.getPointAt( u );
}
i ++;
}
return null;
// loop where sum != 0, sum > d , sum+1 <d
},
// We cannot use the default THREE.Curve getPoint() with getLength() because in // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath // getPoint() depends on getLength
getLength: function () {
var lens = this.getCurveLengths(); return lens[ lens.length - 1 ];
},
// cacheLengths must be recalculated. updateArcLengths: function () {
this.needsUpdate = true; this.cacheLengths = null; this.getCurveLengths();
},
// Compute lengths and cache them // We cannot overwrite getLengths() because UtoT mapping uses it.
getCurveLengths: function () {
// We use cache values if curves and cache array are same length
if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
return this.cacheLengths;
}
// Get length of sub-curve // Push sums into cached array
var lengths = [], sums = 0;
for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
sums += this.curves[ i ].getLength(); lengths.push( sums );
}
this.cacheLengths = lengths;
return lengths;
},
getSpacedPoints: function ( divisions ) {
if ( divisions === undefined ) divisions = 40;
var points = [];
for ( var i = 0; i <= divisions; i ++ ) {
points.push( this.getPoint( i / divisions ) );
}
if ( this.autoClose ) {
points.push( points[ 0 ] );
}
return points;
},
getPoints: function ( divisions ) {
divisions = divisions || 12;
var points = [], last;
for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
var curve = curves[ i ]; var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2 : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1 : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length : divisions;
var pts = curve.getPoints( resolution );
for ( var j = 0; j < pts.length; j ++ ) {
var point = pts[ j ];
if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
points.push( point ); last = point;
}
}
if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
points.push( points[ 0 ] );
}
return points;
},
copy: function ( source ) {
Curve.prototype.copy.call( this, source );
this.curves = [];
for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
var curve = source.curves[ i ];
this.curves.push( curve.clone() );
}
this.autoClose = source.autoClose;
return this;
},
toJSON: function () {
var data = Curve.prototype.toJSON.call( this );
data.autoClose = this.autoClose; data.curves = [];
for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
var curve = this.curves[ i ]; data.curves.push( curve.toJSON() );
}
return data;
},
fromJSON: function ( json ) {
Curve.prototype.fromJSON.call( this, json );
this.autoClose = json.autoClose; this.curves = [];
for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
var curve = json.curves[ i ]; this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
}
return this;
}
} );
/** * @author zz85 / http://www.lab4games.net/zz85/blog * Creates free form 2d path using series of points, lines or curves. **/
function Path( points ) {
CurvePath.call( this );
this.type = 'Path';
this.currentPoint = new Vector2();
if ( points ) {
this.setFromPoints( points );
}
}
Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
constructor: Path,
setFromPoints: function ( points ) {
this.moveTo( points[ 0 ].x, points[ 0 ].y );
for ( var i = 1, l = points.length; i < l; i ++ ) {
this.lineTo( points[ i ].x, points[ i ].y );
}
},
moveTo: function ( x, y ) {
this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
},
lineTo: function ( x, y ) {
var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); this.curves.push( curve );
this.currentPoint.set( x, y );
},
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
var curve = new QuadraticBezierCurve( this.currentPoint.clone(), new Vector2( aCPx, aCPy ), new Vector2( aX, aY ) );
this.curves.push( curve );
this.currentPoint.set( aX, aY );
},
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
var curve = new CubicBezierCurve( this.currentPoint.clone(), new Vector2( aCP1x, aCP1y ), new Vector2( aCP2x, aCP2y ), new Vector2( aX, aY ) );
this.curves.push( curve );
this.currentPoint.set( aX, aY );
},
splineThru: function ( pts /*Array of Vector*/ ) {
var npts = [ this.currentPoint.clone() ].concat( pts );
var curve = new SplineCurve( npts ); this.curves.push( curve );
this.currentPoint.copy( pts[ pts.length - 1 ] );
},
arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
var x0 = this.currentPoint.x; var y0 = this.currentPoint.y;
this.absarc( aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise );
},
absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
},
ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
var x0 = this.currentPoint.x; var y0 = this.currentPoint.y;
this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
},
absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
if ( this.curves.length > 0 ) {
// if a previous curve is present, attempt to join var firstPoint = curve.getPoint( 0 );
if ( ! firstPoint.equals( this.currentPoint ) ) {
this.lineTo( firstPoint.x, firstPoint.y );
}
}
this.curves.push( curve );
var lastPoint = curve.getPoint( 1 ); this.currentPoint.copy( lastPoint );
},
copy: function ( source ) {
CurvePath.prototype.copy.call( this, source );
this.currentPoint.copy( source.currentPoint );
return this;
},
toJSON: function () {
var data = CurvePath.prototype.toJSON.call( this );
data.currentPoint = this.currentPoint.toArray();
return data;
},
fromJSON: function ( json ) {
CurvePath.prototype.fromJSON.call( this, json );
this.currentPoint.fromArray( json.currentPoint );
return this;
}
} );
/** * @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.
function Shape( points ) {
Path.call( this, points );
this.uuid = _Math.generateUUID();
this.type = 'Shape';
this.holes = [];
}
Shape.prototype = Object.assign( Object.create( Path.prototype ), {
constructor: Shape,
getPointsHoles: function ( divisions ) {
var holesPts = [];
for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
holesPts[ i ] = this.holes[ i ].getPoints( divisions );
}
return holesPts;
},
// get points of shape and holes (keypoints based on segments parameter)
extractPoints: function ( divisions ) {
return {
shape: this.getPoints( divisions ), holes: this.getPointsHoles( divisions )
};
},
copy: function ( source ) {
Path.prototype.copy.call( this, source );
this.holes = [];
for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
var hole = source.holes[ i ];
this.holes.push( hole.clone() );
}
return this;
},
toJSON: function () {
var data = Path.prototype.toJSON.call( this );
data.uuid = this.uuid; data.holes = [];
for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
var hole = this.holes[ i ]; data.holes.push( hole.toJSON() );
}
return data;
},
fromJSON: function ( json ) {
Path.prototype.fromJSON.call( this, json );
this.uuid = json.uuid; this.holes = [];
for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
var hole = json.holes[ i ]; this.holes.push( new Path().fromJSON( hole ) );
}
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */
function Light( color, intensity ) {
Object3D.call( this );
this.type = 'Light';
this.color = new Color( color ); this.intensity = intensity !== undefined ? intensity : 1;
this.receiveShadow = undefined;
}
Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Light,
isLight: true,
copy: function ( source ) {
Object3D.prototype.copy.call( this, source );
this.color.copy( source.color ); this.intensity = source.intensity;
return this;
},
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
data.object.color = this.color.getHex(); data.object.intensity = this.intensity;
if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
if ( this.distance !== undefined ) data.object.distance = this.distance; if ( this.angle !== undefined ) data.object.angle = this.angle; if ( this.decay !== undefined ) data.object.decay = this.decay; if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
return data;
}
} );
/** * @author alteredq / http://alteredqualia.com/ */
function HemisphereLight( skyColor, groundColor, intensity ) {
Light.call( this, skyColor, intensity );
this.type = 'HemisphereLight';
this.castShadow = undefined;
this.position.copy( Object3D.DefaultUp ); this.updateMatrix();
this.groundColor = new Color( groundColor );
}
HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
constructor: HemisphereLight,
isHemisphereLight: true,
copy: function ( source ) {
Light.prototype.copy.call( this, source );
this.groundColor.copy( source.groundColor );
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function LightShadow( camera ) {
this.camera = camera;
this.bias = 0; this.radius = 1;
this.mapSize = new Vector2( 512, 512 );
this.map = null; this.matrix = new Matrix4();
}
Object.assign( LightShadow.prototype, {
copy: function ( source ) {
this.camera = source.camera.clone();
this.bias = source.bias; this.radius = source.radius;
this.mapSize.copy( source.mapSize );
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
toJSON: function () {
var object = {};
if ( this.bias !== 0 ) object.bias = this.bias; if ( this.radius !== 1 ) object.radius = this.radius; if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
object.camera = this.camera.toJSON( false ).object; delete object.camera.matrix;
return object;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function SpotLightShadow() {
LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
}
SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
constructor: SpotLightShadow,
isSpotLightShadow: true,
update: function ( light ) {
var camera = this.camera;
var fov = _Math.RAD2DEG * 2 * light.angle; var aspect = this.mapSize.width / this.mapSize.height; var far = light.distance || camera.far;
if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
camera.fov = fov; camera.aspect = aspect; camera.far = far; camera.updateProjectionMatrix();
}
}
} );
/** * @author alteredq / http://alteredqualia.com/ */
function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
Light.call( this, color, intensity );
this.type = 'SpotLight';
this.position.copy( Object3D.DefaultUp ); this.updateMatrix();
this.target = new Object3D();
Object.defineProperty( this, 'power', { get: function () {
// intensity = power per solid angle. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf return this.intensity * Math.PI;
}, set: function ( power ) {
// intensity = power per solid angle. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf this.intensity = power / Math.PI;
} } );
this.distance = ( distance !== undefined ) ? distance : 0; this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
this.shadow = new SpotLightShadow();
}
SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
constructor: SpotLight,
isSpotLight: true,
copy: function ( source ) {
Light.prototype.copy.call( this, source );
this.distance = source.distance; this.angle = source.angle; this.penumbra = source.penumbra; this.decay = source.decay;
this.target = source.target.clone();
this.shadow = source.shadow.clone();
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function PointLight( color, intensity, distance, decay ) {
Light.call( this, color, intensity );
this.type = 'PointLight';
Object.defineProperty( this, 'power', { get: function () {
// intensity = power per solid angle. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf return this.intensity * 4 * Math.PI;
}, set: function ( power ) {
// intensity = power per solid angle. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf this.intensity = power / ( 4 * Math.PI );
} } );
this.distance = ( distance !== undefined ) ? distance : 0; this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
}
PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
constructor: PointLight,
isPointLight: true,
copy: function ( source ) {
Light.prototype.copy.call( this, source );
this.distance = source.distance; this.decay = source.decay;
this.shadow = source.shadow.clone();
return this;
}
} );
/** * @author alteredq / http://alteredqualia.com/ * @author arose / http://github.com/arose */
function OrthographicCamera( left, right, top, bottom, near, far ) {
Camera.call( this );
this.type = 'OrthographicCamera';
this.zoom = 1; this.view = null;
this.left = left; this.right = right; this.top = top; this.bottom = bottom;
this.near = ( near !== undefined ) ? near : 0.1; this.far = ( far !== undefined ) ? far : 2000;
this.updateProjectionMatrix();
}
OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
constructor: OrthographicCamera,
isOrthographicCamera: true,
copy: function ( source, recursive ) {
Camera.prototype.copy.call( this, source, recursive );
this.left = source.left; this.right = source.right; this.top = source.top; this.bottom = source.bottom; this.near = source.near; this.far = source.far;
this.zoom = source.zoom; this.view = source.view === null ? null : Object.assign( {}, source.view );
return this;
},
setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
if ( this.view === null ) {
this.view = { enabled: true, fullWidth: 1, fullHeight: 1, offsetX: 0, offsetY: 0, width: 1, height: 1 };
}
this.view.enabled = true; this.view.fullWidth = fullWidth; this.view.fullHeight = fullHeight; this.view.offsetX = x; this.view.offsetY = y; this.view.width = width; this.view.height = height;
this.updateProjectionMatrix();
},
clearViewOffset: function () {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
},
updateProjectionMatrix: function () {
var dx = ( this.right - this.left ) / ( 2 * this.zoom ); var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); var cx = ( this.right + this.left ) / 2; var cy = ( this.top + this.bottom ) / 2;
var left = cx - dx; var right = cx + dx; var top = cy + dy; var bottom = cy - dy;
if ( this.view !== null && this.view.enabled ) {
var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); var scaleW = ( this.right - this.left ) / this.view.width; var scaleH = ( this.top - this.bottom ) / this.view.height;
left += scaleW * ( this.view.offsetX / zoomW ); right = left + scaleW * ( this.view.width / zoomW ); top -= scaleH * ( this.view.offsetY / zoomH ); bottom = top - scaleH * ( this.view.height / zoomH );
}
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
this.projectionMatrixInverse.getInverse( this.projectionMatrix );
},
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
data.object.zoom = this.zoom; data.object.left = this.left; data.object.right = this.right; data.object.top = this.top; data.object.bottom = this.bottom; data.object.near = this.near; data.object.far = this.far;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
return data;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function DirectionalLightShadow( ) {
LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
}
DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
constructor: DirectionalLightShadow
} );
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */
function DirectionalLight( color, intensity ) {
Light.call( this, color, intensity );
this.type = 'DirectionalLight';
this.position.copy( Object3D.DefaultUp ); this.updateMatrix();
this.target = new Object3D();
this.shadow = new DirectionalLightShadow();
}
DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
constructor: DirectionalLight,
isDirectionalLight: true,
copy: function ( source ) {
Light.prototype.copy.call( this, source );
this.target = source.target.clone();
this.shadow = source.shadow.clone();
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function AmbientLight( color, intensity ) {
Light.call( this, color, intensity );
this.type = 'AmbientLight';
this.castShadow = undefined;
}
AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
constructor: AmbientLight,
isAmbientLight: true
} );
/** * @author abelnation / http://github.com/abelnation */
function RectAreaLight( color, intensity, width, height ) {
Light.call( this, color, intensity );
this.type = 'RectAreaLight';
this.width = ( width !== undefined ) ? width : 10; this.height = ( height !== undefined ) ? height : 10;
}
RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
constructor: RectAreaLight,
isRectAreaLight: true,
copy: function ( source ) {
Light.prototype.copy.call( this, source );
this.width = source.width; this.height = source.height;
return this;
},
toJSON: function ( meta ) {
var data = Light.prototype.toJSON.call( this, meta );
data.object.width = this.width; data.object.height = this.height;
return data;
}
} );
/** * @author tschw * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ */
var AnimationUtils = {
// same as Array.prototype.slice, but also works on typed arrays arraySlice: function ( array, from, to ) {
if ( AnimationUtils.isTypedArray( array ) ) {
// in ios9 array.subarray(from, undefined) will return empty array // but array.subarray(from) or array.subarray(from, len) is correct return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
}
return array.slice( from, to );
},
// converts an array to a specific type convertArray: function ( array, type, forceClone ) {
if ( ! array || // let 'undefined' and 'null' pass ! forceClone && array.constructor === type ) return array;
if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
return new type( array ); // create typed array
}
return Array.prototype.slice.call( array ); // create Array
},
isTypedArray: function ( object ) {
return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
},
// returns an array by which times and values can be sorted getKeyframeOrder: function ( times ) {
function compareTime( i, j ) {
return times[ i ] - times[ j ];
}
var n = times.length; var result = new Array( n ); for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
result.sort( compareTime );
return result;
},
// uses the array previously returned by 'getKeyframeOrder' to sort data sortedArray: function ( values, stride, order ) {
var nValues = values.length; var result = new values.constructor( nValues );
for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
var srcOffset = order[ i ] * stride;
for ( var j = 0; j !== stride; ++ j ) {
result[ dstOffset ++ ] = values[ srcOffset + j ];
}
}
return result;
},
// function for parsing AOS keyframe formats flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
var i = 1, key = jsonKeys[ 0 ];
while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
key = jsonKeys[ i ++ ];
}
if ( key === undefined ) return; // no data
var value = key[ valuePropertyName ]; if ( value === undefined ) return; // no data
if ( Array.isArray( value ) ) {
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time ); values.push.apply( values, value ); // push all elements
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
} else if ( value.toArray !== undefined ) {
// ...assume THREE.Math-ish
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time ); value.toArray( values, values.length );
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
} else {
// otherwise push as-is
do {
value = key[ valuePropertyName ];
if ( value !== undefined ) {
times.push( key.time ); values.push( value );
}
key = jsonKeys[ i ++ ];
} while ( key !== undefined );
}
}
};
/** * Abstract base class of interpolants over parametric samples. * * The parameter domain is one dimensional, typically the time or a path * along a curve defined by the data. * * The sample values can have any dimensionality and derived classes may * apply special interpretations to the data. * * This class provides the interval seek in a Template Method, deferring * the actual interpolation to derived classes. * * Time complexity is O(1) for linear access crossing at most two points * and O(log N) for random access, where N is the number of positions. * * References: * * http://www.oodesign.com/template-method-pattern.html * * @author tschw */
function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
this.parameterPositions = parameterPositions; this._cachedIndex = 0;
this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize ); this.sampleValues = sampleValues; this.valueSize = sampleSize;
}
Object.assign( Interpolant.prototype, {
evaluate: function ( t ) {
var pp = this.parameterPositions, i1 = this._cachedIndex,
t1 = pp[ i1 ], t0 = pp[ i1 - 1 ];
validate_interval: {
seek: {
var right;
linear_scan: {
//- See http://jsperf.com/comparison-to-undefined/3 //- slower code: //- //- if ( t >= t1 || t1 === undefined ) { forward_scan: if ( ! ( t < t1 ) ) {
for ( var giveUpAt = i1 + 2; ; ) {
if ( t1 === undefined ) {
if ( t < t0 ) break forward_scan;
// after end
i1 = pp.length; this._cachedIndex = i1; return this.afterEnd_( i1 - 1, t, t0 );
}
if ( i1 === giveUpAt ) break; // this loop
t0 = t1; t1 = pp[ ++ i1 ];
if ( t < t1 ) {
// we have arrived at the sought interval break seek;
}
}
// prepare binary search on the right side of the index right = pp.length; break linear_scan;
}
//- slower code: //- if ( t < t0 || t0 === undefined ) { if ( ! ( t >= t0 ) ) {
// looping?
var t1global = pp[ 1 ];
if ( t < t1global ) {
i1 = 2; // + 1, using the scan for the details t0 = t1global;
}
// linear reverse scan
for ( var giveUpAt = i1 - 2; ; ) {
if ( t0 === undefined ) {
// before start
this._cachedIndex = 0; return this.beforeStart_( 0, t, t1 );
}
if ( i1 === giveUpAt ) break; // this loop
t1 = t0; t0 = pp[ -- i1 - 1 ];
if ( t >= t0 ) {
// we have arrived at the sought interval break seek;
}
}
// prepare binary search on the left side of the index right = i1; i1 = 0; break linear_scan;
}
// the interval is valid
break validate_interval;
} // linear scan
// binary search
while ( i1 < right ) {
var mid = ( i1 + right ) >>> 1;
if ( t < pp[ mid ] ) {
right = mid;
} else {
i1 = mid + 1;
}
}
t1 = pp[ i1 ]; t0 = pp[ i1 - 1 ];
// check boundary cases, again
if ( t0 === undefined ) {
this._cachedIndex = 0; return this.beforeStart_( 0, t, t1 );
}
if ( t1 === undefined ) {
i1 = pp.length; this._cachedIndex = i1; return this.afterEnd_( i1 - 1, t0, t );
}
} // seek
this._cachedIndex = i1;
this.intervalChanged_( i1, t0, t1 );
} // validate_interval
return this.interpolate_( i1, t0, t, t1 );
},
settings: null, // optional, subclass-specific settings structure // Note: The indirection allows central control of many interpolants.
// --- Protected interface
DefaultSettings_: {},
getSettings_: function () {
return this.settings || this.DefaultSettings_;
},
copySampleValue_: function ( index ) {
// copies a sample value to the result buffer
var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset = index * stride;
for ( var i = 0; i !== stride; ++ i ) {
result[ i ] = values[ offset + i ];
}
return result;
},
// Template methods for derived classes:
interpolate_: function ( /* i1, t0, t, t1 */ ) {
throw new Error( 'call to abstract method' ); // implementations shall return this.resultBuffer
},
intervalChanged_: function ( /* i1, t0, t1 */ ) {
// empty
}
} );
//!\ DECLARE ALIAS AFTER assign prototype ! Object.assign( Interpolant.prototype, {
//( 0, t, t0 ), returns this.resultBuffer beforeStart_: Interpolant.prototype.copySampleValue_,
//( N-1, tN-1, t ), returns this.resultBuffer afterEnd_: Interpolant.prototype.copySampleValue_,
} );
/** * Fast and simple cubic spline interpolant. * * It was derived from a Hermitian construction setting the first derivative * at each sample position to the linear slope between neighboring positions * over their parameter interval. * * @author tschw */
function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
this._weightPrev = - 0; this._offsetPrev = - 0; this._weightNext = - 0; this._offsetNext = - 0;
}
CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
constructor: CubicInterpolant,
DefaultSettings_: {
endingStart: ZeroCurvatureEnding, endingEnd: ZeroCurvatureEnding
},
intervalChanged_: function ( i1, t0, t1 ) {
var pp = this.parameterPositions, iPrev = i1 - 2, iNext = i1 + 1,
tPrev = pp[ iPrev ], tNext = pp[ iNext ];
if ( tPrev === undefined ) {
switch ( this.getSettings_().endingStart ) {
case ZeroSlopeEnding:
// f'(t0) = 0 iPrev = i1; tPrev = 2 * t0 - t1;
break;
case WrapAroundEnding:
// use the other end of the curve iPrev = pp.length - 2; tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
break;
default: // ZeroCurvatureEnding
// f(t0) = 0 a.k.a. Natural Spline iPrev = i1; tPrev = t1;
}
}
if ( tNext === undefined ) {
switch ( this.getSettings_().endingEnd ) {
case ZeroSlopeEnding:
// f'(tN) = 0 iNext = i1; tNext = 2 * t1 - t0;
break;
case WrapAroundEnding:
// use the other end of the curve iNext = 1; tNext = t1 + pp[ 1 ] - pp[ 0 ];
break;
default: // ZeroCurvatureEnding
// f(tN) = 0, a.k.a. Natural Spline iNext = i1 - 1; tNext = t0;
}
}
var halfDt = ( t1 - t0 ) * 0.5, stride = this.valueSize;
this._weightPrev = halfDt / ( t0 - tPrev ); this._weightNext = halfDt / ( tNext - t1 ); this._offsetPrev = iPrev * stride; this._offsetNext = iNext * stride;
},
interpolate_: function ( i1, t0, t, t1 ) {
var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize,
o1 = i1 * stride, o0 = o1 - stride, oP = this._offsetPrev, oN = this._offsetNext, wP = this._weightPrev, wN = this._weightNext,
p = ( t - t0 ) / ( t1 - t0 ), pp = p * p, ppp = pp * p;
// evaluate polynomials
var sP = - wP * ppp + 2 * wP * pp - wP * p; var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; var sN = wN * ppp - wN * pp;
// combine data linearly
for ( var i = 0; i !== stride; ++ i ) {
result[ i ] = sP * values[ oP + i ] + s0 * values[ o0 + i ] + s1 * values[ o1 + i ] + sN * values[ oN + i ];
}
return result;
}
} );
/** * @author tschw */
function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
}
LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
constructor: LinearInterpolant,
interpolate_: function ( i1, t0, t, t1 ) {
var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize,
offset1 = i1 * stride, offset0 = offset1 - stride,
weight1 = ( t - t0 ) / ( t1 - t0 ), weight0 = 1 - weight1;
for ( var i = 0; i !== stride; ++ i ) {
result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
}
return result;
}
} );
/** * * Interpolant that evaluates to the sample value at the position preceeding * the parameter. * * @author tschw */
function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
}
DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
constructor: DiscreteInterpolant,
interpolate_: function ( i1 /*, t0, t, t1 */ ) {
return this.copySampleValue_( i1 - 1 );
}
} );
/** * * A timed sequence of keyframes for a specific property. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function KeyframeTrack( name, times, values, interpolation ) {
if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
this.name = name;
this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
this.setInterpolation( interpolation || this.DefaultInterpolation );
}
// Static methods
Object.assign( KeyframeTrack, {
// Serialization (in static context, because of constructor invocation // and automatic invocation of .toJSON):
toJSON: function ( track ) {
var trackType = track.constructor;
var json;
// derived classes can define a static toJSON method if ( trackType.toJSON !== undefined ) {
json = trackType.toJSON( track );
} else {
// by default, we assume the data can be serialized as-is json = {
'name': track.name, 'times': AnimationUtils.convertArray( track.times, Array ), 'values': AnimationUtils.convertArray( track.values, Array )
};
var interpolation = track.getInterpolation();
if ( interpolation !== track.DefaultInterpolation ) {
json.interpolation = interpolation;
}
}
json.type = track.ValueTypeName; // mandatory
return json;
}
} );
Object.assign( KeyframeTrack.prototype, {
constructor: KeyframeTrack,
TimeBufferType: Float32Array,
ValueBufferType: Float32Array,
DefaultInterpolation: InterpolateLinear,
InterpolantFactoryMethodDiscrete: function ( result ) {
return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
},
InterpolantFactoryMethodLinear: function ( result ) {
return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
},
InterpolantFactoryMethodSmooth: function ( result ) {
return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
},
setInterpolation: function ( interpolation ) {
var factoryMethod;
switch ( interpolation ) {
case InterpolateDiscrete:
factoryMethod = this.InterpolantFactoryMethodDiscrete;
break;
case InterpolateLinear:
factoryMethod = this.InterpolantFactoryMethodLinear;
break;
case InterpolateSmooth:
factoryMethod = this.InterpolantFactoryMethodSmooth;
break;
}
if ( factoryMethod === undefined ) {
var message = "unsupported interpolation for " + this.ValueTypeName + " keyframe track named " + this.name;
if ( this.createInterpolant === undefined ) {
// fall back to default, unless the default itself is messed up if ( interpolation !== this.DefaultInterpolation ) {
this.setInterpolation( this.DefaultInterpolation );
} else {
throw new Error( message ); // fatal, in this case
}
}
console.warn( 'THREE.KeyframeTrack:', message ); return this;
}
this.createInterpolant = factoryMethod;
return this;
},
getInterpolation: function () {
switch ( this.createInterpolant ) {
case this.InterpolantFactoryMethodDiscrete:
return InterpolateDiscrete;
case this.InterpolantFactoryMethodLinear:
return InterpolateLinear;
case this.InterpolantFactoryMethodSmooth:
return InterpolateSmooth;
}
},
getValueSize: function () {
return this.values.length / this.times.length;
},
// move all keyframes either forwards or backwards in time shift: function ( timeOffset ) {
if ( timeOffset !== 0.0 ) {
var times = this.times;
for ( var i = 0, n = times.length; i !== n; ++ i ) {
times[ i ] += timeOffset;
}
}
return this;
},
// scale all keyframe times by a factor (useful for frame <-> seconds conversions) scale: function ( timeScale ) {
if ( timeScale !== 1.0 ) {
var times = this.times;
for ( var i = 0, n = times.length; i !== n; ++ i ) {
times[ i ] *= timeScale;
}
}
return this;
},
// removes keyframes before and after animation without changing any values within the range [startTime, endTime]. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values trim: function ( startTime, endTime ) {
var times = this.times, nKeys = times.length, from = 0, to = nKeys - 1;
while ( from !== nKeys && times[ from ] < startTime ) {
++ from;
}
while ( to !== - 1 && times[ to ] > endTime ) {
-- to;
}
++ to; // inclusive -> exclusive bound
if ( from !== 0 || to !== nKeys ) {
// empty tracks are forbidden, so keep at least one keyframe if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
var stride = this.getValueSize(); this.times = AnimationUtils.arraySlice( times, from, to ); this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
}
return this;
},
// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable validate: function () {
var valid = true;
var valueSize = this.getValueSize(); if ( valueSize - Math.floor( valueSize ) !== 0 ) {
console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); valid = false;
}
var times = this.times, values = this.values,
nKeys = times.length;
if ( nKeys === 0 ) {
console.error( 'THREE.KeyframeTrack: Track is empty.', this ); valid = false;
}
var prevTime = null;
for ( var i = 0; i !== nKeys; i ++ ) {
var currTime = times[ i ];
if ( typeof currTime === 'number' && isNaN( currTime ) ) {
console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); valid = false; break;
}
if ( prevTime !== null && prevTime > currTime ) {
console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); valid = false; break;
}
prevTime = currTime;
}
if ( values !== undefined ) {
if ( AnimationUtils.isTypedArray( values ) ) {
for ( var i = 0, n = values.length; i !== n; ++ i ) {
var value = values[ i ];
if ( isNaN( value ) ) {
console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); valid = false; break;
}
}
}
}
return valid;
},
// removes equivalent sequential keys as common in morph target sequences // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) optimize: function () {
var times = this.times, values = this.values, stride = this.getValueSize(),
smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
writeIndex = 1, lastIndex = times.length - 1;
for ( var i = 1; i < lastIndex; ++ i ) {
var keep = false;
var time = times[ i ]; var timeNext = times[ i + 1 ];
// remove adjacent keyframes scheduled at the same time
if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
if ( ! smoothInterpolation ) {
// remove unnecessary keyframes same as their neighbors
var offset = i * stride, offsetP = offset - stride, offsetN = offset + stride;
for ( var j = 0; j !== stride; ++ j ) {
var value = values[ offset + j ];
if ( value !== values[ offsetP + j ] || value !== values[ offsetN + j ] ) {
keep = true; break;
}
}
} else {
keep = true;
}
}
// in-place compaction
if ( keep ) {
if ( i !== writeIndex ) {
times[ writeIndex ] = times[ i ];
var readOffset = i * stride, writeOffset = writeIndex * stride;
for ( var j = 0; j !== stride; ++ j ) {
values[ writeOffset + j ] = values[ readOffset + j ];
}
}
++ writeIndex;
}
}
// flush last keyframe (compaction looks ahead)
if ( lastIndex > 0 ) {
times[ writeIndex ] = times[ lastIndex ];
for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
values[ writeOffset + j ] = values[ readOffset + j ];
}
++ writeIndex;
}
if ( writeIndex !== times.length ) {
this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
}
return this;
}
} );
/** * * A Track of Boolean keyframe values. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function BooleanKeyframeTrack( name, times, values ) {
KeyframeTrack.call( this, name, times, values );
}
BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
constructor: BooleanKeyframeTrack,
ValueTypeName: 'bool', ValueBufferType: Array,
DefaultInterpolation: InterpolateDiscrete,
InterpolantFactoryMethodLinear: undefined, InterpolantFactoryMethodSmooth: undefined
// Note: Actually this track could have a optimized / compressed // representation of a single value and a custom interpolant that // computes "firstValue ^ isOdd( index )".
} );
/** * * A Track of keyframe values that represent color. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function ColorKeyframeTrack( name, times, values, interpolation ) {
KeyframeTrack.call( this, name, times, values, interpolation );
}
ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
constructor: ColorKeyframeTrack,
ValueTypeName: 'color'
// ValueBufferType is inherited
// DefaultInterpolation is inherited
// Note: Very basic implementation and nothing special yet. // However, this is the place for color space parameterization.
} );
/** * * A Track of numeric keyframe values. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function NumberKeyframeTrack( name, times, values, interpolation ) {
KeyframeTrack.call( this, name, times, values, interpolation );
}
NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
constructor: NumberKeyframeTrack,
ValueTypeName: 'number'
// ValueBufferType is inherited
// DefaultInterpolation is inherited
} );
/** * Spherical linear unit quaternion interpolant. * * @author tschw */
function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
}
QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
constructor: QuaternionLinearInterpolant,
interpolate_: function ( i1, t0, t, t1 ) {
var result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize,
offset = i1 * stride,
alpha = ( t - t0 ) / ( t1 - t0 );
for ( var end = offset + stride; offset !== end; offset += 4 ) {
Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
}
return result;
}
} );
/** * * A Track of quaternion keyframe values. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function QuaternionKeyframeTrack( name, times, values, interpolation ) {
KeyframeTrack.call( this, name, times, values, interpolation );
}
QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
constructor: QuaternionKeyframeTrack,
ValueTypeName: 'quaternion',
// ValueBufferType is inherited
DefaultInterpolation: InterpolateLinear,
InterpolantFactoryMethodLinear: function ( result ) {
return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
},
InterpolantFactoryMethodSmooth: undefined // not yet implemented
} );
/** * * A Track that interpolates Strings * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function StringKeyframeTrack( name, times, values, interpolation ) {
KeyframeTrack.call( this, name, times, values, interpolation );
}
StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
constructor: StringKeyframeTrack,
ValueTypeName: 'string', ValueBufferType: Array,
DefaultInterpolation: InterpolateDiscrete,
InterpolantFactoryMethodLinear: undefined,
InterpolantFactoryMethodSmooth: undefined
} );
/** * * A Track of vectored keyframe values. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function VectorKeyframeTrack( name, times, values, interpolation ) {
KeyframeTrack.call( this, name, times, values, interpolation );
}
VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
constructor: VectorKeyframeTrack,
ValueTypeName: 'vector'
// ValueBufferType is inherited
// DefaultInterpolation is inherited
} );
/** * * Reusable set of Tracks that represent an animation. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ */
function AnimationClip( name, duration, tracks ) {
this.name = name; this.tracks = tracks; this.duration = ( duration !== undefined ) ? duration : - 1;
this.uuid = _Math.generateUUID();
// this means it should figure out its duration by scanning the tracks if ( this.duration < 0 ) {
this.resetDuration();
}
}
function getTrackTypeForValueTypeName( typeName ) {
switch ( typeName.toLowerCase() ) {
case 'scalar': case 'double': case 'float': case 'number': case 'integer':
return NumberKeyframeTrack;
case 'vector': case 'vector2': case 'vector3': case 'vector4':
return VectorKeyframeTrack;
case 'color':
return ColorKeyframeTrack;
case 'quaternion':
return QuaternionKeyframeTrack;
case 'bool': case 'boolean':
return BooleanKeyframeTrack;
case 'string':
return StringKeyframeTrack;
}
throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
}
function parseKeyframeTrack( json ) {
if ( json.type === undefined ) {
throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
}
var trackType = getTrackTypeForValueTypeName( json.type );
if ( json.times === undefined ) {
var times = [], values = [];
AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
json.times = times; json.values = values;
}
// derived classes can define a static parse method if ( trackType.parse !== undefined ) {
return trackType.parse( json );
} else {
// by default, we assume a constructor compatible with the base return new trackType( json.name, json.times, json.values, json.interpolation );
}
}
Object.assign( AnimationClip, {
parse: function ( json ) {
var tracks = [], jsonTracks = json.tracks, frameTime = 1.0 / ( json.fps || 1.0 );
for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
}
return new AnimationClip( json.name, json.duration, tracks );
},
toJSON: function ( clip ) {
var tracks = [], clipTracks = clip.tracks;
var json = {
'name': clip.name, 'duration': clip.duration, 'tracks': tracks, 'uuid': clip.uuid
};
for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
}
return json;
},
CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
var numMorphTargets = morphTargetSequence.length; var tracks = [];
for ( var i = 0; i < numMorphTargets; i ++ ) {
var times = []; var values = [];
times.push( ( i + numMorphTargets - 1 ) % numMorphTargets, i, ( i + 1 ) % numMorphTargets );
values.push( 0, 1, 0 );
var order = AnimationUtils.getKeyframeOrder( times ); times = AnimationUtils.sortedArray( times, 1, order ); values = AnimationUtils.sortedArray( values, 1, order );
// if there is a key at the first frame, duplicate it as the // last frame as well for perfect loop. if ( ! noLoop && times[ 0 ] === 0 ) {
times.push( numMorphTargets ); values.push( values[ 0 ] );
}
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', times, values ).scale( 1.0 / fps ) );
}
return new AnimationClip( name, - 1, tracks );
},
findByName: function ( objectOrClipArray, name ) {
var clipArray = objectOrClipArray;
if ( ! Array.isArray( objectOrClipArray ) ) {
var o = objectOrClipArray; clipArray = o.geometry && o.geometry.animations || o.animations;
}
for ( var i = 0; i < clipArray.length; i ++ ) {
if ( clipArray[ i ].name === name ) {
return clipArray[ i ];
}
}
return null;
},
CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
var animationToMorphTargets = {};
// tested with https://regex101.com/ on trick sequences // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 var pattern = /^([\w-]*?)([\d]+)$/;
// sort morph target names into animation groups based // patterns like Walk_001, Walk_002, Run_001, Run_002 for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
var morphTarget = morphTargets[ i ]; var parts = morphTarget.name.match( pattern );
if ( parts && parts.length > 1 ) {
var name = parts[ 1 ];
var animationMorphTargets = animationToMorphTargets[ name ]; if ( ! animationMorphTargets ) {
animationToMorphTargets[ name ] = animationMorphTargets = [];
}
animationMorphTargets.push( morphTarget );
}
}
var clips = [];
for ( var name in animationToMorphTargets ) {
clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
}
return clips;
},
// parse the animation.hierarchy format parseAnimation: function ( animation, bones ) {
if ( ! animation ) {
console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); return null;
}
var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
// only return track if there are actually keys. if ( animationKeys.length !== 0 ) {
var times = []; var values = [];
AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
// empty keys are filtered out, so check again if ( times.length !== 0 ) {
destTracks.push( new trackType( trackName, times, values ) );
}
}
};
var tracks = [];
var clipName = animation.name || 'default'; // automatic length determination in AnimationClip. var duration = animation.length || - 1; var fps = animation.fps || 30;
var hierarchyTracks = animation.hierarchy || [];
for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
var animationKeys = hierarchyTracks[ h ].keys;
// skip empty tracks if ( ! animationKeys || animationKeys.length === 0 ) continue;
// process morph targets if ( animationKeys[ 0 ].morphTargets ) {
// figure out all morph targets used in this track var morphTargetNames = {};
for ( var k = 0; k < animationKeys.length; k ++ ) {
if ( animationKeys[ k ].morphTargets ) {
for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
}
}
}
// create a track for each morph target with all zero // morphTargetInfluences except for the keys in which // the morphTarget is named. for ( var morphTargetName in morphTargetNames ) {
var times = []; var values = [];
for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
var animationKey = animationKeys[ k ];
times.push( animationKey.time ); values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
}
tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
}
duration = morphTargetNames.length * ( fps || 1.0 );
} else {
// ...assume skeletal animation
var boneName = '.bones[' + bones[ h ].name + ']';
addNonemptyTrack( VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks );
addNonemptyTrack( QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks );
addNonemptyTrack( VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks );
}
}
if ( tracks.length === 0 ) {
return null;
}
var clip = new AnimationClip( clipName, duration, tracks );
return clip;
}
} );
Object.assign( AnimationClip.prototype, {
resetDuration: function () {
var tracks = this.tracks, duration = 0;
for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
var track = this.tracks[ i ];
duration = Math.max( duration, track.times[ track.times.length - 1 ] );
}
this.duration = duration;
return this;
},
trim: function () {
for ( var i = 0; i < this.tracks.length; i ++ ) {
this.tracks[ i ].trim( 0, this.duration );
}
return this;
},
validate: function () {
var valid = true;
for ( var i = 0; i < this.tracks.length; i ++ ) {
valid = valid && this.tracks[ i ].validate();
}
return valid;
},
optimize: function () {
for ( var i = 0; i < this.tracks.length; i ++ ) {
this.tracks[ i ].optimize();
}
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function MaterialLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; this.textures = {};
}
Object.assign( MaterialLoader.prototype, {
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var loader = new FileLoader( scope.manager ); loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
}, onProgress, onError );
},
setTextures: function ( value ) {
this.textures = value;
},
parse: function ( json ) {
var textures = this.textures;
function getTexture( name ) {
if ( textures[ name ] === undefined ) {
console.warn( 'THREE.MaterialLoader: Undefined texture', name );
}
return textures[ name ];
}
var material = new Materials[ json.type ]();
if ( json.uuid !== undefined ) material.uuid = json.uuid; if ( json.name !== undefined ) material.name = json.name; if ( json.color !== undefined ) material.color.setHex( json.color ); if ( json.roughness !== undefined ) material.roughness = json.roughness; if ( json.metalness !== undefined ) material.metalness = json.metalness; if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); if ( json.specular !== undefined ) material.specular.setHex( json.specular ); if ( json.shininess !== undefined ) material.shininess = json.shininess; if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; if ( json.fog !== undefined ) material.fog = json.fog; if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; if ( json.blending !== undefined ) material.blending = json.blending; if ( json.combine !== undefined ) material.combine = json.combine; if ( json.side !== undefined ) material.side = json.side; if ( json.opacity !== undefined ) material.opacity = json.opacity; if ( json.transparent !== undefined ) material.transparent = json.transparent; if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
if ( json.rotation !== undefined ) material.rotation = json.rotation;
if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; if ( json.scale !== undefined ) material.scale = json.scale;
if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
if ( json.skinning !== undefined ) material.skinning = json.skinning; if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; if ( json.dithering !== undefined ) material.dithering = json.dithering;
if ( json.visible !== undefined ) material.visible = json.visible; if ( json.userData !== undefined ) material.userData = json.userData;
// Shader Material
if ( json.uniforms !== undefined ) {
for ( var name in json.uniforms ) {
var uniform = json.uniforms[ name ];
material.uniforms[ name ] = {};
switch ( uniform.type ) {
case 't': material.uniforms[ name ].value = getTexture( uniform.value ); break;
case 'c': material.uniforms[ name ].value = new Color().setHex( uniform.value ); break;
case 'v2': material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); break;
case 'v3': material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); break;
case 'v4': material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); break;
case 'm4': material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); break;
default: material.uniforms[ name ].value = uniform.value;
}
}
}
if ( json.defines !== undefined ) material.defines = json.defines; if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
// Deprecated
if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
// for PointsMaterial
if ( json.size !== undefined ) material.size = json.size; if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
// maps
if ( json.map !== undefined ) material.map = getTexture( json.map );
if ( json.alphaMap !== undefined ) {
material.alphaMap = getTexture( json.alphaMap ); material.transparent = true;
}
if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; if ( json.normalScale !== undefined ) {
var normalScale = json.normalScale;
if ( Array.isArray( normalScale ) === false ) {
// Blender exporter used to export a scalar. See #7459
normalScale = [ normalScale, normalScale ];
}
material.normalScale = new Vector2().fromArray( normalScale );
}
if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
return material;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function BufferGeometryLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
}
Object.assign( BufferGeometryLoader.prototype, {
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var loader = new FileLoader( scope.manager ); loader.load( url, function ( text ) {
onLoad( scope.parse( JSON.parse( text ) ) );
}, onProgress, onError );
},
parse: function ( json ) {
var geometry = new BufferGeometry();
var index = json.data.index;
if ( index !== undefined ) {
var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
}
var attributes = json.data.attributes;
for ( var key in attributes ) {
var attribute = attributes[ key ]; var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
}
var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
if ( groups !== undefined ) {
for ( var i = 0, n = groups.length; i !== n; ++ i ) {
var group = groups[ i ];
geometry.addGroup( group.start, group.count, group.materialIndex );
}
}
var boundingSphere = json.data.boundingSphere;
if ( boundingSphere !== undefined ) {
var center = new Vector3();
if ( boundingSphere.center !== undefined ) {
center.fromArray( boundingSphere.center );
}
geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
}
return geometry;
}
} );
var TYPED_ARRAYS = { Int8Array: Int8Array, Uint8Array: Uint8Array, // Workaround for IE11 pre KB2929437. See #11440 Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, Int16Array: Int16Array, Uint16Array: Uint16Array, Int32Array: Int32Array, Uint32Array: Uint32Array, Float32Array: Float32Array, Float64Array: Float64Array };
/** * @author alteredq / http://alteredqualia.com/ */
function Loader() {}
Loader.Handlers = {
handlers: [],
add: function ( regex, loader ) {
this.handlers.push( regex, loader );
},
get: function ( file ) {
var handlers = this.handlers;
for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
var regex = handlers[ i ]; var loader = handlers[ i + 1 ];
if ( regex.test( file ) ) {
return loader;
}
}
return null;
}
};
Object.assign( Loader.prototype, {
crossOrigin: 'anonymous',
onLoadStart: function () {},
onLoadProgress: function () {},
onLoadComplete: function () {},
initMaterials: function ( materials, texturePath, crossOrigin ) {
var array = [];
for ( var i = 0; i < materials.length; ++ i ) {
array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
}
return array;
},
createMaterial: ( function () {
var BlendingMode = { NoBlending: NoBlending, NormalBlending: NormalBlending, AdditiveBlending: AdditiveBlending, SubtractiveBlending: SubtractiveBlending, MultiplyBlending: MultiplyBlending, CustomBlending: CustomBlending };
var color = new Color(); var textureLoader = new TextureLoader(); var materialLoader = new MaterialLoader();
return function createMaterial( m, texturePath, crossOrigin ) {
// convert from old material format
var textures = {};
function loadTexture( path, repeat, offset, wrap, anisotropy ) {
var fullPath = texturePath + path; var loader = Loader.Handlers.get( fullPath );
var texture;
if ( loader !== null ) {
texture = loader.load( fullPath );
} else {
textureLoader.setCrossOrigin( crossOrigin ); texture = textureLoader.load( fullPath );
}
if ( repeat !== undefined ) {
texture.repeat.fromArray( repeat );
if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
}
if ( offset !== undefined ) {
texture.offset.fromArray( offset );
}
if ( wrap !== undefined ) {
if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
}
if ( anisotropy !== undefined ) {
texture.anisotropy = anisotropy;
}
var uuid = _Math.generateUUID();
textures[ uuid ] = texture;
return uuid;
}
//
var json = { uuid: _Math.generateUUID(), type: 'MeshLambertMaterial' };
for ( var name in m ) {
var value = m[ name ];
switch ( name ) {
case 'DbgColor': case 'DbgIndex': case 'opticalDensity': case 'illumination': break; case 'DbgName': json.name = value; break; case 'blending': json.blending = BlendingMode[ value ]; break; case 'colorAmbient': case 'mapAmbient': console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); break; case 'colorDiffuse': json.color = color.fromArray( value ).getHex(); break; case 'colorSpecular': json.specular = color.fromArray( value ).getHex(); break; case 'colorEmissive': json.emissive = color.fromArray( value ).getHex(); break; case 'specularCoef': json.shininess = value; break; case 'shading': if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; break; case 'mapDiffuse': json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); break; case 'mapDiffuseRepeat': case 'mapDiffuseOffset': case 'mapDiffuseWrap': case 'mapDiffuseAnisotropy': break; case 'mapEmissive': json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); break; case 'mapEmissiveRepeat': case 'mapEmissiveOffset': case 'mapEmissiveWrap': case 'mapEmissiveAnisotropy': break; case 'mapLight': json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); break; case 'mapLightRepeat': case 'mapLightOffset': case 'mapLightWrap': case 'mapLightAnisotropy': break; case 'mapAO': json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); break; case 'mapAORepeat': case 'mapAOOffset': case 'mapAOWrap': case 'mapAOAnisotropy': break; case 'mapBump': json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); break; case 'mapBumpScale': json.bumpScale = value; break; case 'mapBumpRepeat': case 'mapBumpOffset': case 'mapBumpWrap': case 'mapBumpAnisotropy': break; case 'mapNormal': json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); break; case 'mapNormalFactor': json.normalScale = value; break; case 'mapNormalRepeat': case 'mapNormalOffset': case 'mapNormalWrap': case 'mapNormalAnisotropy': break; case 'mapSpecular': json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); break; case 'mapSpecularRepeat': case 'mapSpecularOffset': case 'mapSpecularWrap': case 'mapSpecularAnisotropy': break; case 'mapMetalness': json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); break; case 'mapMetalnessRepeat': case 'mapMetalnessOffset': case 'mapMetalnessWrap': case 'mapMetalnessAnisotropy': break; case 'mapRoughness': json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); break; case 'mapRoughnessRepeat': case 'mapRoughnessOffset': case 'mapRoughnessWrap': case 'mapRoughnessAnisotropy': break; case 'mapAlpha': json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); break; case 'mapAlphaRepeat': case 'mapAlphaOffset': case 'mapAlphaWrap': case 'mapAlphaAnisotropy': break; case 'flipSided': json.side = BackSide; break; case 'doubleSided': json.side = DoubleSide; break; case 'transparency': console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); json.opacity = value; break; case 'depthTest': case 'depthWrite': case 'colorWrite': case 'opacity': case 'reflectivity': case 'transparent': case 'visible': case 'wireframe': json[ name ] = value; break; case 'vertexColors': if ( value === true ) json.vertexColors = VertexColors; if ( value === 'face' ) json.vertexColors = FaceColors; break; default: console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); break;
}
}
if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
if ( json.opacity < 1 ) json.transparent = true;
materialLoader.setTextures( textures );
return materialLoader.parse( json );
};
} )()
} );
/** * @author Don McCurdy / https://www.donmccurdy.com */
var LoaderUtils = {
decodeText: function ( array ) {
if ( typeof TextDecoder !== 'undefined' ) {
return new TextDecoder().decode( array );
}
// Avoid the String.fromCharCode.apply(null, array) shortcut, which // throws a "maximum call stack size exceeded" error for large arrays.
var s = ;
for ( var i = 0, il = array.length; i < il; i ++ ) {
// Implicitly assumes little-endian. s += String.fromCharCode( array[ i ] );
}
// Merges multi-byte utf-8 characters. return decodeURIComponent( escape( s ) );
},
extractUrlBase: function ( url ) {
var index = url.lastIndexOf( '/' );
if ( index === - 1 ) return './';
return url.substr( 0, index + 1 );
}
};
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */
function JSONLoader( manager ) {
if ( typeof manager === 'boolean' ) {
console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); manager = undefined;
}
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
this.withCredentials = false;
}
Object.assign( JSONLoader.prototype, {
crossOrigin: 'anonymous',
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
var loader = new FileLoader( this.manager ); loader.setPath( this.path ); loader.setWithCredentials( this.withCredentials ); loader.load( url, function ( text ) {
var json = JSON.parse( text ); var metadata = json.metadata;
if ( metadata !== undefined ) {
var type = metadata.type;
if ( type !== undefined ) {
if ( type.toLowerCase() === 'object' ) {
console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); return;
}
}
}
var object = scope.parse( json, path ); onLoad( object.geometry, object.materials );
}, onProgress, onError );
},
setPath: function ( value ) {
this.path = value; return this;
},
setResourcePath: function ( value ) {
this.resourcePath = value; return this;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value; return this;
},
parse: ( function () {
function parseModel( json, geometry ) {
function isBitSet( value, position ) {
return value & ( 1 << position );
}
var i, j, fi,
offset, zLength,
colorIndex, normalIndex, uvIndex, materialIndex,
type, isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor,
vertex, face, faceA, faceB, hex, normal,
uvLayer, uv, u, v,
faces = json.faces, vertices = json.vertices, normals = json.normals, colors = json.colors,
scale = json.scale,
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 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 Face3(); faceA.a = faces[ offset ]; faceA.b = faces[ offset + 1 ]; faceA.c = faces[ offset + 3 ];
faceB = new 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 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 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 Color( hex ) ); if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );
}
}
geometry.faces.push( faceA ); geometry.faces.push( faceB );
} else {
face = new 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 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 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 Color( colors[ colorIndex ] ) );
}
}
geometry.faces.push( face );
}
}
}
function parseSkin( json, geometry ) {
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 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 Vector4( a, b, c, d ) );
}
}
geometry.bones = json.bones;
if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
}
}
function parseMorphing( json, geometry ) {
var scale = json.scale;
if ( json.morphTargets !== undefined ) {
for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {
geometry.morphTargets[ i ] = {}; geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; geometry.morphTargets[ i ].vertices = [];
var dstVertices = geometry.morphTargets[ i ].vertices; var srcVertices = json.morphTargets[ i ].vertices;
for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
var vertex = new Vector3(); vertex.x = srcVertices[ v ] * scale; vertex.y = srcVertices[ v + 1 ] * scale; vertex.z = srcVertices[ v + 2 ] * scale;
dstVertices.push( vertex );
}
}
}
if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {
console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );
var faces = geometry.faces; var morphColors = json.morphColors[ 0 ].colors;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
faces[ i ].color.fromArray( morphColors, i * 3 );
}
}
}
function parseAnimations( json, geometry ) {
var outputAnimations = [];
// parse old style Bone/Hierarchy animations var animations = [];
if ( json.animation !== undefined ) {
animations.push( json.animation );
}
if ( json.animations !== undefined ) {
if ( json.animations.length ) {
animations = animations.concat( json.animations );
} else {
animations.push( json.animations );
}
}
for ( var i = 0; i < animations.length; i ++ ) {
var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); if ( clip ) outputAnimations.push( clip );
}
// parse implicit morph animations if ( geometry.morphTargets ) {
// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); outputAnimations = outputAnimations.concat( morphAnimationClips );
}
if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;
}
return function parse( json, path ) {
if ( json.data !== undefined ) {
// Geometry 4.0 spec json = json.data;
}
if ( json.scale !== undefined ) {
json.scale = 1.0 / json.scale;
} else {
json.scale = 1.0;
}
var geometry = new Geometry();
parseModel( json, geometry ); parseSkin( json, geometry ); parseMorphing( json, geometry ); parseAnimations( json, geometry );
geometry.computeFaceNormals(); geometry.computeBoundingSphere();
if ( json.materials === undefined || json.materials.length === 0 ) {
return { geometry: geometry };
} else {
var materials = Loader.prototype.initMaterials( json.materials, this.resourcePath || path, this.crossOrigin );
return { geometry: geometry, materials: materials };
}
};
} )()
} );
/** * @author mrdoob / http://mrdoob.com/ */
function ObjectLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; this.texturePath = ;
}
Object.assign( ObjectLoader.prototype, {
crossOrigin: 'anonymous',
load: function ( url, onLoad, onProgress, onError ) {
if ( this.texturePath === ) {
this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
}
var scope = this;
var loader = new FileLoader( scope.manager ); loader.load( url, function ( text ) {
var json = null;
try {
json = JSON.parse( text );
} catch ( error ) {
if ( onError !== undefined ) onError( error );
console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
return;
}
var metadata = json.metadata;
if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); return;
}
scope.parse( json, onLoad );
}, onProgress, onError );
},
setTexturePath: function ( value ) {
this.texturePath = value; return this;
},
setCrossOrigin: function ( value ) {
this.crossOrigin = value; return this;
},
parse: function ( json, onLoad ) {
var shapes = this.parseShape( json.shapes ); var geometries = this.parseGeometries( json.geometries, shapes );
var images = this.parseImages( json.images, function () {
if ( onLoad !== undefined ) onLoad( object );
} );
var textures = this.parseTextures( json.textures, images ); var materials = this.parseMaterials( json.materials, textures );
var object = this.parseObject( json.object, geometries, materials );
if ( json.animations ) {
object.animations = this.parseAnimations( json.animations );
}
if ( json.images === undefined || json.images.length === 0 ) {
if ( onLoad !== undefined ) onLoad( object );
}
return object;
},
parseShape: function ( json ) {
var shapes = {};
if ( json !== undefined ) {
for ( var i = 0, l = json.length; i < l; i ++ ) {
var shape = new Shape().fromJSON( json[ i ] );
shapes[ shape.uuid ] = shape;
}
}
return shapes;
},
parseGeometries: function ( json, shapes ) {
var geometries = {};
if ( json !== undefined ) {
var geometryLoader = new JSONLoader(); var bufferGeometryLoader = new BufferGeometryLoader();
for ( var i = 0, l = json.length; i < l; i ++ ) {
var geometry; var data = json[ i ];
switch ( data.type ) {
case 'PlaneGeometry': case 'PlaneBufferGeometry':
geometry = new Geometries[ data.type ]( data.width, data.height, data.widthSegments, data.heightSegments );
break;
case 'BoxGeometry': case 'BoxBufferGeometry': case 'CubeGeometry': // backwards compatible
geometry = new Geometries[ data.type ]( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
break;
case 'CircleGeometry': case 'CircleBufferGeometry':
geometry = new Geometries[ data.type ]( data.radius, data.segments, data.thetaStart, data.thetaLength );
break;
case 'CylinderGeometry': case 'CylinderBufferGeometry':
geometry = new Geometries[ data.type ]( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
break;
case 'ConeGeometry': case 'ConeBufferGeometry':
geometry = new Geometries[ data.type ]( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
break;
case 'SphereGeometry': case 'SphereBufferGeometry':
geometry = new Geometries[ data.type ]( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
break;
case 'DodecahedronGeometry': case 'DodecahedronBufferGeometry': case 'IcosahedronGeometry': case 'IcosahedronBufferGeometry': case 'OctahedronGeometry': case 'OctahedronBufferGeometry': case 'TetrahedronGeometry': case 'TetrahedronBufferGeometry':
geometry = new Geometries[ data.type ]( data.radius, data.detail );
break;
case 'RingGeometry': case 'RingBufferGeometry':
geometry = new Geometries[ data.type ]( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
break;
case 'TorusGeometry': case 'TorusBufferGeometry':
geometry = new Geometries[ data.type ]( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
break;
case 'TorusKnotGeometry': case 'TorusKnotBufferGeometry':
geometry = new Geometries[ data.type ]( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
break;
case 'LatheGeometry': case 'LatheBufferGeometry':
geometry = new Geometries[ data.type ]( data.points, data.segments, data.phiStart, data.phiLength );
break;
case 'PolyhedronGeometry': case 'PolyhedronBufferGeometry':
geometry = new Geometries[ data.type ]( data.vertices, data.indices, data.radius, data.details );
break;
case 'ShapeGeometry': case 'ShapeBufferGeometry':
var geometryShapes = [];
for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
var shape = shapes[ data.shapes[ j ] ];
geometryShapes.push( shape );
}
geometry = new Geometries[ data.type ]( geometryShapes, data.curveSegments );
break;
case 'ExtrudeGeometry':
case 'ExtrudeBufferGeometry':
var geometryShapes = [];
for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
var shape = shapes[ data.shapes[ j ] ];
geometryShapes.push( shape );
}
var extrudePath = data.options.extrudePath;
if ( extrudePath !== undefined ) {
data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
}
geometry = new Geometries[ data.type ]( geometryShapes, data.options );
break;
case 'BufferGeometry':
geometry = bufferGeometryLoader.parse( data );
break;
case 'Geometry':
geometry = geometryLoader.parse( data, this.texturePath ).geometry;
break;
default:
console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
continue;
}
geometry.uuid = data.uuid;
if ( data.name !== undefined ) geometry.name = data.name; if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
geometries[ data.uuid ] = geometry;
}
}
return geometries;
},
parseMaterials: function ( json, textures ) {
var materials = {};
if ( json !== undefined ) {
var loader = new MaterialLoader(); loader.setTextures( textures );
for ( var i = 0, l = json.length; i < l; i ++ ) {
var data = json[ i ];
if ( data.type === 'MultiMaterial' ) {
// Deprecated
var array = [];
for ( var j = 0; j < data.materials.length; j ++ ) {
array.push( loader.parse( data.materials[ j ] ) );
}
materials[ data.uuid ] = array;
} else {
materials[ data.uuid ] = loader.parse( data );
}
}
}
return materials;
},
parseAnimations: function ( json ) {
var animations = [];
for ( var i = 0; i < json.length; i ++ ) {
var data = json[ i ];
var clip = AnimationClip.parse( data );
if ( data.uuid !== undefined ) clip.uuid = data.uuid;
animations.push( clip );
}
return animations;
},
parseImages: function ( json, onLoad ) {
var scope = this; var images = {};
function loadImage( url ) {
scope.manager.itemStart( url );
return loader.load( url, function () {
scope.manager.itemEnd( url );
}, undefined, function () {
scope.manager.itemEnd( url ); scope.manager.itemError( url );
} );
}
if ( json !== undefined && json.length > 0 ) {
var manager = new LoadingManager( onLoad );
var loader = new ImageLoader( manager ); loader.setCrossOrigin( this.crossOrigin );
for ( var i = 0, il = json.length; i < il; i ++ ) {
var image = json[ i ]; var url = image.url;
if ( Array.isArray( url ) ) {
// load array of images e.g CubeTexture
images[ image.uuid ] = [];
for ( var j = 0, jl = url.length; j < jl; j ++ ) {
var currentUrl = url[ j ];
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.texturePath + currentUrl;
images[ image.uuid ].push( loadImage( path ) );
}
} else {
// load single image
var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
images[ image.uuid ] = loadImage( path );
}
}
}
return images;
},
parseTextures: function ( json, images ) {
function parseConstant( value, type ) {
if ( typeof value === 'number' ) return value;
console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
return type[ value ];
}
var textures = {};
if ( json !== undefined ) {
for ( var i = 0, l = json.length; i < l; i ++ ) {
var data = json[ i ];
if ( data.image === undefined ) {
console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
}
if ( images[ data.image ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
}
var texture;
if ( Array.isArray( images[ data.image ] ) ) {
texture = new CubeTexture( images[ data.image ] );
} else {
texture = new Texture( images[ data.image ] );
}
texture.needsUpdate = true;
texture.uuid = data.uuid;
if ( data.name !== undefined ) texture.name = data.name;
if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); if ( data.center !== undefined ) texture.center.fromArray( data.center ); if ( data.rotation !== undefined ) texture.rotation = data.rotation;
if ( data.wrap !== undefined ) {
texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
}
if ( data.format !== undefined ) texture.format = data.format;
if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
if ( data.flipY !== undefined ) texture.flipY = data.flipY;
textures[ data.uuid ] = texture;
}
}
return textures;
},
parseObject: function ( data, geometries, materials ) {
var object;
function getGeometry( name ) {
if ( geometries[ name ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
}
return geometries[ name ];
}
function getMaterial( name ) {
if ( name === undefined ) return undefined;
if ( Array.isArray( name ) ) {
var array = [];
for ( var i = 0, l = name.length; i < l; i ++ ) {
var uuid = name[ i ];
if ( materials[ uuid ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
}
array.push( materials[ uuid ] );
}
return array;
}
if ( materials[ name ] === undefined ) {
console.warn( 'THREE.ObjectLoader: Undefined material', name );
}
return materials[ name ];
}
switch ( data.type ) {
case 'Scene':
object = new Scene();
if ( data.background !== undefined ) {
if ( Number.isInteger( data.background ) ) {
object.background = new Color( data.background );
}
}
if ( data.fog !== undefined ) {
if ( data.fog.type === 'Fog' ) {
object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
} else if ( data.fog.type === 'FogExp2' ) {
object.fog = new FogExp2( data.fog.color, data.fog.density );
}
}
break;
case 'PerspectiveCamera':
object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
if ( data.focus !== undefined ) object.focus = data.focus; if ( data.zoom !== undefined ) object.zoom = data.zoom; if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
break;
case 'OrthographicCamera':
object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
if ( data.zoom !== undefined ) object.zoom = data.zoom; if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
break;
case 'AmbientLight':
object = new AmbientLight( data.color, data.intensity );
break;
case 'DirectionalLight':
object = new DirectionalLight( data.color, data.intensity );
break;
case 'PointLight':
object = new PointLight( data.color, data.intensity, data.distance, data.decay );
break;
case 'RectAreaLight':
object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
break;
case 'SpotLight':
object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
break;
case 'HemisphereLight':
object = new HemisphereLight( data.color, data.groundColor, data.intensity );
break;
case 'SkinnedMesh':
console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
case 'Mesh':
var geometry = getGeometry( data.geometry ); var material = getMaterial( data.material );
if ( geometry.bones && geometry.bones.length > 0 ) {
object = new SkinnedMesh( geometry, material );
} else {
object = new Mesh( geometry, material );
}
break;
case 'LOD':
object = new LOD();
break;
case 'Line':
object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
break;
case 'LineLoop':
object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'LineSegments':
object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'PointCloud': case 'Points':
object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
break;
case 'Sprite':
object = new Sprite( getMaterial( data.material ) );
break;
case 'Group':
object = new Group();
break;
default:
object = new Object3D();
}
object.uuid = data.uuid;
if ( data.name !== undefined ) object.name = data.name;
if ( data.matrix !== undefined ) {
object.matrix.fromArray( data.matrix );
if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; if ( object.matrixAutoUpdate ) object.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.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
}
if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
if ( data.shadow ) {
if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
}
if ( data.visible !== undefined ) object.visible = data.visible; if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; if ( data.userData !== undefined ) object.userData = data.userData; if ( data.layers !== undefined ) object.layers.mask = data.layers;
if ( data.children !== undefined ) {
var children = data.children;
for ( var i = 0; i < children.length; i ++ ) {
object.add( this.parseObject( children[ i ], geometries, materials ) );
}
}
if ( data.type === 'LOD' ) {
var levels = data.levels;
for ( var l = 0; l < levels.length; l ++ ) {
var level = levels[ l ]; var child = object.getObjectByProperty( 'uuid', level.object );
if ( child !== undefined ) {
object.addLevel( child, level.distance );
}
}
}
return object;
}
} );
var TEXTURE_MAPPING = { UVMapping: UVMapping, CubeReflectionMapping: CubeReflectionMapping, CubeRefractionMapping: CubeRefractionMapping, EquirectangularReflectionMapping: EquirectangularReflectionMapping, EquirectangularRefractionMapping: EquirectangularRefractionMapping, SphericalReflectionMapping: SphericalReflectionMapping, CubeUVReflectionMapping: CubeUVReflectionMapping, CubeUVRefractionMapping: CubeUVRefractionMapping };
var TEXTURE_WRAPPING = { RepeatWrapping: RepeatWrapping, ClampToEdgeWrapping: ClampToEdgeWrapping, MirroredRepeatWrapping: MirroredRepeatWrapping };
var TEXTURE_FILTER = { NearestFilter: NearestFilter, NearestMipMapNearestFilter: NearestMipMapNearestFilter, NearestMipMapLinearFilter: NearestMipMapLinearFilter, LinearFilter: LinearFilter, LinearMipMapNearestFilter: LinearMipMapNearestFilter, LinearMipMapLinearFilter: LinearMipMapLinearFilter };
/** * @author thespite / http://clicktorelease.com/ */
function ImageBitmapLoader( manager ) {
if ( typeof createImageBitmap === 'undefined' ) {
console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
}
if ( typeof fetch === 'undefined' ) {
console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
}
this.manager = manager !== undefined ? manager : DefaultLoadingManager; this.options = undefined;
}
ImageBitmapLoader.prototype = {
constructor: ImageBitmapLoader,
setOptions: function setOptions( options ) {
this.options = options;
return this;
},
load: function ( url, onLoad, onProgress, onError ) {
if ( url === undefined ) url = ;
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
var scope = this;
var cached = Cache.get( url );
if ( cached !== undefined ) {
scope.manager.itemStart( url );
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
return cached;
}
fetch( url ).then( function ( res ) {
return res.blob();
} ).then( function ( blob ) {
return createImageBitmap( blob, scope.options );
} ).then( function ( imageBitmap ) {
Cache.add( url, imageBitmap );
if ( onLoad ) onLoad( imageBitmap );
scope.manager.itemEnd( url );
} ).catch( function ( e ) {
if ( onError ) onError( e );
scope.manager.itemEnd( url ); scope.manager.itemError( url );
} );
},
setCrossOrigin: function ( /* value */ ) {
return this;
},
setPath: function ( value ) {
this.path = value; return this;
}
};
/** * @author zz85 / http://www.lab4games.net/zz85/blog * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" **/
function ShapePath() {
this.type = 'ShapePath';
this.color = new Color();
this.subPaths = []; this.currentPath = null;
}
Object.assign( ShapePath.prototype, {
moveTo: function ( x, y ) {
this.currentPath = new Path(); this.subPaths.push( this.currentPath ); this.currentPath.moveTo( x, y );
},
lineTo: function ( x, y ) {
this.currentPath.lineTo( x, y );
},
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
},
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
},
splineThru: function ( pts ) {
this.currentPath.splineThru( pts );
},
toShapes: function ( isCCW, noHoles ) {
function toShapesNoHoles( inSubpaths ) {
var shapes = [];
for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
var tmpPath = inSubpaths[ i ];
var tmpShape = new Shape(); tmpShape.curves = tmpPath.curves;
shapes.push( tmpShape );
}
return shapes;
}
function isPointInsidePolygon( inPt, inPolygon ) {
var polyLen = inPolygon.length;
// inPt on polygon contour => immediate success or // toggling of inside/outside at every single! intersection point of an edge // with the horizontal line through inPt, left of inPt // not counting lowerY endpoints of edges and whole edges on that line var inside = false; for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
var edgeLowPt = inPolygon[ p ]; var edgeHighPt = inPolygon[ q ];
var edgeDx = edgeHighPt.x - edgeLowPt.x; var edgeDy = edgeHighPt.y - edgeLowPt.y;
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
// not parallel if ( edgeDy < 0 ) {
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
} if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
if ( inPt.y === edgeLowPt.y ) {
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? // continue; // no intersection or edgeLowPt => doesn't count !!!
} else {
var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); if ( perpEdge === 0 ) return true; // inPt is on contour ? if ( perpEdge < 0 ) continue; inside = ! inside; // true intersection left of inPt
}
} else {
// parallel or collinear if ( inPt.y !== edgeLowPt.y ) continue; // parallel // edge lies on the same horizontal line as inPt if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! // continue;
}
}
return inside;
}
var isClockWise = ShapeUtils.isClockWise;
var subPaths = this.subPaths; if ( subPaths.length === 0 ) return [];
if ( noHoles === true ) return toShapesNoHoles( subPaths );
var solid, tmpPath, tmpShape, shapes = [];
if ( subPaths.length === 1 ) {
tmpPath = subPaths[ 0 ]; tmpShape = new Shape(); tmpShape.curves = tmpPath.curves; shapes.push( tmpShape ); return shapes;
}
var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); holesFirst = isCCW ? ! holesFirst : holesFirst;
// console.log("Holes first", holesFirst);
var betterShapeHoles = []; var newShapes = []; var newShapeHoles = []; var mainIdx = 0; var tmpPoints;
newShapes[ mainIdx ] = undefined; newShapeHoles[ mainIdx ] = [];
for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
tmpPath = subPaths[ i ]; tmpPoints = tmpPath.getPoints(); solid = isClockWise( tmpPoints ); solid = isCCW ? ! solid : solid;
if ( solid ) {
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; newShapes[ mainIdx ].s.curves = tmpPath.curves;
if ( holesFirst ) mainIdx ++; newShapeHoles[ mainIdx ] = [];
//console.log('cw', i);
} else {
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
//console.log('ccw', i);
}
}
// only Holes? -> probably all Shapes with wrong orientation if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
if ( newShapes.length > 1 ) {
var ambiguous = false; var toChange = [];
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
betterShapeHoles[ sIdx ] = [];
}
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
var sho = newShapeHoles[ sIdx ];
for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
var ho = sho[ hIdx ]; var hole_unassigned = true;
for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); if ( hole_unassigned ) {
hole_unassigned = false; betterShapeHoles[ s2Idx ].push( ho );
} else {
ambiguous = true;
}
}
} if ( hole_unassigned ) {
betterShapeHoles[ sIdx ].push( ho );
}
}
} // console.log("ambiguous: ", ambiguous); if ( toChange.length > 0 ) {
// console.log("to change: ", toChange); if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
}
}
var tmpHoles;
for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
tmpShape = newShapes[ i ].s; shapes.push( tmpShape ); tmpHoles = newShapeHoles[ i ];
for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
tmpShape.holes.push( tmpHoles[ j ].h );
}
}
//console.log("shape", shapes);
return shapes;
}
} );
/** * @author zz85 / http://www.lab4games.net/zz85/blog * @author mrdoob / http://mrdoob.com/ */
function Font( data ) {
this.type = 'Font';
this.data = data;
}
Object.assign( Font.prototype, {
isFont: true,
generateShapes: function ( text, size ) {
if ( size === undefined ) size = 100;
var shapes = []; var paths = createPaths( text, size, this.data );
for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
}
return shapes;
}
} );
function createPaths( text, size, data ) {
var chars = Array.from ? Array.from( text ) : String( text ).split( ); // see #13988 var scale = size / data.resolution; var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
var paths = [];
var offsetX = 0, offsetY = 0;
for ( var i = 0; i < chars.length; i ++ ) {
var char = chars[ i ];
if ( char === '\n' ) {
offsetX = 0; offsetY -= line_height;
} else {
var ret = createPath( char, scale, offsetX, offsetY, data ); offsetX += ret.offsetX; paths.push( ret.path );
}
}
return paths;
}
function createPath( char, scale, offsetX, offsetY, data ) {
var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
if ( ! glyph ) return;
var path = new ShapePath();
var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
if ( glyph.o ) {
var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
for ( var i = 0, l = outline.length; i < l; ) {
var action = outline[ i ++ ];
switch ( action ) {
case 'm': // moveTo
x = outline[ i ++ ] * scale + offsetX; y = outline[ i ++ ] * scale + offsetY;
path.moveTo( x, y );
break;
case 'l': // lineTo
x = outline[ i ++ ] * scale + offsetX; y = outline[ i ++ ] * scale + offsetY;
path.lineTo( x, y );
break;
case 'q': // quadraticCurveTo
cpx = outline[ i ++ ] * scale + offsetX; cpy = outline[ i ++ ] * scale + offsetY; cpx1 = outline[ i ++ ] * scale + offsetX; cpy1 = outline[ i ++ ] * scale + offsetY;
path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
break;
case 'b': // bezierCurveTo
cpx = outline[ i ++ ] * scale + offsetX; cpy = outline[ i ++ ] * scale + offsetY; cpx1 = outline[ i ++ ] * scale + offsetX; cpy1 = outline[ i ++ ] * scale + offsetY; cpx2 = outline[ i ++ ] * scale + offsetX; cpy2 = outline[ i ++ ] * scale + offsetY;
path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
break;
}
}
}
return { offsetX: glyph.ha * scale, path: path };
}
/** * @author mrdoob / http://mrdoob.com/ */
function FontLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
}
Object.assign( FontLoader.prototype, {
load: function ( url, onLoad, onProgress, onError ) {
var scope = this;
var loader = new FileLoader( this.manager ); loader.setPath( this.path ); loader.load( url, function ( text ) {
var json;
try {
json = JSON.parse( text );
} catch ( e ) {
console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); json = JSON.parse( text.substring( 65, text.length - 2 ) );
}
var font = scope.parse( json );
if ( onLoad ) onLoad( font );
}, onProgress, onError );
},
parse: function ( json ) {
return new Font( json );
},
setPath: function ( value ) {
this.path = value; return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
var context;
var AudioContext = {
getContext: function () {
if ( context === undefined ) {
context = new ( window.AudioContext || window.webkitAudioContext )();
}
return context;
},
setContext: function ( value ) {
context = value;
}
};
/** * @author Reece Aaron Lecrivain / http://reecenotes.com/ */
function AudioLoader( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
}
Object.assign( AudioLoader.prototype, {
load: function ( url, onLoad, onProgress, onError ) {
var loader = new FileLoader( this.manager ); loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( buffer ) {
// Create a copy of the buffer. The `decodeAudioData` method // detaches the buffer when complete, preventing reuse. var bufferCopy = buffer.slice( 0 );
var context = AudioContext.getContext(); context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
onLoad( audioBuffer );
} );
}, onProgress, onError );
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function StereoCamera() {
this.type = 'StereoCamera';
this.aspect = 1;
this.eyeSep = 0.064;
this.cameraL = new PerspectiveCamera(); this.cameraL.layers.enable( 1 ); this.cameraL.matrixAutoUpdate = false;
this.cameraR = new PerspectiveCamera(); this.cameraR.layers.enable( 2 ); this.cameraR.matrixAutoUpdate = false;
}
Object.assign( StereoCamera.prototype, {
update: ( function () {
var instance, focus, fov, aspect, near, far, zoom, eyeSep;
var eyeRight = new Matrix4(); var eyeLeft = new Matrix4();
return function update( camera ) {
var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || aspect !== camera.aspect * this.aspect || near !== camera.near || far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
if ( needsUpdate ) {
instance = this; focus = camera.focus; fov = camera.fov; aspect = camera.aspect * this.aspect; near = camera.near; far = camera.far; zoom = camera.zoom;
// Off-axis stereoscopic effect based on // http://paulbourke.net/stereographics/stereorender/
var projectionMatrix = camera.projectionMatrix.clone(); eyeSep = this.eyeSep / 2; var eyeSepOnProjection = eyeSep * near / focus; var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; var xmin, xmax;
// translate xOffset
eyeLeft.elements[ 12 ] = - eyeSep; eyeRight.elements[ 12 ] = eyeSep;
// for left eye
xmin = - ymax * aspect + eyeSepOnProjection; xmax = ymax * aspect + eyeSepOnProjection;
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraL.projectionMatrix.copy( projectionMatrix );
// for right eye
xmin = - ymax * aspect - eyeSepOnProjection; xmax = ymax * aspect - eyeSepOnProjection;
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraR.projectionMatrix.copy( projectionMatrix );
}
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
};
} )()
} );
/** * Camera for rendering cube maps * - renders scene into axis-aligned cube * * @author alteredq / http://alteredqualia.com/ */
function CubeCamera( near, far, cubeResolution ) {
Object3D.call( this );
this.type = 'CubeCamera';
var fov = 90, aspect = 1;
var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); cameraPX.up.set( 0, - 1, 0 ); cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); this.add( cameraPX );
var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); cameraNX.up.set( 0, - 1, 0 ); cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); this.add( cameraNX );
var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); cameraPY.up.set( 0, 0, 1 ); cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); this.add( cameraPY );
var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); cameraNY.up.set( 0, 0, - 1 ); cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); this.add( cameraNY );
var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); cameraPZ.up.set( 0, - 1, 0 ); cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); this.add( cameraPZ );
var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); cameraNZ.up.set( 0, - 1, 0 ); cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); this.add( cameraNZ );
var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); this.renderTarget.texture.name = "CubeCamera";
this.update = function ( renderer, scene ) {
if ( this.parent === null ) this.updateMatrixWorld();
var renderTarget = this.renderTarget; var generateMipmaps = renderTarget.texture.generateMipmaps;
renderTarget.texture.generateMipmaps = false;
renderTarget.activeCubeFace = 0; renderer.render( scene, cameraPX, renderTarget );
renderTarget.activeCubeFace = 1; renderer.render( scene, cameraNX, renderTarget );
renderTarget.activeCubeFace = 2; renderer.render( scene, cameraPY, renderTarget );
renderTarget.activeCubeFace = 3; renderer.render( scene, cameraNY, renderTarget );
renderTarget.activeCubeFace = 4; renderer.render( scene, cameraPZ, renderTarget );
renderTarget.texture.generateMipmaps = generateMipmaps;
renderTarget.activeCubeFace = 5; renderer.render( scene, cameraNZ, renderTarget );
renderer.setRenderTarget( null );
};
this.clear = function ( renderer, color, depth, stencil ) {
var renderTarget = this.renderTarget;
for ( var i = 0; i < 6; i ++ ) {
renderTarget.activeCubeFace = i; renderer.setRenderTarget( renderTarget );
renderer.clear( color, depth, stencil );
}
renderer.setRenderTarget( null );
};
}
CubeCamera.prototype = Object.create( Object3D.prototype ); CubeCamera.prototype.constructor = CubeCamera;
/** * @author mrdoob / http://mrdoob.com/ */
function AudioListener() {
Object3D.call( this );
this.type = 'AudioListener';
this.context = AudioContext.getContext();
this.gain = this.context.createGain(); this.gain.connect( this.context.destination );
this.filter = null;
}
AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: AudioListener,
getInput: function () {
return this.gain;
},
removeFilter: function ( ) {
if ( this.filter !== null ) {
this.gain.disconnect( this.filter ); this.filter.disconnect( this.context.destination ); this.gain.connect( this.context.destination ); this.filter = null;
}
return this;
},
getFilter: function () {
return this.filter;
},
setFilter: function ( value ) {
if ( this.filter !== null ) {
this.gain.disconnect( this.filter ); this.filter.disconnect( this.context.destination );
} else {
this.gain.disconnect( this.context.destination );
}
this.filter = value; this.gain.connect( this.filter ); this.filter.connect( this.context.destination );
return this;
},
getMasterVolume: function () {
return this.gain.gain.value;
},
setMasterVolume: function ( value ) {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
},
updateMatrixWorld: ( function () {
var position = new Vector3(); var quaternion = new Quaternion(); var scale = new Vector3();
var orientation = new Vector3();
return function updateMatrixWorld( force ) {
Object3D.prototype.updateMatrixWorld.call( this, force );
var listener = this.context.listener; var up = this.up;
this.matrixWorld.decompose( position, quaternion, scale );
orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
if ( listener.positionX ) {
listener.positionX.setValueAtTime( position.x, this.context.currentTime ); listener.positionY.setValueAtTime( position.y, this.context.currentTime ); listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); listener.upX.setValueAtTime( up.x, this.context.currentTime ); listener.upY.setValueAtTime( up.y, this.context.currentTime ); listener.upZ.setValueAtTime( up.z, this.context.currentTime );
} else {
listener.setPosition( position.x, position.y, position.z ); listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
}
};
} )()
} );
/** * @author mrdoob / http://mrdoob.com/ * @author Reece Aaron Lecrivain / http://reecenotes.com/ */
function Audio( listener ) {
Object3D.call( this );
this.type = 'Audio';
this.context = listener.context;
this.gain = this.context.createGain(); this.gain.connect( listener.getInput() );
this.autoplay = false;
this.buffer = null; this.loop = false; this.startTime = 0; this.offset = 0; this.playbackRate = 1; this.isPlaying = false; this.hasPlaybackControl = true; this.sourceType = 'empty';
this.filters = [];
}
Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Audio,
getOutput: function () {
return this.gain;
},
setNodeSource: function ( audioNode ) {
this.hasPlaybackControl = false; this.sourceType = 'audioNode'; this.source = audioNode; this.connect();
return this;
},
setMediaElementSource: function ( mediaElement ) {
this.hasPlaybackControl = false; this.sourceType = 'mediaNode'; this.source = this.context.createMediaElementSource( mediaElement ); this.connect();
return this;
},
setBuffer: function ( audioBuffer ) {
this.buffer = audioBuffer; this.sourceType = 'buffer';
if ( this.autoplay ) this.play();
return this;
},
play: function () {
if ( this.isPlaying === true ) {
console.warn( 'THREE.Audio: Audio is already playing.' ); return;
}
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' ); return;
}
var source = this.context.createBufferSource();
source.buffer = this.buffer; source.loop = this.loop; source.onended = this.onEnded.bind( this ); source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); this.startTime = this.context.currentTime; source.start( this.startTime, this.offset );
this.isPlaying = true;
this.source = source;
return this.connect();
},
pause: function () {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' ); return;
}
if ( this.isPlaying === true ) {
this.source.stop(); this.source.onended = null; this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate; this.isPlaying = false;
}
return this;
},
stop: function () {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' ); return;
}
this.source.stop(); this.source.onended = null; this.offset = 0; this.isPlaying = false;
return this;
},
connect: function () {
if ( this.filters.length > 0 ) {
this.source.connect( this.filters[ 0 ] );
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
this.filters[ i - 1 ].connect( this.filters[ i ] );
}
this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
} else {
this.source.connect( this.getOutput() );
}
return this;
},
disconnect: function () {
if ( this.filters.length > 0 ) {
this.source.disconnect( this.filters[ 0 ] );
for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
this.filters[ i - 1 ].disconnect( this.filters[ i ] );
}
this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
} else {
this.source.disconnect( this.getOutput() );
}
return this;
},
getFilters: function () {
return this.filters;
},
setFilters: function ( value ) {
if ( ! value ) value = [];
if ( this.isPlaying === true ) {
this.disconnect(); this.filters = value; this.connect();
} else {
this.filters = value;
}
return this;
},
getFilter: function () {
return this.getFilters()[ 0 ];
},
setFilter: function ( filter ) {
return this.setFilters( filter ? [ filter ] : [] );
},
setPlaybackRate: function ( value ) {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' ); return;
}
this.playbackRate = value;
if ( this.isPlaying === true ) {
this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );
}
return this;
},
getPlaybackRate: function () {
return this.playbackRate;
},
onEnded: function () {
this.isPlaying = false;
},
getLoop: function () {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' ); return false;
}
return this.loop;
},
setLoop: function ( value ) {
if ( this.hasPlaybackControl === false ) {
console.warn( 'THREE.Audio: this Audio has no playback control.' ); return;
}
this.loop = value;
if ( this.isPlaying === true ) {
this.source.loop = this.loop;
}
return this;
},
getVolume: function () {
return this.gain.gain.value;
},
setVolume: function ( value ) {
this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function PositionalAudio( listener ) {
Audio.call( this, listener );
this.panner = this.context.createPanner(); this.panner.connect( this.gain );
}
PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
constructor: PositionalAudio,
getOutput: function () {
return this.panner;
},
getRefDistance: function () {
return this.panner.refDistance;
},
setRefDistance: function ( value ) {
this.panner.refDistance = value;
return this;
},
getRolloffFactor: function () {
return this.panner.rolloffFactor;
},
setRolloffFactor: function ( value ) {
this.panner.rolloffFactor = value;
return this;
},
getDistanceModel: function () {
return this.panner.distanceModel;
},
setDistanceModel: function ( value ) {
this.panner.distanceModel = value;
return this;
},
getMaxDistance: function () {
return this.panner.maxDistance;
},
setMaxDistance: function ( value ) {
this.panner.maxDistance = value;
return this;
},
setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
this.panner.coneInnerAngle = coneInnerAngle; this.panner.coneOuterAngle = coneOuterAngle; this.panner.coneOuterGain = coneOuterGain;
return this;
},
updateMatrixWorld: ( function () {
var position = new Vector3(); var quaternion = new Quaternion(); var scale = new Vector3();
var orientation = new Vector3();
return function updateMatrixWorld( force ) {
Object3D.prototype.updateMatrixWorld.call( this, force );
var panner = this.panner; this.matrixWorld.decompose( position, quaternion, scale );
orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
panner.setPosition( position.x, position.y, position.z ); panner.setOrientation( orientation.x, orientation.y, orientation.z );
};
} )()
} );
/** * @author mrdoob / http://mrdoob.com/ */
function AudioAnalyser( audio, fftSize ) {
this.analyser = audio.context.createAnalyser(); this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
this.data = new Uint8Array( this.analyser.frequencyBinCount );
audio.getOutput().connect( this.analyser );
}
Object.assign( AudioAnalyser.prototype, {
getFrequencyData: function () {
this.analyser.getByteFrequencyData( this.data );
return this.data;
},
getAverageFrequency: function () {
var value = 0, data = this.getFrequencyData();
for ( var i = 0; i < data.length; i ++ ) {
value += data[ i ];
}
return value / data.length;
}
} );
/** * * Buffered scene graph property that allows weighted accumulation. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function PropertyMixer( binding, typeName, valueSize ) {
this.binding = binding; this.valueSize = valueSize;
var bufferType = Float64Array, mixFunction;
switch ( typeName ) {
case 'quaternion': mixFunction = this._slerp; break;
case 'string': case 'bool': bufferType = Array; mixFunction = this._select; break;
default: mixFunction = this._lerp;
}
this.buffer = new bufferType( valueSize * 4 ); // layout: [ incoming | accu0 | accu1 | orig ] // // interpolators can use .buffer as their .result // the data then goes to 'incoming' // // 'accu0' and 'accu1' are used frame-interleaved for // the cumulative result and are compared to detect // changes // // 'orig' stores the original state of the property
this._mixBufferRegion = mixFunction;
this.cumulativeWeight = 0;
this.useCount = 0; this.referenceCount = 0;
}
Object.assign( PropertyMixer.prototype, {
// accumulate data in the 'incoming' region into 'accu' accumulate: function ( accuIndex, weight ) {
// note: happily accumulating nothing when weight = 0, the caller knows // the weight and shouldn't have made the call in the first place
var buffer = this.buffer, stride = this.valueSize, offset = accuIndex * stride + stride,
currentWeight = this.cumulativeWeight;
if ( currentWeight === 0 ) {
// accuN := incoming * weight
for ( var i = 0; i !== stride; ++ i ) {
buffer[ offset + i ] = buffer[ i ];
}
currentWeight = weight;
} else {
// accuN := accuN + incoming * weight
currentWeight += weight; var mix = weight / currentWeight; this._mixBufferRegion( buffer, offset, 0, mix, stride );
}
this.cumulativeWeight = currentWeight;
},
// apply the state of 'accu<i>' to the binding when accus differ apply: function ( accuIndex ) {
var stride = this.valueSize, buffer = this.buffer, offset = accuIndex * stride + stride,
weight = this.cumulativeWeight,
binding = this.binding;
this.cumulativeWeight = 0;
if ( weight < 1 ) {
// accuN := accuN + original * ( 1 - cumulativeWeight )
var originalValueOffset = stride * 3;
this._mixBufferRegion( buffer, offset, originalValueOffset, 1 - weight, stride );
}
for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
if ( buffer[ i ] !== buffer[ i + stride ] ) {
// value has changed -> update scene graph
binding.setValue( buffer, offset ); break;
}
}
},
// remember the state of the bound property and copy it to both accus saveOriginalState: function () {
var binding = this.binding;
var buffer = this.buffer, stride = this.valueSize,
originalValueOffset = stride * 3;
binding.getValue( buffer, originalValueOffset );
// accu[0..1] := orig -- initially detect changes against the original for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
}
this.cumulativeWeight = 0;
},
// apply the state previously taken via 'saveOriginalState' to the binding restoreOriginalState: function () {
var originalValueOffset = this.valueSize * 3; this.binding.setValue( this.buffer, originalValueOffset );
},
// mix functions
_select: function ( buffer, dstOffset, srcOffset, t, stride ) {
if ( t >= 0.5 ) {
for ( var i = 0; i !== stride; ++ i ) {
buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
}
}
},
_slerp: function ( buffer, dstOffset, srcOffset, t ) {
Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
},
_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
var s = 1 - t;
for ( var i = 0; i !== stride; ++ i ) {
var j = dstOffset + i;
buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
}
}
} );
/** * * A reference to a real property in the scene graph. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
// Characters [].:/ are reserved for track binding syntax. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
function Composite( targetGroup, path, optionalParsedPath ) {
var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
this._targetGroup = targetGroup; this._bindings = targetGroup.subscribe_( path, parsedPath );
}
Object.assign( Composite.prototype, {
getValue: function ( array, offset ) {
this.bind(); // bind all binding
var firstValidIndex = this._targetGroup.nCachedObjects_, binding = this._bindings[ firstValidIndex ];
// and only call .getValue on the first if ( binding !== undefined ) binding.getValue( array, offset );
},
setValue: function ( array, offset ) {
var bindings = this._bindings;
for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].setValue( array, offset );
}
},
bind: function () {
var bindings = this._bindings;
for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].bind();
}
},
unbind: function () {
var bindings = this._bindings;
for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
bindings[ i ].unbind();
}
}
} );
function PropertyBinding( rootNode, path, parsedPath ) {
this.path = path; this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
this.rootNode = rootNode;
}
Object.assign( PropertyBinding, {
Composite: Composite,
create: function ( root, path, parsedPath ) {
if ( ! ( root && root.isAnimationObjectGroup ) ) {
return new PropertyBinding( root, path, parsedPath );
} else {
return new PropertyBinding.Composite( root, path, parsedPath );
}
},
/** * Replaces spaces with underscores and removes unsupported characters from * node names, to ensure compatibility with parseTrackName(). * * @param {string} name Node name to be sanitized. * @return {string} */ sanitizeNodeName: ( function () {
var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
return function sanitizeNodeName( name ) {
return name.replace( /\s/g, '_' ).replace( reservedRe, );
};
}() ),
parseTrackName: function () {
// Attempts to allow node names from any language. ES5's `\w` regexp matches // only latin characters, and the unicode \p{L} is not yet supported. So // instead, we exclude reserved characters and match everything else. var wordChar = '[^' + RESERVED_CHARS_RE + ']'; var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', ) + ']';
// Parent directories, delimited by '/' or ':'. Currently unused, but must // be matched to parse the rest of the track name. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
// Object on target node, and accessor. May not contain reserved // characters. Accessor may contain any character except closing bracket. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
// Property and accessor. May not contain reserved characters. Accessor may // contain any non-bracket characters. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
var trackRe = new RegExp( + '^' + directoryRe + nodeRe + objectRe + propertyRe + '$' );
var supportedObjectNames = [ 'material', 'materials', 'bones' ];
return function parseTrackName( trackName ) {
var matches = trackRe.exec( trackName );
if ( ! matches ) {
throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
}
var results = { // directoryName: matches[ 1 ], // (tschw) currently unused nodeName: matches[ 2 ], objectName: matches[ 3 ], objectIndex: matches[ 4 ], propertyName: matches[ 5 ], // required propertyIndex: matches[ 6 ] };
var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
if ( lastDot !== undefined && lastDot !== - 1 ) {
var objectName = results.nodeName.substring( lastDot + 1 );
// Object names must be checked against a whitelist. Otherwise, there // is no way to parse 'foo.bar.baz': 'baz' must be a property, but // 'bar' could be the objectName, or part of a nodeName (which can // include '.' characters). if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
results.nodeName = results.nodeName.substring( 0, lastDot ); results.objectName = objectName;
}
}
if ( results.propertyName === null || results.propertyName.length === 0 ) {
throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
}
return results;
};
}(),
findNode: function ( root, nodeName ) {
if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
return root;
}
// search into skeleton bones. if ( root.skeleton ) {
var bone = root.skeleton.getBoneByName( nodeName );
if ( bone !== undefined ) {
return bone;
}
}
// search into node subtree. if ( root.children ) {
var searchNodeSubtree = function ( children ) {
for ( var i = 0; i < children.length; i ++ ) {
var childNode = children[ i ];
if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
return childNode;
}
var result = searchNodeSubtree( childNode.children );
if ( result ) return result;
}
return null;
};
var subTreeNode = searchNodeSubtree( root.children );
if ( subTreeNode ) {
return subTreeNode;
}
}
return null;
}
} );
Object.assign( PropertyBinding.prototype, { // prototype, continued
// these are used to "bind" a nonexistent property _getValue_unavailable: function () {}, _setValue_unavailable: function () {},
BindingType: { Direct: 0, EntireArray: 1, ArrayElement: 2, HasFromToArray: 3 },
Versioning: { None: 0, NeedsUpdate: 1, MatrixWorldNeedsUpdate: 2 },
GetterByBindingType: [
function getValue_direct( buffer, offset ) {
buffer[ offset ] = this.node[ this.propertyName ];
},
function getValue_array( buffer, offset ) {
var source = this.resolvedProperty;
for ( var i = 0, n = source.length; i !== n; ++ i ) {
buffer[ offset ++ ] = source[ i ];
}
},
function getValue_arrayElement( buffer, offset ) {
buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
},
function getValue_toArray( buffer, offset ) {
this.resolvedProperty.toArray( buffer, offset );
}
],
SetterByBindingTypeAndVersioning: [
[ // Direct
function setValue_direct( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ];
},
function setValue_direct_setNeedsUpdate( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ]; this.targetObject.needsUpdate = true;
},
function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.targetObject[ this.propertyName ] = buffer[ offset ]; this.targetObject.matrixWorldNeedsUpdate = true;
}
], [
// EntireArray
function setValue_array( buffer, offset ) {
var dest = this.resolvedProperty;
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
},
function setValue_array_setNeedsUpdate( buffer, offset ) {
var dest = this.resolvedProperty;
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
this.targetObject.needsUpdate = true;
},
function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
var dest = this.resolvedProperty;
for ( var i = 0, n = dest.length; i !== n; ++ i ) {
dest[ i ] = buffer[ offset ++ ];
}
this.targetObject.matrixWorldNeedsUpdate = true;
}
], [
// ArrayElement
function setValue_arrayElement( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
},
function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; this.targetObject.needsUpdate = true;
},
function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; this.targetObject.matrixWorldNeedsUpdate = true;
}
], [
// HasToFromArray
function setValue_fromArray( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset );
},
function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset ); this.targetObject.needsUpdate = true;
},
function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
this.resolvedProperty.fromArray( buffer, offset ); this.targetObject.matrixWorldNeedsUpdate = true;
}
]
],
getValue: function getValue_unbound( targetArray, offset ) {
this.bind(); this.getValue( targetArray, offset );
// Note: This class uses a State pattern on a per-method basis: // 'bind' sets 'this.getValue' / 'setValue' and shadows the // prototype version of these methods with one that represents // the bound state. When the property is not found, the methods // become no-ops.
},
setValue: function getValue_unbound( sourceArray, offset ) {
this.bind(); this.setValue( sourceArray, offset );
},
// create getter / setter pair for a property in the scene graph bind: function () {
var targetObject = this.node, parsedPath = this.parsedPath,
objectName = parsedPath.objectName, propertyName = parsedPath.propertyName, propertyIndex = parsedPath.propertyIndex;
if ( ! targetObject ) {
targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
this.node = targetObject;
}
// set fail state so we can just 'return' on error this.getValue = this._getValue_unavailable; this.setValue = this._setValue_unavailable;
// ensure there is a value node if ( ! targetObject ) {
console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); return;
}
if ( objectName ) {
var objectIndex = parsedPath.objectIndex;
// special cases were we need to reach deeper into the hierarchy to get the face materials.... switch ( objectName ) {
case 'materials':
if ( ! targetObject.material ) {
console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); return;
}
if ( ! targetObject.material.materials ) {
console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); return;
}
targetObject = targetObject.material.materials;
break;
case 'bones':
if ( ! targetObject.skeleton ) {
console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); return;
}
// potential future optimization: skip this if propertyIndex is already an integer // and convert the integer string to a true integer.
targetObject = targetObject.skeleton.bones;
// support resolving morphTarget names into indices. for ( var i = 0; i < targetObject.length; i ++ ) {
if ( targetObject[ i ].name === objectIndex ) {
objectIndex = i; break;
}
}
break;
default:
if ( targetObject[ objectName ] === undefined ) {
console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); return;
}
targetObject = targetObject[ objectName ];
}
if ( objectIndex !== undefined ) {
if ( targetObject[ objectIndex ] === undefined ) {
console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); return;
}
targetObject = targetObject[ objectIndex ];
}
}
// resolve property var nodeProperty = targetObject[ propertyName ];
if ( nodeProperty === undefined ) {
var nodeName = parsedPath.nodeName;
console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject ); return;
}
// determine versioning scheme var versioning = this.Versioning.None;
this.targetObject = targetObject;
if ( targetObject.needsUpdate !== undefined ) { // material
versioning = this.Versioning.NeedsUpdate;
} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
versioning = this.Versioning.MatrixWorldNeedsUpdate;
}
// determine how the property gets bound var bindingType = this.BindingType.Direct;
if ( propertyIndex !== undefined ) {
// access a sub element of the property array (only primitives are supported right now)
if ( propertyName === "morphTargetInfluences" ) {
// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
// support resolving morphTarget names into indices. if ( ! targetObject.geometry ) {
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); return;
}
if ( targetObject.geometry.isBufferGeometry ) {
if ( ! targetObject.geometry.morphAttributes ) {
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); return;
}
for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
propertyIndex = i; break;
}
}
} else {
if ( ! targetObject.geometry.morphTargets ) {
console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); return;
}
for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
propertyIndex = i; break;
}
}
}
}
bindingType = this.BindingType.ArrayElement;
this.resolvedProperty = nodeProperty; this.propertyIndex = propertyIndex;
} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
// must use copy for Object3D.Euler/Quaternion
bindingType = this.BindingType.HasFromToArray;
this.resolvedProperty = nodeProperty;
} else if ( Array.isArray( nodeProperty ) ) {
bindingType = this.BindingType.EntireArray;
this.resolvedProperty = nodeProperty;
} else {
this.propertyName = propertyName;
}
// select getter / setter this.getValue = this.GetterByBindingType[ bindingType ]; this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
},
unbind: function () {
this.node = null;
// back to the prototype version of getValue / setValue // note: avoiding to mutate the shape of 'this' via 'delete' this.getValue = this._getValue_unbound; this.setValue = this._setValue_unbound;
}
} );
//!\ DECLARE ALIAS AFTER assign prototype ! Object.assign( PropertyBinding.prototype, {
// initial state of these methods that calls 'bind' _getValue_unbound: PropertyBinding.prototype.getValue, _setValue_unbound: PropertyBinding.prototype.setValue,
} );
/** * * A group of objects that receives a shared animation state. * * Usage: * * - Add objects you would otherwise pass as 'root' to the * constructor or the .clipAction method of AnimationMixer. * * - Instead pass this object as 'root'. * * - You can also add and remove objects later when the mixer * is running. * * Note: * * Objects of this class appear as one object to the mixer, * so cache control of the individual objects must be done * on the group. * * Limitation: * * - The animated properties must be compatible among the * all objects in the group. * * - A single property can either be controlled through a * target group or directly, but not both. * * @author tschw */
function AnimationObjectGroup() {
this.uuid = _Math.generateUUID();
// cached objects followed by the active ones this._objects = Array.prototype.slice.call( arguments );
this.nCachedObjects_ = 0; // threshold // note: read by PropertyBinding.Composite
var indices = {}; this._indicesByUUID = indices; // for bookkeeping
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
indices[ arguments[ i ].uuid ] = i;
}
this._paths = []; // inside: string this._parsedPaths = []; // inside: { we don't care, here } this._bindings = []; // inside: Array< PropertyBinding > this._bindingsIndicesByPath = {}; // inside: indices in these arrays
var scope = this;
this.stats = {
objects: { get total() {
return scope._objects.length;
}, get inUse() {
return this.total - scope.nCachedObjects_;
} }, get bindingsPerObject() {
return scope._bindings.length;
}
};
}
Object.assign( AnimationObjectGroup.prototype, {
isAnimationObjectGroup: true,
add: function () {
var objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, indicesByUUID = this._indicesByUUID, paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, nBindings = bindings.length, knownObject = undefined;
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
var object = arguments[ i ], uuid = object.uuid, index = indicesByUUID[ uuid ];
if ( index === undefined ) {
// unknown object -> add it to the ACTIVE region
index = nObjects ++; indicesByUUID[ uuid ] = index; objects.push( object );
// accounting is done, now do the same for all bindings
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
}
} else if ( index < nCachedObjects ) {
knownObject = objects[ index ];
// move existing object to the ACTIVE region
var firstActiveIndex = -- nCachedObjects, lastCachedObject = objects[ firstActiveIndex ];
indicesByUUID[ lastCachedObject.uuid ] = index; objects[ index ] = lastCachedObject;
indicesByUUID[ uuid ] = firstActiveIndex; objects[ firstActiveIndex ] = object;
// accounting is done, now do the same for all bindings
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
var bindingsForPath = bindings[ j ], lastCached = bindingsForPath[ firstActiveIndex ], binding = bindingsForPath[ index ];
bindingsForPath[ index ] = lastCached;
if ( binding === undefined ) {
// since we do not bother to create new bindings // for objects that are cached, the binding may // or may not exist
binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
}
bindingsForPath[ firstActiveIndex ] = binding;
}
} else if ( objects[ index ] !== knownObject ) {
console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
} // else the object is already where we want it to be
} // for arguments
this.nCachedObjects_ = nCachedObjects;
},
remove: function () {
var objects = this._objects, nCachedObjects = this.nCachedObjects_, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length;
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
var object = arguments[ i ], uuid = object.uuid, index = indicesByUUID[ uuid ];
if ( index !== undefined && index >= nCachedObjects ) {
// move existing object into the CACHED region
var lastCachedIndex = nCachedObjects ++, firstActiveObject = objects[ lastCachedIndex ];
indicesByUUID[ firstActiveObject.uuid ] = index; objects[ index ] = firstActiveObject;
indicesByUUID[ uuid ] = lastCachedIndex; objects[ lastCachedIndex ] = object;
// accounting is done, now do the same for all bindings
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
var bindingsForPath = bindings[ j ], firstActive = bindingsForPath[ lastCachedIndex ], binding = bindingsForPath[ index ];
bindingsForPath[ index ] = firstActive; bindingsForPath[ lastCachedIndex ] = binding;
}
}
} // for arguments
this.nCachedObjects_ = nCachedObjects;
},
// remove & forget uncache: function () {
var objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length;
for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
var object = arguments[ i ], uuid = object.uuid, index = indicesByUUID[ uuid ];
if ( index !== undefined ) {
delete indicesByUUID[ uuid ];
if ( index < nCachedObjects ) {
// object is cached, shrink the CACHED region
var firstActiveIndex = -- nCachedObjects, lastCachedObject = objects[ firstActiveIndex ], lastIndex = -- nObjects, lastObject = objects[ lastIndex ];
// last cached object takes this object's place indicesByUUID[ lastCachedObject.uuid ] = index; objects[ index ] = lastCachedObject;
// last object goes to the activated slot and pop indicesByUUID[ lastObject.uuid ] = firstActiveIndex; objects[ firstActiveIndex ] = lastObject; objects.pop();
// accounting is done, now do the same for all bindings
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
var bindingsForPath = bindings[ j ], lastCached = bindingsForPath[ firstActiveIndex ], last = bindingsForPath[ lastIndex ];
bindingsForPath[ index ] = lastCached; bindingsForPath[ firstActiveIndex ] = last; bindingsForPath.pop();
}
} else {
// object is active, just swap with the last and pop
var lastIndex = -- nObjects, lastObject = objects[ lastIndex ];
indicesByUUID[ lastObject.uuid ] = index; objects[ index ] = lastObject; objects.pop();
// accounting is done, now do the same for all bindings
for ( var j = 0, m = nBindings; j !== m; ++ j ) {
var bindingsForPath = bindings[ j ];
bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; bindingsForPath.pop();
}
} // cached or active
} // if object is known
} // for arguments
this.nCachedObjects_ = nCachedObjects;
},
// Internal interface used by befriended PropertyBinding.Composite:
subscribe_: function ( path, parsedPath ) {
// returns an array of bindings for the given path that is changed // according to the contained objects in the group
var indicesByPath = this._bindingsIndicesByPath, index = indicesByPath[ path ], bindings = this._bindings;
if ( index !== undefined ) return bindings[ index ];
var paths = this._paths, parsedPaths = this._parsedPaths, objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, bindingsForPath = new Array( nObjects );
index = bindings.length;
indicesByPath[ path ] = index;
paths.push( path ); parsedPaths.push( parsedPath ); bindings.push( bindingsForPath );
for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
var object = objects[ i ]; bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
}
return bindingsForPath;
},
unsubscribe_: function ( path ) {
// tells the group to forget about a property path and no longer // update the array previously obtained with 'subscribe_'
var indicesByPath = this._bindingsIndicesByPath, index = indicesByPath[ path ];
if ( index !== undefined ) {
var paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, lastBindingsIndex = bindings.length - 1, lastBindings = bindings[ lastBindingsIndex ], lastBindingsPath = path[ lastBindingsIndex ];
indicesByPath[ lastBindingsPath ] = index;
bindings[ index ] = lastBindings; bindings.pop();
parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; parsedPaths.pop();
paths[ index ] = paths[ lastBindingsIndex ]; paths.pop();
}
}
} );
/** * * Action provided by AnimationMixer for scheduling clip playback on specific * objects. * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw * */
function AnimationAction( mixer, clip, localRoot ) {
this._mixer = mixer; this._clip = clip; this._localRoot = localRoot || null;
var tracks = clip.tracks, nTracks = tracks.length, interpolants = new Array( nTracks );
var interpolantSettings = { endingStart: ZeroCurvatureEnding, endingEnd: ZeroCurvatureEnding };
for ( var i = 0; i !== nTracks; ++ i ) {
var interpolant = tracks[ i ].createInterpolant( null ); interpolants[ i ] = interpolant; interpolant.settings = interpolantSettings;
}
this._interpolantSettings = interpolantSettings;
this._interpolants = interpolants; // bound by the mixer
// inside: PropertyMixer (managed by the mixer) this._propertyBindings = new Array( nTracks );
this._cacheIndex = null; // for the memory manager this._byClipCacheIndex = null; // for the memory manager
this._timeScaleInterpolant = null; this._weightInterpolant = null;
this.loop = LoopRepeat; this._loopCount = - 1;
// global mixer time when the action is to be started // it's set back to 'null' upon start of the action this._startTime = null;
// scaled local time of the action // gets clamped or wrapped to 0..clip.duration according to loop this.time = 0;
this.timeScale = 1; this._effectiveTimeScale = 1;
this.weight = 1; this._effectiveWeight = 1;
this.repetitions = Infinity; // no. of repetitions when looping
this.paused = false; // true -> zero effective time scale this.enabled = true; // false -> zero effective weight
this.clampWhenFinished = false; // keep feeding the last frame?
this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate this.zeroSlopeAtEnd = true; // clips for start, loop and end
}
Object.assign( AnimationAction.prototype, {
// State & Scheduling
play: function () {
this._mixer._activateAction( this );
return this;
},
stop: function () {
this._mixer._deactivateAction( this );
return this.reset();
},
reset: function () {
this.paused = false; this.enabled = true;
this.time = 0; // restart clip this._loopCount = - 1; // forget previous loops this._startTime = null; // forget scheduling
return this.stopFading().stopWarping();
},
isRunning: function () {
return this.enabled && ! this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction( this );
},
// return true when play has been called isScheduled: function () {
return this._mixer._isActiveAction( this );
},
startAt: function ( time ) {
this._startTime = time;
return this;
},
setLoop: function ( mode, repetitions ) {
this.loop = mode; this.repetitions = repetitions;
return this;
},
// Weight
// set the weight stopping any scheduled fading // although .enabled = false yields an effective weight of zero, this // method does *not* change .enabled, because it would be confusing setEffectiveWeight: function ( weight ) {
this.weight = weight;
// note: same logic as when updated at runtime this._effectiveWeight = this.enabled ? weight : 0;
return this.stopFading();
},
// return the weight considering fading and .enabled getEffectiveWeight: function () {
return this._effectiveWeight;
},
fadeIn: function ( duration ) {
return this._scheduleFading( duration, 0, 1 );
},
fadeOut: function ( duration ) {
return this._scheduleFading( duration, 1, 0 );
},
crossFadeFrom: function ( fadeOutAction, duration, warp ) {
fadeOutAction.fadeOut( duration ); this.fadeIn( duration );
if ( warp ) {
var fadeInDuration = this._clip.duration, fadeOutDuration = fadeOutAction._clip.duration,
startEndRatio = fadeOutDuration / fadeInDuration, endStartRatio = fadeInDuration / fadeOutDuration;
fadeOutAction.warp( 1.0, startEndRatio, duration ); this.warp( endStartRatio, 1.0, duration );
}
return this;
},
crossFadeTo: function ( fadeInAction, duration, warp ) {
return fadeInAction.crossFadeFrom( this, duration, warp );
},
stopFading: function () {
var weightInterpolant = this._weightInterpolant;
if ( weightInterpolant !== null ) {
this._weightInterpolant = null; this._mixer._takeBackControlInterpolant( weightInterpolant );
}
return this;
},
// Time Scale Control
// set the time scale stopping any scheduled warping // although .paused = true yields an effective time scale of zero, this // method does *not* change .paused, because it would be confusing setEffectiveTimeScale: function ( timeScale ) {
this.timeScale = timeScale; this._effectiveTimeScale = this.paused ? 0 : timeScale;
return this.stopWarping();
},
// return the time scale considering warping and .paused getEffectiveTimeScale: function () {
return this._effectiveTimeScale;
},
setDuration: function ( duration ) {
this.timeScale = this._clip.duration / duration;
return this.stopWarping();
},
syncWith: function ( action ) {
this.time = action.time; this.timeScale = action.timeScale;
return this.stopWarping();
},
halt: function ( duration ) {
return this.warp( this._effectiveTimeScale, 0, duration );
},
warp: function ( startTimeScale, endTimeScale, duration ) {
var mixer = this._mixer, now = mixer.time, interpolant = this._timeScaleInterpolant,
timeScale = this.timeScale;
if ( interpolant === null ) {
interpolant = mixer._lendControlInterpolant(); this._timeScaleInterpolant = interpolant;
}
var times = interpolant.parameterPositions, values = interpolant.sampleValues;
times[ 0 ] = now; times[ 1 ] = now + duration;
values[ 0 ] = startTimeScale / timeScale; values[ 1 ] = endTimeScale / timeScale;
return this;
},
stopWarping: function () {
var timeScaleInterpolant = this._timeScaleInterpolant;
if ( timeScaleInterpolant !== null ) {
this._timeScaleInterpolant = null; this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
}
return this;
},
// Object Accessors
getMixer: function () {
return this._mixer;
},
getClip: function () {
return this._clip;
},
getRoot: function () {
return this._localRoot || this._mixer._root;
},
// Interna
_update: function ( time, deltaTime, timeDirection, accuIndex ) {
// called by the mixer
if ( ! this.enabled ) {
// call ._updateWeight() to update ._effectiveWeight
this._updateWeight( time ); return;
}
var startTime = this._startTime;
if ( startTime !== null ) {
// check for scheduled start of action
var timeRunning = ( time - startTime ) * timeDirection; if ( timeRunning < 0 || timeDirection === 0 ) {
return; // yet to come / don't decide when delta = 0
}
// start
this._startTime = null; // unschedule deltaTime = timeDirection * timeRunning;
}
// apply time scale and advance time
deltaTime *= this._updateTimeScale( time ); var clipTime = this._updateTime( deltaTime );
// note: _updateTime may disable the action resulting in // an effective weight of 0
var weight = this._updateWeight( time );
if ( weight > 0 ) {
var interpolants = this._interpolants; var propertyMixers = this._propertyBindings;
for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
interpolants[ j ].evaluate( clipTime ); propertyMixers[ j ].accumulate( accuIndex, weight );
}
}
},
_updateWeight: function ( time ) {
var weight = 0;
if ( this.enabled ) {
weight = this.weight; var interpolant = this._weightInterpolant;
if ( interpolant !== null ) {
var interpolantValue = interpolant.evaluate( time )[ 0 ];
weight *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
this.stopFading();
if ( interpolantValue === 0 ) {
// faded out, disable this.enabled = false;
}
}
}
}
this._effectiveWeight = weight; return weight;
},
_updateTimeScale: function ( time ) {
var timeScale = 0;
if ( ! this.paused ) {
timeScale = this.timeScale;
var interpolant = this._timeScaleInterpolant;
if ( interpolant !== null ) {
var interpolantValue = interpolant.evaluate( time )[ 0 ];
timeScale *= interpolantValue;
if ( time > interpolant.parameterPositions[ 1 ] ) {
this.stopWarping();
if ( timeScale === 0 ) {
// motion has halted, pause this.paused = true;
} else {
// warp done - apply final time scale this.timeScale = timeScale;
}
}
}
}
this._effectiveTimeScale = timeScale; return timeScale;
},
_updateTime: function ( deltaTime ) {
var time = this.time + deltaTime; var duration = this._clip.duration; var loop = this.loop; var loopCount = this._loopCount;
var pingPong = ( loop === LoopPingPong );
if ( deltaTime === 0 ) {
if ( loopCount === - 1 ) return time;
return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
}
if ( loop === LoopOnce ) {
if ( loopCount === - 1 ) {
// just started
this._loopCount = 0; this._setEndings( true, true, false );
}
handle_stop: {
if ( time >= duration ) {
time = duration;
} else if ( time < 0 ) {
time = 0;
} else break handle_stop;
if ( this.clampWhenFinished ) this.paused = true; else this.enabled = false;
this._mixer.dispatchEvent( { type: 'finished', action: this, direction: deltaTime < 0 ? - 1 : 1 } );
}
} else { // repetitive Repeat or PingPong
if ( loopCount === - 1 ) {
// just started
if ( deltaTime >= 0 ) {
loopCount = 0;
this._setEndings( true, this.repetitions === 0, pingPong );
} else {
// when looping in reverse direction, the initial // transition through zero counts as a repetition, // so leave loopCount at -1
this._setEndings( this.repetitions === 0, true, pingPong );
}
}
if ( time >= duration || time < 0 ) {
// wrap around
var loopDelta = Math.floor( time / duration ); // signed time -= duration * loopDelta;
loopCount += Math.abs( loopDelta );
var pending = this.repetitions - loopCount;
if ( pending <= 0 ) {
// have to stop (switch state, clamp time, fire event)
if ( this.clampWhenFinished ) this.paused = true; else this.enabled = false;
time = deltaTime > 0 ? duration : 0;
this._mixer.dispatchEvent( { type: 'finished', action: this, direction: deltaTime > 0 ? 1 : - 1 } );
} else {
// keep running
if ( pending === 1 ) {
// entering the last round
var atStart = deltaTime < 0; this._setEndings( atStart, ! atStart, pingPong );
} else {
this._setEndings( false, false, pingPong );
}
this._loopCount = loopCount;
this._mixer.dispatchEvent( { type: 'loop', action: this, loopDelta: loopDelta } );
}
}
if ( pingPong && ( loopCount & 1 ) === 1 ) {
// invert time for the "pong round"
this.time = time; return duration - time;
}
}
this.time = time; return time;
},
_setEndings: function ( atStart, atEnd, pingPong ) {
var settings = this._interpolantSettings;
if ( pingPong ) {
settings.endingStart = ZeroSlopeEnding; settings.endingEnd = ZeroSlopeEnding;
} else {
// assuming for LoopOnce atStart == atEnd == true
if ( atStart ) {
settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingStart = WrapAroundEnding;
}
if ( atEnd ) {
settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
} else {
settings.endingEnd = WrapAroundEnding;
}
}
},
_scheduleFading: function ( duration, weightNow, weightThen ) {
var mixer = this._mixer, now = mixer.time, interpolant = this._weightInterpolant;
if ( interpolant === null ) {
interpolant = mixer._lendControlInterpolant(); this._weightInterpolant = interpolant;
}
var times = interpolant.parameterPositions, values = interpolant.sampleValues;
times[ 0 ] = now; values[ 0 ] = weightNow; times[ 1 ] = now + duration; values[ 1 ] = weightThen;
return this;
}
} );
/** * * Player for AnimationClips. * * * @author Ben Houston / http://clara.io/ * @author David Sarno / http://lighthaus.us/ * @author tschw */
function AnimationMixer( root ) {
this._root = root; this._initMemoryManager(); this._accuIndex = 0;
this.time = 0;
this.timeScale = 1.0;
}
AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
constructor: AnimationMixer,
_bindAction: function ( action, prototypeAction ) {
var root = action._localRoot || this._root, tracks = action._clip.tracks, nTracks = tracks.length, bindings = action._propertyBindings, interpolants = action._interpolants, rootUuid = root.uuid, bindingsByRoot = this._bindingsByRootAndName, bindingsByName = bindingsByRoot[ rootUuid ];
if ( bindingsByName === undefined ) {
bindingsByName = {}; bindingsByRoot[ rootUuid ] = bindingsByName;
}
for ( var i = 0; i !== nTracks; ++ i ) {
var track = tracks[ i ], trackName = track.name, binding = bindingsByName[ trackName ];
if ( binding !== undefined ) {
bindings[ i ] = binding;
} else {
binding = bindings[ i ];
if ( binding !== undefined ) {
// existing binding, make sure the cache knows
if ( binding._cacheIndex === null ) {
++ binding.referenceCount; this._addInactiveBinding( binding, rootUuid, trackName );
}
continue;
}
var path = prototypeAction && prototypeAction. _propertyBindings[ i ].binding.parsedPath;
binding = new PropertyMixer( PropertyBinding.create( root, trackName, path ), track.ValueTypeName, track.getValueSize() );
++ binding.referenceCount; this._addInactiveBinding( binding, rootUuid, trackName );
bindings[ i ] = binding;
}
interpolants[ i ].resultBuffer = binding.buffer;
}
},
_activateAction: function ( action ) {
if ( ! this._isActiveAction( action ) ) {
if ( action._cacheIndex === null ) {
// this action has been forgotten by the cache, but the user // appears to be still using it -> rebind
var rootUuid = ( action._localRoot || this._root ).uuid, clipUuid = action._clip.uuid, actionsForClip = this._actionsByClip[ clipUuid ];
this._bindAction( action, actionsForClip && actionsForClip.knownActions[ 0 ] );
this._addInactiveAction( action, clipUuid, rootUuid );
}
var bindings = action._propertyBindings;
// increment reference counts / sort out state for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
var binding = bindings[ i ];
if ( binding.useCount ++ === 0 ) {
this._lendBinding( binding ); binding.saveOriginalState();
}
}
this._lendAction( action );
}
},
_deactivateAction: function ( action ) {
if ( this._isActiveAction( action ) ) {
var bindings = action._propertyBindings;
// decrement reference counts / sort out state for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
var binding = bindings[ i ];
if ( -- binding.useCount === 0 ) {
binding.restoreOriginalState(); this._takeBackBinding( binding );
}
}
this._takeBackAction( action );
}
},
// Memory manager
_initMemoryManager: function () {
this._actions = []; // 'nActiveActions' followed by inactive ones this._nActiveActions = 0;
this._actionsByClip = {}; // inside: // { // knownActions: Array< AnimationAction > - used as prototypes // actionByRoot: AnimationAction - lookup // }
this._bindings = []; // 'nActiveBindings' followed by inactive ones
this._nActiveBindings = 0;
this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
this._controlInterpolants = []; // same game as above
this._nActiveControlInterpolants = 0;
var scope = this;
this.stats = {
actions: { get total() {
return scope._actions.length;
}, get inUse() {
return scope._nActiveActions;
} }, bindings: { get total() {
return scope._bindings.length;
}, get inUse() {
return scope._nActiveBindings;
} }, controlInterpolants: { get total() {
return scope._controlInterpolants.length;
}, get inUse() {
return scope._nActiveControlInterpolants;
} }
};
},
// Memory management for AnimationAction objects
_isActiveAction: function ( action ) {
var index = action._cacheIndex; return index !== null && index < this._nActiveActions;
},
_addInactiveAction: function ( action, clipUuid, rootUuid ) {
var actions = this._actions, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[ clipUuid ];
if ( actionsForClip === undefined ) {
actionsForClip = {
knownActions: [ action ], actionByRoot: {}
};
action._byClipCacheIndex = 0;
actionsByClip[ clipUuid ] = actionsForClip;
} else {
var knownActions = actionsForClip.knownActions;
action._byClipCacheIndex = knownActions.length; knownActions.push( action );
}
action._cacheIndex = actions.length; actions.push( action );
actionsForClip.actionByRoot[ rootUuid ] = action;
},
_removeInactiveAction: function ( action ) {
var actions = this._actions, lastInactiveAction = actions[ actions.length - 1 ], cacheIndex = action._cacheIndex;
lastInactiveAction._cacheIndex = cacheIndex; actions[ cacheIndex ] = lastInactiveAction; actions.pop();
action._cacheIndex = null;
var clipUuid = action._clip.uuid,
actionsByClip = this._actionsByClip,
actionsForClip = actionsByClip[ clipUuid ],
knownActionsForClip = actionsForClip.knownActions,
lastKnownAction = knownActionsForClip[ knownActionsForClip.length - 1 ],
byClipCacheIndex = action._byClipCacheIndex;
lastKnownAction._byClipCacheIndex = byClipCacheIndex; knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; knownActionsForClip.pop();
action._byClipCacheIndex = null;
var actionByRoot = actionsForClip.actionByRoot,
rootUuid = ( action._localRoot || this._root ).uuid;
delete actionByRoot[ rootUuid ];
if ( knownActionsForClip.length === 0 ) {
delete actionsByClip[ clipUuid ];
}
this._removeInactiveBindingsForAction( action );
},
_removeInactiveBindingsForAction: function ( action ) {
var bindings = action._propertyBindings; for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
var binding = bindings[ i ];
if ( -- binding.referenceCount === 0 ) {
this._removeInactiveBinding( binding );
}
}
},
_lendAction: function ( action ) {
// [ active actions | inactive actions ] // [ active actions >| inactive actions ] // s a // <-swap-> // a s
var actions = this._actions, prevIndex = action._cacheIndex,
lastActiveIndex = this._nActiveActions ++,
firstInactiveAction = actions[ lastActiveIndex ];
action._cacheIndex = lastActiveIndex; actions[ lastActiveIndex ] = action;
firstInactiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = firstInactiveAction;
},
_takeBackAction: function ( action ) {
// [ active actions | inactive actions ] // [ active actions |< inactive actions ] // a s // <-swap-> // s a
var actions = this._actions, prevIndex = action._cacheIndex,
firstInactiveIndex = -- this._nActiveActions,
lastActiveAction = actions[ firstInactiveIndex ];
action._cacheIndex = firstInactiveIndex; actions[ firstInactiveIndex ] = action;
lastActiveAction._cacheIndex = prevIndex; actions[ prevIndex ] = lastActiveAction;
},
// Memory management for PropertyMixer objects
_addInactiveBinding: function ( binding, rootUuid, trackName ) {
var bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ],
bindings = this._bindings;
if ( bindingByName === undefined ) {
bindingByName = {}; bindingsByRoot[ rootUuid ] = bindingByName;
}
bindingByName[ trackName ] = binding;
binding._cacheIndex = bindings.length; bindings.push( binding );
},
_removeInactiveBinding: function ( binding ) {
var bindings = this._bindings, propBinding = binding.binding, rootUuid = propBinding.rootNode.uuid, trackName = propBinding.path, bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ],
lastInactiveBinding = bindings[ bindings.length - 1 ], cacheIndex = binding._cacheIndex;
lastInactiveBinding._cacheIndex = cacheIndex; bindings[ cacheIndex ] = lastInactiveBinding; bindings.pop();
delete bindingByName[ trackName ];
remove_empty_map: {
for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
delete bindingsByRoot[ rootUuid ];
}
},
_lendBinding: function ( binding ) {
var bindings = this._bindings, prevIndex = binding._cacheIndex,
lastActiveIndex = this._nActiveBindings ++,
firstInactiveBinding = bindings[ lastActiveIndex ];
binding._cacheIndex = lastActiveIndex; bindings[ lastActiveIndex ] = binding;
firstInactiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = firstInactiveBinding;
},
_takeBackBinding: function ( binding ) {
var bindings = this._bindings, prevIndex = binding._cacheIndex,
firstInactiveIndex = -- this._nActiveBindings,
lastActiveBinding = bindings[ firstInactiveIndex ];
binding._cacheIndex = firstInactiveIndex; bindings[ firstInactiveIndex ] = binding;
lastActiveBinding._cacheIndex = prevIndex; bindings[ prevIndex ] = lastActiveBinding;
},
// Memory management of Interpolants for weight and time scale
_lendControlInterpolant: function () {
var interpolants = this._controlInterpolants, lastActiveIndex = this._nActiveControlInterpolants ++, interpolant = interpolants[ lastActiveIndex ];
if ( interpolant === undefined ) {
interpolant = new LinearInterpolant( new Float32Array( 2 ), new Float32Array( 2 ), 1, this._controlInterpolantsResultBuffer );
interpolant.__cacheIndex = lastActiveIndex; interpolants[ lastActiveIndex ] = interpolant;
}
return interpolant;
},
_takeBackControlInterpolant: function ( interpolant ) {
var interpolants = this._controlInterpolants, prevIndex = interpolant.__cacheIndex,
firstInactiveIndex = -- this._nActiveControlInterpolants,
lastActiveInterpolant = interpolants[ firstInactiveIndex ];
interpolant.__cacheIndex = firstInactiveIndex; interpolants[ firstInactiveIndex ] = interpolant;
lastActiveInterpolant.__cacheIndex = prevIndex; interpolants[ prevIndex ] = lastActiveInterpolant;
},
_controlInterpolantsResultBuffer: new Float32Array( 1 ),
// return an action for a clip optionally using a custom root target // object (this method allocates a lot of dynamic memory in case a // previously unknown clip/root combination is specified) clipAction: function ( clip, optionalRoot ) {
var root = optionalRoot || this._root, rootUuid = root.uuid,
clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip,
clipUuid = clipObject !== null ? clipObject.uuid : clip,
actionsForClip = this._actionsByClip[ clipUuid ], prototypeAction = null;
if ( actionsForClip !== undefined ) {
var existingAction = actionsForClip.actionByRoot[ rootUuid ];
if ( existingAction !== undefined ) {
return existingAction;
}
// we know the clip, so we don't have to parse all // the bindings again but can just copy prototypeAction = actionsForClip.knownActions[ 0 ];
// also, take the clip from the prototype action if ( clipObject === null ) clipObject = prototypeAction._clip;
}
// clip must be known when specified via string if ( clipObject === null ) return null;
// allocate all resources required to run it var newAction = new AnimationAction( this, clipObject, optionalRoot );
this._bindAction( newAction, prototypeAction );
// and make the action known to the memory manager this._addInactiveAction( newAction, clipUuid, rootUuid );
return newAction;
},
// get an existing action existingAction: function ( clip, optionalRoot ) {
var root = optionalRoot || this._root, rootUuid = root.uuid,
clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip,
clipUuid = clipObject ? clipObject.uuid : clip,
actionsForClip = this._actionsByClip[ clipUuid ];
if ( actionsForClip !== undefined ) {
return actionsForClip.actionByRoot[ rootUuid ] || null;
}
return null;
},
// deactivates all previously scheduled actions stopAllAction: function () {
var actions = this._actions, nActions = this._nActiveActions, bindings = this._bindings, nBindings = this._nActiveBindings;
this._nActiveActions = 0; this._nActiveBindings = 0;
for ( var i = 0; i !== nActions; ++ i ) {
actions[ i ].reset();
}
for ( var i = 0; i !== nBindings; ++ i ) {
bindings[ i ].useCount = 0;
}
return this;
},
// advance the time and update apply the animation update: function ( deltaTime ) {
deltaTime *= this.timeScale;
var actions = this._actions, nActions = this._nActiveActions,
time = this.time += deltaTime, timeDirection = Math.sign( deltaTime ),
accuIndex = this._accuIndex ^= 1;
// run active actions
for ( var i = 0; i !== nActions; ++ i ) {
var action = actions[ i ];
action._update( time, deltaTime, timeDirection, accuIndex );
}
// update scene graph
var bindings = this._bindings, nBindings = this._nActiveBindings;
for ( var i = 0; i !== nBindings; ++ i ) {
bindings[ i ].apply( accuIndex );
}
return this;
},
// return this mixer's root target object getRoot: function () {
return this._root;
},
// free all resources specific to a particular clip uncacheClip: function ( clip ) {
var actions = this._actions, clipUuid = clip.uuid, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[ clipUuid ];
if ( actionsForClip !== undefined ) {
// note: just calling _removeInactiveAction would mess up the // iteration state and also require updating the state we can // just throw away
var actionsToRemove = actionsForClip.knownActions;
for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
var action = actionsToRemove[ i ];
this._deactivateAction( action );
var cacheIndex = action._cacheIndex, lastInactiveAction = actions[ actions.length - 1 ];
action._cacheIndex = null; action._byClipCacheIndex = null;
lastInactiveAction._cacheIndex = cacheIndex; actions[ cacheIndex ] = lastInactiveAction; actions.pop();
this._removeInactiveBindingsForAction( action );
}
delete actionsByClip[ clipUuid ];
}
},
// free all resources specific to a particular root target object uncacheRoot: function ( root ) {
var rootUuid = root.uuid, actionsByClip = this._actionsByClip;
for ( var clipUuid in actionsByClip ) {
var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, action = actionByRoot[ rootUuid ];
if ( action !== undefined ) {
this._deactivateAction( action ); this._removeInactiveAction( action );
}
}
var bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[ rootUuid ];
if ( bindingByName !== undefined ) {
for ( var trackName in bindingByName ) {
var binding = bindingByName[ trackName ]; binding.restoreOriginalState(); this._removeInactiveBinding( binding );
}
}
},
// remove a targeted clip from the cache uncacheAction: function ( clip, optionalRoot ) {
var action = this.existingAction( clip, optionalRoot );
if ( action !== null ) {
this._deactivateAction( action ); this._removeInactiveAction( action );
}
}
} );
/** * @author mrdoob / http://mrdoob.com/ */
function Uniform( value ) {
if ( typeof value === 'string' ) {
console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); value = arguments[ 1 ];
}
this.value = value;
}
Uniform.prototype.clone = function () {
return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
};
/** * @author benaadams / https://twitter.com/ben_a_adams */
function InstancedBufferGeometry() {
BufferGeometry.call( this );
this.type = 'InstancedBufferGeometry'; this.maxInstancedCount = undefined;
}
InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
constructor: InstancedBufferGeometry,
isInstancedBufferGeometry: true,
copy: function ( source ) {
BufferGeometry.prototype.copy.call( this, source );
this.maxInstancedCount = source.maxInstancedCount;
return this;
},
clone: function () {
return new this.constructor().copy( this );
}
} );
/** * @author benaadams / https://twitter.com/ben_a_adams */
function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
InterleavedBuffer.call( this, array, stride );
this.meshPerAttribute = meshPerAttribute || 1;
}
InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
constructor: InstancedInterleavedBuffer,
isInstancedInterleavedBuffer: true,
copy: function ( source ) {
InterleavedBuffer.prototype.copy.call( this, source );
this.meshPerAttribute = source.meshPerAttribute;
return this;
}
} );
/** * @author benaadams / https://twitter.com/ben_a_adams */
function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
if ( typeof ( normalized ) === 'number' ) {
meshPerAttribute = normalized;
normalized = false;
console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
}
BufferAttribute.call( this, array, itemSize, normalized );
this.meshPerAttribute = meshPerAttribute || 1;
}
InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
constructor: InstancedBufferAttribute,
isInstancedBufferAttribute: true,
copy: function ( source ) {
BufferAttribute.prototype.copy.call( this, source );
this.meshPerAttribute = source.meshPerAttribute;
return this;
}
} );
/** * @author mrdoob / http://mrdoob.com/ * @author bhouston / http://clara.io/ * @author stephomi / http://stephaneginier.com/ */
function Raycaster( origin, direction, near, far ) {
this.ray = new Ray( origin, direction ); // direction is assumed to be normalized (for accurate distance calculations)
this.near = near || 0; this.far = far || Infinity;
this.params = { Mesh: {}, Line: {}, LOD: {}, Points: { threshold: 1 }, Sprite: {} };
Object.defineProperties( this.params, { PointCloud: { get: function () {
console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); return this.Points;
} } } );
}
function ascSort( a, b ) {
return a.distance - b.distance;
}
function intersectObject( object, raycaster, intersects, recursive ) {
if ( object.visible === false ) return;
object.raycast( raycaster, intersects );
if ( recursive === true ) {
var children = object.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
intersectObject( children[ i ], raycaster, intersects, true );
}
}
}
Object.assign( Raycaster.prototype, {
linePrecision: 1,
set: function ( origin, direction ) {
// direction is assumed to be normalized (for accurate distance calculations)
this.ray.set( origin, direction );
},
setFromCamera: function ( coords, camera ) {
if ( ( camera && camera.isPerspectiveCamera ) ) {
this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
} else if ( ( camera && camera.isOrthographicCamera ) ) {
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
} else {
console.error( 'THREE.Raycaster: Unsupported camera type.' );
}
},
intersectObject: function ( object, recursive, optionalTarget ) {
var intersects = optionalTarget || [];
intersectObject( object, this, intersects, recursive );
intersects.sort( ascSort );
return intersects;
},
intersectObjects: function ( objects, recursive, optionalTarget ) {
var intersects = optionalTarget || [];
if ( Array.isArray( objects ) === false ) {
console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); return intersects;
}
for ( var i = 0, l = objects.length; i < l; i ++ ) {
intersectObject( objects[ i ], this, intersects, recursive );
}
intersects.sort( ascSort );
return intersects;
}
} );
/** * @author alteredq / http://alteredqualia.com/ */
function Clock( autoStart ) {
this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
this.startTime = 0; this.oldTime = 0; this.elapsedTime = 0;
this.running = false;
}
Object.assign( Clock.prototype, {
start: function () {
this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
this.oldTime = this.startTime; this.elapsedTime = 0; this.running = true;
},
stop: function () {
this.getElapsedTime(); this.running = false; this.autoStart = false;
},
getElapsedTime: function () {
this.getDelta(); return this.elapsedTime;
},
getDelta: function () {
var diff = 0;
if ( this.autoStart && ! this.running ) {
this.start(); return 0;
}
if ( this.running ) {
var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
diff = ( newTime - this.oldTime ) / 1000; this.oldTime = newTime;
this.elapsedTime += diff;
}
return diff;
}
} );
/** * @author bhouston / http://clara.io * @author WestLangley / http://github.com/WestLangley * * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system * * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. * The azimuthal angle (theta) is measured from the positive z-axiz. */
function Spherical( radius, phi, theta ) {
this.radius = ( radius !== undefined ) ? radius : 1.0; this.phi = ( phi !== undefined ) ? phi : 0; // polar angle this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
return this;
}
Object.assign( Spherical.prototype, {
set: function ( radius, phi, theta ) {
this.radius = radius; this.phi = phi; this.theta = theta;
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( other ) {
this.radius = other.radius; this.phi = other.phi; this.theta = other.theta;
return this;
},
// restrict phi to be betwee EPS and PI-EPS makeSafe: function () {
var EPS = 0.000001; this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
return this;
},
setFromVector3: function ( v ) {
return this.setFromCartesianCoords( v.x, v.y, v.z );
},
setFromCartesianCoords: function ( x, y, z ) {
this.radius = Math.sqrt( x * x + y * y + z * z );
if ( this.radius === 0 ) {
this.theta = 0; this.phi = 0;
} else {
this.theta = Math.atan2( x, z ); this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
}
return this;
}
} );
/** * @author Mugen87 / https://github.com/Mugen87 * * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system * */
function Cylindrical( radius, theta, y ) {
this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
return this;
}
Object.assign( Cylindrical.prototype, {
set: function ( radius, theta, y ) {
this.radius = radius; this.theta = theta; this.y = y;
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( other ) {
this.radius = other.radius; this.theta = other.theta; this.y = other.y;
return this;
},
setFromVector3: function ( v ) {
return this.setFromCartesianCoords( v.x, v.y, v.z );
},
setFromCartesianCoords: function ( x, y, z ) {
this.radius = Math.sqrt( x * x + z * z ); this.theta = Math.atan2( x, z ); this.y = y;
return this;
}
} );
/** * @author bhouston / http://clara.io */
function Box2( min, max ) {
this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
}
Object.assign( Box2.prototype, {
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 Vector2();
return function setFromCenterAndSize( center, size ) {
var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); this.min.copy( center ).sub( halfSize ); this.max.copy( center ).add( halfSize );
return this;
};
}(),
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( box ) {
this.min.copy( box.min ); this.max.copy( box.max );
return this;
},
makeEmpty: function () {
this.min.x = this.min.y = + Infinity; this.max.x = this.max.y = - Infinity;
return this;
},
isEmpty: function () {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
},
getCenter: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Box2: .getCenter() target is now required' ); target = new Vector2();
}
return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
},
getSize: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Box2: .getSize() target is now required' ); target = new Vector2();
}
return this.isEmpty() ? target.set( 0, 0 ) : target.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 ) {
return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
},
containsBox: function ( box ) {
return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
},
getParameter: function ( point, target ) {
// This can potentially have a divide by zero if the box // has a size dimension of 0.
if ( target === undefined ) {
console.warn( 'THREE.Box2: .getParameter() target is now required' ); target = new Vector2();
}
return target.set( ( point.x - this.min.x ) / ( this.max.x - this.min.x ), ( point.y - this.min.y ) / ( this.max.y - this.min.y ) );
},
intersectsBox: function ( box ) {
// using 4 splitting planes to rule out intersections
return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
},
clampPoint: function ( point, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Box2: .clampPoint() target is now required' ); target = new Vector2();
}
return target.copy( point ).clamp( this.min, this.max );
},
distanceToPoint: function () {
var v1 = new Vector2();
return function distanceToPoint( point ) {
var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); return clampedPoint.sub( point ).length();
};
}(),
intersect: function ( box ) {
this.min.max( box.min ); this.max.min( box.max );
return this;
},
union: function ( box ) {
this.min.min( box.min ); this.max.max( box.max );
return this;
},
translate: function ( offset ) {
this.min.add( offset ); this.max.add( offset );
return this;
},
equals: function ( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
} );
/** * @author bhouston / http://clara.io */
function Line3( start, end ) {
this.start = ( start !== undefined ) ? start : new Vector3(); this.end = ( end !== undefined ) ? end : new Vector3();
}
Object.assign( Line3.prototype, {
set: function ( start, end ) {
this.start.copy( start ); this.end.copy( end );
return this;
},
clone: function () {
return new this.constructor().copy( this );
},
copy: function ( line ) {
this.start.copy( line.start ); this.end.copy( line.end );
return this;
},
getCenter: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Line3: .getCenter() target is now required' ); target = new Vector3();
}
return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
},
delta: function ( target ) {
if ( target === undefined ) {
console.warn( 'THREE.Line3: .delta() target is now required' ); target = new Vector3();
}
return target.subVectors( this.end, this.start );
},
distanceSq: function () {
return this.start.distanceToSquared( this.end );
},
distance: function () {
return this.start.distanceTo( this.end );
},
at: function ( t, target ) {
if ( target === undefined ) {
console.warn( 'THREE.Line3: .at() target is now required' ); target = new Vector3();
}
return this.delta( target ).multiplyScalar( t ).add( this.start );
},
closestPointToPointParameter: function () {
var startP = new Vector3(); var startEnd = new Vector3();
return function closestPointToPointParameter( point, clampToLine ) {
startP.subVectors( point, this.start ); startEnd.subVectors( this.end, this.start );
var startEnd2 = startEnd.dot( startEnd ); var startEnd_startP = startEnd.dot( startP );
var t = startEnd_startP / startEnd2;
if ( clampToLine ) {
t = _Math.clamp( t, 0, 1 );
}
return t;
};
}(),
closestPointToPoint: function ( point, clampToLine, target ) {
var t = this.closestPointToPointParameter( point, clampToLine );
if ( target === undefined ) {
console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); target = new Vector3();
}
return this.delta( target ).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 );
}
} );
/** * @author alteredq / http://alteredqualia.com/ */
function ImmediateRenderObject( material ) {
Object3D.call( this );
this.material = material; this.render = function ( /* renderCallback */ ) {};
}
ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
ImmediateRenderObject.prototype.isImmediateRenderObject = true;
/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */
function VertexNormalsHelper( object, size, hex, linewidth ) {
this.object = object;
this.size = ( size !== undefined ) ? size : 1;
var color = ( hex !== undefined ) ? hex : 0xff0000;
var width = ( linewidth !== undefined ) ? linewidth : 1;
//
var nNormals = 0;
var objGeometry = this.object.geometry;
if ( objGeometry && objGeometry.isGeometry ) {
nNormals = objGeometry.faces.length * 3;
} else if ( objGeometry && objGeometry.isBufferGeometry ) {
nNormals = objGeometry.attributes.normal.count;
}
//
var geometry = new BufferGeometry();
var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
geometry.addAttribute( 'position', positions );
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
//
this.matrixAutoUpdate = false;
this.update();
}
VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
VertexNormalsHelper.prototype.update = ( function () {
var v1 = new Vector3(); var v2 = new Vector3(); var normalMatrix = new Matrix3();
return function update() {
var keys = [ 'a', 'b', 'c' ];
this.object.updateMatrixWorld( true );
normalMatrix.getNormalMatrix( this.object.matrixWorld );
var matrixWorld = this.object.matrixWorld;
var position = this.geometry.attributes.position;
//
var objGeometry = this.object.geometry;
if ( objGeometry && objGeometry.isGeometry ) {
var vertices = objGeometry.vertices;
var faces = objGeometry.faces;
var idx = 0;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
var vertex = vertices[ face[ keys[ j ] ] ];
var normal = face.vertexNormals[ j ];
v1.copy( vertex ).applyMatrix4( matrixWorld );
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
position.setXYZ( idx, v1.x, v1.y, v1.z );
idx = idx + 1;
position.setXYZ( idx, v2.x, v2.y, v2.z );
idx = idx + 1;
}
}
} else if ( objGeometry && objGeometry.isBufferGeometry ) {
var objPos = objGeometry.attributes.position;
var objNorm = objGeometry.attributes.normal;
var idx = 0;
// for simplicity, ignore index and drawcalls, and render every normal
for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
position.setXYZ( idx, v1.x, v1.y, v1.z );
idx = idx + 1;
position.setXYZ( idx, v2.x, v2.y, v2.z );
idx = idx + 1;
}
}
position.needsUpdate = true;
};
}() );
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */
function SpotLightHelper( light, color ) {
Object3D.call( this );
this.light = light; this.light.updateMatrixWorld();
this.matrix = light.matrixWorld; this.matrixAutoUpdate = false;
this.color = color;
var geometry = new BufferGeometry();
var positions = [ 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, - 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, - 1, 1 ];
for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
var p1 = ( i / l ) * Math.PI * 2; var p2 = ( j / l ) * Math.PI * 2;
positions.push( Math.cos( p1 ), Math.sin( p1 ), 1, Math.cos( p2 ), Math.sin( p2 ), 1 );
}
geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
var material = new LineBasicMaterial( { fog: false } );
this.cone = new LineSegments( geometry, material ); this.add( this.cone );
this.update();
}
SpotLightHelper.prototype = Object.create( Object3D.prototype ); SpotLightHelper.prototype.constructor = SpotLightHelper;
SpotLightHelper.prototype.dispose = function () {
this.cone.geometry.dispose(); this.cone.material.dispose();
};
SpotLightHelper.prototype.update = function () {
var vector = new Vector3(); var vector2 = new Vector3();
return function update() {
this.light.updateMatrixWorld();
var coneLength = this.light.distance ? this.light.distance : 1000; var coneWidth = coneLength * Math.tan( this.light.angle );
this.cone.scale.set( coneWidth, coneWidth, coneLength );
vector.setFromMatrixPosition( this.light.matrixWorld ); vector2.setFromMatrixPosition( this.light.target.matrixWorld );
this.cone.lookAt( vector2.sub( vector ) );
if ( this.color !== undefined ) {
this.cone.material.color.set( this.color );
} else {
this.cone.material.color.copy( this.light.color );
}
};
}();
/** * @author Sean Griffin / http://twitter.com/sgrif * @author Michael Guerrero / http://realitymeltdown.com * @author mrdoob / http://mrdoob.com/ * @author ikerr / http://verold.com * @author Mugen87 / https://github.com/Mugen87 */
function getBoneList( object ) {
var boneList = [];
if ( object && object.isBone ) {
boneList.push( object );
}
for ( var i = 0; i < object.children.length; i ++ ) {
boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
}
return boneList;
}
function SkeletonHelper( object ) {
var bones = getBoneList( object );
var geometry = new BufferGeometry();
var vertices = []; var colors = [];
var color1 = new Color( 0, 0, 1 ); var color2 = new Color( 0, 1, 0 );
for ( var i = 0; i < bones.length; i ++ ) {
var bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
vertices.push( 0, 0, 0 ); vertices.push( 0, 0, 0 ); colors.push( color1.r, color1.g, color1.b ); colors.push( color2.r, color2.g, color2.b );
}
}
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
LineSegments.call( this, geometry, material );
this.root = object; this.bones = bones;
this.matrix = object.matrixWorld; this.matrixAutoUpdate = false;
}
SkeletonHelper.prototype = Object.create( LineSegments.prototype ); SkeletonHelper.prototype.constructor = SkeletonHelper;
SkeletonHelper.prototype.updateMatrixWorld = function () {
var vector = new Vector3();
var boneMatrix = new Matrix4(); var matrixWorldInv = new Matrix4();
return function updateMatrixWorld( force ) {
var bones = this.bones;
var geometry = this.geometry; var position = geometry.getAttribute( 'position' );
matrixWorldInv.getInverse( this.root.matrixWorld );
for ( var i = 0, j = 0; i < bones.length; i ++ ) {
var bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); vector.setFromMatrixPosition( boneMatrix ); position.setXYZ( j, vector.x, vector.y, vector.z );
boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); vector.setFromMatrixPosition( boneMatrix ); position.setXYZ( j + 1, vector.x, vector.y, vector.z );
j += 2;
}
}
geometry.getAttribute( 'position' ).needsUpdate = true;
Object3D.prototype.updateMatrixWorld.call( this, force );
};
}();
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ */
function PointLightHelper( light, sphereSize, color ) {
this.light = light; this.light.updateMatrixWorld();
this.color = color;
var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
Mesh.call( this, geometry, material );
this.matrix = this.light.matrixWorld; this.matrixAutoUpdate = false;
this.update();
/*
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 ); */
}
PointLightHelper.prototype = Object.create( Mesh.prototype ); PointLightHelper.prototype.constructor = PointLightHelper;
PointLightHelper.prototype.dispose = function () {
this.geometry.dispose(); this.material.dispose();
};
PointLightHelper.prototype.update = function () {
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
this.material.color.copy( this.light.color );
}
/* 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 );
} */
};
/** * @author abelnation / http://github.com/abelnation * @author Mugen87 / http://github.com/Mugen87 * @author WestLangley / http://github.com/WestLangley */
function RectAreaLightHelper( light, color ) {
Object3D.call( this );
this.light = light; this.light.updateMatrixWorld();
this.matrix = light.matrixWorld; this.matrixAutoUpdate = false;
this.color = color;
var material = new LineBasicMaterial( { fog: false } );
var geometry = new BufferGeometry();
geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );
this.line = new Line( geometry, material ); this.add( this.line );
this.update();
}
RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
RectAreaLightHelper.prototype.dispose = function () {
this.children[ 0 ].geometry.dispose(); this.children[ 0 ].material.dispose();
};
RectAreaLightHelper.prototype.update = function () {
// calculate new dimensions of the helper
var hx = this.light.width * 0.5; var hy = this.light.height * 0.5;
var position = this.line.geometry.attributes.position; var array = position.array;
// update vertices
array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0;
position.needsUpdate = true;
if ( this.color !== undefined ) {
this.line.material.color.set( this.color );
} else {
this.line.material.color.copy( this.light.color );
}
};
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / https://github.com/Mugen87 */
function HemisphereLightHelper( light, size, color ) {
Object3D.call( this );
this.light = light; this.light.updateMatrixWorld();
this.matrix = light.matrixWorld; this.matrixAutoUpdate = false;
this.color = color;
var geometry = new OctahedronBufferGeometry( size ); geometry.rotateY( Math.PI * 0.5 );
this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); if ( this.color === undefined ) this.material.vertexColors = VertexColors;
var position = geometry.getAttribute( 'position' ); var colors = new Float32Array( position.count * 3 );
geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
this.add( new Mesh( geometry, this.material ) );
this.update();
}
HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
HemisphereLightHelper.prototype.dispose = function () {
this.children[ 0 ].geometry.dispose(); this.children[ 0 ].material.dispose();
};
HemisphereLightHelper.prototype.update = function () {
var vector = new Vector3();
var color1 = new Color(); var color2 = new Color();
return function update() {
var mesh = this.children[ 0 ];
if ( this.color !== undefined ) {
this.material.color.set( this.color );
} else {
var colors = mesh.geometry.getAttribute( 'color' );
color1.copy( this.light.color ); color2.copy( this.light.groundColor );
for ( var i = 0, l = colors.count; i < l; i ++ ) {
var color = ( i < ( l / 2 ) ) ? color1 : color2;
colors.setXYZ( i, color.r, color.g, color.b );
}
colors.needsUpdate = true;
}
mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
};
}();
/** * @author mrdoob / http://mrdoob.com/ */
function GridHelper( size, divisions, color1, color2 ) {
size = size || 10; divisions = divisions || 10; color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
var center = divisions / 2; var step = size / divisions; var halfSize = size / 2;
var vertices = [], colors = [];
for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
vertices.push( - halfSize, 0, k, halfSize, 0, k ); vertices.push( k, 0, - halfSize, k, 0, halfSize );
var color = i === center ? color1 : color2;
color.toArray( colors, j ); j += 3; color.toArray( colors, j ); j += 3; color.toArray( colors, j ); j += 3; color.toArray( colors, j ); j += 3;
}
var geometry = new BufferGeometry(); geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
var material = new LineBasicMaterial( { vertexColors: VertexColors } );
LineSegments.call( this, geometry, material );
}
GridHelper.prototype = Object.create( LineSegments.prototype ); GridHelper.prototype.constructor = GridHelper;
/** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / http://github.com/Mugen87 * @author Hectate / http://www.github.com/Hectate */
function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
radius = radius || 10; radials = radials || 16; circles = circles || 8; divisions = divisions || 64; color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
var vertices = []; var colors = [];
var x, z; var v, i, j, r, color;
// create the radials
for ( i = 0; i <= radials; i ++ ) {
v = ( i / radials ) * ( Math.PI * 2 );
x = Math.sin( v ) * radius; z = Math.cos( v ) * radius;
vertices.push( 0, 0, 0 ); vertices.push( x, 0, z );
color = ( i & 1 ) ? color1 : color2;
colors.push( color.r, color.g, color.b ); colors.push( color.r, color.g, color.b );
}
// create the circles
for ( i = 0; i <= circles; i ++ ) {
color = ( i & 1 ) ? color1 : color2;
r = radius - ( radius / circles * i );
for ( j = 0; j < divisions; j ++ ) {
// first vertex
v = ( j / divisions ) * ( Math.PI * 2 );
x = Math.sin( v ) * r; z = Math.cos( v ) * r;
vertices.push( x, 0, z ); colors.push( color.r, color.g, color.b );
// second vertex
v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
x = Math.sin( v ) * r; z = Math.cos( v ) * r;
vertices.push( x, 0, z ); colors.push( color.r, color.g, color.b );
}
}
var geometry = new BufferGeometry(); geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
var material = new LineBasicMaterial( { vertexColors: VertexColors } );
LineSegments.call( this, geometry, material );
}
PolarGridHelper.prototype = Object.create( LineSegments.prototype ); PolarGridHelper.prototype.constructor = PolarGridHelper;
/** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */
function FaceNormalsHelper( object, size, hex, linewidth ) {
// FaceNormalsHelper only supports THREE.Geometry
this.object = object;
this.size = ( size !== undefined ) ? size : 1;
var color = ( hex !== undefined ) ? hex : 0xffff00;
var width = ( linewidth !== undefined ) ? linewidth : 1;
//
var nNormals = 0;
var objGeometry = this.object.geometry;
if ( objGeometry && objGeometry.isGeometry ) {
nNormals = objGeometry.faces.length;
} else {
console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
}
//
var geometry = new BufferGeometry();
var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
geometry.addAttribute( 'position', positions );
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
//
this.matrixAutoUpdate = false; this.update();
}
FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
FaceNormalsHelper.prototype.update = ( function () {
var v1 = new Vector3(); var v2 = new Vector3(); var normalMatrix = new Matrix3();
return function update() {
this.object.updateMatrixWorld( true );
normalMatrix.getNormalMatrix( this.object.matrixWorld );
var matrixWorld = this.object.matrixWorld;
var position = this.geometry.attributes.position;
//
var objGeometry = this.object.geometry;
var vertices = objGeometry.vertices;
var faces = objGeometry.faces;
var idx = 0;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
var normal = face.normal;
v1.copy( vertices[ face.a ] ) .add( vertices[ face.b ] ) .add( vertices[ face.c ] ) .divideScalar( 3 ) .applyMatrix4( matrixWorld );
v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
position.setXYZ( idx, v1.x, v1.y, v1.z );
idx = idx + 1;
position.setXYZ( idx, v2.x, v2.y, v2.z );
idx = idx + 1;
}
position.needsUpdate = true;
};
}() );
/** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley */
function DirectionalLightHelper( light, size, color ) {
Object3D.call( this );
this.light = light; this.light.updateMatrixWorld();
this.matrix = light.matrixWorld; this.matrixAutoUpdate = false;
this.color = color;
if ( size === undefined ) size = 1;
var geometry = new BufferGeometry(); geometry.addAttribute( 'position', new Float32BufferAttribute( [ - size, size, 0, size, size, 0, size, - size, 0, - size, - size, 0, - size, size, 0 ], 3 ) );
var material = new LineBasicMaterial( { fog: false } );
this.lightPlane = new Line( geometry, material ); this.add( this.lightPlane );
geometry = new BufferGeometry(); geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
this.targetLine = new Line( geometry, material ); this.add( this.targetLine );
this.update();
}
DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
DirectionalLightHelper.prototype.dispose = function () {
this.lightPlane.geometry.dispose(); this.lightPlane.material.dispose(); this.targetLine.geometry.dispose(); this.targetLine.material.dispose();
};
DirectionalLightHelper.prototype.update = function () {
var v1 = new Vector3(); var v2 = new Vector3(); var v3 = new Vector3();
return function update() {
v1.setFromMatrixPosition( this.light.matrixWorld ); v2.setFromMatrixPosition( this.light.target.matrixWorld ); v3.subVectors( v2, v1 );
this.lightPlane.lookAt( v3 );
if ( this.color !== undefined ) {
this.lightPlane.material.color.set( this.color ); this.targetLine.material.color.set( this.color );
} else {
this.lightPlane.material.color.copy( this.light.color ); this.targetLine.material.color.copy( this.light.color );
}
this.targetLine.lookAt( v3 ); this.targetLine.scale.z = v3.length();
};
}();
/** * @author alteredq / http://alteredqualia.com/ * @author Mugen87 / https://github.com/Mugen87 * * - 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 */
function CameraHelper( camera ) {
var geometry = new BufferGeometry(); var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
var vertices = []; var colors = [];
var pointMap = {};
// colors
var colorFrustum = new Color( 0xffaa00 ); var colorCone = new Color( 0xff0000 ); var colorUp = new Color( 0x00aaff ); var colorTarget = new Color( 0xffffff ); var colorCross = new Color( 0x333333 );
// near
addLine( 'n1', 'n2', colorFrustum ); addLine( 'n2', 'n4', colorFrustum ); addLine( 'n4', 'n3', colorFrustum ); addLine( 'n3', 'n1', colorFrustum );
// far
addLine( 'f1', 'f2', colorFrustum ); addLine( 'f2', 'f4', colorFrustum ); addLine( 'f4', 'f3', colorFrustum ); addLine( 'f3', 'f1', colorFrustum );
// sides
addLine( 'n1', 'f1', colorFrustum ); addLine( 'n2', 'f2', colorFrustum ); addLine( 'n3', 'f3', colorFrustum ); addLine( 'n4', 'f4', colorFrustum );
// cone
addLine( 'p', 'n1', colorCone ); addLine( 'p', 'n2', colorCone ); addLine( 'p', 'n3', colorCone ); addLine( 'p', 'n4', colorCone );
// up
addLine( 'u1', 'u2', colorUp ); addLine( 'u2', 'u3', colorUp ); addLine( 'u3', 'u1', colorUp );
// target
addLine( 'c', 't', colorTarget ); addLine( 'p', 'c', colorCross );
// cross
addLine( 'cn1', 'cn2', colorCross ); addLine( 'cn3', 'cn4', colorCross );
addLine( 'cf1', 'cf2', colorCross ); addLine( 'cf3', 'cf4', colorCross );
function addLine( a, b, color ) {
addPoint( a, color ); addPoint( b, color );
}
function addPoint( id, color ) {
vertices.push( 0, 0, 0 ); colors.push( color.r, color.g, color.b );
if ( pointMap[ id ] === undefined ) {
pointMap[ id ] = [];
}
pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
}
geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
LineSegments.call( this, geometry, material );
this.camera = camera; if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
this.matrix = camera.matrixWorld; this.matrixAutoUpdate = false;
this.pointMap = pointMap;
this.update();
}
CameraHelper.prototype = Object.create( LineSegments.prototype ); CameraHelper.prototype.constructor = CameraHelper;
CameraHelper.prototype.update = function () {
var geometry, pointMap;
var vector = new Vector3(); var camera = new Camera();
function setPoint( point, x, y, z ) {
vector.set( x, y, z ).unproject( camera );
var points = pointMap[ point ];
if ( points !== undefined ) {
var position = geometry.getAttribute( 'position' );
for ( var i = 0, l = points.length; i < l; i ++ ) {
position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
}
}
}
return function update() {
geometry = this.geometry; pointMap = this.pointMap;
var w = 1, h = 1;
// we need just camera projection matrix // world matrix must be identity
camera.projectionMatrix.copy( this.camera.projectionMatrix );
// center / target
setPoint( 'c', 0, 0, - 1 ); setPoint( 't', 0, 0, 1 );
// near
setPoint( 'n1', - w, - h, - 1 ); setPoint( 'n2', w, - h, - 1 ); setPoint( 'n3', - w, h, - 1 ); setPoint( 'n4', w, h, - 1 );
// far
setPoint( 'f1', - w, - h, 1 ); setPoint( 'f2', w, - h, 1 ); setPoint( 'f3', - w, h, 1 ); setPoint( 'f4', w, h, 1 );
// up
setPoint( 'u1', w * 0.7, h * 1.1, - 1 ); setPoint( 'u2', - w * 0.7, h * 1.1, - 1 ); setPoint( 'u3', 0, h * 2, - 1 );
// cross
setPoint( 'cf1', - w, 0, 1 ); setPoint( 'cf2', w, 0, 1 ); setPoint( 'cf3', 0, - h, 1 ); setPoint( 'cf4', 0, h, 1 );
setPoint( 'cn1', - w, 0, - 1 ); setPoint( 'cn2', w, 0, - 1 ); setPoint( 'cn3', 0, - h, - 1 ); setPoint( 'cn4', 0, h, - 1 );
geometry.getAttribute( 'position' ).needsUpdate = true;
};
}();
/** * @author mrdoob / http://mrdoob.com/ * @author Mugen87 / http://github.com/Mugen87 */
function BoxHelper( object, color ) {
this.object = object;
if ( color === undefined ) color = 0xffff00;
var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); var positions = new Float32Array( 8 * 3 );
var geometry = new BufferGeometry(); geometry.setIndex( new BufferAttribute( indices, 1 ) ); geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
this.matrixAutoUpdate = false;
this.update();
}
BoxHelper.prototype = Object.create( LineSegments.prototype ); BoxHelper.prototype.constructor = BoxHelper;
BoxHelper.prototype.update = ( function () {
var box = new Box3();
return function update( object ) {
if ( object !== undefined ) {
console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
}
if ( this.object !== undefined ) {
box.setFromObject( this.object );
}
if ( box.isEmpty() ) return;
var min = box.min; var max = box.max;
/* 5____4 1/___0/| | 6__|_7 2/___3/
0: max.x, max.y, max.z 1: min.x, max.y, max.z 2: min.x, min.y, max.z 3: max.x, min.y, max.z 4: max.x, max.y, min.z 5: min.x, max.y, min.z 6: min.x, min.y, min.z 7: max.x, min.y, min.z */
var position = this.geometry.attributes.position; var array = position.array;
array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
position.needsUpdate = true;
this.geometry.computeBoundingSphere();
};
} )();
BoxHelper.prototype.setFromObject = function ( object ) {
this.object = object; this.update();
return this;
};
/** * @author WestLangley / http://github.com/WestLangley */
function Box3Helper( box, hex ) {
this.type = 'Box3Helper';
this.box = box;
var color = ( hex !== undefined ) ? hex : 0xffff00;
var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
var geometry = new BufferGeometry();
geometry.setIndex( new BufferAttribute( indices, 1 ) );
geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
this.geometry.computeBoundingSphere();
}
Box3Helper.prototype = Object.create( LineSegments.prototype ); Box3Helper.prototype.constructor = Box3Helper;
Box3Helper.prototype.updateMatrixWorld = function ( force ) {
var box = this.box;
if ( box.isEmpty() ) return;
box.getCenter( this.position );
box.getSize( this.scale );
this.scale.multiplyScalar( 0.5 );
Object3D.prototype.updateMatrixWorld.call( this, force );
};
/** * @author WestLangley / http://github.com/WestLangley */
function PlaneHelper( plane, size, hex ) {
this.type = 'PlaneHelper';
this.plane = plane;
this.size = ( size === undefined ) ? 1 : size;
var color = ( hex !== undefined ) ? hex : 0xffff00;
var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
var geometry = new BufferGeometry(); geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); geometry.computeBoundingSphere();
Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
//
var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
var geometry2 = new BufferGeometry(); geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); geometry2.computeBoundingSphere();
this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
}
PlaneHelper.prototype = Object.create( Line.prototype ); PlaneHelper.prototype.constructor = PlaneHelper;
PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
var scale = - this.plane.constant;
if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
this.lookAt( this.plane.normal );
Object3D.prototype.updateMatrixWorld.call( this, force );
};
/** * @author WestLangley / http://github.com/WestLangley * @author zz85 / http://github.com/zz85 * @author bhouston / http://clara.io * * Creates an arrow for visualizing directions * * Parameters: * dir - Vector3 * origin - Vector3 * length - Number * color - color in hex value * headLength - Number * headWidth - Number */
var lineGeometry, coneGeometry;
function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
// dir is assumed to be normalized
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;
if ( lineGeometry === undefined ) {
lineGeometry = new BufferGeometry(); lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); coneGeometry.translate( 0, - 0.5, 0 );
}
this.position.copy( origin );
this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); this.line.matrixAutoUpdate = false; this.add( this.line );
this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); this.cone.matrixAutoUpdate = false; this.add( this.cone );
this.setDirection( dir ); this.setLength( length, headLength, headWidth );
}
ArrowHelper.prototype = Object.create( Object3D.prototype ); ArrowHelper.prototype.constructor = ArrowHelper;
ArrowHelper.prototype.setDirection = ( function () {
var axis = new Vector3(); var radians;
return function setDirection( dir ) {
// dir is assumed to be normalized
if ( dir.y > 0.99999 ) {
this.quaternion.set( 0, 0, 0, 1 );
} else if ( dir.y < - 0.99999 ) {
this.quaternion.set( 1, 0, 0, 0 );
} else {
axis.set( dir.z, 0, - dir.x ).normalize();
radians = Math.acos( dir.y );
this.quaternion.setFromAxisAngle( axis, radians );
}
};
}() );
ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
if ( headLength === undefined ) headLength = 0.2 * length; if ( headWidth === undefined ) headWidth = 0.2 * headLength;
this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); this.line.updateMatrix();
this.cone.scale.set( headWidth, headLength, headWidth ); this.cone.position.y = length; this.cone.updateMatrix();
};
ArrowHelper.prototype.setColor = function ( color ) {
this.line.material.color.copy( color ); this.cone.material.color.copy( color );
};
/** * @author sroucheray / http://sroucheray.org/ * @author mrdoob / http://mrdoob.com/ */
function AxesHelper( size ) {
size = size || 1;
var vertices = [ 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size ];
var colors = [ 1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1 ];
var geometry = new BufferGeometry(); geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
var material = new LineBasicMaterial( { vertexColors: VertexColors } );
LineSegments.call( this, geometry, material );
}
AxesHelper.prototype = Object.create( LineSegments.prototype ); AxesHelper.prototype.constructor = AxesHelper;
/** * @author mrdoob / http://mrdoob.com/ */
function Face4( a, b, c, d, normal, color, materialIndex ) {
console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); return new Face3( a, b, c, normal, color, materialIndex );
}
var LineStrip = 0;
var LinePieces = 1;
function MeshFaceMaterial( materials ) {
console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); return materials;
}
function MultiMaterial( materials ) {
if ( materials === undefined ) materials = [];
console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); materials.isMultiMaterial = true; materials.materials = materials; materials.clone = function () {
return materials.slice();
}; return materials;
}
function PointCloud( geometry, material ) {
console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); return new Points( geometry, material );
}
function Particle( material ) {
console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); return new Sprite( material );
}
function ParticleSystem( geometry, material ) {
console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); return new Points( geometry, material );
}
function PointCloudMaterial( parameters ) {
console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters );
}
function ParticleBasicMaterial( parameters ) {
console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters );
}
function ParticleSystemMaterial( parameters ) {
console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); return new PointsMaterial( parameters );
}
function Vertex( x, y, z ) {
console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); return new Vector3( x, y, z );
}
//
function DynamicBufferAttribute( array, itemSize ) {
console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); return new BufferAttribute( array, itemSize ).setDynamic( true );
}
function Int8Attribute( array, itemSize ) {
console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); return new Int8BufferAttribute( array, itemSize );
}
function Uint8Attribute( array, itemSize ) {
console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); return new Uint8BufferAttribute( array, itemSize );
}
function Uint8ClampedAttribute( array, itemSize ) {
console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); return new Uint8ClampedBufferAttribute( array, itemSize );
}
function Int16Attribute( array, itemSize ) {
console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); return new Int16BufferAttribute( array, itemSize );
}
function Uint16Attribute( array, itemSize ) {
console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); return new Uint16BufferAttribute( array, itemSize );
}
function Int32Attribute( array, itemSize ) {
console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); return new Int32BufferAttribute( array, itemSize );
}
function Uint32Attribute( array, itemSize ) {
console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); return new Uint32BufferAttribute( array, itemSize );
}
function Float32Attribute( array, itemSize ) {
console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); return new Float32BufferAttribute( array, itemSize );
}
function Float64Attribute( array, itemSize ) {
console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); return new Float64BufferAttribute( array, itemSize );
}
//
Curve.create = function ( construct, getPoint ) {
console.log( 'THREE.Curve.create() has been deprecated' );
construct.prototype = Object.create( Curve.prototype ); construct.prototype.constructor = construct; construct.prototype.getPoint = getPoint;
return construct;
};
//
Object.assign( CurvePath.prototype, {
createPointsGeometry: function ( divisions ) {
console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
// generate geometry from path points (for Line or Points objects)
var pts = this.getPoints( divisions ); return this.createGeometry( pts );
},
createSpacedPointsGeometry: function ( divisions ) {
console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
// generate geometry from equidistant sampling along the path
var pts = this.getSpacedPoints( divisions ); return this.createGeometry( pts );
},
createGeometry: function ( points ) {
console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
var geometry = new Geometry();
for ( var i = 0, l = points.length; i < l; i ++ ) {
var point = points[ i ]; geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
}
return geometry;
}
} );
//
Object.assign( Path.prototype, {
fromPoints: function ( points ) {
console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); this.setFromPoints( points );
}
} );
//
function ClosedSplineCurve3( points ) {
console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
CatmullRomCurve3.call( this, points ); this.type = 'catmullrom'; this.closed = true;
}
ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
//
function SplineCurve3( points ) {
console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
CatmullRomCurve3.call( this, points ); this.type = 'catmullrom';
}
SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
//
function Spline( points ) {
console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
CatmullRomCurve3.call( this, points ); this.type = 'catmullrom';
}
Spline.prototype = Object.create( CatmullRomCurve3.prototype );
Object.assign( Spline.prototype, {
initFromArray: function ( /* a */ ) {
console.error( 'THREE.Spline: .initFromArray() has been removed.' );
}, getControlPointsArray: function ( /* optionalTarget */ ) {
console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
}, reparametrizeByArcLength: function ( /* samplingCoef */ ) {
console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
}
} );
//
function AxisHelper( size ) {
console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); return new AxesHelper( size );
}
function BoundingBoxHelper( object, color ) {
console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); return new BoxHelper( object, color );
}
function EdgesHelper( object, hex ) {
console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
}
GridHelper.prototype.setColors = function () {
console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
};
SkeletonHelper.prototype.update = function () {
console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
};
function WireframeHelper( object, hex ) {
console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
}
//
Object.assign( Loader.prototype, {
extractUrlBase: function ( url ) {
console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); return LoaderUtils.extractUrlBase( url );
}
} );
function XHRLoader( manager ) {
console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); return new FileLoader( manager );
}
function BinaryTextureLoader( manager ) {
console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); return new DataTextureLoader( manager );
}
Object.assign( JSONLoader.prototype, {
setTexturePath: function ( value ) {
console.warn( 'THREE.JSONLoader: .setTexturePath() has been renamed to .setResourcePath().' ); return this.setResourcePath( value );
}
} );
//
Object.assign( Box2.prototype, {
center: function ( optionalTarget ) {
console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); return this.getCenter( optionalTarget );
}, empty: function () {
console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); return this.isEmpty();
}, isIntersectionBox: function ( box ) {
console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); return this.intersectsBox( box );
}, size: function ( optionalTarget ) {
console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); return this.getSize( optionalTarget );
} } );
Object.assign( Box3.prototype, {
center: function ( optionalTarget ) {
console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); return this.getCenter( optionalTarget );
}, empty: function () {
console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); return this.isEmpty();
}, isIntersectionBox: function ( box ) {
console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); return this.intersectsBox( box );
}, isIntersectionSphere: function ( sphere ) {
console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); return this.intersectsSphere( sphere );
}, size: function ( optionalTarget ) {
console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); return this.getSize( optionalTarget );
} } );
Line3.prototype.center = function ( optionalTarget ) {
console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); return this.getCenter( optionalTarget );
};
Object.assign( _Math, {
random16: function () {
console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); return Math.random();
},
nearestPowerOfTwo: function ( value ) {
console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); return _Math.floorPowerOfTwo( value );
},
nextPowerOfTwo: function ( value ) {
console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); return _Math.ceilPowerOfTwo( value );
}
} );
Object.assign( Matrix3.prototype, {
flattenToArrayOffset: function ( array, offset ) {
console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); return this.toArray( array, offset );
}, multiplyVector3: function ( vector ) {
console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); return vector.applyMatrix3( this );
}, multiplyVector3Array: function ( /* a */ ) {
console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
}, applyToBuffer: function ( buffer /*, offset, length */ ) {
console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); return this.applyToBufferAttribute( buffer );
}, applyToVector3Array: function ( /* array, offset, length */ ) {
console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
}
} );
Object.assign( Matrix4.prototype, {
extractPosition: function ( m ) {
console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); return this.copyPosition( m );
}, flattenToArrayOffset: function ( array, offset ) {
console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); return this.toArray( array, offset );
}, getPosition: function () {
var v1;
return function getPosition() {
if ( v1 === undefined ) v1 = new Vector3(); console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); return v1.setFromMatrixColumn( this, 3 );
};
}(), setRotationFromQuaternion: function ( q ) {
console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); return this.makeRotationFromQuaternion( q );
}, multiplyToArray: function () {
console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
}, multiplyVector3: function ( vector ) {
console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); return vector.applyMatrix4( 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.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
}, rotateAxis: function ( v ) {
console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); v.transformDirection( this );
}, crossVector: function ( vector ) {
console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); return vector.applyMatrix4( this );
}, translate: function () {
console.error( 'THREE.Matrix4: .translate() has been removed.' );
}, rotateX: function () {
console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
}, rotateY: function () {
console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
}, rotateZ: function () {
console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
}, rotateByAxis: function () {
console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
}, applyToBuffer: function ( buffer /*, offset, length */ ) {
console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); return this.applyToBufferAttribute( buffer );
}, applyToVector3Array: function ( /* array, offset, length */ ) {
console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
}, makeFrustum: function ( left, right, bottom, top, near, far ) {
console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); return this.makePerspective( left, right, top, bottom, near, far );
}
} );
Plane.prototype.isIntersectionLine = function ( line ) {
console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); return this.intersectsLine( line );
};
Quaternion.prototype.multiplyVector3 = function ( vector ) {
console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); return vector.applyQuaternion( this );
};
Object.assign( Ray.prototype, {
isIntersectionBox: function ( box ) {
console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); return this.intersectsBox( box );
}, isIntersectionPlane: function ( plane ) {
console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); return this.intersectsPlane( plane );
}, isIntersectionSphere: function ( sphere ) {
console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); return this.intersectsSphere( sphere );
}
} );
Object.assign( Triangle.prototype, {
area: function () {
console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' ); return this.getArea();
}, barycoordFromPoint: function ( point, target ) {
console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); return this.getBarycoord( point, target );
}, midpoint: function ( target ) {
console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' ); return this.getMidpoint( target );
}, normal: function ( target ) {
console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); return this.getNormal( target );
}, plane: function ( target ) {
console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' ); return this.getPlane( target );
}
} );
Object.assign( Triangle, {
barycoordFromPoint: function ( point, a, b, c, target ) {
console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); return Triangle.getBarycoord( point, a, b, c, target );
}, normal: function ( a, b, c, target ) {
console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); return Triangle.getNormal( a, b, c, target );
}
} );
Object.assign( Shape.prototype, {
extractAllPoints: function ( divisions ) {
console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); return this.extractPoints( divisions );
}, extrude: function ( options ) {
console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); return new ExtrudeGeometry( this, options );
}, makeGeometry: function ( options ) {
console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); return new ShapeGeometry( this, options );
}
} );
Object.assign( Vector2.prototype, {
fromAttribute: function ( attribute, index, offset ) {
console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); return this.fromBufferAttribute( attribute, index, offset );
}, distanceToManhattan: function ( v ) {
console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); return this.manhattanDistanceTo( v );
}, lengthManhattan: function () {
console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); return this.manhattanLength();
}
} );
Object.assign( Vector3.prototype, {
setEulerFromRotationMatrix: function () {
console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
}, setEulerFromQuaternion: function () {
console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
}, getPositionFromMatrix: function ( m ) {
console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); return this.setFromMatrixPosition( m );
}, getScaleFromMatrix: function ( m ) {
console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); return this.setFromMatrixScale( m );
}, getColumnFromMatrix: function ( index, matrix ) {
console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); return this.setFromMatrixColumn( matrix, index );
}, applyProjection: function ( m ) {
console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); return this.applyMatrix4( m );
}, fromAttribute: function ( attribute, index, offset ) {
console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); return this.fromBufferAttribute( attribute, index, offset );
}, distanceToManhattan: function ( v ) {
console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); return this.manhattanDistanceTo( v );
}, lengthManhattan: function () {
console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); return this.manhattanLength();
}
} );
Object.assign( Vector4.prototype, {
fromAttribute: function ( attribute, index, offset ) {
console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); return this.fromBufferAttribute( attribute, index, offset );
}, lengthManhattan: function () {
console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); return this.manhattanLength();
}
} );
//
Object.assign( Geometry.prototype, {
computeTangents: function () {
console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
}, computeLineDistances: function () {
console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
}
} );
Object.assign( Object3D.prototype, {
getChildByName: function ( name ) {
console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); return this.getObjectByName( name );
}, renderDepth: function () {
console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
}, translate: function ( distance, axis ) {
console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); return this.translateOnAxis( axis, distance );
}, getWorldRotation: function () {
console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
}
} );
Object.defineProperties( Object3D.prototype, {
eulerOrder: { get: function () {
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); return this.rotation.order;
}, set: function ( value ) {
console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); this.rotation.order = value;
} }, useQuaternion: { get: function () {
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
}, set: function () {
console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
} }
} );
Object.defineProperties( LOD.prototype, {
objects: { get: function () {
console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); return this.levels;
} }
} );
Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
get: function () {
console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
}, set: function () {
console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
}
} );
Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
get: function () {
console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); return this.arcLengthDivisions;
}, set: function ( value ) {
console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); this.arcLengthDivisions = value;
}
} );
//
PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + "Use .setFocalLength and .filmGauge for a photographic setup." );
if ( filmGauge !== undefined ) this.filmGauge = filmGauge; this.setFocalLength( focalLength );
};
//
Object.defineProperties( Light.prototype, { onlyShadow: { set: function () {
console.warn( 'THREE.Light: .onlyShadow has been removed.' );
} }, shadowCameraFov: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); this.shadow.camera.fov = value;
} }, shadowCameraLeft: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); this.shadow.camera.left = value;
} }, shadowCameraRight: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); this.shadow.camera.right = value;
} }, shadowCameraTop: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); this.shadow.camera.top = value;
} }, shadowCameraBottom: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); this.shadow.camera.bottom = value;
} }, shadowCameraNear: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); this.shadow.camera.near = value;
} }, shadowCameraFar: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); this.shadow.camera.far = value;
} }, shadowCameraVisible: { set: function () {
console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
} }, shadowBias: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); this.shadow.bias = value;
} }, shadowDarkness: { set: function () {
console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
} }, shadowMapWidth: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); this.shadow.mapSize.width = value;
} }, shadowMapHeight: { set: function ( value ) {
console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); this.shadow.mapSize.height = value;
} } } );
//
Object.defineProperties( BufferAttribute.prototype, {
length: { get: function () {
console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); return this.array.length;
} }, copyIndicesArray: function ( /* indices */ ) {
console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
}
} );
Object.assign( BufferGeometry.prototype, {
addIndex: function ( index ) {
console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); this.setIndex( index );
}, addDrawCall: function ( start, count, indexOffset ) {
if ( indexOffset !== undefined ) {
console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
} console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); this.addGroup( start, count );
}, clearDrawCalls: function () {
console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); this.clearGroups();
}, computeTangents: function () {
console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
}, computeOffsets: function () {
console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
}
} );
Object.defineProperties( BufferGeometry.prototype, {
drawcalls: { get: function () {
console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); return this.groups;
} }, offsets: { get: function () {
console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); return this.groups;
} }
} );
//
Object.assign( ExtrudeBufferGeometry.prototype, {
getArrays: function () {
console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
},
addShapeList: function () {
console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
},
addShape: function () {
console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
}
} );
//
Object.defineProperties( Uniform.prototype, {
dynamic: { set: function () {
console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
} }, onUpdate: { value: function () {
console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); return this;
} }
} );
//
Object.defineProperties( Material.prototype, {
wrapAround: { get: function () {
console.warn( 'THREE.Material: .wrapAround has been removed.' );
}, set: function () {
console.warn( 'THREE.Material: .wrapAround has been removed.' );
} }, wrapRGB: { get: function () {
console.warn( 'THREE.Material: .wrapRGB has been removed.' ); return new Color();
} },
shading: { get: function () {
console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
}, set: function ( value ) {
console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); this.flatShading = ( value === FlatShading );
} }
} );
Object.defineProperties( MeshPhongMaterial.prototype, {
metal: { get: function () {
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); return false;
}, set: function () {
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
} }
} );
Object.defineProperties( ShaderMaterial.prototype, {
derivatives: { get: function () {
console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); return this.extensions.derivatives;
}, set: function ( value ) {
console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); this.extensions.derivatives = value;
} }
} );
//
Object.assign( WebGLRenderer.prototype, {
clearTarget: function ( renderTarget, color, depth, stencil ) {
console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' ); this.setRenderTarget( renderTarget ); this.clear( color, depth, stencil );
},
animate: function ( callback ) {
console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' ); this.setAnimationLoop( callback );
},
getCurrentRenderTarget: function () {
console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); return this.getRenderTarget();
},
getMaxAnisotropy: function () {
console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); return this.capabilities.getMaxAnisotropy();
},
getPrecision: function () {
console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); return this.capabilities.precision;
},
resetGLState: function () {
console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); return this.state.reset();
},
supportsFloatTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); return this.extensions.get( 'OES_texture_float' );
}, supportsHalfFloatTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); return this.extensions.get( 'OES_texture_half_float' );
}, supportsStandardDerivatives: function () {
console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); return this.extensions.get( 'OES_standard_derivatives' );
}, supportsCompressedTextureS3TC: function () {
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
}, supportsCompressedTexturePVRTC: function () {
console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
}, supportsBlendMinMax: function () {
console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); return this.extensions.get( 'EXT_blend_minmax' );
}, supportsVertexTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); return this.capabilities.vertexTextures;
}, supportsInstancedArrays: function () {
console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); return this.extensions.get( 'ANGLE_instanced_arrays' );
}, enableScissorTest: function ( boolean ) {
console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); this.setScissorTest( boolean );
}, initMaterial: function () {
console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
}, addPrePlugin: function () {
console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
}, addPostPlugin: function () {
console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
}, updateShadowMap: function () {
console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
}, setFaceCulling: function () {
console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
}
} );
Object.defineProperties( WebGLRenderer.prototype, {
shadowMapEnabled: { get: function () {
return this.shadowMap.enabled;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); this.shadowMap.enabled = value;
} }, shadowMapType: { get: function () {
return this.shadowMap.type;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); this.shadowMap.type = value;
} }, shadowMapCullFace: { get: function () {
console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); return undefined;
}, set: function ( /* value */ ) {
console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
} } } );
Object.defineProperties( WebGLShadowMap.prototype, {
cullFace: { get: function () {
console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); return undefined;
}, set: function ( /* cullFace */ ) {
console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
} }, renderReverseSided: { get: function () {
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); return undefined;
}, set: function () {
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
} }, renderSingleSided: { get: function () {
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); return undefined;
}, set: function () {
console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
} }
} );
//
Object.defineProperties( WebGLRenderTarget.prototype, {
wrapS: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); return this.texture.wrapS;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); this.texture.wrapS = value;
} }, wrapT: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); return this.texture.wrapT;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); this.texture.wrapT = value;
} }, magFilter: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); return this.texture.magFilter;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); this.texture.magFilter = value;
} }, minFilter: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); return this.texture.minFilter;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); this.texture.minFilter = value;
} }, anisotropy: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); return this.texture.anisotropy;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); this.texture.anisotropy = value;
} }, offset: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); return this.texture.offset;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); this.texture.offset = value;
} }, repeat: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); return this.texture.repeat;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); this.texture.repeat = value;
} }, format: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); return this.texture.format;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); this.texture.format = value;
} }, type: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); return this.texture.type;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); this.texture.type = value;
} }, generateMipmaps: { get: function () {
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); return this.texture.generateMipmaps;
}, set: function ( value ) {
console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); this.texture.generateMipmaps = value;
} }
} );
//
Object.defineProperties( WebVRManager.prototype, {
standing: { set: function ( /* value */ ) {
console.warn( 'THREE.WebVRManager: .standing has been removed.' );
} }, userHeight: { set: function ( /* value */ ) {
console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
} }
} );
//
Audio.prototype.load = function ( file ) {
console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); var scope = this; var audioLoader = new AudioLoader(); audioLoader.load( file, function ( buffer ) {
scope.setBuffer( buffer );
} ); return this;
};
AudioAnalyser.prototype.getData = function () {
console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); return this.getFrequencyData();
};
//
CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); return this.update( renderer, scene );
};
//
var 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.isMesh ) {
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();
}
};
ImageUtils.crossOrigin = undefined;
ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
var loader = new TextureLoader(); loader.setCrossOrigin( this.crossOrigin );
var texture = loader.load( url, onLoad, undefined, onError );
if ( mapping ) texture.mapping = mapping;
return texture;
};
ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
var loader = new CubeTextureLoader(); loader.setCrossOrigin( this.crossOrigin );
var texture = loader.load( urls, onLoad, undefined, onError );
if ( mapping ) texture.mapping = mapping;
return texture;
};
ImageUtils.loadCompressedTexture = function () {
console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
};
ImageUtils.loadCompressedTextureCube = function () {
console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
};
//
function Projector() {
console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
this.projectVector = function ( vector, camera ) {
console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); vector.project( camera );
};
this.unprojectVector = function ( vector, camera ) {
console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); vector.unproject( camera );
};
this.pickingRay = function () {
console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
};
}
//
function CanvasRenderer() {
console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); this.clear = function () {}; this.render = function () {}; this.setClearColor = function () {}; this.setSize = function () {};
}
//
var SceneUtils = {
createMultiMaterialObject: function ( /* geometry, materials */ ) {
console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
},
detach: function ( /* child, parent, scene */ ) {
console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
},
attach: function ( /* child, scene, parent */ ) {
console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
}
};
//
function LensFlare() {
console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
}
exports.WebGLRenderTargetCube = WebGLRenderTargetCube; exports.WebGLRenderTarget = WebGLRenderTarget; exports.WebGLRenderer = WebGLRenderer; exports.ShaderLib = ShaderLib; exports.UniformsLib = UniformsLib; exports.UniformsUtils = UniformsUtils; exports.ShaderChunk = ShaderChunk; exports.FogExp2 = FogExp2; exports.Fog = Fog; exports.Scene = Scene; exports.Sprite = Sprite; exports.LOD = LOD; exports.SkinnedMesh = SkinnedMesh; exports.Skeleton = Skeleton; exports.Bone = Bone; exports.Mesh = Mesh; exports.LineSegments = LineSegments; exports.LineLoop = LineLoop; exports.Line = Line; exports.Points = Points; exports.Group = Group; exports.VideoTexture = VideoTexture; exports.DataTexture = DataTexture; exports.DataTexture3D = DataTexture3D; exports.CompressedTexture = CompressedTexture; exports.CubeTexture = CubeTexture; exports.CanvasTexture = CanvasTexture; exports.DepthTexture = DepthTexture; exports.Texture = Texture; exports.CompressedTextureLoader = CompressedTextureLoader; exports.DataTextureLoader = DataTextureLoader; exports.CubeTextureLoader = CubeTextureLoader; exports.TextureLoader = TextureLoader; exports.ObjectLoader = ObjectLoader; exports.MaterialLoader = MaterialLoader; exports.BufferGeometryLoader = BufferGeometryLoader; exports.DefaultLoadingManager = DefaultLoadingManager; exports.LoadingManager = LoadingManager; exports.JSONLoader = JSONLoader; exports.ImageLoader = ImageLoader; exports.ImageBitmapLoader = ImageBitmapLoader; exports.FontLoader = FontLoader; exports.FileLoader = FileLoader; exports.Loader = Loader; exports.LoaderUtils = LoaderUtils; exports.Cache = Cache; exports.AudioLoader = AudioLoader; exports.SpotLightShadow = SpotLightShadow; exports.SpotLight = SpotLight; exports.PointLight = PointLight; exports.RectAreaLight = RectAreaLight; exports.HemisphereLight = HemisphereLight; exports.DirectionalLightShadow = DirectionalLightShadow; exports.DirectionalLight = DirectionalLight; exports.AmbientLight = AmbientLight; exports.LightShadow = LightShadow; exports.Light = Light; exports.StereoCamera = StereoCamera; exports.PerspectiveCamera = PerspectiveCamera; exports.OrthographicCamera = OrthographicCamera; exports.CubeCamera = CubeCamera; exports.ArrayCamera = ArrayCamera; exports.Camera = Camera; exports.AudioListener = AudioListener; exports.PositionalAudio = PositionalAudio; exports.AudioContext = AudioContext; exports.AudioAnalyser = AudioAnalyser; exports.Audio = Audio; exports.VectorKeyframeTrack = VectorKeyframeTrack; exports.StringKeyframeTrack = StringKeyframeTrack; exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; exports.NumberKeyframeTrack = NumberKeyframeTrack; exports.ColorKeyframeTrack = ColorKeyframeTrack; exports.BooleanKeyframeTrack = BooleanKeyframeTrack; exports.PropertyMixer = PropertyMixer; exports.PropertyBinding = PropertyBinding; exports.KeyframeTrack = KeyframeTrack; exports.AnimationUtils = AnimationUtils; exports.AnimationObjectGroup = AnimationObjectGroup; exports.AnimationMixer = AnimationMixer; exports.AnimationClip = AnimationClip; exports.Uniform = Uniform; exports.InstancedBufferGeometry = InstancedBufferGeometry; exports.BufferGeometry = BufferGeometry; exports.Geometry = Geometry; exports.InterleavedBufferAttribute = InterleavedBufferAttribute; exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; exports.InterleavedBuffer = InterleavedBuffer; exports.InstancedBufferAttribute = InstancedBufferAttribute; exports.Face3 = Face3; exports.Object3D = Object3D; exports.Raycaster = Raycaster; exports.Layers = Layers; exports.EventDispatcher = EventDispatcher; exports.Clock = Clock; exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; exports.LinearInterpolant = LinearInterpolant; exports.DiscreteInterpolant = DiscreteInterpolant; exports.CubicInterpolant = CubicInterpolant; exports.Interpolant = Interpolant; exports.Triangle = Triangle; exports.Math = _Math; exports.Spherical = Spherical; exports.Cylindrical = Cylindrical; exports.Plane = Plane; exports.Frustum = Frustum; exports.Sphere = Sphere; exports.Ray = Ray; exports.Matrix4 = Matrix4; exports.Matrix3 = Matrix3; exports.Box3 = Box3; exports.Box2 = Box2; exports.Line3 = Line3; exports.Euler = Euler; exports.Vector4 = Vector4; exports.Vector3 = Vector3; exports.Vector2 = Vector2; exports.Quaternion = Quaternion; exports.Color = Color; exports.ImmediateRenderObject = ImmediateRenderObject; exports.VertexNormalsHelper = VertexNormalsHelper; exports.SpotLightHelper = SpotLightHelper; exports.SkeletonHelper = SkeletonHelper; exports.PointLightHelper = PointLightHelper; exports.RectAreaLightHelper = RectAreaLightHelper; exports.HemisphereLightHelper = HemisphereLightHelper; exports.GridHelper = GridHelper; exports.PolarGridHelper = PolarGridHelper; exports.FaceNormalsHelper = FaceNormalsHelper; exports.DirectionalLightHelper = DirectionalLightHelper; exports.CameraHelper = CameraHelper; exports.BoxHelper = BoxHelper; exports.Box3Helper = Box3Helper; exports.PlaneHelper = PlaneHelper; exports.ArrowHelper = ArrowHelper; exports.AxesHelper = AxesHelper; exports.Shape = Shape; exports.Path = Path; exports.ShapePath = ShapePath; exports.Font = Font; exports.CurvePath = CurvePath; exports.Curve = Curve; exports.ImageUtils = ImageUtils; exports.ShapeUtils = ShapeUtils; exports.WebGLUtils = WebGLUtils; exports.WireframeGeometry = WireframeGeometry; exports.ParametricGeometry = ParametricGeometry; exports.ParametricBufferGeometry = ParametricBufferGeometry; exports.TetrahedronGeometry = TetrahedronGeometry; exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry; exports.OctahedronGeometry = OctahedronGeometry; exports.OctahedronBufferGeometry = OctahedronBufferGeometry; exports.IcosahedronGeometry = IcosahedronGeometry; exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry; exports.DodecahedronGeometry = DodecahedronGeometry; exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry; exports.PolyhedronGeometry = PolyhedronGeometry; exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry; exports.TubeGeometry = TubeGeometry; exports.TubeBufferGeometry = TubeBufferGeometry; exports.TorusKnotGeometry = TorusKnotGeometry; exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry; exports.TorusGeometry = TorusGeometry; exports.TorusBufferGeometry = TorusBufferGeometry; exports.TextGeometry = TextGeometry; exports.TextBufferGeometry = TextBufferGeometry; exports.SphereGeometry = SphereGeometry; exports.SphereBufferGeometry = SphereBufferGeometry; exports.RingGeometry = RingGeometry; exports.RingBufferGeometry = RingBufferGeometry; exports.PlaneGeometry = PlaneGeometry; exports.PlaneBufferGeometry = PlaneBufferGeometry; exports.LatheGeometry = LatheGeometry; exports.LatheBufferGeometry = LatheBufferGeometry; exports.ShapeGeometry = ShapeGeometry; exports.ShapeBufferGeometry = ShapeBufferGeometry; exports.ExtrudeGeometry = ExtrudeGeometry; exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry; exports.EdgesGeometry = EdgesGeometry; exports.ConeGeometry = ConeGeometry; exports.ConeBufferGeometry = ConeBufferGeometry; exports.CylinderGeometry = CylinderGeometry; exports.CylinderBufferGeometry = CylinderBufferGeometry; exports.CircleGeometry = CircleGeometry; exports.CircleBufferGeometry = CircleBufferGeometry; exports.BoxGeometry = BoxGeometry; exports.BoxBufferGeometry = BoxBufferGeometry; exports.ShadowMaterial = ShadowMaterial; exports.SpriteMaterial = SpriteMaterial; exports.RawShaderMaterial = RawShaderMaterial; exports.ShaderMaterial = ShaderMaterial; exports.PointsMaterial = PointsMaterial; exports.MeshPhysicalMaterial = MeshPhysicalMaterial; exports.MeshStandardMaterial = MeshStandardMaterial; exports.MeshPhongMaterial = MeshPhongMaterial; exports.MeshToonMaterial = MeshToonMaterial; exports.MeshNormalMaterial = MeshNormalMaterial; exports.MeshLambertMaterial = MeshLambertMaterial; exports.MeshDepthMaterial = MeshDepthMaterial; exports.MeshDistanceMaterial = MeshDistanceMaterial; exports.MeshBasicMaterial = MeshBasicMaterial; exports.MeshMatcapMaterial = MeshMatcapMaterial; exports.LineDashedMaterial = LineDashedMaterial; exports.LineBasicMaterial = LineBasicMaterial; exports.Material = Material; exports.Float64BufferAttribute = Float64BufferAttribute; exports.Float32BufferAttribute = Float32BufferAttribute; exports.Uint32BufferAttribute = Uint32BufferAttribute; exports.Int32BufferAttribute = Int32BufferAttribute; exports.Uint16BufferAttribute = Uint16BufferAttribute; exports.Int16BufferAttribute = Int16BufferAttribute; exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute; exports.Uint8BufferAttribute = Uint8BufferAttribute; exports.Int8BufferAttribute = Int8BufferAttribute; exports.BufferAttribute = BufferAttribute; exports.ArcCurve = ArcCurve; exports.CatmullRomCurve3 = CatmullRomCurve3; exports.CubicBezierCurve = CubicBezierCurve; exports.CubicBezierCurve3 = CubicBezierCurve3; exports.EllipseCurve = EllipseCurve; exports.LineCurve = LineCurve; exports.LineCurve3 = LineCurve3; exports.QuadraticBezierCurve = QuadraticBezierCurve; exports.QuadraticBezierCurve3 = QuadraticBezierCurve3; exports.SplineCurve = SplineCurve; exports.REVISION = REVISION; exports.MOUSE = MOUSE; exports.CullFaceNone = CullFaceNone; exports.CullFaceBack = CullFaceBack; exports.CullFaceFront = CullFaceFront; exports.CullFaceFrontBack = CullFaceFrontBack; exports.FrontFaceDirectionCW = FrontFaceDirectionCW; exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW; exports.BasicShadowMap = BasicShadowMap; exports.PCFShadowMap = PCFShadowMap; exports.PCFSoftShadowMap = PCFSoftShadowMap; exports.FrontSide = FrontSide; exports.BackSide = BackSide; exports.DoubleSide = DoubleSide; exports.FlatShading = FlatShading; exports.SmoothShading = SmoothShading; exports.NoColors = NoColors; exports.FaceColors = FaceColors; exports.VertexColors = VertexColors; exports.NoBlending = NoBlending; exports.NormalBlending = NormalBlending; exports.AdditiveBlending = AdditiveBlending; exports.SubtractiveBlending = SubtractiveBlending; exports.MultiplyBlending = MultiplyBlending; exports.CustomBlending = CustomBlending; exports.AddEquation = AddEquation; exports.SubtractEquation = SubtractEquation; exports.ReverseSubtractEquation = ReverseSubtractEquation; exports.MinEquation = MinEquation; exports.MaxEquation = MaxEquation; exports.ZeroFactor = ZeroFactor; exports.OneFactor = OneFactor; exports.SrcColorFactor = SrcColorFactor; exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; exports.SrcAlphaFactor = SrcAlphaFactor; exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; exports.DstAlphaFactor = DstAlphaFactor; exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; exports.DstColorFactor = DstColorFactor; exports.OneMinusDstColorFactor = OneMinusDstColorFactor; exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; exports.NeverDepth = NeverDepth; exports.AlwaysDepth = AlwaysDepth; exports.LessDepth = LessDepth; exports.LessEqualDepth = LessEqualDepth; exports.EqualDepth = EqualDepth; exports.GreaterEqualDepth = GreaterEqualDepth; exports.GreaterDepth = GreaterDepth; exports.NotEqualDepth = NotEqualDepth; exports.MultiplyOperation = MultiplyOperation; exports.MixOperation = MixOperation; exports.AddOperation = AddOperation; exports.NoToneMapping = NoToneMapping; exports.LinearToneMapping = LinearToneMapping; exports.ReinhardToneMapping = ReinhardToneMapping; exports.Uncharted2ToneMapping = Uncharted2ToneMapping; exports.CineonToneMapping = CineonToneMapping; exports.UVMapping = UVMapping; exports.CubeReflectionMapping = CubeReflectionMapping; exports.CubeRefractionMapping = CubeRefractionMapping; exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; exports.SphericalReflectionMapping = SphericalReflectionMapping; exports.CubeUVReflectionMapping = CubeUVReflectionMapping; exports.CubeUVRefractionMapping = CubeUVRefractionMapping; exports.RepeatWrapping = RepeatWrapping; exports.ClampToEdgeWrapping = ClampToEdgeWrapping; exports.MirroredRepeatWrapping = MirroredRepeatWrapping; exports.NearestFilter = NearestFilter; exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; exports.LinearFilter = LinearFilter; exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; exports.UnsignedByteType = UnsignedByteType; exports.ByteType = ByteType; exports.ShortType = ShortType; exports.UnsignedShortType = UnsignedShortType; exports.IntType = IntType; exports.UnsignedIntType = UnsignedIntType; exports.FloatType = FloatType; exports.HalfFloatType = HalfFloatType; exports.UnsignedShort4444Type = UnsignedShort4444Type; exports.UnsignedShort5551Type = UnsignedShort5551Type; exports.UnsignedShort565Type = UnsignedShort565Type; exports.UnsignedInt248Type = UnsignedInt248Type; exports.AlphaFormat = AlphaFormat; exports.RGBFormat = RGBFormat; exports.RGBAFormat = RGBAFormat; exports.LuminanceFormat = LuminanceFormat; exports.LuminanceAlphaFormat = LuminanceAlphaFormat; exports.RGBEFormat = RGBEFormat; exports.DepthFormat = DepthFormat; exports.DepthStencilFormat = DepthStencilFormat; exports.RedFormat = RedFormat; exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; exports.RGB_ETC1_Format = RGB_ETC1_Format; exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format; exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format; exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format; exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format; exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format; exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format; exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format; exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format; exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format; exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format; exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format; exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format; exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format; exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format; exports.LoopOnce = LoopOnce; exports.LoopRepeat = LoopRepeat; exports.LoopPingPong = LoopPingPong; exports.InterpolateDiscrete = InterpolateDiscrete; exports.InterpolateLinear = InterpolateLinear; exports.InterpolateSmooth = InterpolateSmooth; exports.ZeroCurvatureEnding = ZeroCurvatureEnding; exports.ZeroSlopeEnding = ZeroSlopeEnding; exports.WrapAroundEnding = WrapAroundEnding; exports.TrianglesDrawMode = TrianglesDrawMode; exports.TriangleStripDrawMode = TriangleStripDrawMode; exports.TriangleFanDrawMode = TriangleFanDrawMode; exports.LinearEncoding = LinearEncoding; exports.sRGBEncoding = sRGBEncoding; exports.GammaEncoding = GammaEncoding; exports.RGBEEncoding = RGBEEncoding; exports.LogLuvEncoding = LogLuvEncoding; exports.RGBM7Encoding = RGBM7Encoding; exports.RGBM16Encoding = RGBM16Encoding; exports.RGBDEncoding = RGBDEncoding; exports.BasicDepthPacking = BasicDepthPacking; exports.RGBADepthPacking = RGBADepthPacking; exports.TangentSpaceNormalMap = TangentSpaceNormalMap; exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap; exports.CubeGeometry = BoxGeometry; exports.Face4 = Face4; exports.LineStrip = LineStrip; exports.LinePieces = LinePieces; exports.MeshFaceMaterial = MeshFaceMaterial; exports.MultiMaterial = MultiMaterial; exports.PointCloud = PointCloud; exports.Particle = Particle; exports.ParticleSystem = ParticleSystem; exports.PointCloudMaterial = PointCloudMaterial; exports.ParticleBasicMaterial = ParticleBasicMaterial; exports.ParticleSystemMaterial = ParticleSystemMaterial; exports.Vertex = Vertex; exports.DynamicBufferAttribute = DynamicBufferAttribute; exports.Int8Attribute = Int8Attribute; exports.Uint8Attribute = Uint8Attribute; exports.Uint8ClampedAttribute = Uint8ClampedAttribute; exports.Int16Attribute = Int16Attribute; exports.Uint16Attribute = Uint16Attribute; exports.Int32Attribute = Int32Attribute; exports.Uint32Attribute = Uint32Attribute; exports.Float32Attribute = Float32Attribute; exports.Float64Attribute = Float64Attribute; exports.ClosedSplineCurve3 = ClosedSplineCurve3; exports.SplineCurve3 = SplineCurve3; exports.Spline = Spline; exports.AxisHelper = AxisHelper; exports.BoundingBoxHelper = BoundingBoxHelper; exports.EdgesHelper = EdgesHelper; exports.WireframeHelper = WireframeHelper; exports.XHRLoader = XHRLoader; exports.BinaryTextureLoader = BinaryTextureLoader; exports.GeometryUtils = GeometryUtils; exports.Projector = Projector; exports.CanvasRenderer = CanvasRenderer; exports.SceneUtils = SceneUtils; exports.LensFlare = LensFlare;
Object.defineProperty(exports, '__esModule', { value: true });
})));