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diff --git a/v2/cloth/index.html b/v2/cloth/index.html
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@@ -0,0 +1,331 @@
+
+
+
+ Leap Cloth
+
+
+
+
+
+
+
+
+ Simple Cloth Simulation
+ Verlet integration with Constrains relaxation
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
diff --git a/v2/cloth/js/Cloth.js b/v2/cloth/js/Cloth.js
new file mode 100644
index 0000000..22ef0c9
--- /dev/null
+++ b/v2/cloth/js/Cloth.js
@@ -0,0 +1,517 @@
+/*
+ * Cloth Simulation using a relaxed constrains solver
+ */
+
+// Suggested Readings
+
+// Advanced Character Physics by Thomas Jakobsen Character
+// http://freespace.virgin.net/hugo.elias/models/m_cloth.htm
+// http://en.wikipedia.org/wiki/Cloth_modeling
+// http://cg.alexandra.dk/tag/spring-mass-system/
+// Real-time Cloth Animation http://www.darwin3d.com/gamedev/articles/col0599.pdf
+
+// Certain things could be stored to attempt to reduce GC
+// such as `diff`
+
+var DAMPING = 0.06;
+var DRAG = 1 - DAMPING;
+
+var colliders = [];
+
+
+var redDots = [];
+var greenDots = [];
+var dotGeo = new THREE.SphereGeometry( 1, 4, 4 );
+var dotMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000 } );
+
+var visualize = true;
+if (visualize){
+
+ var mesh;
+ for (var i = 0; i < 2500; i++){
+ mesh = new THREE.Mesh( dotGeo, dotMaterial );
+ redDots.push( mesh )
+ }
+
+ var dotMaterial = new THREE.MeshPhongMaterial( { color: 0x00ff00 } );
+
+ for (var i = 0; i < 1000; i++){
+ mesh = new THREE.Mesh( dotGeo, dotMaterial );
+ greenDots.push( mesh )
+ }
+}
+
+
+// Takes in number of particles wide by height
+// in a rather unfortunate naming convention, this.w is in index-space, and this.width is in scene space.
+function Cloth(xParticleCount, yParticleCount, springLen) {
+ this.mesh = null; // this gets reverse-referenced later.
+
+ this.w = xParticleCount || 10; // number
+ this.h = yParticleCount || 10;
+ this.particleSpacing = springLen || 25;
+
+ this.geometry = new THREE.ParametricGeometry(
+ this.particlePosition, // this sets the initial position, and is effectively unused
+ this.w,
+ this.h
+ );
+// this.mapVerticesToFaces();
+
+ this.geometry.dynamic = true;
+ this.geometry.computeFaceNormals(); // why ?
+
+ this.width = this.particleSpacing * this.w;
+ this.height = this.particleSpacing * this.h;
+
+ this.particles = [];
+ this.pinnedParticles = [];
+ this.constrains = [];
+
+ // Temporary usage
+ this.diff3 = new THREE.Vector3;
+ this.rayCaster = new THREE.Raycaster;
+
+
+ // todo - for now, we assume this never changes -.-
+ // should base off of matrixWorld instead
+ // used to project particles.
+ this.worldNormal = new THREE.Vector3(0,0,1);
+
+ this.addParticles();
+ this.addConstraints();
+
+}
+//
+//Cloth.prototype.mapVerticesToFaces = function(){
+// // mapping of vertex ID: faces
+// var face;
+// this.facesByVertexId = new Array(this.vertices.length);
+//
+// for (var i = 0; i < this.vertices.length; i++){
+// this.facesByVertexId[i] = [];
+// }
+//
+// for (i =0; i < this.facesByVertexId.length; i++){
+// face = this.facesByVertexId[i];
+//
+// this.facesByVertexId[face.a].push(face);
+//
+// }
+//};
+
+
+Cloth.prototype.addParticles = function(){
+ var u, v;
+
+ // Create particles
+ for (v=0; v<=this.h; v++) {
+ for (u=0; u<=this.w; u++) {
+ this.particles.push(
+
+ new Particle(
+ this.particlePosition(u/this.w, v/this.h)
+ )
+ );
+
+ }
+ }
+
+};
+
+
+Cloth.prototype.addConstraints = function(){
+ var u, v;
+
+ // starting at bottom left
+ // can the order of these two loops be flipped without problem?
+ for (v=0;v collider radius * 8 (8 is a bit of a magic number here.)
+ // Margin is taken against the origin position of the particle.
+ // So far, this works at any orientation.
+ // assumes that the mesh is a flat plane, and not curved to the view
+ // that would require higher or dynamic z-margin. (Might not be too bad to implement).
+ // this should already do a lot when the hand is not near the mesh.
+ if ( Math.abs(rectPos.z) > rect.depth ||
+ Math.abs(rectPos.x) > this.width / 2 * 1.3 || // todo - dial back these 1.3s
+ Math.abs(rectPos.y) > this.height / 2 * 1.3) {
+
+ rect.reset(this);
+
+ return
+
+ } else {
+
+ for (i = 0; i < rect.colliders.length; i++){
+ rect.colliders[i].initRelation(this, rectPos.z);
+ }
+
+ }
+
+
+ // convert from meters to index-space.
+ // this needs to be reflected as from-center
+ rectPos.divideScalar(this.particleSpacing);
+ rectPos.x = ~~rectPos.x; // Math.floor - todo - try round and see if it feels better/more centered, especially on lower particle-density systems.
+ rectPos.y = ~~rectPos.y;
+
+
+ // offset is from center, but we're indexed from bottom left
+ // this could be sloppy/off by one? Better do the addition before the unit change?
+ rectPos.x += ~~(this.w / 2);
+ rectPos.y += ~~(this.h / 2);
+
+
+ var halfWidth = Math.ceil( rect.halfWidth / this.particleSpacing ); // avoid 0
+ var halfHeight = Math.ceil( rect.halfHeight / this.particleSpacing );
+ var width = halfWidth * 2;
+ var height = halfHeight * 2;
+
+ var leftBound = rectPos.x - halfWidth;
+ var rightBound = rectPos.x + halfWidth;
+
+
+ // check for and prevent wraparound
+ // possible optimization would be try and no longer necessitate these conditions. todo - by hardcoding constraints
+ if (rightBound > this.w) {
+ rightBound = this.w;
+ }else{
+ for (i = 0; i <= height; i++) {
+ row = (rectPos.y - halfHeight + i) * (this.w + 1);
+ // Skip the three conditions in the other loop - We don't want boundaries moved in artificially
+ boundaryParticles.push(this.particles[rightBound + row]);
+ }
+ }
+
+ if (leftBound < 0) {
+ leftBound = 0
+ } else {
+ for (i = 0; i <= height; i++) {
+ row = (rectPos.y - halfHeight + i) * (this.w + 1);
+
+ boundaryParticles.push(this.particles[leftBound + row]);
+ }
+ }
+
+ // bottom condition:
+ if (rectPos.y - halfHeight >= 0){
+ row = (rectPos.y - halfHeight) * (this.w + 1);
+ boundaryParticles = boundaryParticles.concat(
+ this.particles.slice(leftBound + row, rightBound + row + 1) // second arg is exclusive
+ );
+ }
+
+ // top condition:
+ if (rectPos.y + halfHeight <= this.h){
+ row = (rectPos.y + halfHeight) * (this.w + 1);
+ boundaryParticles = boundaryParticles.concat(
+ this.particles.slice(leftBound + row, rightBound + row + 1) // second arg is exclusive
+ );
+ }
+
+ // possible opt: looks like boundary particles are a subset of nearbyParticles, which == wasted work?
+ for (i = 0; i <= height; i++){
+ row = (rectPos.y - halfHeight + i) * (this.w + 1);
+ if (row < 0) continue;
+
+ particles.push(
+ this.particles.slice(leftBound + row, rightBound + row + 1) // second arg is exclusive
+ );
+
+ }
+
+ rect.nearbyParticles = particles;
+ rect.boundaryParticles = boundaryParticles;
+
+};
+
+arrayDiff = function(a1, a2) {
+ return a1.filter(function(i) {return a2.indexOf(i) < 0;});
+};
+
+// call this every animation frame
+// should be broken in to smaller methods
+// todo - Use Shader -- not a good idea until happy with the actual algorithms going on.
+// note that currently, if finger movement is > fps, some particles may get frozen in poor position :-/ flaky
+Cloth.prototype.simulate = function() {
+
+ var i, il, j, jl, k, kl,
+ particle, particles = this.particles,
+ collider, rect,
+ nearbyParticles, boundaryParticles,// affectedParticles = [], noLongerAffectedParticles,
+ pRightwards, pDownwards, rects = [];
+
+
+ // reset dots:
+ if (visualize){
+ for (i = 0; i < redDots.length; i++){
+ redDots[i].visible = false;
+ }
+
+ // reset dots:
+ for (i = 0; i < greenDots.length; i++){
+ greenDots[i].visible = false;
+ }
+ }
+
+ // it turns out to be quite difficult to track intersections of rectangles
+ // for now we just combine them in to one larger rectangle...
+ // not as good, but should be fine
+
+ // for each collider
+ // check collisions against intersecting rectangles
+ // if yes, take both out, add a new.
+ var rectCollision = false;
+ for (i = 0; i < colliders.length; i++){
+ collider = colliders[i];
+
+ for (j = 0; j < rects.length; j++){
+
+ if ( collider.rect.intersects(rects[j]) ) {
+ rectCollision = true;
+
+ collider.megaRect = collider.rect.combineWith(
+ rects.splice(j,1)[0]
+ );
+
+ rects.push(
+ collider.megaRect
+ );
+ } else {
+
+ collider.megaRect = null;
+
+ }
+
+ }
+
+ if (!rectCollision){
+ rects.push(
+ collider.rect
+ );
+ }
+
+ }
+
+ // for every collider, run mesh calculations on effected nodes
+ for ( i = 0; i < rects.length; i++){
+
+ rect = rects[i];
+
+ // this is a good optimization for a large number of colliders! (tested w/ 50 to 500).
+ // returns a 2d array of rows, which we use later to know where to apply constraints.
+ // shit - now we have to prevent loop-over
+ this.calcNearbyParticlesFor(rect);
+ nearbyParticles = rect.nearbyParticles;
+ boundaryParticles = rect.boundaryParticles;
+
+ for (j=0, jl = nearbyParticles.length; j < jl; j++) {
+
+ for (k=0, kl = nearbyParticles[j].length; k < kl; k++) {
+ particle = nearbyParticles[j][k];
+
+ if (visualize){
+ redDots[(j * jl) + k].visible = true;
+ redDots[(j * jl) + k].position.copy(particle.position);
+ }
+
+ particle.calcPosition();
+
+ pRightwards = nearbyParticles[j][k + 1];
+
+ // hopefully these conditions don't cause slowness :-/
+ // we would then have to re-pre-establish them.
+ if (pRightwards) this.satisfyConstraint(particle, pRightwards);
+
+ if ( nearbyParticles[j+1]) {
+ pDownwards = nearbyParticles[j+1][k];
+ if (pDownwards) this.satisfyConstraint(particle, pDownwards);
+ }
+
+ for (var l = 0; l < rect.colliders.length; l++){
+ this.satisfyCollider(rect.colliders[l], particle);
+ }
+
+ }
+
+ }
+
+ // note that right now, it is undefined what happens when a collider disappears when colliding with particles
+ // they could instantly reset
+ // it would be cooler, and more fault tolerant, if the glided back in to position.
+
+ for (i = 0, il=boundaryParticles.length; i < il; i++){
+ // this could probably be optimized out
+ if (!boundaryParticles[i]) continue;
+
+ if (visualize){
+ greenDots[i].visible = true;
+ greenDots[i].position.copy(boundaryParticles[i].position);
+ }
+
+ boundaryParticles[i].fixPosition();
+ }
+
+ }
+
+
+
+ // can we do anything to enhance the visuals - with a good lighting, material, etc?
+
+ // these following lines should be optimized for idle-state operation. (!)
+ // - add vertex ids to particles, use for the copy and vertex normal calculations
+ // how to get face normals? Maybe they're layed out in an orderly fashion, as vertices are, allowing us to query them directly?
+ for ( i = 0, il = particles.length; i < il; i ++ ) {
+ this.geometry.vertices[ i ].copy( particles[ i ].position );
+ }
+
+ this.geometry.computeFaceNormals();
+ this.geometry.computeVertexNormals();
+
+ this.geometry.normalsNeedUpdate = true;
+ this.geometry.verticesNeedUpdate = true;
+
+ return this;
+};
diff --git a/v2/cloth/js/Collider.js b/v2/cloth/js/Collider.js
new file mode 100644
index 0000000..5f18bc1
--- /dev/null
+++ b/v2/cloth/js/Collider.js
@@ -0,0 +1,127 @@
+COLLIDER_RECT_SCALE_FACTOR = 8; // how many times larger is the rect than the collider
+
+function Collider(mesh) {
+ this.mesh = mesh;
+ this.radius = mesh.geometry.parameters.radius;
+ this.position = mesh.position;
+ this.clothRelations = {}; // when pushing through a mesh, this tracks which direction the collider came from
+
+ this.rect = new Rect(
+ this.position,
+ this.radius * COLLIDER_RECT_SCALE_FACTOR,
+ this.radius * COLLIDER_RECT_SCALE_FACTOR,
+ [this]
+ );
+
+ // hold a reference to the combination-rect of multiple colliders, so that it can be reset on hand lost.
+ this.megaRect = null;
+
+}
+
+// Tracks which side of a cloth a collider is physically on
+// (so that it knows whether to deform to that point, regardless of speed or interval)
+// takes in a cloth and the relative distance of this collider from that cloth.
+Collider.prototype.initRelation = function(cloth, zOffset){
+ if ( !isNaN(this.clothRelations[cloth.mesh.id]) ) return;
+
+ this.clothRelations[cloth.mesh.id] = Math.sign(zOffset);
+};
+
+Collider.prototype.resetRelation = function(cloth) {
+
+ delete this.clothRelations[cloth.mesh.id];
+
+};
+
+// Returns 1 or -1
+Collider.prototype.physicalSide = function(cloth){
+
+ return this.clothRelations[cloth.mesh.id];
+
+};
+
+
+
+// rectangle in particle 2d world space.
+function Rect(position, halfWidth, halfHeight, colliders){
+ this.position = position;
+ this.halfWidth = halfWidth;
+ this.halfHeight = halfHeight;
+ this.depth = 40; // so-to-speak. This threshold of z-offset where simulation is running.
+ this.colliders = colliders;
+
+ // possible opt would be to only add or remove items from these arrays, rather than replacing them.
+ this.nearbyParticles = [];
+ this.boundaryParticles = [];
+}
+
+
+// http://stackoverflow.com/questions/16005136/how-do-i-see-if-two-rectangles-intersect-in-javascript-or-pseudocode
+// we work in actual world space
+Rect.prototype.intersects = function(rect){
+
+ var isLeft = (this.position.x + this.halfWidth ) < (rect.position.x - rect.halfWidth );
+ var isRight = (this.position.x - this.halfWidth ) > (rect.position.x + rect.halfWidth );
+ var isAbove = (this.position.y - this.halfHeight) > (rect.position.y + rect.halfHeight);
+ var isBelow = (this.position.y + this.halfHeight) < (rect.position.y - rect.halfHeight);
+
+ return !( isLeft || isRight || isAbove || isBelow );
+};
+
+// get the minimum enclosing rectangle
+Rect.prototype.combineWith = function(rect){
+
+ var left = Math.min(this.position.x - this.halfWidth , rect.position.x - rect.halfWidth );
+ var right = Math.max(this.position.x + this.halfWidth , rect.position.x + rect.halfWidth );
+ var bottom = Math.min(this.position.y - this.halfHeight, rect.position.y - rect.halfHeight);
+ var top = Math.max(this.position.y + this.halfHeight, rect.position.y + rect.halfHeight);
+
+ // for now, z-indices are totally thrown away. So we ignore them when creating a position.
+ return new Rect(
+ new THREE.Vector3(
+ (right + left) / 2,
+ (bottom + top) / 2,
+ NaN // tossed later..
+ ),
+ (right - left) / 2,
+ (top - bottom) / 2,
+ [].concat(rect.colliders).concat(this.colliders)
+ );
+
+};
+
+
+// note: this has not been performance audited
+Rect.prototype.forEachNearbyParticle = function(callback){
+
+ for (var i=0, il = this.nearbyParticles.length; i < il; i++) {
+
+ // note: this is a square, and could be optimized.
+ for (var j = 0, jk = this.nearbyParticles[i].length; j < jk; j++) {
+
+ callback(this.nearbyParticles[i][j]);
+
+ }
+ }
+
+};
+
+// kind of a cheap method. Should be gutted and replaced by something which animates the particles back in to place
+// rather than snapping them there and ceasing simulation
+Rect.prototype.reset = function(cloth){
+ if (this.nearbyParticles.length === 0) return;
+
+ this.forEachNearbyParticle(function(particle){
+
+ particle.fixPosition()
+
+ });
+
+ this.nearbyParticles = [];
+ this.boundaryParticles = [];
+
+ for (var i = 0; i < this.colliders.length; i++){
+ this.colliders[i].resetRelation(cloth);
+ }
+
+};
\ No newline at end of file
diff --git a/v2/cloth/js/Detector.js b/v2/cloth/js/Detector.js
new file mode 100644
index 0000000..70c96de
--- /dev/null
+++ b/v2/cloth/js/Detector.js
@@ -0,0 +1,66 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mr.doob / http://mrdoob.com/
+ */
+
+var Detector = {
+
+ canvas: !! window.CanvasRenderingContext2D,
+ webgl: ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )(),
+ workers: !! window.Worker,
+ fileapi: window.File && window.FileReader && window.FileList && window.Blob,
+
+ getWebGLErrorMessage: function () {
+
+ var element = document.createElement( 'div' );
+ element.id = 'webgl-error-message';
+ element.style.fontFamily = 'monospace';
+ element.style.fontSize = '13px';
+ element.style.fontWeight = 'normal';
+ element.style.textAlign = 'center';
+ element.style.background = '#fff';
+ element.style.color = '#000';
+ element.style.padding = '1.5em';
+ element.style.width = '400px';
+ element.style.margin = '5em auto 0';
+
+ if ( ! this.webgl ) {
+
+ element.innerHTML = window.WebGLRenderingContext ? [
+ 'Your graphics card does not seem to support WebGL.
',
+ 'Find out how to get it here.'
+ ].join( '\n' ) : [
+ 'Your browser does not seem to support WebGL.
',
+ 'Find out how to get it here.'
+ ].join( '\n' );
+
+ }
+
+ return element;
+
+ },
+
+ addGetWebGLMessage: function ( parameters ) {
+
+ var parent, id, element;
+
+ parameters = parameters || {};
+
+ parent = parameters.parent !== undefined ? parameters.parent : document.body;
+ id = parameters.id !== undefined ? parameters.id : 'oldie';
+
+ element = Detector.getWebGLErrorMessage();
+ element.id = id;
+
+ parent.appendChild( element );
+
+ }
+
+};
+
+// browserify support
+if ( typeof module === 'object' ) {
+
+ module.exports = Detector;
+
+}
diff --git a/v2/cloth/js/OrbitControls.js b/v2/cloth/js/OrbitControls.js
new file mode 100644
index 0000000..9faea1f
--- /dev/null
+++ b/v2/cloth/js/OrbitControls.js
@@ -0,0 +1,672 @@
+/**
+ * @author qiao / https://github.com/qiao
+ * @author mrdoob / http://mrdoob.com
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author erich666 / http://erichaines.com
+ */
+/*global THREE, console */
+
+// This set of controls performs orbiting, dollying (zooming), and panning. It maintains
+// the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is
+// supported.
+//
+// Orbit - left mouse / touch: one finger move
+// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
+// Pan - right mouse, or arrow keys / touch: three finter swipe
+//
+// This is a drop-in replacement for (most) TrackballControls used in examples.
+// That is, include this js file and wherever you see:
+// controls = new THREE.TrackballControls( camera );
+// controls.target.z = 150;
+// Simple substitute "OrbitControls" and the control should work as-is.
+
+THREE.OrbitControls = function ( object, domElement ) {
+
+ this.object = object;
+ this.domElement = ( domElement !== undefined ) ? domElement : document;
+
+ // API
+
+ // Set to false to disable this control
+ this.enabled = true;
+
+ // "target" sets the location of focus, where the control orbits around
+ // and where it pans with respect to.
+ this.target = new THREE.Vector3();
+
+ // center is old, deprecated; use "target" instead
+ this.center = this.target;
+
+ // This option actually enables dollying in and out; left as "zoom" for
+ // backwards compatibility
+ this.noZoom = false;
+ this.zoomSpeed = 1.0;
+
+ // Limits to how far you can dolly in and out
+ this.minDistance = 0;
+ this.maxDistance = Infinity;
+
+ // Set to true to disable this control
+ this.noRotate = false;
+ this.rotateSpeed = 1.0;
+
+ // Set to true to disable this control
+ this.noPan = false;
+ this.keyPanSpeed = 7.0; // pixels moved per arrow key push
+
+ // Set to true to automatically rotate around the target
+ this.autoRotate = false;
+ this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
+
+ // How far you can orbit vertically, upper and lower limits.
+ // Range is 0 to Math.PI radians.
+ this.minPolarAngle = 0; // radians
+ this.maxPolarAngle = Math.PI; // radians
+
+ // How far you can orbit horizontally, upper and lower limits.
+ // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
+ this.minAzimuthAngle = - Infinity; // radians
+ this.maxAzimuthAngle = Infinity; // radians
+
+ // Set to true to disable use of the keys
+ this.noKeys = false;
+
+ // The four arrow keys
+ this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
+
+ // Mouse buttons
+ this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };
+
+ ////////////
+ // internals
+
+ var scope = this;
+
+ var EPS = 0.000001;
+
+ var rotateStart = new THREE.Vector2();
+ var rotateEnd = new THREE.Vector2();
+ var rotateDelta = new THREE.Vector2();
+
+ var panStart = new THREE.Vector2();
+ var panEnd = new THREE.Vector2();
+ var panDelta = new THREE.Vector2();
+ var panOffset = new THREE.Vector3();
+
+ var offset = new THREE.Vector3();
+
+ var dollyStart = new THREE.Vector2();
+ var dollyEnd = new THREE.Vector2();
+ var dollyDelta = new THREE.Vector2();
+
+ var theta;
+ var phi;
+ var phiDelta = 0;
+ var thetaDelta = 0;
+ var scale = 1;
+ var pan = new THREE.Vector3();
+
+ var lastPosition = new THREE.Vector3();
+ var lastQuaternion = new THREE.Quaternion();
+
+ var STATE = { NONE : -1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 };
+
+ var state = STATE.NONE;
+
+ // for reset
+
+ this.target0 = this.target.clone();
+ this.position0 = this.object.position.clone();
+
+ // so camera.up is the orbit axis
+
+ var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
+ var quatInverse = quat.clone().inverse();
+
+ // events
+
+ var changeEvent = { type: 'change' };
+ var startEvent = { type: 'start'};
+ var endEvent = { type: 'end'};
+
+ this.rotateLeft = function ( angle ) {
+
+ if ( angle === undefined ) {
+
+ angle = getAutoRotationAngle();
+
+ }
+
+ thetaDelta -= angle;
+
+ };
+
+ this.rotateUp = function ( angle ) {
+
+ if ( angle === undefined ) {
+
+ angle = getAutoRotationAngle();
+
+ }
+
+ phiDelta -= angle;
+
+ };
+
+ // pass in distance in world space to move left
+ this.panLeft = function ( distance ) {
+
+ var te = this.object.matrix.elements;
+
+ // get X column of matrix
+ panOffset.set( te[ 0 ], te[ 1 ], te[ 2 ] );
+ panOffset.multiplyScalar( - distance );
+
+ pan.add( panOffset );
+
+ };
+
+ // pass in distance in world space to move up
+ this.panUp = function ( distance ) {
+
+ var te = this.object.matrix.elements;
+
+ // get Y column of matrix
+ panOffset.set( te[ 4 ], te[ 5 ], te[ 6 ] );
+ panOffset.multiplyScalar( distance );
+
+ pan.add( panOffset );
+
+ };
+
+ // pass in x,y of change desired in pixel space,
+ // right and down are positive
+ this.pan = function ( deltaX, deltaY ) {
+
+ var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+ if ( scope.object.fov !== undefined ) {
+
+ // perspective
+ var position = scope.object.position;
+ var offset = position.clone().sub( scope.target );
+ var targetDistance = offset.length();
+
+ // half of the fov is center to top of screen
+ targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
+
+ // we actually don't use screenWidth, since perspective camera is fixed to screen height
+ scope.panLeft( 2 * deltaX * targetDistance / element.clientHeight );
+ scope.panUp( 2 * deltaY * targetDistance / element.clientHeight );
+
+ } else if ( scope.object.top !== undefined ) {
+
+ // orthographic
+ scope.panLeft( deltaX * (scope.object.right - scope.object.left) / element.clientWidth );
+ scope.panUp( deltaY * (scope.object.top - scope.object.bottom) / element.clientHeight );
+
+ } else {
+
+ // camera neither orthographic or perspective
+ console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
+
+ }
+
+ };
+
+ this.dollyIn = function ( dollyScale ) {
+
+ if ( dollyScale === undefined ) {
+
+ dollyScale = getZoomScale();
+
+ }
+
+ scale /= dollyScale;
+
+ };
+
+ this.dollyOut = function ( dollyScale ) {
+
+ if ( dollyScale === undefined ) {
+
+ dollyScale = getZoomScale();
+
+ }
+
+ scale *= dollyScale;
+
+ };
+
+ this.update = function () {
+
+ var position = this.object.position;
+
+ offset.copy( position ).sub( this.target );
+
+ // rotate offset to "y-axis-is-up" space
+ offset.applyQuaternion( quat );
+
+ // angle from z-axis around y-axis
+
+ theta = Math.atan2( offset.x, offset.z );
+
+ // angle from y-axis
+
+ phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y );
+
+ if ( this.autoRotate ) {
+
+ this.rotateLeft( getAutoRotationAngle() );
+
+ }
+
+ theta += thetaDelta;
+ phi += phiDelta;
+
+ // restrict theta to be between desired limits
+ theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) );
+
+ // restrict phi to be between desired limits
+ phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) );
+
+ // restrict phi to be betwee EPS and PI-EPS
+ phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) );
+
+ var radius = offset.length() * scale;
+
+ // restrict radius to be between desired limits
+ radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) );
+
+ // move target to panned location
+ this.target.add( pan );
+
+ offset.x = radius * Math.sin( phi ) * Math.sin( theta );
+ offset.y = radius * Math.cos( phi );
+ offset.z = radius * Math.sin( phi ) * Math.cos( theta );
+
+ // rotate offset back to "camera-up-vector-is-up" space
+ offset.applyQuaternion( quatInverse );
+
+ position.copy( this.target ).add( offset );
+
+ this.object.lookAt( this.target );
+
+ thetaDelta = 0;
+ phiDelta = 0;
+ scale = 1;
+ pan.set( 0, 0, 0 );
+
+ // update condition is:
+ // min(camera displacement, camera rotation in radians)^2 > EPS
+ // using small-angle approximation cos(x/2) = 1 - x^2 / 8
+
+ if ( lastPosition.distanceToSquared( this.object.position ) > EPS
+ || 8 * (1 - lastQuaternion.dot(this.object.quaternion)) > EPS ) {
+
+ this.dispatchEvent( changeEvent );
+
+ lastPosition.copy( this.object.position );
+ lastQuaternion.copy (this.object.quaternion );
+
+ }
+
+ };
+
+
+ this.reset = function () {
+
+ state = STATE.NONE;
+
+ this.target.copy( this.target0 );
+ this.object.position.copy( this.position0 );
+
+ this.update();
+
+ };
+
+ this.getPolarAngle = function () {
+
+ return phi;
+
+ };
+
+ this.getAzimuthalAngle = function () {
+
+ return theta
+
+ };
+
+ function getAutoRotationAngle() {
+
+ return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
+
+ }
+
+ function getZoomScale() {
+
+ return Math.pow( 0.95, scope.zoomSpeed );
+
+ }
+
+ function onMouseDown( event ) {
+
+ if ( scope.enabled === false ) return;
+ event.preventDefault();
+
+ if ( event.button === scope.mouseButtons.ORBIT ) {
+ if ( scope.noRotate === true ) return;
+
+ state = STATE.ROTATE;
+
+ rotateStart.set( event.clientX, event.clientY );
+
+ } else if ( event.button === scope.mouseButtons.ZOOM ) {
+ if ( scope.noZoom === true ) return;
+
+ state = STATE.DOLLY;
+
+ dollyStart.set( event.clientX, event.clientY );
+
+ } else if ( event.button === scope.mouseButtons.PAN ) {
+ if ( scope.noPan === true ) return;
+
+ state = STATE.PAN;
+
+ panStart.set( event.clientX, event.clientY );
+
+ }
+
+ document.addEventListener( 'mousemove', onMouseMove, false );
+ document.addEventListener( 'mouseup', onMouseUp, false );
+ scope.dispatchEvent( startEvent );
+
+ }
+
+ function onMouseMove( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ event.preventDefault();
+
+ var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+ if ( state === STATE.ROTATE ) {
+
+ if ( scope.noRotate === true ) return;
+
+ rotateEnd.set( event.clientX, event.clientY );
+ rotateDelta.subVectors( rotateEnd, rotateStart );
+
+ // rotating across whole screen goes 360 degrees around
+ scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
+
+ // rotating up and down along whole screen attempts to go 360, but limited to 180
+ scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
+
+ rotateStart.copy( rotateEnd );
+
+ } else if ( state === STATE.DOLLY ) {
+
+ if ( scope.noZoom === true ) return;
+
+ dollyEnd.set( event.clientX, event.clientY );
+ dollyDelta.subVectors( dollyEnd, dollyStart );
+
+ if ( dollyDelta.y > 0 ) {
+
+ scope.dollyIn();
+
+ } else {
+
+ scope.dollyOut();
+
+ }
+
+ dollyStart.copy( dollyEnd );
+
+ } else if ( state === STATE.PAN ) {
+
+ if ( scope.noPan === true ) return;
+
+ panEnd.set( event.clientX, event.clientY );
+ panDelta.subVectors( panEnd, panStart );
+
+ scope.pan( panDelta.x, panDelta.y );
+
+ panStart.copy( panEnd );
+
+ }
+
+ scope.update();
+
+ }
+
+ function onMouseUp( /* event */ ) {
+
+ if ( scope.enabled === false ) return;
+
+ document.removeEventListener( 'mousemove', onMouseMove, false );
+ document.removeEventListener( 'mouseup', onMouseUp, false );
+ scope.dispatchEvent( endEvent );
+ state = STATE.NONE;
+
+ }
+
+ function onMouseWheel( event ) {
+
+ if ( scope.enabled === false || scope.noZoom === true ) return;
+
+ event.preventDefault();
+ event.stopPropagation();
+
+ var delta = 0;
+
+ if ( event.wheelDelta !== undefined ) { // WebKit / Opera / Explorer 9
+
+ delta = event.wheelDelta;
+
+ } else if ( event.detail !== undefined ) { // Firefox
+
+ delta = - event.detail;
+
+ }
+
+ if ( delta > 0 ) {
+
+ scope.dollyOut();
+
+ } else {
+
+ scope.dollyIn();
+
+ }
+
+ scope.update();
+ scope.dispatchEvent( startEvent );
+ scope.dispatchEvent( endEvent );
+
+ }
+
+ function onKeyDown( event ) {
+
+ if ( scope.enabled === false || scope.noKeys === true || scope.noPan === true ) return;
+
+ switch ( event.keyCode ) {
+
+ case scope.keys.UP:
+ scope.pan( 0, scope.keyPanSpeed );
+ scope.update();
+ break;
+
+ case scope.keys.BOTTOM:
+ scope.pan( 0, - scope.keyPanSpeed );
+ scope.update();
+ break;
+
+ case scope.keys.LEFT:
+ scope.pan( scope.keyPanSpeed, 0 );
+ scope.update();
+ break;
+
+ case scope.keys.RIGHT:
+ scope.pan( - scope.keyPanSpeed, 0 );
+ scope.update();
+ break;
+
+ }
+
+ }
+
+ function touchstart( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ switch ( event.touches.length ) {
+
+ case 1: // one-fingered touch: rotate
+
+ if ( scope.noRotate === true ) return;
+
+ state = STATE.TOUCH_ROTATE;
+
+ rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ case 2: // two-fingered touch: dolly
+
+ if ( scope.noZoom === true ) return;
+
+ state = STATE.TOUCH_DOLLY;
+
+ var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+ var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+ var distance = Math.sqrt( dx * dx + dy * dy );
+ dollyStart.set( 0, distance );
+ break;
+
+ case 3: // three-fingered touch: pan
+
+ if ( scope.noPan === true ) return;
+
+ state = STATE.TOUCH_PAN;
+
+ panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ scope.dispatchEvent( startEvent );
+
+ }
+
+ function touchmove( event ) {
+
+ if ( scope.enabled === false ) return;
+
+ event.preventDefault();
+ event.stopPropagation();
+
+ var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+ switch ( event.touches.length ) {
+
+ case 1: // one-fingered touch: rotate
+
+ if ( scope.noRotate === true ) return;
+ if ( state !== STATE.TOUCH_ROTATE ) return;
+
+ rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ rotateDelta.subVectors( rotateEnd, rotateStart );
+
+ // rotating across whole screen goes 360 degrees around
+ scope.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
+ // rotating up and down along whole screen attempts to go 360, but limited to 180
+ scope.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
+
+ rotateStart.copy( rotateEnd );
+
+ scope.update();
+ break;
+
+ case 2: // two-fingered touch: dolly
+
+ if ( scope.noZoom === true ) return;
+ if ( state !== STATE.TOUCH_DOLLY ) return;
+
+ var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+ var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+ var distance = Math.sqrt( dx * dx + dy * dy );
+
+ dollyEnd.set( 0, distance );
+ dollyDelta.subVectors( dollyEnd, dollyStart );
+
+ if ( dollyDelta.y > 0 ) {
+
+ scope.dollyOut();
+
+ } else {
+
+ scope.dollyIn();
+
+ }
+
+ dollyStart.copy( dollyEnd );
+
+ scope.update();
+ break;
+
+ case 3: // three-fingered touch: pan
+
+ if ( scope.noPan === true ) return;
+ if ( state !== STATE.TOUCH_PAN ) return;
+
+ panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+ panDelta.subVectors( panEnd, panStart );
+
+ scope.pan( panDelta.x, panDelta.y );
+
+ panStart.copy( panEnd );
+
+ scope.update();
+ break;
+
+ default:
+
+ state = STATE.NONE;
+
+ }
+
+ }
+
+ function touchend( /* event */ ) {
+
+ if ( scope.enabled === false ) return;
+
+ scope.dispatchEvent( endEvent );
+ state = STATE.NONE;
+
+ }
+
+ this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false );
+ this.domElement.addEventListener( 'mousedown', onMouseDown, false );
+ this.domElement.addEventListener( 'mousewheel', onMouseWheel, false );
+ this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox
+
+ this.domElement.addEventListener( 'touchstart', touchstart, false );
+ this.domElement.addEventListener( 'touchend', touchend, false );
+ this.domElement.addEventListener( 'touchmove', touchmove, false );
+
+ window.addEventListener( 'keydown', onKeyDown, false );
+
+ // force an update at start
+ this.update();
+
+};
+
+THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
diff --git a/v2/cloth/js/Particle.js b/v2/cloth/js/Particle.js
new file mode 100644
index 0000000..2ab1f43
--- /dev/null
+++ b/v2/cloth/js/Particle.js
@@ -0,0 +1,53 @@
+
+function Particle(position) {
+ this.position = position;
+ this.lastPosition = position.clone();
+ this.originalPosition = position.clone();
+ this.a = new THREE.Vector3(0, 0, 0); // amount similar to gravity in original.
+ this.tmpPos = new THREE.Vector3(); // allows pointer switching
+ this.tmpForce = new THREE.Vector3();
+ this.diff3 = new THREE.Vector3();
+}
+
+// Force -> Acceleration
+Particle.prototype.addForce = function(force) {
+ this.a.add(
+ this.tmpForce.copy(force)
+ );
+};
+
+
+// Performs verlet integration
+// instantaneous velocity times drag plus position plus acceleration times time
+Particle.prototype.calcPosition = function() { // why is this squared? And in seconds ?
+
+ var newPos = this.tmpPos.subVectors(this.position, this.lastPosition);
+ newPos.multiplyScalar(DRAG).add(this.position);
+
+ // this restoring force is pretty important, as otherwise edges will get way out of sync,
+ // and then snap back at infinite speed when becoming once-more fixed.
+ // 1/2*k*x^2
+ var force = this.tmpForce.subVectors(this.originalPosition, this.position);
+
+ newPos.add( force.normalize().multiplyScalar( force.lengthSq() * DAMPING) );
+
+ this.tmpPos = this.lastPosition; // as this is a reference, we set it to something which is ok to mutate later.
+ this.lastPosition = this.position;
+ this.position = newPos;
+
+};
+
+// converts position offset in to tension.
+Particle.prototype.fixPosition = function(){
+ this.diff3.subVectors(this.position, this.originalPosition);
+
+ // is this conversion of xyz to w correct?
+ this.position.set(
+ this.originalPosition.x,
+ this.originalPosition.y,
+ this.originalPosition.z
+ );
+
+ this.lastPosition.copy(this.position);
+
+};
diff --git a/v2/cloth/js/Stats.js b/v2/cloth/js/Stats.js
new file mode 100644
index 0000000..90b2a27
--- /dev/null
+++ b/v2/cloth/js/Stats.js
@@ -0,0 +1,149 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var Stats = function () {
+
+ var startTime = Date.now(), prevTime = startTime;
+ var ms = 0, msMin = Infinity, msMax = 0;
+ var fps = 0, fpsMin = Infinity, fpsMax = 0;
+ var frames = 0, mode = 0;
+
+ var container = document.createElement( 'div' );
+ container.id = 'stats';
+ container.addEventListener( 'mousedown', function ( event ) { event.preventDefault(); setMode( ++ mode % 2 ) }, false );
+ container.style.cssText = 'width:80px;opacity:0.9;cursor:pointer';
+
+ var fpsDiv = document.createElement( 'div' );
+ fpsDiv.id = 'fps';
+ fpsDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#002';
+ container.appendChild( fpsDiv );
+
+ var fpsText = document.createElement( 'div' );
+ fpsText.id = 'fpsText';
+ fpsText.style.cssText = 'color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px';
+ fpsText.innerHTML = 'FPS';
+ fpsDiv.appendChild( fpsText );
+
+ var fpsGraph = document.createElement( 'div' );
+ fpsGraph.id = 'fpsGraph';
+ fpsGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0ff';
+ fpsDiv.appendChild( fpsGraph );
+
+ while ( fpsGraph.children.length < 74 ) {
+
+ var bar = document.createElement( 'span' );
+ bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#113';
+ fpsGraph.appendChild( bar );
+
+ }
+
+ var msDiv = document.createElement( 'div' );
+ msDiv.id = 'ms';
+ msDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#020;display:none';
+ container.appendChild( msDiv );
+
+ var msText = document.createElement( 'div' );
+ msText.id = 'msText';
+ msText.style.cssText = 'color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px';
+ msText.innerHTML = 'MS';
+ msDiv.appendChild( msText );
+
+ var msGraph = document.createElement( 'div' );
+ msGraph.id = 'msGraph';
+ msGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0f0';
+ msDiv.appendChild( msGraph );
+
+ while ( msGraph.children.length < 74 ) {
+
+ var bar = document.createElement( 'span' );
+ bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#131';
+ msGraph.appendChild( bar );
+
+ }
+
+ var setMode = function ( value ) {
+
+ mode = value;
+
+ switch ( mode ) {
+
+ case 0:
+ fpsDiv.style.display = 'block';
+ msDiv.style.display = 'none';
+ break;
+ case 1:
+ fpsDiv.style.display = 'none';
+ msDiv.style.display = 'block';
+ break;
+ }
+
+ };
+
+ var updateGraph = function ( dom, value ) {
+
+ var child = dom.appendChild( dom.firstChild );
+ child.style.height = value + 'px';
+
+ };
+
+ return {
+
+ REVISION: 12,
+
+ domElement: container,
+
+ setMode: setMode,
+
+ begin: function () {
+
+ startTime = Date.now();
+
+ },
+
+ end: function () {
+
+ var time = Date.now();
+
+ ms = time - startTime;
+ msMin = Math.min( msMin, ms );
+ msMax = Math.max( msMax, ms );
+
+ msText.textContent = ms + ' MS (' + msMin + '-' + msMax + ')';
+ updateGraph( msGraph, Math.min( 30, 30 - ( ms / 200 ) * 30 ) );
+
+ frames ++;
+
+ if ( time > prevTime + 1000 ) {
+
+ fps = Math.round( ( frames * 1000 ) / ( time - prevTime ) );
+ fpsMin = Math.min( fpsMin, fps );
+ fpsMax = Math.max( fpsMax, fps );
+
+ fpsText.textContent = fps + ' FPS (' + fpsMin + '-' + fpsMax + ')';
+ updateGraph( fpsGraph, Math.min( 30, 30 - ( fps / 100 ) * 30 ) );
+
+ prevTime = time;
+ frames = 0;
+
+ }
+
+ return time;
+
+ },
+
+ update: function () {
+
+ startTime = this.end();
+
+ }
+
+ }
+
+};
+
+if ( typeof module === 'object' ) {
+
+ module.exports = Stats;
+
+}
\ No newline at end of file
diff --git a/v2/cloth/js/leap-plugins-0.1.9.js b/v2/cloth/js/leap-plugins-0.1.9.js
new file mode 100644
index 0000000..9879841
--- /dev/null
+++ b/v2/cloth/js/leap-plugins-0.1.9.js
@@ -0,0 +1,2568 @@
+/*
+ * LeapJS-Plugins - v0.1.9 - 2014-10-29
+ * http://github.com/leapmotion/leapjs-plugins/
+ *
+ * Copyright 2014 LeapMotion, Inc
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+//CoffeeScript generated from main/bone-hand/leap.bone-hand.coffee
+(function() {
+ var HandMesh, armTopAndBottomRotation, baseBoneRotation, boneColor, boneHandLost, boneRadius, boneScale, initScene, jointColor, jointRadius, jointScale, material, onHand, scope;
+
+ scope = null;
+
+ initScene = function(targetEl) {
+ var camera, directionalLight, height, render, renderer, width;
+ scope.scene = new THREE.Scene();
+ scope.renderer = renderer = new THREE.WebGLRenderer({
+ alpha: true
+ });
+ width = window.innerWidth;
+ height = window.innerHeight;
+ renderer.setClearColor(0x000000, 0);
+ renderer.setSize(width, height);
+ renderer.domElement.className = "leap-boneHand";
+ targetEl.appendChild(renderer.domElement);
+ directionalLight = new THREE.DirectionalLight(0xffffff, 1);
+ directionalLight.position.set(0, 0.5, 1);
+ scope.scene.add(directionalLight);
+ directionalLight = new THREE.DirectionalLight(0xffffff, 1);
+ directionalLight.position.set(0.5, -0.5, -1);
+ scope.scene.add(directionalLight);
+ directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
+ directionalLight.position.set(-0.5, 0, -0.2);
+ scope.scene.add(directionalLight);
+ scope.camera = camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
+ camera.position.fromArray([0, 300, 500]);
+ camera.lookAt(new THREE.Vector3(0, 160, 0));
+ scope.scene.add(camera);
+ renderer.render(scope.scene, camera);
+ window.addEventListener('resize', function() {
+ width = window.innerWidth;
+ height = window.innerHeight;
+ camera.aspect = width / height;
+ camera.updateProjectionMatrix();
+ renderer.setSize(width, height);
+ return renderer.render(scope.scene, camera);
+ }, false);
+ render = function() {
+ renderer.render(scope.scene, camera);
+ return window.requestAnimationFrame(render);
+ };
+ return render();
+ };
+
+ baseBoneRotation = (new THREE.Quaternion).setFromEuler(new THREE.Euler(Math.PI / 2, 0, 0));
+
+ jointColor = (new THREE.Color).setHex(0x5daa00);
+
+ boneColor = (new THREE.Color).setHex(0xffffff);
+
+ boneScale = 1 / 6;
+
+ jointScale = 1 / 5;
+
+ boneRadius = null;
+
+ jointRadius = null;
+
+ material = null;
+
+ armTopAndBottomRotation = (new THREE.Quaternion).setFromEuler(new THREE.Euler(0, 0, Math.PI / 2));
+
+ HandMesh = (function() {
+ HandMesh.unusedHandMeshes = [];
+
+ HandMesh.get = function() {
+ var handMesh;
+ if (HandMesh.unusedHandMeshes.length > 0) {
+ handMesh = HandMesh.unusedHandMeshes.pop();
+ } else {
+ handMesh = HandMesh.create();
+ }
+ handMesh.show();
+ return handMesh;
+ };
+
+ HandMesh.prototype.replace = function() {
+ this.hide();
+ return HandMesh.unusedHandMeshes.push(this);
+ };
+
+ HandMesh.create = function() {
+ var mesh;
+ mesh = new HandMesh;
+ mesh.setVisibility(false);
+ HandMesh.unusedHandMeshes.push(mesh);
+ return mesh;
+ };
+
+ function HandMesh() {
+ var boneCount, finger, i, j, mesh, _i, _j, _k, _l;
+ material = !isNaN(scope.opacity) ? new THREE.MeshPhongMaterial({
+ transparent: true,
+ opacity: scope.opacity
+ }) : new THREE.MeshPhongMaterial();
+ boneRadius = 40 * boneScale;
+ jointRadius = 40 * jointScale;
+ this.fingerMeshes = [];
+ for (i = _i = 0; _i < 5; i = ++_i) {
+ finger = [];
+ boneCount = i === 0 ? 3 : 4;
+ for (j = _j = 0; 0 <= boneCount ? _j < boneCount : _j > boneCount; j = 0 <= boneCount ? ++_j : --_j) {
+ mesh = new THREE.Mesh(new THREE.SphereGeometry(jointRadius, 32, 32), material.clone());
+ mesh.material.color.copy(jointColor);
+ scope.scene.add(mesh);
+ finger.push(mesh);
+ mesh = new THREE.Mesh(new THREE.CylinderGeometry(boneRadius, boneRadius, 40, 32), material.clone());
+ mesh.material.color.copy(boneColor);
+ scope.scene.add(mesh);
+ finger.push(mesh);
+ }
+ mesh = new THREE.Mesh(new THREE.SphereGeometry(jointRadius, 32, 32), material.clone());
+ mesh.material.color.copy(jointColor);
+ scope.scene.add(mesh);
+ finger.push(mesh);
+ this.fingerMeshes.push(finger);
+ }
+ if (scope.arm) {
+ this.armMesh = new THREE.Object3D;
+ this.armBones = [];
+ this.armSpheres = [];
+ for (i = _k = 0; _k <= 3; i = ++_k) {
+ this.armBones.push(new THREE.Mesh(new THREE.CylinderGeometry(boneRadius, boneRadius, (i < 2 ? 1000 : 100), 32), material.clone()));
+ this.armBones[i].material.color.copy(boneColor);
+ if (i > 1) {
+ this.armBones[i].quaternion.multiply(armTopAndBottomRotation);
+ }
+ this.armMesh.add(this.armBones[i]);
+ }
+ this.armSpheres = [];
+ for (i = _l = 0; _l <= 3; i = ++_l) {
+ this.armSpheres.push(new THREE.Mesh(new THREE.SphereGeometry(jointRadius, 32, 32), material.clone()));
+ this.armSpheres[i].material.color.copy(jointColor);
+ this.armMesh.add(this.armSpheres[i]);
+ }
+ scope.scene.add(this.armMesh);
+ }
+ }
+
+ HandMesh.prototype.scaleTo = function(hand) {
+ var armLenScale, armWidthScale, baseScale, bone, boneXOffset, finger, fingerBoneLengthScale, halfArmLength, i, j, mesh, _i, _j;
+ baseScale = hand.middleFinger.proximal.length / this.fingerMeshes[2][1].geometry.parameters.height;
+ for (i = _i = 0; _i < 5; i = ++_i) {
+ finger = hand.fingers[i];
+ j = 0;
+ while (true) {
+ if (j === this.fingerMeshes[i].length - 1) {
+ mesh = this.fingerMeshes[i][j];
+ mesh.scale.set(baseScale, baseScale, baseScale);
+ break;
+ }
+ bone = finger.bones[3 - (j / 2)];
+ mesh = this.fingerMeshes[i][j];
+ mesh.scale.set(baseScale, baseScale, baseScale);
+ j++;
+ mesh = this.fingerMeshes[i][j];
+ fingerBoneLengthScale = bone.length / mesh.geometry.parameters.height;
+ mesh.scale.set(baseScale, fingerBoneLengthScale, baseScale);
+ j++;
+ }
+ }
+ if (scope.arm) {
+ armLenScale = hand.arm.length / (this.armBones[0].geometry.parameters.height + this.armBones[0].geometry.parameters.radiusTop);
+ armWidthScale = hand.arm.width / (this.armBones[2].geometry.parameters.height + this.armBones[2].geometry.parameters.radiusTop);
+ for (i = _j = 0; _j <= 3; i = ++_j) {
+ this.armBones[i].scale.set(baseScale, (i < 2 ? armLenScale : armWidthScale), baseScale);
+ this.armSpheres[i].scale.set(baseScale, baseScale, baseScale);
+ }
+ boneXOffset = (hand.arm.width / 2) * 0.85;
+ halfArmLength = hand.arm.length / 2;
+ this.armBones[0].position.setX(boneXOffset);
+ this.armBones[1].position.setX(-boneXOffset);
+ this.armBones[2].position.setY(halfArmLength);
+ this.armBones[3].position.setY(-halfArmLength);
+ this.armSpheres[0].position.set(-boneXOffset, halfArmLength, 0);
+ this.armSpheres[1].position.set(boneXOffset, halfArmLength, 0);
+ this.armSpheres[2].position.set(boneXOffset, -halfArmLength, 0);
+ this.armSpheres[3].position.set(-boneXOffset, -halfArmLength, 0);
+ }
+ return this;
+ };
+
+ HandMesh.prototype.formTo = function(hand) {
+ var bone, finger, i, j, mesh, _i;
+ for (i = _i = 0; _i < 5; i = ++_i) {
+ finger = hand.fingers[i];
+ j = 0;
+ while (true) {
+ if (j === this.fingerMeshes[i].length - 1) {
+ mesh = this.fingerMeshes[i][j];
+ mesh.position.fromArray(bone.prevJoint);
+ break;
+ }
+ bone = finger.bones[3 - (j / 2)];
+ mesh = this.fingerMeshes[i][j];
+ mesh.position.fromArray(bone.nextJoint);
+ ++j;
+ mesh = this.fingerMeshes[i][j];
+ mesh.position.fromArray(bone.center());
+ mesh.setRotationFromMatrix((new THREE.Matrix4).fromArray(bone.matrix()));
+ mesh.quaternion.multiply(baseBoneRotation);
+ ++j;
+ }
+ }
+ if (this.armMesh) {
+ this.armMesh.position.fromArray(hand.arm.center());
+ this.armMesh.setRotationFromMatrix((new THREE.Matrix4).fromArray(hand.arm.matrix()));
+ this.armMesh.quaternion.multiply(baseBoneRotation);
+ }
+ return this;
+ };
+
+ HandMesh.prototype.setVisibility = function(visible) {
+ var i, j, _i, _j, _results;
+ for (i = _i = 0; _i < 5; i = ++_i) {
+ j = 0;
+ while (true) {
+ this.fingerMeshes[i][j].visible = visible;
+ ++j;
+ if (j === this.fingerMeshes[i].length) {
+ break;
+ }
+ }
+ }
+ if (scope.arm) {
+ _results = [];
+ for (i = _j = 0; _j <= 3; i = ++_j) {
+ this.armBones[i].visible = visible;
+ _results.push(this.armSpheres[i].visible = visible);
+ }
+ return _results;
+ }
+ };
+
+ HandMesh.prototype.show = function() {
+ return this.setVisibility(true);
+ };
+
+ HandMesh.prototype.hide = function() {
+ return this.setVisibility(false);
+ };
+
+ return HandMesh;
+
+ })();
+
+ onHand = function(hand) {
+ var handMesh;
+ if (!scope.scene) {
+ return;
+ }
+ handMesh = hand.data('handMesh');
+ if (!handMesh) {
+ handMesh = HandMesh.get().scaleTo(hand);
+ hand.data('handMesh', handMesh);
+ }
+ return handMesh.formTo(hand);
+ };
+
+ boneHandLost = function(hand) {
+ var handMesh;
+ handMesh = hand.data('handMesh');
+ if (handMesh) {
+ return handMesh.replace();
+ }
+ };
+
+ Leap.plugin('boneHand', function(options) {
+ if (options == null) {
+ options = {};
+ }
+ scope = options;
+ scope.boneScale && (boneScale = scope.boneScale);
+ scope.jointScale && (jointScale = scope.jointScale);
+ scope.boneColor && (boneColor = scope.boneColor);
+ scope.jointColor && (jointColor = scope.jointColor);
+ this.use('handEntry');
+ this.use('handHold');
+ if (scope.scene === void 0) {
+ console.assert(scope.targetEl);
+ initScene(scope.targetEl);
+ }
+ if (scope.scene) {
+ HandMesh.create();
+ HandMesh.create();
+ }
+ this.on('handLost', boneHandLost);
+ return {
+ hand: onHand
+ };
+ });
+
+}).call(this);
+
+//CoffeeScript generated from main/hand-entry/leap.hand-entry.coffee
+/*
+Emits controller events when a hand enters of leaves the frame
+"handLost" and "handFound"
+Each event also includes the hand object, which will be invalid for the handLost event.
+*/
+
+
+(function() {
+ var handEntry;
+
+ handEntry = function() {
+ var activeHandIds;
+ activeHandIds = [];
+ if (Leap.version.major === 0 && Leap.version.minor < 5) {
+ console.warn("The hand entry plugin requires LeapJS 0.5.0 or newer.");
+ }
+ this.on("deviceStopped", function() {
+ for (var i = 0, len = activeHandIds.length; i < len; i++){
+ id = activeHandIds[i];
+ activeHandIds.splice(i, 1);
+ // this gets executed before the current frame is added to the history.
+ this.emit('handLost', this.lastConnectionFrame.hand(id))
+ i--;
+ len--;
+ };
+ });
+ return {
+ frame: function(frame) {
+ var id, newValidHandIds, _i, _len, _results;
+ newValidHandIds = frame.hands.map(function(hand) {
+ return hand.id;
+ });
+ for (var i = 0, len = activeHandIds.length; i < len; i++){
+ id = activeHandIds[i];
+ if( newValidHandIds.indexOf(id) == -1){
+ activeHandIds.splice(i, 1);
+ // this gets executed before the current frame is added to the history.
+ this.emit('handLost', this.frame(1).hand(id));
+ i--;
+ len--;
+ }
+ };
+ _results = [];
+ for (_i = 0, _len = newValidHandIds.length; _i < _len; _i++) {
+ id = newValidHandIds[_i];
+ if (activeHandIds.indexOf(id) === -1) {
+ activeHandIds.push(id);
+ _results.push(this.emit('handFound', frame.hand(id)));
+ } else {
+ _results.push(void 0);
+ }
+ }
+ return _results;
+ }
+ };
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('handEntry', handEntry);
+ } else if (typeof module !== 'undefined') {
+ module.exports.handEntry = handEntry;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+
+//CoffeeScript generated from main/hand-hold/leap.hand-hold.coffee
+(function() {
+ var handHold;
+
+ handHold = function() {
+ var dataFn, interFrameData;
+ interFrameData = {};
+ dataFn = function(prefix, hashOrKey, value) {
+ var dict, key, _name, _results;
+ interFrameData[_name = prefix + this.id] || (interFrameData[_name] = []);
+ dict = interFrameData[prefix + this.id];
+ if (value !== void 0) {
+ return dict[hashOrKey] = value;
+ } else if ({}.toString.call(hashOrKey) === '[object String]') {
+ return dict[hashOrKey];
+ } else {
+ _results = [];
+ for (key in hashOrKey) {
+ value = hashOrKey[key];
+ if (value === void 0) {
+ _results.push(delete dict[key]);
+ } else {
+ _results.push(dict[key] = value);
+ }
+ }
+ return _results;
+ }
+ };
+ return {
+ hand: {
+ data: function(hashOrKey, value) {
+ return dataFn.call(this, 'h', hashOrKey, value);
+ },
+ hold: function(object) {
+ if (object) {
+ return this.data({
+ holding: object
+ });
+ } else {
+ return this.hold(this.hovering());
+ }
+ },
+ holding: function() {
+ return this.data('holding');
+ },
+ release: function() {
+ var release;
+ release = this.data('holding');
+ this.data({
+ holding: void 0
+ });
+ return release;
+ },
+ hoverFn: function(getHover) {
+ return this.data({
+ getHover: getHover
+ });
+ },
+ hovering: function() {
+ var getHover;
+ if (getHover = this.data('getHover')) {
+ return this._hovering || (this._hovering = getHover.call(this));
+ }
+ }
+ },
+ pointable: {
+ data: function(hashOrKey, value) {
+ return dataFn.call(this, 'p', hashOrKey, value);
+ }
+ }
+ };
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('handHold', handHold);
+ } else if (typeof module !== 'undefined') {
+ module.exports.handHold = handHold;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+
+/*
+ * LeapJS Playback - v0.2.1 - 2014-05-14
+ * http://github.com/leapmotion/leapjs-playback/
+ *
+ * Copyright 2014 LeapMotion, Inc
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+;(function( window, undefined ){
+ 'use strict';
+ // see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Functions_and_function_scope/Strict_mode
+
+// Copyright (c) 2013 Pieroxy
+// This work is free. You can redistribute it and/or modify it
+// under the terms of the WTFPL, Version 2
+// For more information see LICENSE.txt or http://www.wtfpl.net/
+//
+// For more information, the home page:
+// http://pieroxy.net/blog/pages/lz-string/testing.html
+//
+// LZ-based compression algorithm, version 1.3.3
+var LZString = {
+
+
+ // private property
+ _keyStr : "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=",
+ _f : String.fromCharCode,
+
+ compressToBase64 : function (input) {
+ if (input == null) return "";
+ var output = "";
+ var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
+ var i = 0;
+
+ input = LZString.compress(input);
+
+ while (i < input.length*2) {
+
+ if (i%2==0) {
+ chr1 = input.charCodeAt(i/2) >> 8;
+ chr2 = input.charCodeAt(i/2) & 255;
+ if (i/2+1 < input.length)
+ chr3 = input.charCodeAt(i/2+1) >> 8;
+ else
+ chr3 = NaN;
+ } else {
+ chr1 = input.charCodeAt((i-1)/2) & 255;
+ if ((i+1)/2 < input.length) {
+ chr2 = input.charCodeAt((i+1)/2) >> 8;
+ chr3 = input.charCodeAt((i+1)/2) & 255;
+ } else
+ chr2=chr3=NaN;
+ }
+ i+=3;
+
+ enc1 = chr1 >> 2;
+ enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
+ enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
+ enc4 = chr3 & 63;
+
+ if (isNaN(chr2)) {
+ enc3 = enc4 = 64;
+ } else if (isNaN(chr3)) {
+ enc4 = 64;
+ }
+
+ output = output +
+ LZString._keyStr.charAt(enc1) + LZString._keyStr.charAt(enc2) +
+ LZString._keyStr.charAt(enc3) + LZString._keyStr.charAt(enc4);
+
+ }
+
+ return output;
+ },
+
+ decompressFromBase64 : function (input) {
+ if (input == null) return "";
+ var output = "",
+ ol = 0,
+ output_,
+ chr1, chr2, chr3,
+ enc1, enc2, enc3, enc4,
+ i = 0, f=LZString._f;
+
+ input = input.replace(/[^A-Za-z0-9\+\/\=]/g, "");
+
+ while (i < input.length) {
+
+ enc1 = LZString._keyStr.indexOf(input.charAt(i++));
+ enc2 = LZString._keyStr.indexOf(input.charAt(i++));
+ enc3 = LZString._keyStr.indexOf(input.charAt(i++));
+ enc4 = LZString._keyStr.indexOf(input.charAt(i++));
+
+ chr1 = (enc1 << 2) | (enc2 >> 4);
+ chr2 = ((enc2 & 15) << 4) | (enc3 >> 2);
+ chr3 = ((enc3 & 3) << 6) | enc4;
+
+ if (ol%2==0) {
+ output_ = chr1 << 8;
+
+ if (enc3 != 64) {
+ output += f(output_ | chr2);
+ }
+ if (enc4 != 64) {
+ output_ = chr3 << 8;
+ }
+ } else {
+ output = output + f(output_ | chr1);
+
+ if (enc3 != 64) {
+ output_ = chr2 << 8;
+ }
+ if (enc4 != 64) {
+ output += f(output_ | chr3);
+ }
+ }
+ ol+=3;
+ }
+
+ return LZString.decompress(output);
+
+ },
+
+ compressToUTF16 : function (input) {
+ if (input == null) return "";
+ var output = "",
+ i,c,
+ current,
+ status = 0,
+ f = LZString._f;
+
+ input = LZString.compress(input);
+
+ for (i=0 ; i> 1)+32);
+ current = (c & 1) << 14;
+ break;
+ case 1:
+ output += f((current + (c >> 2))+32);
+ current = (c & 3) << 13;
+ break;
+ case 2:
+ output += f((current + (c >> 3))+32);
+ current = (c & 7) << 12;
+ break;
+ case 3:
+ output += f((current + (c >> 4))+32);
+ current = (c & 15) << 11;
+ break;
+ case 4:
+ output += f((current + (c >> 5))+32);
+ current = (c & 31) << 10;
+ break;
+ case 5:
+ output += f((current + (c >> 6))+32);
+ current = (c & 63) << 9;
+ break;
+ case 6:
+ output += f((current + (c >> 7))+32);
+ current = (c & 127) << 8;
+ break;
+ case 7:
+ output += f((current + (c >> 8))+32);
+ current = (c & 255) << 7;
+ break;
+ case 8:
+ output += f((current + (c >> 9))+32);
+ current = (c & 511) << 6;
+ break;
+ case 9:
+ output += f((current + (c >> 10))+32);
+ current = (c & 1023) << 5;
+ break;
+ case 10:
+ output += f((current + (c >> 11))+32);
+ current = (c & 2047) << 4;
+ break;
+ case 11:
+ output += f((current + (c >> 12))+32);
+ current = (c & 4095) << 3;
+ break;
+ case 12:
+ output += f((current + (c >> 13))+32);
+ current = (c & 8191) << 2;
+ break;
+ case 13:
+ output += f((current + (c >> 14))+32);
+ current = (c & 16383) << 1;
+ break;
+ case 14:
+ output += f((current + (c >> 15))+32, (c & 32767)+32);
+ status = 0;
+ break;
+ }
+ }
+
+ return output + f(current + 32);
+ },
+
+
+ decompressFromUTF16 : function (input) {
+ if (input == null) return "";
+ var output = "",
+ current,c,
+ status=0,
+ i = 0,
+ f = LZString._f;
+
+ while (i < input.length) {
+ c = input.charCodeAt(i) - 32;
+
+ switch (status++) {
+ case 0:
+ current = c << 1;
+ break;
+ case 1:
+ output += f(current | (c >> 14));
+ current = (c&16383) << 2;
+ break;
+ case 2:
+ output += f(current | (c >> 13));
+ current = (c&8191) << 3;
+ break;
+ case 3:
+ output += f(current | (c >> 12));
+ current = (c&4095) << 4;
+ break;
+ case 4:
+ output += f(current | (c >> 11));
+ current = (c&2047) << 5;
+ break;
+ case 5:
+ output += f(current | (c >> 10));
+ current = (c&1023) << 6;
+ break;
+ case 6:
+ output += f(current | (c >> 9));
+ current = (c&511) << 7;
+ break;
+ case 7:
+ output += f(current | (c >> 8));
+ current = (c&255) << 8;
+ break;
+ case 8:
+ output += f(current | (c >> 7));
+ current = (c&127) << 9;
+ break;
+ case 9:
+ output += f(current | (c >> 6));
+ current = (c&63) << 10;
+ break;
+ case 10:
+ output += f(current | (c >> 5));
+ current = (c&31) << 11;
+ break;
+ case 11:
+ output += f(current | (c >> 4));
+ current = (c&15) << 12;
+ break;
+ case 12:
+ output += f(current | (c >> 3));
+ current = (c&7) << 13;
+ break;
+ case 13:
+ output += f(current | (c >> 2));
+ current = (c&3) << 14;
+ break;
+ case 14:
+ output += f(current | (c >> 1));
+ current = (c&1) << 15;
+ break;
+ case 15:
+ output += f(current | c);
+ status=0;
+ break;
+ }
+
+
+ i++;
+ }
+
+ return LZString.decompress(output);
+ //return output;
+
+ },
+
+
+
+ compress: function (uncompressed) {
+ if (uncompressed == null) return "";
+ var i, value,
+ context_dictionary= {},
+ context_dictionaryToCreate= {},
+ context_c="",
+ context_wc="",
+ context_w="",
+ context_enlargeIn= 2, // Compensate for the first entry which should not count
+ context_dictSize= 3,
+ context_numBits= 2,
+ context_data_string="",
+ context_data_val=0,
+ context_data_position=0,
+ ii,
+ f=LZString._f;
+
+ for (ii = 0; ii < uncompressed.length; ii += 1) {
+ context_c = uncompressed.charAt(ii);
+ if (!Object.prototype.hasOwnProperty.call(context_dictionary,context_c)) {
+ context_dictionary[context_c] = context_dictSize++;
+ context_dictionaryToCreate[context_c] = true;
+ }
+
+ context_wc = context_w + context_c;
+ if (Object.prototype.hasOwnProperty.call(context_dictionary,context_wc)) {
+ context_w = context_wc;
+ } else {
+ if (Object.prototype.hasOwnProperty.call(context_dictionaryToCreate,context_w)) {
+ if (context_w.charCodeAt(0)<256) {
+ for (i=0 ; i> 1;
+ }
+ } else {
+ value = 1;
+ for (i=0 ; i> 1;
+ }
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ delete context_dictionaryToCreate[context_w];
+ } else {
+ value = context_dictionary[context_w];
+ for (i=0 ; i> 1;
+ }
+
+
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ // Add wc to the dictionary.
+ context_dictionary[context_wc] = context_dictSize++;
+ context_w = String(context_c);
+ }
+ }
+
+ // Output the code for w.
+ if (context_w !== "") {
+ if (Object.prototype.hasOwnProperty.call(context_dictionaryToCreate,context_w)) {
+ if (context_w.charCodeAt(0)<256) {
+ for (i=0 ; i> 1;
+ }
+ } else {
+ value = 1;
+ for (i=0 ; i> 1;
+ }
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ delete context_dictionaryToCreate[context_w];
+ } else {
+ value = context_dictionary[context_w];
+ for (i=0 ; i> 1;
+ }
+
+
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ }
+
+ // Mark the end of the stream
+ value = 2;
+ for (i=0 ; i> 1;
+ }
+
+ // Flush the last char
+ while (true) {
+ context_data_val = (context_data_val << 1);
+ if (context_data_position == 15) {
+ context_data_string += f(context_data_val);
+ break;
+ }
+ else context_data_position++;
+ }
+ return context_data_string;
+ },
+
+ decompress: function (compressed) {
+ if (compressed == null) return "";
+ if (compressed == "") return null;
+ var dictionary = [],
+ next,
+ enlargeIn = 4,
+ dictSize = 4,
+ numBits = 3,
+ entry = "",
+ result = "",
+ i,
+ w,
+ bits, resb, maxpower, power,
+ c,
+ f = LZString._f,
+ data = {string:compressed, val:compressed.charCodeAt(0), position:32768, index:1};
+
+ for (i = 0; i < 3; i += 1) {
+ dictionary[i] = i;
+ }
+
+ bits = 0;
+ maxpower = Math.pow(2,2);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+
+ switch (next = bits) {
+ case 0:
+ bits = 0;
+ maxpower = Math.pow(2,8);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+ c = f(bits);
+ break;
+ case 1:
+ bits = 0;
+ maxpower = Math.pow(2,16);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+ c = f(bits);
+ break;
+ case 2:
+ return "";
+ }
+ dictionary[3] = c;
+ w = result = c;
+ while (true) {
+ if (data.index > data.string.length) {
+ return "";
+ }
+
+ bits = 0;
+ maxpower = Math.pow(2,numBits);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+
+ switch (c = bits) {
+ case 0:
+ bits = 0;
+ maxpower = Math.pow(2,8);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+
+ dictionary[dictSize++] = f(bits);
+ c = dictSize-1;
+ enlargeIn--;
+ break;
+ case 1:
+ bits = 0;
+ maxpower = Math.pow(2,16);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+ dictionary[dictSize++] = f(bits);
+ c = dictSize-1;
+ enlargeIn--;
+ break;
+ case 2:
+ return result;
+ }
+
+ if (enlargeIn == 0) {
+ enlargeIn = Math.pow(2, numBits);
+ numBits++;
+ }
+
+ if (dictionary[c]) {
+ entry = dictionary[c];
+ } else {
+ if (c === dictSize) {
+ entry = w + w.charAt(0);
+ } else {
+ return null;
+ }
+ }
+ result += entry;
+
+ // Add w+entry[0] to the dictionary.
+ dictionary[dictSize++] = w + entry.charAt(0);
+ enlargeIn--;
+
+ w = entry;
+
+ if (enlargeIn == 0) {
+ enlargeIn = Math.pow(2, numBits);
+ numBits++;
+ }
+
+ }
+ }
+};
+
+if( typeof module !== 'undefined' && module != null ) {
+ module.exports = LZString
+}
+
+// https://gist.github.com/paulirish/5438650
+
+// relies on Date.now() which has been supported everywhere modern for years.
+// as Safari 6 doesn't have support for NavigationTiming, we use a Date.now() timestamp for relative values
+
+// if you want values similar to what you'd get with real perf.now, place this towards the head of the page
+// but in reality, you're just getting the delta between now() calls, so it's not terribly important where it's placed
+
+
+(function(){
+
+ // prepare base perf object
+ if (typeof window.performance === 'undefined') {
+ window.performance = {};
+ }
+
+ if (!window.performance.now){
+
+ var nowOffset = Date.now();
+
+ if (performance.timing && performance.timing.navigationStart){
+ nowOffset = performance.timing.navigationStart
+ }
+
+
+ window.performance.now = function now(){
+ return Date.now() - nowOffset;
+ }
+
+ }
+
+})();
+function Recording (options){
+ this.options = options || (options = {});
+ this.loading = false;
+ this.timeBetweenLoops = options.timeBetweenLoops || 50;
+
+ // see https://github.com/leapmotion/leapjs/blob/master/Leap_JSON.rst
+ this.packingStructure = [
+ 'id',
+ 'timestamp',
+ // this should be replace/upgraded with a whitelist instead of a blacklist.
+ // leaving out r,s,y, and gestures
+ {hands: [[
+ 'id',
+ 'type',
+ 'direction',
+ 'palmNormal',
+ 'palmPosition',
+ 'palmVelocity',
+ 'stabilizedPalmPosition',
+ 'pinchStrength',
+ 'grabStrength',
+ 'confidence',
+ 'armBasis',
+ 'armWidth',
+ 'elbow',
+ 'wrist'
+ // leaving out r, s, t, sphereCenter, sphereRadius
+ ]]},
+ {pointables: [[
+ 'id',
+ 'direction',
+ 'handId',
+ 'length',
+ 'stabilizedTipPosition',
+ 'tipPosition',
+ 'tipVelocity',
+ 'tool',
+ 'carpPosition',
+ 'mcpPosition',
+ 'pipPosition',
+ 'dipPosition',
+ 'btipPosition',
+ 'bases',
+ 'type'
+ // leaving out touchDistance, touchZone
+ ]]},
+ {interactionBox: [
+ 'center', 'size'
+ ]}
+ ];
+
+ this.setFrames(options.frames || [])
+}
+
+
+Recording.prototype = {
+
+ setFrames: function (frames) {
+ this.frameData = frames;
+ this.frameIndex = 0;
+ this.frameCount = frames.length;
+ this.leftCropPosition = 0;
+ this.rightCropPosition = this.frameCount;
+ this.setMetaData();
+ },
+
+ addFrame: function(frameData){
+ this.frameData.push(frameData);
+ },
+
+ currentFrame: function () {
+ return this.frameData[this.frameIndex];
+ },
+
+ nextFrame: function () {
+ var frameIndex = this.frameIndex + 1;
+ // || 1 to prevent `mod 0` error when finishing recording before setFrames has been called.
+ frameIndex = frameIndex % (this.rightCropPosition || 1);
+ if ((frameIndex < this.leftCropPosition)) {
+ frameIndex = this.leftCropPosition;
+ }
+ return this.frameData[frameIndex];
+ },
+
+
+ advanceFrame: function () {
+ this.frameIndex++;
+
+ if (this.frameIndex >= this.rightCropPosition && !this.options.loop) {
+ this.frameIndex--;
+ // there is currently an issue where angular watching the right handle position
+ // will cause this to fire prematurely
+ // when switching to an earlier recording
+ return false
+ }
+
+
+ this.frameIndex = this.frameIndex % (this.rightCropPosition || 1);
+
+ if ((this.frameIndex < this.leftCropPosition)) {
+ this.frameIndex = this.leftCropPosition;
+ }
+
+ return true
+ },
+
+ // resets to beginning if at end
+ readyPlay: function(){
+ this.frameIndex++;
+ if (this.frameIndex >= this.rightCropPosition) {
+ this.frameIndex = this.frameIndex % (this.rightCropPosition || 1);
+
+ if ((this.frameIndex < this.leftCropPosition)) {
+ this.frameIndex = this.leftCropPosition;
+ }
+ }else{
+ this.frameIndex--;
+ }
+ },
+
+ cloneCurrentFrame: function(){
+ return JSON.parse(JSON.stringify(this.currentFrame()));
+ },
+
+
+ // this method would be well-moved to its own object/class -.-
+ // for every point, lerp as appropriate
+ // note: currently hand and finger props are hard coded, but things like stabilizedPalmPosition should be optional
+ // should have this be set from the packingStructure or some such, but only for vec3s.
+ createLerpFrameData: function(t){
+ // http://stackoverflow.com/a/5344074/478354
+ var currentFrame = this.currentFrame(),
+ nextFrame = this.nextFrame(),
+ handProps = ['palmPosition', 'stabilizedPalmPosition', 'sphereCenter', 'direction', 'palmNormal', 'palmVelocity'],
+ fingerProps = ['mcpPosition', 'pipPosition', 'dipPosition', 'tipPosition', 'direction'],
+ frameData = this.cloneCurrentFrame(),
+ numHands = frameData.hands.length,
+ numPointables = frameData.pointables.length,
+ len1 = handProps.length,
+ len2 = fingerProps.length,
+ prop, hand, pointable;
+
+ for (var i = 0; i < numHands; i++){
+ hand = frameData.hands[i];
+
+ for (var j = 0; j < len1; j++){
+ prop = handProps[j];
+
+ if (!currentFrame.hands[i][prop]){
+ continue;
+ }
+
+ if (!nextFrame.hands[i]){
+ continue;
+ }
+
+ Leap.vec3.lerp(
+ hand[prop],
+ currentFrame.hands[i][prop],
+ nextFrame.hands[i][prop],
+ t
+ );
+
+// console.assert(hand[prop]);
+ }
+
+ }
+
+ for ( i = 0; i < numPointables; i++){
+ pointable = frameData.pointables[i];
+
+ for ( j = 0; j < len2; j++){
+ prop = fingerProps[j];
+
+ if (!currentFrame.pointables[i][prop]){
+ continue;
+ }
+
+ if (!nextFrame.hands[i]){
+ continue;
+ }
+
+ Leap.vec3.lerp(
+ pointable[prop],
+ currentFrame.pointables[i][prop],
+ nextFrame.pointables[i][prop],
+ 0
+ );
+// console.assert(t >= 0 && t <= 1);
+// if (t > 0) debugger;
+
+ }
+
+ }
+
+ return frameData;
+ },
+
+ // returns ms
+ timeToNextFrame: function () {
+ var elapsedTime = (this.nextFrame().timestamp - this.currentFrame().timestamp) / 1000;
+ if (elapsedTime < 0) {
+ elapsedTime = this.timeBetweenLoops; //arbitrary pause at slightly less than 30 fps.
+ }
+// console.assert(!isNaN(elapsedTime));
+ return elapsedTime;
+ },
+
+
+ blank: function(){
+ return this.frameData.length === 0;
+ },
+
+ // sets the crop-point of the current recording to the current position.
+ leftCrop: function () {
+ this.leftCropPosition = this.frameIndex
+ },
+
+ // sets the crop-point of the current recording to the current position.
+ rightCrop: function () {
+ this.rightCropPosition = this.frameIndex
+ },
+
+ // removes every other frame from the array
+ // Accepts an optional `factor` integer, which is the number of frames
+ // discarded for every frame kept.
+ cullFrames: function (factor) {
+ console.log('cull frames', factor);
+ factor || (factor = 1);
+ for (var i = 0; i < this.frameData.length; i++) {
+ this.frameData.splice(i, factor);
+ }
+ this.setMetaData();
+ },
+
+ // Returns the average frames per second of the recording
+ frameRate: function () {
+ if (this.frameData.length == 0) {
+ return 0
+ }
+ return this.frameData.length / (this.frameData[this.frameData.length - 1].timestamp - this.frameData[0].timestamp) * 1000000;
+ },
+
+ // returns frames without any circular references
+ croppedFrameData: function () {
+ return this.frameData.slice(this.leftCropPosition, this.rightCropPosition);
+ },
+
+
+ setMetaData: function () {
+
+ var newMetaData = {
+ formatVersion: 2,
+ generatedBy: 'LeapJS Playback 0.2.0',
+ frames: this.rightCropPosition - this.leftCropPosition,
+ protocolVersion: this.options.requestProtocolVersion,
+ serviceVersion: this.options.serviceVersion,
+ frameRate: this.frameRate().toPrecision(2),
+ modified: (new Date).toString()
+ };
+
+ this.metadata || (this.metadata = {});
+
+ for (var key in newMetaData) {
+ this.metadata[key] = newMetaData[key];
+ }
+ },
+
+ // returns an array
+ // the first item is the keys of the following items
+ // nested arrays are expected to have idententical siblings
+ packedFrameData: function(){
+ var frameData = this.croppedFrameData(),
+ packedFrames = [],
+ frameDatum;
+
+ packedFrames.push(this.packingStructure);
+
+ for (var i = 0, len = frameData.length; i < len; i++){
+ frameDatum = frameData[i];
+
+ packedFrames.push(
+ this.packArray(
+ this.packingStructure,
+ frameDatum
+ )
+ );
+
+ }
+
+ return packedFrames;
+ },
+
+ // recursive method
+ // creates a structure of frame data matching packing structure
+ // there may be an issue here where hands/pointables are wrapped in one more array than necessary
+ packArray: function(structure, data){
+ var out = [], nameOrHash;
+
+ for (var i = 0, len1 = structure.length; i < len1; i++){
+
+ // e.g., nameOrHash is either 'id' or {hand: [...]}
+ nameOrHash = structure[i];
+
+ if ( typeof nameOrHash === 'string'){
+
+ out.push(
+ data[nameOrHash]
+ );
+
+ }else if (Object.prototype.toString.call(nameOrHash) == "[object Array]") {
+ // nested array, such as hands or fingers
+
+ for (var j = 0, len2 = data.length; j < len2; j++){
+ out.push(
+ this.packArray(
+ nameOrHash,
+ data[j]
+ )
+ );
+ }
+
+ } else { // key-value (nested object) such as interactionBox
+
+// console.assert(nameOrHash);
+
+ for (var key in nameOrHash) break;
+
+// console.assert(key);
+// console.assert(nameOrHash[key]);
+// console.assert(data[key]);
+
+ out.push(this.packArray(
+ nameOrHash[key],
+ data[key]
+ ));
+
+ }
+
+ }
+
+ return out;
+ },
+
+ // expects the first array element to describe the following arrays
+ // this algorithm copies frames to a new array
+ // could there be merit in something which would do an in-place substitution?
+ unPackFrameData: function(packedFrames){
+ var packingStructure = packedFrames[0];
+ var frameData = [],
+ frameDatum;
+
+ for (var i = 1, len = packedFrames.length; i < len; i++) {
+ frameDatum = packedFrames[i];
+ frameData.push(
+ this.unPackArray(
+ packingStructure,
+ frameDatum
+ )
+ );
+
+ }
+
+ return frameData;
+ },
+
+ // data is a frame or subset of frame
+ // returns a frame object
+ // this is the structure of the array
+ // gets unfolded to key-value pairs
+ // e.g.:
+ // this.packingStructure = [
+ // 'id',
+ // 'timestamp',
+ // {hands: [[
+ // 'id',
+ // 'direction',
+ // 'palmNormal',
+ // 'palmPosition',
+ // 'palmVelocity'
+ // ]]},
+ // {pointables: [[
+ // 'direction',
+ // 'handId',
+ // 'length',
+ // 'stabilizedTipPosition',
+ // 'tipPosition',
+ // 'tipVelocity',
+ // 'tool'
+ // ]]},
+ // {interactionBox: [
+ // 'center', 'size'
+ // ]}
+ // ];
+ unPackArray: function(structure, data){
+ var out = {}, nameOrHash;
+
+ for (var i = 0, len1 = structure.length; i < len1; i++){
+
+ // e.g., nameOrHash is either 'id' or {hand: [...]}
+ nameOrHash = structure[i];
+
+ if ( typeof nameOrHash === 'string'){
+
+ out[nameOrHash] = data[i];
+
+ }else if (Object.prototype.toString.call(nameOrHash) == "[object Array]") {
+ // nested array, such as hands or fingers
+ // nameOrHash ["id", "direction", "palmNormal", "palmPosition", "palmVelocity"]
+ // data [ [ 31, [vec3], [vec3], ...] ]
+
+ var subArray = [];
+
+ for (var j = 0, len2 = data.length; j < len2; j++){
+ subArray.push(
+ this.unPackArray(
+ nameOrHash,
+ data[j]
+ )
+ );
+ }
+ return subArray;
+
+ } else { // key-value (nested object) such as interactionBox
+
+ for (var key in nameOrHash) break;
+
+ out[key] = this.unPackArray(
+ nameOrHash[key],
+ data[i]
+ );
+
+ }
+
+ }
+
+ return out;
+ },
+
+ toHash: function () {
+ this.setMetaData();
+ return {
+ metadata: this.metadata,
+ frames: this.packedFrameData()
+ }
+ },
+
+ // Returns the cropped data as JSON or compressed
+ // http://pieroxy.net/blog/pages/lz-string/index.html
+ export: function (format) {
+ var json = JSON.stringify(this.toHash());
+
+ if (format == 'json') return json;
+
+ return LZString.compressToBase64(json);
+ },
+
+ save: function(format){
+ var filename;
+
+ filename = this.metadata.title ? this.metadata.title.replace(/\s/g, '') : 'leap-playback-recording';
+
+ if (this.metadata.frameRate) {
+ filename += "-" + (Math.round(this.metadata.frameRate)) + "fps";
+ }
+
+ if (format === 'json') {
+
+ saveAs(new Blob([this.export('json')], {
+ type: "text/JSON;charset=utf-8"
+ }), filename + ".json");
+
+ } else {
+
+ saveAs(new Blob([this.export('lz')], {
+ type: "application/x-gzip;charset=utf-8"
+ }), filename + ".json.lz");
+
+ }
+
+ },
+
+ decompress: function (data) {
+ return LZString.decompressFromBase64(data);
+ },
+
+ loaded: function(){
+ return !!(this.frameData && this.frameData.length)
+ },
+
+
+ // optional callback once frames are loaded, will have a context of player
+ loadFrameData: function (callback) {
+ var xhr = new XMLHttpRequest(),
+ url = this.url,
+ recording = this,
+ contentLength = 0;
+
+ xhr.onreadystatechange = function () {
+ if (xhr.readyState === xhr.DONE) {
+ if (xhr.status === 200 || xhr.status === 0) {
+ if (xhr.responseText) {
+
+ recording.finishLoad(xhr.responseText, callback);
+
+ } else {
+ console.error('Leap Playback: "' + url + '" seems to be unreachable or the file is empty.');
+ }
+ } else {
+ console.error('Leap Playback: Couldn\'t load "' + url + '" (' + xhr.status + ')');
+ }
+ }
+ };
+
+ xhr.addEventListener('progress', function(oEvent){
+
+ if ( recording.options.loadProgress ) {
+
+ if (oEvent.lengthComputable) {
+ var percentComplete = oEvent.loaded / oEvent.total;
+ recording.options.loadProgress( recording, percentComplete, oEvent );
+ }
+
+ }
+
+ });
+
+ this.loading = true;
+
+ xhr.open("GET", url, true);
+ xhr.send(null);
+ },
+
+ finishLoad: function(responseData, callback){
+
+ var url = this.url;
+
+ if (url.split('.')[url.split('.').length - 1] == 'lz') {
+ responseData = this.decompress(responseData);
+ }
+
+ responseData = JSON.parse(responseData);
+
+ if (responseData.metadata.formatVersion == 2) {
+ responseData.frames = this.unPackFrameData(responseData.frames);
+ }
+
+ this.metadata = responseData.metadata;
+
+ console.log('Recording loaded:', this.metadata);
+
+ this.loading = false;
+
+ if (callback) {
+ callback.call(this, responseData.frames);
+ }
+
+ }
+
+};
+(function () {
+ var CONNECT_LEAP_ICON = '
';
+ var MOVE_HAND_OVER_LEAP_ICON = '
';
+
+
+ function Player(controller, options) {
+ var player = this;
+ options || (options = {});
+
+// this.frameData = [];
+
+ this.options = options;
+ this.recording = options.recording;
+
+ this.controller = controller;
+ this.resetTimers();
+ this.setupLoops();
+ this.controller.connection.on('ready', function () {
+ player.setupProtocols();
+ });
+
+ this.userHasControl = false;
+
+
+ if (options.recording) {
+ if (Object.prototype.toString.call(options.recording) == '[object String]') {
+ options.recording = {
+ url: options.recording
+ }
+ }
+ this.setRecording(options.recording);
+ }
+
+ document.addEventListener("DOMContentLoaded", function(event) {
+ document.body.addEventListener('keydown', function (e) {
+ if (e.which === player.options.pauseHotkey) {
+ player.toggle();
+ }
+ }, false);
+ });
+
+ }
+
+ Player.prototype = {
+ resetTimers: function (){
+ this.timeSinceLastFrame = 0;
+ this.lastFrameTime = null;
+ },
+
+ setupLoops: function () {
+ var player = this;
+
+ // Loop with explicit frame timing
+ this.stepFrameLoop = function (timestamp) {
+ if (player.state != 'playing') return;
+
+ player.sendFrameAt(timestamp || performance.now());
+
+ requestAnimationFrame(player.stepFrameLoop);
+ };
+
+
+ },
+
+ // This is how we intercept frame data early
+ // By hooking in before Frame creation, we get data exactly as the frame sends it.
+ setupProtocols: function () {
+ var player = this;
+ // This is the original normal protocol, used while in record mode but not recording.
+ this.stopProtocol = this.controller.connection.protocol;
+
+ // This consumes all frame data, making the device act as if not streaming
+ this.playbackProtocol = function (data) {
+ // The old protocol still needs to emit events, so we use it, but intercept Frames
+ var eventOrFrame = player.stopProtocol(data);
+ if (eventOrFrame instanceof Leap.Frame) {
+
+ if (player.pauseOnHand) {
+ if (data.hands.length > 0) {
+ player.userHasControl = true;
+ player.controller.emit('playback.userTakeControl');
+ player.setGraphic();
+ player.idle();
+ } else if (data.hands.length == 0) {
+ if (player.userHasControl && player.resumeOnHandLost) {
+ player.userHasControl = false;
+ player.controller.emit('playback.userReleaseControl');
+ player.setGraphic('wave');
+ }
+
+ }
+ }
+
+ // prevent the actual frame from getting through
+ return {type: 'playback'}
+ } else {
+ return eventOrFrame;
+ }
+ };
+
+ // This pushes frame data, and watches for hands to auto change state.
+ // Returns the eventOrFrame without modifying it.
+ this.recordProtocol = function (data) {
+ var eventOrFrame = player.stopProtocol(data);
+ if (eventOrFrame instanceof Leap.Frame) {
+ player.recordFrameHandler(data);
+ }
+ return eventOrFrame;
+ };
+
+ // Copy methods/properties from the default protocol over
+ for (var property in this.stopProtocol) {
+ if (this.stopProtocol.hasOwnProperty(property)) {
+ this.playbackProtocol[property] = this.stopProtocol[property]
+ this.recordProtocol[property] = this.stopProtocol[property]
+ }
+ }
+
+ // todo: this is messy. Should cover all cases, not just active playback!
+ if (this.state == 'playing') {
+ this.controller.connection.protocol = this.playbackProtocol
+ }
+ },
+
+
+
+ // Adds playback = true to artificial frames
+ sendFrameAt: function (now) {
+
+ if (this.lastFrameTime){
+ // chrome bug, see: https://code.google.com/p/chromium/issues/detail?id=268213
+ // http://jsfiddle.net/pehrlich/35pTx/
+ // console.assert(this.lastFrameTime < now);
+ if (now < this.lastFrameTime){
+ // this fix will cause an extra animation frame before the lerp frame advances. no big.
+ this.lastFrameTime = now;
+ }else{
+ this.timeSinceLastFrame += (now - this.lastFrameTime);
+ }
+ }
+
+ this.lastFrameTime = now;
+
+// console.assert(!isNaN(this.timeSinceLastFrame));
+
+
+ var timeToNextFrame;
+
+ // handle frame dropping, etc
+ while ( this.timeSinceLastFrame > ( timeToNextFrame = this.recording.timeToNextFrame() ) ){
+ this.timeSinceLastFrame -= timeToNextFrame;
+ if (!this.recording.advanceFrame()){
+ this.pause();
+ this.controller.emit('playback.playbackFinished', this);
+ return
+ }
+ }
+
+ this.sendFrame(
+ this.recording.createLerpFrameData(this.timeSinceLastFrame / timeToNextFrame)
+ );
+
+ },
+
+ sendFrame: function(frameData){
+ if (!frameData) throw "Frame data not provided";
+
+ var frame = new Leap.Frame(frameData);
+
+ // send a deviceFrame to the controller:
+ // this frame gets picked up by the controllers own animation loop.
+
+ this.controller.processFrame(frame);
+ return true
+ },
+
+ sendImmediateFrame: function(frameData){
+ if (!frameData) throw "Frame data not provided";
+
+ var frame = new Leap.Frame(frameData);
+
+ // sends an animation frame to the controller
+
+ this.controller.processFinishedFrame(frame);
+ return true
+ },
+
+ setFrameIndex: function (frameIndex) {
+ if (frameIndex != this.recording.frameIndex) {
+ this.recording.frameIndex = frameIndex % this.recording.frameCount;
+ this.sendFrame(this.recording.currentFrame());
+ }
+ },
+
+
+ // used after record
+ stop: function () {
+ this.idle();
+
+ delete this.recording;
+
+ this.recording = new Recording({
+ timeBetweenLoops: this.options.timeBetweenLoops,
+ loop: this.options.loop,
+ requestProtocolVersion: this.controller.connection.opts.requestProtocolVersion,
+ serviceVersion: this.controller.connection.protocol.serviceVersion
+ });
+
+ this.controller.emit('playback.stop', this);
+ },
+
+ // used after play
+ pause: function () {
+ // todo: we should change this idle state to paused or leave it as playback with a pause flag
+ // state should correspond always to protocol handler (through a setter)?
+ this.state = 'idle';
+ this.hideOverlay();
+ this.controller.emit('playback.pause', this);
+ },
+
+ idle: function () {
+ this.state = 'idle';
+ this.controller.connection.protocol = this.stopProtocol;
+ },
+
+ toggle: function () {
+ if (this.state == 'idle') {
+ this.play();
+ } else if (this.state == 'playing') {
+ this.pause();
+ }
+ },
+
+ // switches to record mode, which will be begin capturing data when a hand enters the frame,
+ // and stop when a hand leaves
+ // Todo: replace frameData with a full fledged recording, including metadata.
+ record: function () {
+ this.clear();
+ this.stop();
+ this.state = 'recording';
+ this.controller.connection.protocol = this.recordProtocol;
+ this.setGraphic('connect');
+ this.controller.emit('playback.record', this)
+ },
+
+ // if there is existing frame data, sends a frame with nothing in it
+ clear: function () {
+ if (!this.recording || this.recording.blank()) return;
+ var finalFrame = this.recording.cloneCurrentFrame();
+ finalFrame.hands = [];
+ finalFrame.fingers = [];
+ finalFrame.pointables = [];
+ finalFrame.tools = [];
+ this.sendImmediateFrame(finalFrame);
+ },
+
+ recordPending: function () {
+ return this.state == 'recording' && this.recording.blank()
+ },
+
+ isRecording: function () {
+ return this.state == 'recording' && !this.recording.blank()
+ },
+
+ finishRecording: function () {
+ // change to the playbackHandler which suppresses frames:
+ this.controller.connection.protocol = this.playbackProtocol;
+ this.recording.setFrames(this.recording.frameData);
+ this.controller.emit('playback.recordingFinished', this)
+ },
+
+
+ loaded: function () {
+ return this.recording.loaded();
+ },
+
+ loading: function(){
+ return this.recording.loading;
+ },
+
+
+ /* Plays back the provided frame data
+ * Params {object|boolean}:
+ * - frames: previously recorded frame json
+ * - loop: whether or not to loop playback. Defaults to true.
+ */
+ play: function () {
+ if (this.state === 'playing') return;
+ if ( this.loading() || this.recording.blank() ) return;
+
+ this.state = 'playing';
+ this.controller.connection.protocol = this.playbackProtocol;
+
+ var player = this;
+
+ // prevent the normal controller response while playing
+ this.controller.connection.removeAllListeners('frame');
+ this.controller.connection.on('frame', function (frame) {
+ // resume play when hands are removed:
+ if (player.resumeOnHandLost && player.autoPlay && player.state == 'idle' && frame.hands.length == 0) {
+ player.play();
+ }
+
+ // The default LeapJS callback processes the frame, which is what we do now:
+ player.controller.processFrame(frame);
+ });
+
+ // Kick off
+ this.resetTimers();
+ this.recording.readyPlay();
+ this.stepFrameLoop();
+
+ this.controller.emit('playback.play', this);
+ },
+
+ // this method replaces connection.handleData when in record mode
+ // It accepts the raw connection data which is used to make a frame.
+ recordFrameHandler: function (frameData) {
+ // Would be better to check controller.streaming() in showOverlay, but that method doesn't exist, yet.
+ this.setGraphic('wave');
+ if (frameData.hands.length > 0) {
+ this.recording.addFrame(frameData);
+ this.hideOverlay();
+ } else if ( !this.recording.blank() ) {
+ this.finishRecording();
+ }
+ },
+
+
+ // Accepts a hash with any of
+ // URL, recording, metadata
+ // once loaded, the recording is immediately activated
+ setRecording: function (options) {
+ var player = this;
+
+ // otherwise, the animation loop may try and play non-existant frames:
+ this.pause();
+
+ // this is called on the context of the recording
+ var loadComplete = function (frames) {
+
+ this.setFrames(frames);
+
+ if (player.recording != this){
+ console.log('recordings changed during load');
+ return
+ }
+
+ if (player.autoPlay) {
+ player.play();
+ if (player.pauseOnHand && !player.controller.streaming() ) {
+ player.setGraphic('connect');
+ }
+ }
+
+ player.controller.emit('playback.recordingSet', this);
+ };
+
+ this.recording = options;
+
+ // Here we turn the existing argument in to a recording
+ // this allows frames to be added to the existing object via ajax
+ // saving ajax requests
+ if (!(options instanceof Recording)){
+
+ this.recording.__proto__ = Recording.prototype;
+ Recording.call(this.recording, {
+ timeBetweenLoops: this.options.timeBetweenLoops,
+ loop: this.options.loop,
+ loadProgress: function(recording, percentage, oEvent){
+ player.controller.emit('playback.ajax:progress', recording, percentage, oEvent);
+ }
+ });
+
+ }
+
+
+ if ( this.recording.loaded() ) {
+
+ loadComplete.call(this.recording, this.recording.frameData);
+
+ } else if (options.url) {
+
+ this.controller.emit('playback.ajax:begin', this, this.recording);
+
+ // called in the context of the recording
+ this.recording.loadFrameData(function(frames){
+ loadComplete.call(this, frames);
+ player.controller.emit('playback.ajax:complete', player, this);
+ });
+
+ }
+
+
+ return this;
+ },
+
+
+ hideOverlay: function () {
+ if (!this.overlay) return;
+ this.overlay.style.display = 'none';
+ },
+
+
+ // Accepts either "connect", "wave", or undefined.
+ setGraphic: function (graphicName) {
+ if (!this.overlay) return;
+ if (this.graphicName == graphicName) return;
+
+ this.graphicName = graphicName;
+ switch (graphicName) {
+ case 'connect':
+ this.overlay.style.display = 'block';
+ this.overlay.innerHTML = CONNECT_LEAP_ICON;
+ break;
+ case 'wave':
+ this.overlay.style.display = 'block';
+ this.overlay.innerHTML = MOVE_HAND_OVER_LEAP_ICON;
+ break;
+ case undefined:
+ this.overlay.innerHTML = '';
+ break;
+ }
+ }
+
+ };
+
+ // will only play back if device is disconnected
+ // Accepts options:
+ // - frames: [string] URL of .json frame data
+ // - autoPlay: [boolean true] Whether to turn on and off playback based off of connection state
+ // - overlay: [boolean or DOM element] Whether or not to show the overlay: "Connect your Leap Motion Controller"
+ // if a DOM element is passed, that will be shown/hidden instead of the default message.
+ // - pauseOnHand: [boolean true] Whether to stop playback when a hand is in field of view
+ // - resumeOnHandLost: [boolean true] Whether to resume playback after the hand leaves the frame
+ // - requiredProtocolVersion: clients connected with a lower protocol number will not be able to take control of the
+ // - timeBetweenLoops: [number, ms] delay between looping playback
+ // controller with their device. This option, if set, ovverrides autoPlay
+ // - pauseHotkey: [number or false, default: 32 (spacebar)] - keycode for pause, bound to body
+ var playback = function (scope) {
+ var controller = this;
+ var autoPlay = scope.autoPlay;
+ if (autoPlay === undefined) autoPlay = true;
+
+ var pauseOnHand = scope.pauseOnHand;
+ if (pauseOnHand === undefined) pauseOnHand = true;
+
+ var resumeOnHandLost = scope.resumeOnHandLost;
+ if (resumeOnHandLost === undefined) resumeOnHandLost = true;
+
+ var timeBetweenLoops = scope.timeBetweenLoops;
+ if (timeBetweenLoops === undefined) timeBetweenLoops = 50;
+
+ var requiredProtocolVersion = scope.requiredProtocolVersion;
+
+ var pauseHotkey = scope.pauseHotkey;
+ if (pauseHotkey === undefined) pauseHotkey = 32; // spacebar
+
+ var loop = scope.loop;
+ if (loop === undefined) loop = true;
+
+ var overlay = scope.overlay;
+ // A better fix would be to set an onload handler for this, rather than disable the overlay.
+ if (overlay === undefined && document.body) {
+ overlay = document.createElement('div');
+ document.body.appendChild(overlay);
+ overlay.style.width = '100%';
+ overlay.style.position = 'absolute';
+ overlay.style.top = '0';
+ overlay.style.left = '-' + window.getComputedStyle(document.body).getPropertyValue('margin');
+ overlay.style.padding = '10px';
+ overlay.style.textAlign = 'center';
+ overlay.style.fontSize = '18px';
+ overlay.style.opacity = '0.8';
+ overlay.style.display = 'none';
+ overlay.style.zIndex = '10';
+ overlay.id = 'connect-leap';
+ overlay.style.cursor = 'pointer';
+ overlay.addEventListener("click", function () {
+ this.style.display = 'none';
+ return false;
+ }, false);
+
+ }
+
+
+ scope.player = new Player(this, {
+ recording: scope.recording,
+ loop: loop,
+ pauseHotkey: pauseHotkey,
+ timeBetweenLoops: timeBetweenLoops
+ });
+
+ // By doing this, we allow player methods to be accessible on the scope
+ // this is the controller
+ scope.player.overlay = overlay;
+ scope.player.pauseOnHand = pauseOnHand;
+ scope.player.resumeOnHandLost = resumeOnHandLost;
+ scope.player.requiredProtocolVersion = requiredProtocolVersion;
+ scope.player.autoPlay = autoPlay;
+
+ var setupStreamingEvents = function () {
+ if (scope.player.pauseOnHand && controller.connection.opts.requestProtocolVersion < scope.requiredProtocolVersion) {
+ console.log('Protocol Version too old (' + controller.connection.opts.requestProtocolVersion + '), disabling device interaction.');
+ scope.player.pauseOnHand = false;
+ return
+ }
+
+ if (autoPlay) {
+ controller.on('streamingStarted', function () {
+ if (scope.player.state == 'recording') {
+ scope.player.pause();
+ scope.player.setGraphic('wave');
+ } else {
+ if (pauseOnHand) {
+ scope.player.setGraphic('wave');
+ } else {
+ scope.player.setGraphic();
+ }
+ }
+ });
+
+ controller.on('streamingStopped', function () {
+ scope.player.play();
+ });
+ }
+ controller.on('streamingStopped', function () {
+ scope.player.setGraphic('connect');
+ });
+ }
+
+ // ready happens before streamingStarted, allowing us to check the version before responding to streamingStart/Stop
+ // we can't call this any earlier, or protcol version won't be available
+ if (!!this.connection.connected) {
+ setupStreamingEvents()
+ } else {
+ this.on('ready', setupStreamingEvents)
+ }
+
+ return {}
+ }
+
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('playback', playback);
+ } else if (typeof module !== 'undefined') {
+ module.exports.playback = playback;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+}( window ));
+//CoffeeScript generated from main/screen-position/leap.screen-position.coffee
+/*
+Adds the "screenPosition" method by default to hands and pointables. This returns a vec3 (an array of length 3)
+with [x,y,z] screen coordinates indicating where the hand is, originating from the bottom left.
+This method can accept an optional vec3, allowing it to convert any arbitrary vec3 of coordinates.
+
+Custom positioning methods can be passed in, allowing different scaling techniques,
+e.g., http://msdn.microsoft.com/en-us/library/windows/hardware/gg463319.aspx (Pointer Ballistics)
+Here we scale based upon the interaction box and screen size:
+
+options:
+ scale, scaleX, and scaleY. They all default to 1.
+ verticalOffset: in pixels. This number is added to the returned Y value. Defaults to 0.
+
+
+
+controller.use 'screenPosition', {
+ method: (positionVec3)->
+ Arguments for Leap.vec3 are (out, a, b)
+ [
+ Leap.vec3.subtract(positionVec3, positionVec3, @frame.interactionBox.center)
+ Leap.vec3.divide(positionVec3, positionVec3, @frame.interactionBox.size)
+ Leap.vec3.multiply(positionVec3, positionVec3, [document.body.offsetWidth, document.body.offsetHeight, 0])
+ ]
+}
+More info on vec3 can be found, here: http://glmatrix.net/docs/2.2.0/symbols/vec3.html
+*/
+
+
+(function() {
+ var screenPosition;
+
+ screenPosition = function(options) {
+ var baseScale, baseVerticalOffset, position, positioningMethods;
+ if (options == null) {
+ options = {};
+ }
+ options.positioning || (options.positioning = 'absolute');
+ options.scale || (options.scale = 1);
+ options.scaleX || (options.scaleX = 1);
+ options.scaleY || (options.scaleY = 1);
+ options.scaleZ || (options.scaleZ = 1);
+ options.verticalOffset || (options.verticalOffset = 0);
+ baseScale = 6;
+ baseVerticalOffset = -100;
+ positioningMethods = {
+ absolute: function(positionVec3) {
+ return [(window.innerWidth / 2) + (positionVec3[0] * baseScale * options.scale * options.scaleX), window.innerHeight + baseVerticalOffset + options.verticalOffset - (positionVec3[1] * baseScale * options.scale * options.scaleY), positionVec3[2] * baseScale * options.scale * options.scaleZ];
+ }
+ };
+ position = function(vec3, memoize) {
+ var screenPositionVec3;
+ if (memoize == null) {
+ memoize = false;
+ }
+ screenPositionVec3 = typeof options.positioning === 'function' ? options.positioning.call(this, vec3) : positioningMethods[options.positioning].call(this, vec3);
+ if (memoize) {
+ this.screenPositionVec3 = screenPositionVec3;
+ }
+ return screenPositionVec3;
+ };
+ return {
+ hand: {
+ screenPosition: function(vec3) {
+ return position.call(this, vec3 || this.palmPosition, !vec3);
+ }
+ },
+ pointable: {
+ screenPosition: function(vec3) {
+ return position.call(this, vec3 || this.tipPosition, !vec3);
+ }
+ }
+ };
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('screenPosition', screenPosition);
+ } else if (typeof module !== 'undefined') {
+ module.exports.screenPosition = screenPosition;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+
+//CoffeeScript generated from main/transform/leap.transform.coffee
+(function() {
+ var __slice = [].slice;
+
+ Leap.plugin('transform', function(scope) {
+ var noop, transformDirections, transformMat4Implicit0, transformPositions, transformWithMatrices, _directionTransform;
+ if (scope == null) {
+ scope = {};
+ }
+ noop = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
+ _directionTransform = new THREE.Matrix4;
+ if (scope.vr === true) {
+ this.setOptimizeHMD(true);
+ scope.quaternion = (new THREE.Quaternion).setFromRotationMatrix((new THREE.Matrix4).set(-1, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 1));
+ scope.scale = 0.001;
+ scope.position = new THREE.Vector3(0, 0, -0.08);
+ }
+ scope.getTransform = function(hand) {
+ var matrix;
+ if (scope.matrix) {
+ matrix = typeof scope.matrix === 'function' ? scope.matrix(hand) : scope.matrix;
+ if (window['THREE'] && matrix instanceof THREE.Matrix4) {
+ return matrix.elements;
+ } else {
+ return matrix;
+ }
+ } else if (scope.position || scope.quaternion || scope.scale) {
+ _directionTransform.set.apply(_directionTransform, noop);
+ if (scope.quaternion) {
+ _directionTransform.makeRotationFromQuaternion(typeof scope.quaternion === 'function' ? scope.quaternion(hand) : scope.quaternion);
+ }
+ if (scope.position) {
+ _directionTransform.setPosition(typeof scope.position === 'function' ? scope.position(hand) : scope.position);
+ }
+ return _directionTransform.elements;
+ } else {
+ return noop;
+ }
+ };
+ scope.getScale = function(hand) {
+ if (!isNaN(scope.scale)) {
+ scope.scale = new THREE.Vector3(scope.scale, scope.scale, scope.scale);
+ }
+ if (typeof scope.scale === 'function') {
+ return scope.scale(hand);
+ } else {
+ return scope.scale;
+ }
+ };
+ transformPositions = function() {
+ var matrix, vec3, vec3s, _i, _len, _results;
+ matrix = arguments[0], vec3s = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
+ _results = [];
+ for (_i = 0, _len = vec3s.length; _i < _len; _i++) {
+ vec3 = vec3s[_i];
+ if (vec3) {
+ _results.push(Leap.vec3.transformMat4(vec3, vec3, matrix));
+ } else {
+ _results.push(void 0);
+ }
+ }
+ return _results;
+ };
+ transformMat4Implicit0 = function(out, a, m) {
+ var x, y, z;
+ x = a[0];
+ y = a[1];
+ z = a[2];
+ out[0] = m[0] * x + m[4] * y + m[8] * z;
+ out[1] = m[1] * x + m[5] * y + m[9] * z;
+ out[2] = m[2] * x + m[6] * y + m[10] * z;
+ return out;
+ };
+ transformDirections = function() {
+ var matrix, vec3, vec3s, _i, _len, _results;
+ matrix = arguments[0], vec3s = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
+ _results = [];
+ for (_i = 0, _len = vec3s.length; _i < _len; _i++) {
+ vec3 = vec3s[_i];
+ if (vec3) {
+ _results.push(transformMat4Implicit0(vec3, vec3, matrix));
+ } else {
+ _results.push(void 0);
+ }
+ }
+ return _results;
+ };
+ transformWithMatrices = function(hand, transform, scale) {
+ var finger, scalarScale, _i, _j, _len, _len1, _ref, _ref1;
+ transformDirections(transform, hand.direction, hand.palmNormal, hand.palmVelocity, hand.arm.basis[0], hand.arm.basis[1], hand.arm.basis[2]);
+ _ref = hand.fingers;
+ for (_i = 0, _len = _ref.length; _i < _len; _i++) {
+ finger = _ref[_i];
+ transformDirections(transform, finger.direction, finger.metacarpal.basis[0], finger.metacarpal.basis[1], finger.metacarpal.basis[2], finger.proximal.basis[0], finger.proximal.basis[1], finger.proximal.basis[2], finger.medial.basis[0], finger.medial.basis[1], finger.medial.basis[2], finger.distal.basis[0], finger.distal.basis[1], finger.distal.basis[2]);
+ }
+ Leap.glMatrix.mat4.scale(transform, transform, scale);
+ transformPositions(transform, hand.palmPosition, hand.stabilizedPalmPosition, hand.sphereCenter, hand.arm.nextJoint, hand.arm.prevJoint);
+ _ref1 = hand.fingers;
+ for (_j = 0, _len1 = _ref1.length; _j < _len1; _j++) {
+ finger = _ref1[_j];
+ transformPositions(transform, finger.carpPosition, finger.mcpPosition, finger.pipPosition, finger.dipPosition, finger.distal.nextJoint, finger.tipPosition);
+ }
+ scalarScale = (scale[0] + scale[1] + scale[2]) / 3;
+ return hand.arm.width *= scalarScale;
+ };
+ return {
+ hand: function(hand) {
+ var finger, len, _i, _len, _ref;
+ transformWithMatrices(hand, scope.getTransform(hand), (scope.getScale(hand) || new THREE.Vector3(1, 1, 1)).toArray());
+ if (scope.effectiveParent) {
+ transformWithMatrices(hand, scope.effectiveParent.matrixWorld.elements, scope.effectiveParent.scale.toArray());
+ }
+ len = null;
+ _ref = hand.fingers;
+ for (_i = 0, _len = _ref.length; _i < _len; _i++) {
+ finger = _ref[_i];
+ len = Leap.vec3.create();
+ Leap.vec3.sub(len, finger.mcpPosition, finger.carpPosition);
+ finger.metacarpal.length = Leap.vec3.length(len);
+ Leap.vec3.sub(len, finger.pipPosition, finger.mcpPosition);
+ finger.proximal.length = Leap.vec3.length(len);
+ Leap.vec3.sub(len, finger.dipPosition, finger.pipPosition);
+ finger.medial.length = Leap.vec3.length(len);
+ Leap.vec3.sub(len, finger.tipPosition, finger.dipPosition);
+ finger.distal.length = Leap.vec3.length(len);
+ }
+ Leap.vec3.sub(len, hand.arm.prevJoint, hand.arm.nextJoint);
+ return hand.arm.length = Leap.vec3.length(len);
+ }
+ };
+ });
+
+}).call(this);
+
+//CoffeeScript generated from main/version-check/leap.version-check.coffee
+(function() {
+ var versionCheck;
+
+ versionCheck = function(scope) {
+ scope.alert || (scope.alert = false);
+ scope.requiredProtocolVersion || (scope.requiredProtocolVersion = 6);
+ scope.disconnect || (scope.disconnect = true);
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ if (Leap.version.minor < 5 && Leap.version.dot < 4) {
+ console.warn("LeapJS Version Check plugin incompatible with LeapJS pre 0.4.4");
+ }
+ }
+ this.on('ready', function() {
+ var current, message, required;
+ required = scope.requiredProtocolVersion;
+ current = this.connection.opts.requestProtocolVersion;
+ if (current < required) {
+ message = "Protocol Version too old. v" + required + " required, v" + current + " available.";
+ if (scope.disconnect) {
+ this.disconnect();
+ message += " Disconnecting.";
+ }
+ console.warn(message);
+ if (scope.alert) {
+ alert("Your Leap Software version is out of date. Visit http://www.leapmotion.com/setup to update");
+ }
+ return this.emit('versionCheck.outdated', {
+ required: required,
+ current: current,
+ disconnect: scope.disconnect
+ });
+ }
+ });
+ return {};
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('versionCheck', versionCheck);
+ } else if (typeof module !== 'undefined') {
+ module.exports.versionCheck = versionCheck;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
diff --git a/v2/cloth/js/leap-plugins-0.1.9pre.js b/v2/cloth/js/leap-plugins-0.1.9pre.js
new file mode 100644
index 0000000..913c3c6
--- /dev/null
+++ b/v2/cloth/js/leap-plugins-0.1.9pre.js
@@ -0,0 +1,2491 @@
+/*
+ * LeapJS-Plugins - v0.1.8 - 2014-10-21
+ * http://github.com/leapmotion/leapjs-plugins/
+ *
+ * Copyright 2014 LeapMotion, Inc
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+//CoffeeScript generated from main/bone-hand/leap.bone-hand.coffee
+(function() {
+ var baseBoneRotation, boneColor, boneHand, boneHandLost, boneRadius, boneScale, initScene, jointColor, jointRadius, jointScale, material, scope;
+
+ scope = null;
+
+ initScene = function(targetEl) {
+ var camera, directionalLight, height, render, renderer, width;
+ scope.scene = new THREE.Scene();
+ scope.renderer = renderer = new THREE.WebGLRenderer({
+ alpha: true
+ });
+ width = window.innerWidth;
+ height = window.innerHeight;
+ renderer.setClearColor(0x000000, 0);
+ renderer.setSize(width, height);
+ renderer.domElement.className = "leap-boneHand";
+ targetEl.appendChild(renderer.domElement);
+ directionalLight = directionalLight = new THREE.DirectionalLight(0xffffff, 1);
+ directionalLight.position.set(0, 0.5, 1);
+ scope.scene.add(directionalLight);
+ directionalLight = directionalLight = new THREE.DirectionalLight(0xffffff, 1);
+ directionalLight.position.set(0.5, -0.5, -1);
+ scope.scene.add(directionalLight);
+ directionalLight = directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
+ directionalLight.position.set(-0.5, 0, -0.2);
+ scope.scene.add(directionalLight);
+ scope.camera = camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
+ camera.position.fromArray([0, 300, 500]);
+ camera.lookAt(new THREE.Vector3(0, 160, 0));
+ scope.scene.add(camera);
+ renderer.render(scope.scene, camera);
+ window.addEventListener('resize', function() {
+ width = window.innerWidth;
+ height = window.innerHeight;
+ camera.aspect = width / height;
+ camera.updateProjectionMatrix();
+ renderer.setSize(width, height);
+ return renderer.render(scope.scene, camera);
+ }, false);
+ render = function() {
+ renderer.render(scope.scene, camera);
+ return window.requestAnimationFrame(render);
+ };
+ return render();
+ };
+
+ baseBoneRotation = (new THREE.Quaternion).setFromEuler(new THREE.Euler(Math.PI / 2, 0, 0));
+
+ jointColor = (new THREE.Color).setHex(0x5daa00);
+
+ boneColor = (new THREE.Color).setHex(0xffffff);
+
+ boneScale = 1 / 6;
+
+ jointScale = 1 / 5;
+
+ boneRadius = null;
+
+ jointRadius = null;
+
+ material = null;
+
+ boneHand = function(hand) {
+ var armBones, armMesh, armTopAndBottomRotation, boneXOffset, halfArmLength, i, _i, _j;
+ if (!scope.scene) {
+ return;
+ }
+ hand.fingers.forEach(function(finger) {
+ var boneMeshes, jointMesh, jointMeshes;
+ boneMeshes = finger.data("boneMeshes");
+ jointMeshes = finger.data("jointMeshes");
+ if (!boneMeshes) {
+ boneMeshes = [];
+ jointMeshes = [];
+ material = !isNaN(scope.opacity) ? new THREE.MeshPhongMaterial({
+ transparent: true,
+ opacity: scope.opacity
+ }) : new THREE.MeshPhongMaterial();
+ boneRadius = hand.middleFinger.proximal.length * boneScale;
+ jointRadius = hand.middleFinger.proximal.length * jointScale;
+ if (!finger.bones) {
+ console.warn("error, no bones on", hand.id);
+ return;
+ }
+ finger.bones.forEach(function(bone) {
+ var boneMesh, jointMesh;
+ boneMesh = new THREE.Mesh(new THREE.CylinderGeometry(boneRadius, boneRadius, bone.length, 32), material.clone());
+ boneMesh.material.color.copy(boneColor);
+ scope.scene.add(boneMesh);
+ boneMeshes.push(boneMesh);
+ jointMesh = new THREE.Mesh(new THREE.SphereGeometry(jointRadius, 32, 32), material.clone());
+ jointMesh.material.color.copy(jointColor);
+ scope.scene.add(jointMesh);
+ return jointMeshes.push(jointMesh);
+ });
+ jointMesh = new THREE.Mesh(new THREE.SphereGeometry(jointRadius, 32, 32), material.clone());
+ jointMesh.material.color.copy(jointColor);
+ scope.scene.add(jointMesh);
+ jointMeshes.push(jointMesh);
+ finger.data("boneMeshes", boneMeshes);
+ finger.data("jointMeshes", jointMeshes);
+ }
+ boneMeshes.forEach(function(mesh, i) {
+ var bone;
+ bone = finger.bones[i];
+ mesh.position.fromArray(bone.center());
+ mesh.setRotationFromMatrix((new THREE.Matrix4).fromArray(bone.matrix()));
+ return mesh.quaternion.multiply(baseBoneRotation);
+ });
+ return jointMeshes.forEach(function(mesh, i) {
+ var bone;
+ bone = finger.bones[i];
+ if (bone) {
+ return mesh.position.fromArray(bone.prevJoint);
+ } else {
+ bone = finger.bones[i - 1];
+ return mesh.position.fromArray(bone.nextJoint);
+ }
+ });
+ });
+ if (scope.arm) {
+ armMesh = hand.data('armMesh');
+ if (!armMesh) {
+ armMesh = new THREE.Object3D;
+ scope.scene.add(armMesh);
+ hand.data('armMesh', armMesh);
+ boneXOffset = (hand.arm.width / 2) - (boneRadius / 2);
+ halfArmLength = hand.arm.length / 2;
+ armBones = [];
+ for (i = _i = 0; _i <= 3; i = ++_i) {
+ armBones.push(new THREE.Mesh(new THREE.CylinderGeometry(boneRadius, boneRadius, (i < 2 ? hand.arm.length : hand.arm.width), 32), material.clone()));
+ armBones[i].material.color.copy(boneColor);
+ armMesh.add(armBones[i]);
+ }
+ armBones[0].position.setX(boneXOffset);
+ armBones[1].position.setX(-boneXOffset);
+ armBones[2].position.setY(halfArmLength);
+ armBones[3].position.setY(-halfArmLength);
+ armTopAndBottomRotation = (new THREE.Quaternion).setFromEuler(new THREE.Euler(0, 0, Math.PI / 2));
+ armBones[2].quaternion.multiply(armTopAndBottomRotation);
+ armBones[3].quaternion.multiply(armTopAndBottomRotation);
+ armBones = [];
+ for (i = _j = 0; _j <= 3; i = ++_j) {
+ armBones.push(new THREE.Mesh(new THREE.SphereGeometry(jointRadius, 32, 32), material.clone()));
+ armBones[i].material.color.copy(jointColor);
+ armMesh.add(armBones[i]);
+ }
+ armBones[0].position.set(-boneXOffset, halfArmLength, 0);
+ armBones[1].position.set(boneXOffset, halfArmLength, 0);
+ armBones[2].position.set(boneXOffset, -halfArmLength, 0);
+ armBones[3].position.set(-boneXOffset, -halfArmLength, 0);
+ }
+ armMesh.position.fromArray(hand.arm.center());
+ armMesh.setRotationFromMatrix((new THREE.Matrix4).fromArray(hand.arm.matrix()));
+ return armMesh.quaternion.multiply(baseBoneRotation);
+ }
+ };
+
+ boneHandLost = function(hand) {
+ var armMesh;
+ hand.fingers.forEach(function(finger) {
+ var boneMeshes, jointMeshes;
+ boneMeshes = finger.data("boneMeshes");
+ jointMeshes = finger.data("jointMeshes");
+ if (!boneMeshes) {
+ return;
+ }
+ boneMeshes.forEach(function(mesh) {
+ return scope.scene.remove(mesh);
+ });
+ jointMeshes.forEach(function(mesh) {
+ return scope.scene.remove(mesh);
+ });
+ finger.data({
+ boneMeshes: null
+ });
+ return finger.data({
+ jointMeshes: null
+ });
+ });
+ if (scope.arm) {
+ armMesh = hand.data('armMesh');
+ scope.scene.remove(armMesh);
+ return hand.data('armMesh', null);
+ }
+ };
+
+ Leap.plugin('boneHand', function(options) {
+ if (options == null) {
+ options = {};
+ }
+ scope = options;
+ scope.boneScale && (boneScale = scope.boneScale);
+ scope.jointScale && (jointScale = scope.jointScale);
+ scope.boneColor && (boneColor = scope.boneColor);
+ scope.jointColor && (jointColor = scope.jointColor);
+ this.use('handEntry');
+ this.use('handHold');
+ if (scope.scene === void 0) {
+ console.assert(scope.targetEl);
+ initScene(scope.targetEl);
+ }
+ this.on('handLost', boneHandLost);
+ return {
+ hand: boneHand
+ };
+ });
+
+}).call(this);
+
+//CoffeeScript generated from main/hand-entry/leap.hand-entry.coffee
+/*
+Emits controller events when a hand enters of leaves the frame
+"handLost" and "handFound"
+Each event also includes the hand object, which will be invalid for the handLost event.
+*/
+
+
+(function() {
+ var handEntry;
+
+ handEntry = function() {
+ var activeHandIds;
+ activeHandIds = [];
+ if (Leap.version.major === 0 && Leap.version.minor < 5) {
+ console.warn("The hand entry plugin requires LeapJS 0.5.0 or newer.");
+ }
+ this.on("deviceStopped", function() {
+ for (var i = 0, len = activeHandIds.length; i < len; i++){
+ id = activeHandIds[i];
+ activeHandIds.splice(i, 1);
+ // this gets executed before the current frame is added to the history.
+ this.emit('handLost', this.lastConnectionFrame.hand(id))
+ i--;
+ len--;
+ };
+ });
+ return {
+ frame: function(frame) {
+ var id, newValidHandIds, _i, _len, _results;
+ newValidHandIds = frame.hands.map(function(hand) {
+ return hand.id;
+ });
+ for (var i = 0, len = activeHandIds.length; i < len; i++){
+ id = activeHandIds[i];
+ if( newValidHandIds.indexOf(id) == -1){
+ activeHandIds.splice(i, 1);
+ // this gets executed before the current frame is added to the history.
+ this.emit('handLost', this.frame(1).hand(id));
+ i--;
+ len--;
+ }
+ };
+ _results = [];
+ for (_i = 0, _len = newValidHandIds.length; _i < _len; _i++) {
+ id = newValidHandIds[_i];
+ if (activeHandIds.indexOf(id) === -1) {
+ activeHandIds.push(id);
+ _results.push(this.emit('handFound', frame.hand(id)));
+ } else {
+ _results.push(void 0);
+ }
+ }
+ return _results;
+ }
+ };
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('handEntry', handEntry);
+ } else if (typeof module !== 'undefined') {
+ module.exports.handEntry = handEntry;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+
+//CoffeeScript generated from main/hand-hold/leap.hand-hold.coffee
+(function() {
+ var handHold;
+
+ handHold = function() {
+ var dataFn, interFrameData;
+ interFrameData = {};
+ dataFn = function(prefix, hashOrKey, value) {
+ var dict, key, _name, _results;
+ interFrameData[_name = prefix + this.id] || (interFrameData[_name] = []);
+ dict = interFrameData[prefix + this.id];
+ if (value !== void 0) {
+ return dict[hashOrKey] = value;
+ } else if ({}.toString.call(hashOrKey) === '[object String]') {
+ return dict[hashOrKey];
+ } else {
+ _results = [];
+ for (key in hashOrKey) {
+ value = hashOrKey[key];
+ if (value === void 0) {
+ _results.push(delete dict[key]);
+ } else {
+ _results.push(dict[key] = value);
+ }
+ }
+ return _results;
+ }
+ };
+ return {
+ hand: {
+ data: function(hashOrKey, value) {
+ return dataFn.call(this, 'h', hashOrKey, value);
+ },
+ hold: function(object) {
+ if (object) {
+ return this.data({
+ holding: object
+ });
+ } else {
+ return this.hold(this.hovering());
+ }
+ },
+ holding: function() {
+ return this.data('holding');
+ },
+ release: function() {
+ var release;
+ release = this.data('holding');
+ this.data({
+ holding: void 0
+ });
+ return release;
+ },
+ hoverFn: function(getHover) {
+ return this.data({
+ getHover: getHover
+ });
+ },
+ hovering: function() {
+ var getHover;
+ if (getHover = this.data('getHover')) {
+ return this._hovering || (this._hovering = getHover.call(this));
+ }
+ }
+ },
+ pointable: {
+ data: function(hashOrKey, value) {
+ return dataFn.call(this, 'p', hashOrKey, value);
+ }
+ }
+ };
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('handHold', handHold);
+ } else if (typeof module !== 'undefined') {
+ module.exports.handHold = handHold;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+
+
+
+
+
+
+/*
+ * LeapJS Playback - v0.2.1 - 2014-05-14
+ * http://github.com/leapmotion/leapjs-playback/
+ *
+ * Copyright 2014 LeapMotion, Inc
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+;(function( window, undefined ){
+ 'use strict';
+ // see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Functions_and_function_scope/Strict_mode
+
+// Copyright (c) 2013 Pieroxy
+// This work is free. You can redistribute it and/or modify it
+// under the terms of the WTFPL, Version 2
+// For more information see LICENSE.txt or http://www.wtfpl.net/
+//
+// For more information, the home page:
+// http://pieroxy.net/blog/pages/lz-string/testing.html
+//
+// LZ-based compression algorithm, version 1.3.3
+var LZString = {
+
+
+ // private property
+ _keyStr : "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=",
+ _f : String.fromCharCode,
+
+ compressToBase64 : function (input) {
+ if (input == null) return "";
+ var output = "";
+ var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
+ var i = 0;
+
+ input = LZString.compress(input);
+
+ while (i < input.length*2) {
+
+ if (i%2==0) {
+ chr1 = input.charCodeAt(i/2) >> 8;
+ chr2 = input.charCodeAt(i/2) & 255;
+ if (i/2+1 < input.length)
+ chr3 = input.charCodeAt(i/2+1) >> 8;
+ else
+ chr3 = NaN;
+ } else {
+ chr1 = input.charCodeAt((i-1)/2) & 255;
+ if ((i+1)/2 < input.length) {
+ chr2 = input.charCodeAt((i+1)/2) >> 8;
+ chr3 = input.charCodeAt((i+1)/2) & 255;
+ } else
+ chr2=chr3=NaN;
+ }
+ i+=3;
+
+ enc1 = chr1 >> 2;
+ enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
+ enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
+ enc4 = chr3 & 63;
+
+ if (isNaN(chr2)) {
+ enc3 = enc4 = 64;
+ } else if (isNaN(chr3)) {
+ enc4 = 64;
+ }
+
+ output = output +
+ LZString._keyStr.charAt(enc1) + LZString._keyStr.charAt(enc2) +
+ LZString._keyStr.charAt(enc3) + LZString._keyStr.charAt(enc4);
+
+ }
+
+ return output;
+ },
+
+ decompressFromBase64 : function (input) {
+ if (input == null) return "";
+ var output = "",
+ ol = 0,
+ output_,
+ chr1, chr2, chr3,
+ enc1, enc2, enc3, enc4,
+ i = 0, f=LZString._f;
+
+ input = input.replace(/[^A-Za-z0-9\+\/\=]/g, "");
+
+ while (i < input.length) {
+
+ enc1 = LZString._keyStr.indexOf(input.charAt(i++));
+ enc2 = LZString._keyStr.indexOf(input.charAt(i++));
+ enc3 = LZString._keyStr.indexOf(input.charAt(i++));
+ enc4 = LZString._keyStr.indexOf(input.charAt(i++));
+
+ chr1 = (enc1 << 2) | (enc2 >> 4);
+ chr2 = ((enc2 & 15) << 4) | (enc3 >> 2);
+ chr3 = ((enc3 & 3) << 6) | enc4;
+
+ if (ol%2==0) {
+ output_ = chr1 << 8;
+
+ if (enc3 != 64) {
+ output += f(output_ | chr2);
+ }
+ if (enc4 != 64) {
+ output_ = chr3 << 8;
+ }
+ } else {
+ output = output + f(output_ | chr1);
+
+ if (enc3 != 64) {
+ output_ = chr2 << 8;
+ }
+ if (enc4 != 64) {
+ output += f(output_ | chr3);
+ }
+ }
+ ol+=3;
+ }
+
+ return LZString.decompress(output);
+
+ },
+
+ compressToUTF16 : function (input) {
+ if (input == null) return "";
+ var output = "",
+ i,c,
+ current,
+ status = 0,
+ f = LZString._f;
+
+ input = LZString.compress(input);
+
+ for (i=0 ; i> 1)+32);
+ current = (c & 1) << 14;
+ break;
+ case 1:
+ output += f((current + (c >> 2))+32);
+ current = (c & 3) << 13;
+ break;
+ case 2:
+ output += f((current + (c >> 3))+32);
+ current = (c & 7) << 12;
+ break;
+ case 3:
+ output += f((current + (c >> 4))+32);
+ current = (c & 15) << 11;
+ break;
+ case 4:
+ output += f((current + (c >> 5))+32);
+ current = (c & 31) << 10;
+ break;
+ case 5:
+ output += f((current + (c >> 6))+32);
+ current = (c & 63) << 9;
+ break;
+ case 6:
+ output += f((current + (c >> 7))+32);
+ current = (c & 127) << 8;
+ break;
+ case 7:
+ output += f((current + (c >> 8))+32);
+ current = (c & 255) << 7;
+ break;
+ case 8:
+ output += f((current + (c >> 9))+32);
+ current = (c & 511) << 6;
+ break;
+ case 9:
+ output += f((current + (c >> 10))+32);
+ current = (c & 1023) << 5;
+ break;
+ case 10:
+ output += f((current + (c >> 11))+32);
+ current = (c & 2047) << 4;
+ break;
+ case 11:
+ output += f((current + (c >> 12))+32);
+ current = (c & 4095) << 3;
+ break;
+ case 12:
+ output += f((current + (c >> 13))+32);
+ current = (c & 8191) << 2;
+ break;
+ case 13:
+ output += f((current + (c >> 14))+32);
+ current = (c & 16383) << 1;
+ break;
+ case 14:
+ output += f((current + (c >> 15))+32, (c & 32767)+32);
+ status = 0;
+ break;
+ }
+ }
+
+ return output + f(current + 32);
+ },
+
+
+ decompressFromUTF16 : function (input) {
+ if (input == null) return "";
+ var output = "",
+ current,c,
+ status=0,
+ i = 0,
+ f = LZString._f;
+
+ while (i < input.length) {
+ c = input.charCodeAt(i) - 32;
+
+ switch (status++) {
+ case 0:
+ current = c << 1;
+ break;
+ case 1:
+ output += f(current | (c >> 14));
+ current = (c&16383) << 2;
+ break;
+ case 2:
+ output += f(current | (c >> 13));
+ current = (c&8191) << 3;
+ break;
+ case 3:
+ output += f(current | (c >> 12));
+ current = (c&4095) << 4;
+ break;
+ case 4:
+ output += f(current | (c >> 11));
+ current = (c&2047) << 5;
+ break;
+ case 5:
+ output += f(current | (c >> 10));
+ current = (c&1023) << 6;
+ break;
+ case 6:
+ output += f(current | (c >> 9));
+ current = (c&511) << 7;
+ break;
+ case 7:
+ output += f(current | (c >> 8));
+ current = (c&255) << 8;
+ break;
+ case 8:
+ output += f(current | (c >> 7));
+ current = (c&127) << 9;
+ break;
+ case 9:
+ output += f(current | (c >> 6));
+ current = (c&63) << 10;
+ break;
+ case 10:
+ output += f(current | (c >> 5));
+ current = (c&31) << 11;
+ break;
+ case 11:
+ output += f(current | (c >> 4));
+ current = (c&15) << 12;
+ break;
+ case 12:
+ output += f(current | (c >> 3));
+ current = (c&7) << 13;
+ break;
+ case 13:
+ output += f(current | (c >> 2));
+ current = (c&3) << 14;
+ break;
+ case 14:
+ output += f(current | (c >> 1));
+ current = (c&1) << 15;
+ break;
+ case 15:
+ output += f(current | c);
+ status=0;
+ break;
+ }
+
+
+ i++;
+ }
+
+ return LZString.decompress(output);
+ //return output;
+
+ },
+
+
+
+ compress: function (uncompressed) {
+ if (uncompressed == null) return "";
+ var i, value,
+ context_dictionary= {},
+ context_dictionaryToCreate= {},
+ context_c="",
+ context_wc="",
+ context_w="",
+ context_enlargeIn= 2, // Compensate for the first entry which should not count
+ context_dictSize= 3,
+ context_numBits= 2,
+ context_data_string="",
+ context_data_val=0,
+ context_data_position=0,
+ ii,
+ f=LZString._f;
+
+ for (ii = 0; ii < uncompressed.length; ii += 1) {
+ context_c = uncompressed.charAt(ii);
+ if (!Object.prototype.hasOwnProperty.call(context_dictionary,context_c)) {
+ context_dictionary[context_c] = context_dictSize++;
+ context_dictionaryToCreate[context_c] = true;
+ }
+
+ context_wc = context_w + context_c;
+ if (Object.prototype.hasOwnProperty.call(context_dictionary,context_wc)) {
+ context_w = context_wc;
+ } else {
+ if (Object.prototype.hasOwnProperty.call(context_dictionaryToCreate,context_w)) {
+ if (context_w.charCodeAt(0)<256) {
+ for (i=0 ; i> 1;
+ }
+ } else {
+ value = 1;
+ for (i=0 ; i> 1;
+ }
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ delete context_dictionaryToCreate[context_w];
+ } else {
+ value = context_dictionary[context_w];
+ for (i=0 ; i> 1;
+ }
+
+
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ // Add wc to the dictionary.
+ context_dictionary[context_wc] = context_dictSize++;
+ context_w = String(context_c);
+ }
+ }
+
+ // Output the code for w.
+ if (context_w !== "") {
+ if (Object.prototype.hasOwnProperty.call(context_dictionaryToCreate,context_w)) {
+ if (context_w.charCodeAt(0)<256) {
+ for (i=0 ; i> 1;
+ }
+ } else {
+ value = 1;
+ for (i=0 ; i> 1;
+ }
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ delete context_dictionaryToCreate[context_w];
+ } else {
+ value = context_dictionary[context_w];
+ for (i=0 ; i> 1;
+ }
+
+
+ }
+ context_enlargeIn--;
+ if (context_enlargeIn == 0) {
+ context_enlargeIn = Math.pow(2, context_numBits);
+ context_numBits++;
+ }
+ }
+
+ // Mark the end of the stream
+ value = 2;
+ for (i=0 ; i> 1;
+ }
+
+ // Flush the last char
+ while (true) {
+ context_data_val = (context_data_val << 1);
+ if (context_data_position == 15) {
+ context_data_string += f(context_data_val);
+ break;
+ }
+ else context_data_position++;
+ }
+ return context_data_string;
+ },
+
+ decompress: function (compressed) {
+ if (compressed == null) return "";
+ if (compressed == "") return null;
+ var dictionary = [],
+ next,
+ enlargeIn = 4,
+ dictSize = 4,
+ numBits = 3,
+ entry = "",
+ result = "",
+ i,
+ w,
+ bits, resb, maxpower, power,
+ c,
+ f = LZString._f,
+ data = {string:compressed, val:compressed.charCodeAt(0), position:32768, index:1};
+
+ for (i = 0; i < 3; i += 1) {
+ dictionary[i] = i;
+ }
+
+ bits = 0;
+ maxpower = Math.pow(2,2);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+
+ switch (next = bits) {
+ case 0:
+ bits = 0;
+ maxpower = Math.pow(2,8);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+ c = f(bits);
+ break;
+ case 1:
+ bits = 0;
+ maxpower = Math.pow(2,16);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+ c = f(bits);
+ break;
+ case 2:
+ return "";
+ }
+ dictionary[3] = c;
+ w = result = c;
+ while (true) {
+ if (data.index > data.string.length) {
+ return "";
+ }
+
+ bits = 0;
+ maxpower = Math.pow(2,numBits);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+
+ switch (c = bits) {
+ case 0:
+ bits = 0;
+ maxpower = Math.pow(2,8);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+
+ dictionary[dictSize++] = f(bits);
+ c = dictSize-1;
+ enlargeIn--;
+ break;
+ case 1:
+ bits = 0;
+ maxpower = Math.pow(2,16);
+ power=1;
+ while (power!=maxpower) {
+ resb = data.val & data.position;
+ data.position >>= 1;
+ if (data.position == 0) {
+ data.position = 32768;
+ data.val = data.string.charCodeAt(data.index++);
+ }
+ bits |= (resb>0 ? 1 : 0) * power;
+ power <<= 1;
+ }
+ dictionary[dictSize++] = f(bits);
+ c = dictSize-1;
+ enlargeIn--;
+ break;
+ case 2:
+ return result;
+ }
+
+ if (enlargeIn == 0) {
+ enlargeIn = Math.pow(2, numBits);
+ numBits++;
+ }
+
+ if (dictionary[c]) {
+ entry = dictionary[c];
+ } else {
+ if (c === dictSize) {
+ entry = w + w.charAt(0);
+ } else {
+ return null;
+ }
+ }
+ result += entry;
+
+ // Add w+entry[0] to the dictionary.
+ dictionary[dictSize++] = w + entry.charAt(0);
+ enlargeIn--;
+
+ w = entry;
+
+ if (enlargeIn == 0) {
+ enlargeIn = Math.pow(2, numBits);
+ numBits++;
+ }
+
+ }
+ }
+};
+
+if( typeof module !== 'undefined' && module != null ) {
+ module.exports = LZString
+}
+
+// https://gist.github.com/paulirish/5438650
+
+// relies on Date.now() which has been supported everywhere modern for years.
+// as Safari 6 doesn't have support for NavigationTiming, we use a Date.now() timestamp for relative values
+
+// if you want values similar to what you'd get with real perf.now, place this towards the head of the page
+// but in reality, you're just getting the delta between now() calls, so it's not terribly important where it's placed
+
+
+(function(){
+
+ // prepare base perf object
+ if (typeof window.performance === 'undefined') {
+ window.performance = {};
+ }
+
+ if (!window.performance.now){
+
+ var nowOffset = Date.now();
+
+ if (performance.timing && performance.timing.navigationStart){
+ nowOffset = performance.timing.navigationStart
+ }
+
+
+ window.performance.now = function now(){
+ return Date.now() - nowOffset;
+ }
+
+ }
+
+})();
+function Recording (options){
+ this.options = options || (options = {});
+ this.loading = false;
+ this.timeBetweenLoops = options.timeBetweenLoops || 50;
+
+ // see https://github.com/leapmotion/leapjs/blob/master/Leap_JSON.rst
+ this.packingStructure = [
+ 'id',
+ 'timestamp',
+ // this should be replace/upgraded with a whitelist instead of a blacklist.
+ // leaving out r,s,y, and gestures
+ {hands: [[
+ 'id',
+ 'type',
+ 'direction',
+ 'palmNormal',
+ 'palmPosition',
+ 'palmVelocity',
+ 'stabilizedPalmPosition',
+ 'pinchStrength',
+ 'grabStrength',
+ 'confidence'
+ // leaving out r, s, t, sphereCenter, sphereRadius
+ ]]},
+ {pointables: [[
+ 'id',
+ 'direction',
+ 'handId',
+ 'length',
+ 'stabilizedTipPosition',
+ 'tipPosition',
+ 'tipVelocity',
+ 'tool',
+ 'carpPosition',
+ 'mcpPosition',
+ 'pipPosition',
+ 'dipPosition',
+ 'btipPosition',
+ 'bases',
+ 'type'
+ // leaving out touchDistance, touchZone
+ ]]},
+ {interactionBox: [
+ 'center', 'size'
+ ]}
+ ];
+
+ this.setFrames(options.frames || [])
+}
+
+
+Recording.prototype = {
+
+ setFrames: function (frames) {
+ this.frameData = frames;
+ this.frameIndex = 0;
+ this.frameCount = frames.length;
+ this.leftCropPosition = 0;
+ this.rightCropPosition = this.frameCount;
+ this.setMetaData();
+ },
+
+ addFrame: function(frameData){
+ this.frameData.push(frameData);
+ },
+
+ currentFrame: function () {
+ return this.frameData[this.frameIndex];
+ },
+
+ nextFrame: function () {
+ var frameIndex = this.frameIndex + 1;
+ // || 1 to prevent `mod 0` error when finishing recording before setFrames has been called.
+ frameIndex = frameIndex % (this.rightCropPosition || 1);
+ if ((frameIndex < this.leftCropPosition)) {
+ frameIndex = this.leftCropPosition;
+ }
+ return this.frameData[frameIndex];
+ },
+
+
+ advanceFrame: function () {
+ this.frameIndex++;
+
+ if (this.frameIndex >= this.rightCropPosition && !this.options.loop) {
+ this.frameIndex--;
+ // there is currently an issue where angular watching the right handle position
+ // will cause this to fire prematurely
+ // when switching to an earlier recording
+ return false
+ }
+
+
+ this.frameIndex = this.frameIndex % (this.rightCropPosition || 1);
+
+ if ((this.frameIndex < this.leftCropPosition)) {
+ this.frameIndex = this.leftCropPosition;
+ }
+
+ return true
+ },
+
+ // resets to beginning if at end
+ readyPlay: function(){
+ this.frameIndex++;
+ if (this.frameIndex >= this.rightCropPosition) {
+ this.frameIndex = this.frameIndex % (this.rightCropPosition || 1);
+
+ if ((this.frameIndex < this.leftCropPosition)) {
+ this.frameIndex = this.leftCropPosition;
+ }
+ }else{
+ this.frameIndex--;
+ }
+ },
+
+ cloneCurrentFrame: function(){
+ return JSON.parse(JSON.stringify(this.currentFrame()));
+ },
+
+
+ // this method would be well-moved to its own object/class -.-
+ // for every point, lerp as appropriate
+ // note: currently hand and finger props are hard coded, but things like stabilizedPalmPosition should be optional
+ // should have this be set from the packingStructure or some such, but only for vec3s.
+ createLerpFrameData: function(t){
+ // http://stackoverflow.com/a/5344074/478354
+ var currentFrame = this.currentFrame(),
+ nextFrame = this.nextFrame(),
+ handProps = ['palmPosition', 'stabilizedPalmPosition', 'sphereCenter', 'direction', 'palmNormal', 'palmVelocity'],
+ fingerProps = ['mcpPosition', 'pipPosition', 'dipPosition', 'tipPosition', 'direction'],
+ frameData = this.cloneCurrentFrame(),
+ numHands = frameData.hands.length,
+ numPointables = frameData.pointables.length,
+ len1 = handProps.length,
+ len2 = fingerProps.length,
+ prop, hand, pointable;
+
+ for (var i = 0; i < numHands; i++){
+ hand = frameData.hands[i];
+
+ for (var j = 0; j < len1; j++){
+ prop = handProps[j];
+
+ if (!currentFrame.hands[i][prop]){
+ continue;
+ }
+
+ if (!nextFrame.hands[i]){
+ continue;
+ }
+
+ Leap.vec3.lerp(
+ hand[prop],
+ currentFrame.hands[i][prop],
+ nextFrame.hands[i][prop],
+ t
+ );
+
+ console.assert(hand[prop]);
+ }
+
+ }
+
+ for ( i = 0; i < numPointables; i++){
+ pointable = frameData.pointables[i];
+
+ for ( j = 0; j < len2; j++){
+ prop = fingerProps[j];
+
+ if (!currentFrame.pointables[i][prop]){
+ continue;
+ }
+
+ if (!nextFrame.hands[i]){
+ continue;
+ }
+
+ Leap.vec3.lerp(
+ pointable[prop],
+ currentFrame.pointables[i][prop],
+ nextFrame.pointables[i][prop],
+ 0
+ );
+// console.assert(t >= 0 && t <= 1);
+// if (t > 0) debugger;
+
+ }
+
+ }
+
+ return frameData;
+ },
+
+ // returns ms
+ timeToNextFrame: function () {
+ var elapsedTime = (this.nextFrame().timestamp - this.currentFrame().timestamp) / 1000;
+ if (elapsedTime < 0) {
+ elapsedTime = this.timeBetweenLoops; //arbitrary pause at slightly less than 30 fps.
+ }
+ console.assert(!isNaN(elapsedTime));
+ return elapsedTime;
+ },
+
+
+ blank: function(){
+ return this.frameData.length === 0;
+ },
+
+ // sets the crop-point of the current recording to the current position.
+ leftCrop: function () {
+ this.leftCropPosition = this.frameIndex
+ },
+
+ // sets the crop-point of the current recording to the current position.
+ rightCrop: function () {
+ this.rightCropPosition = this.frameIndex
+ },
+
+ // removes every other frame from the array
+ // Accepts an optional `factor` integer, which is the number of frames
+ // discarded for every frame kept.
+ cullFrames: function (factor) {
+ console.log('cull frames', factor);
+ factor || (factor = 1);
+ for (var i = 0; i < this.frameData.length; i++) {
+ this.frameData.splice(i, factor);
+ }
+ this.setMetaData();
+ },
+
+ // Returns the average frames per second of the recording
+ frameRate: function () {
+ if (this.frameData.length == 0) {
+ return 0
+ }
+ return this.frameData.length / (this.frameData[this.frameData.length - 1].timestamp - this.frameData[0].timestamp) * 1000000;
+ },
+
+ // returns frames without any circular references
+ croppedFrameData: function () {
+ return this.frameData.slice(this.leftCropPosition, this.rightCropPosition);
+ },
+
+
+ setMetaData: function () {
+
+ var newMetaData = {
+ formatVersion: 2,
+ generatedBy: 'LeapJS Playback 0.2.0',
+ frames: this.rightCropPosition - this.leftCropPosition,
+ protocolVersion: this.options.requestProtocolVersion,
+ serviceVersion: this.options.serviceVersion,
+ frameRate: this.frameRate().toPrecision(2),
+ modified: (new Date).toString()
+ };
+
+ this.metadata || (this.metadata = {});
+
+ for (var key in newMetaData) {
+ this.metadata[key] = newMetaData[key];
+ }
+ },
+
+ // returns an array
+ // the first item is the keys of the following items
+ // nested arrays are expected to have idententical siblings
+ packedFrameData: function(){
+ var frameData = this.croppedFrameData(),
+ packedFrames = [],
+ frameDatum;
+
+ packedFrames.push(this.packingStructure);
+
+ for (var i = 0, len = frameData.length; i < len; i++){
+ frameDatum = frameData[i];
+
+ packedFrames.push(
+ this.packArray(
+ this.packingStructure,
+ frameDatum
+ )
+ );
+
+ }
+
+ return packedFrames;
+ },
+
+ // recursive method
+ // creates a structure of frame data matching packing structure
+ // there may be an issue here where hands/pointables are wrapped in one more array than necessary
+ packArray: function(structure, data){
+ var out = [], nameOrHash;
+
+ for (var i = 0, len1 = structure.length; i < len1; i++){
+
+ // e.g., nameOrHash is either 'id' or {hand: [...]}
+ nameOrHash = structure[i];
+
+ if ( typeof nameOrHash === 'string'){
+
+ out.push(
+ data[nameOrHash]
+ );
+
+ }else if (Object.prototype.toString.call(nameOrHash) == "[object Array]") {
+ // nested array, such as hands or fingers
+
+ for (var j = 0, len2 = data.length; j < len2; j++){
+ out.push(
+ this.packArray(
+ nameOrHash,
+ data[j]
+ )
+ );
+ }
+
+ } else { // key-value (nested object) such as interactionBox
+
+ console.assert(nameOrHash);
+
+ for (var key in nameOrHash) break;
+
+ console.assert(key);
+ console.assert(nameOrHash[key]);
+ console.assert(data[key]);
+
+ out.push(this.packArray(
+ nameOrHash[key],
+ data[key]
+ ));
+
+ }
+
+ }
+
+ return out;
+ },
+
+ // expects the first array element to describe the following arrays
+ // this algorithm copies frames to a new array
+ // could there be merit in something which would do an in-place substitution?
+ unPackFrameData: function(packedFrames){
+ var packingStructure = packedFrames[0];
+ var frameData = [],
+ frameDatum;
+
+ for (var i = 1, len = packedFrames.length; i < len; i++) {
+ frameDatum = packedFrames[i];
+ frameData.push(
+ this.unPackArray(
+ packingStructure,
+ frameDatum
+ )
+ );
+
+ }
+
+ return frameData;
+ },
+
+ // data is a frame or subset of frame
+ // returns a frame object
+ // this is the structure of the array
+ // gets unfolded to key-value pairs
+ // e.g.:
+ // this.packingStructure = [
+ // 'id',
+ // 'timestamp',
+ // {hands: [[
+ // 'id',
+ // 'direction',
+ // 'palmNormal',
+ // 'palmPosition',
+ // 'palmVelocity'
+ // ]]},
+ // {pointables: [[
+ // 'direction',
+ // 'handId',
+ // 'length',
+ // 'stabilizedTipPosition',
+ // 'tipPosition',
+ // 'tipVelocity',
+ // 'tool'
+ // ]]},
+ // {interactionBox: [
+ // 'center', 'size'
+ // ]}
+ // ];
+ unPackArray: function(structure, data){
+ var out = {}, nameOrHash;
+
+ for (var i = 0, len1 = structure.length; i < len1; i++){
+
+ // e.g., nameOrHash is either 'id' or {hand: [...]}
+ nameOrHash = structure[i];
+
+ if ( typeof nameOrHash === 'string'){
+
+ out[nameOrHash] = data[i];
+
+ }else if (Object.prototype.toString.call(nameOrHash) == "[object Array]") {
+ // nested array, such as hands or fingers
+ // nameOrHash ["id", "direction", "palmNormal", "palmPosition", "palmVelocity"]
+ // data [ [ 31, [vec3], [vec3], ...] ]
+
+ var subArray = [];
+
+ for (var j = 0, len2 = data.length; j < len2; j++){
+ subArray.push(
+ this.unPackArray(
+ nameOrHash,
+ data[j]
+ )
+ );
+ }
+ return subArray;
+
+ } else { // key-value (nested object) such as interactionBox
+
+ for (var key in nameOrHash) break;
+
+ out[key] = this.unPackArray(
+ nameOrHash[key],
+ data[i]
+ );
+
+ }
+
+ }
+
+ return out;
+ },
+
+ toHash: function () {
+ this.setMetaData();
+ return {
+ metadata: this.metadata,
+ frames: this.packedFrameData()
+ }
+ },
+
+ // Returns the cropped data as JSON or compressed
+ // http://pieroxy.net/blog/pages/lz-string/index.html
+ export: function (format) {
+ var json = JSON.stringify(this.toHash());
+
+ if (format == 'json') return json;
+
+ return LZString.compressToBase64(json);
+ },
+
+ save: function(format){
+ var filename;
+
+ filename = this.metadata.title ? this.metadata.title.replace(/\s/g, '') : 'leap-playback-recording';
+
+ if (this.metadata.frameRate) {
+ filename += "-" + (Math.round(this.metadata.frameRate)) + "fps";
+ }
+
+ if (format === 'json') {
+
+ saveAs(new Blob([this.export('json')], {
+ type: "text/JSON;charset=utf-8"
+ }), filename + ".json");
+
+ } else {
+
+ saveAs(new Blob([this.export('lz')], {
+ type: "application/x-gzip;charset=utf-8"
+ }), filename + ".json.lz");
+
+ }
+
+ },
+
+ decompress: function (data) {
+ return LZString.decompressFromBase64(data);
+ },
+
+ loaded: function(){
+ return !!(this.frameData && this.frameData.length)
+ },
+
+
+ // optional callback once frames are loaded, will have a context of player
+ loadFrameData: function (callback) {
+ var xhr = new XMLHttpRequest(),
+ url = this.url,
+ recording = this,
+ contentLength = 0;
+
+ xhr.onreadystatechange = function () {
+ if (xhr.readyState === xhr.DONE) {
+ if (xhr.status === 200 || xhr.status === 0) {
+ if (xhr.responseText) {
+
+ recording.finishLoad(xhr.responseText, callback);
+
+ } else {
+ console.error('Leap Playback: "' + url + '" seems to be unreachable or the file is empty.');
+ }
+ } else {
+ console.error('Leap Playback: Couldn\'t load "' + url + '" (' + xhr.status + ')');
+ }
+ }
+ };
+
+ xhr.addEventListener('progress', function(oEvent){
+
+ if ( recording.options.loadProgress ) {
+
+ if (oEvent.lengthComputable) {
+ var percentComplete = oEvent.loaded / oEvent.total;
+ recording.options.loadProgress( recording, percentComplete, oEvent );
+ }
+
+ }
+
+ });
+
+ this.loading = true;
+
+ xhr.open("GET", url, true);
+ xhr.send(null);
+ },
+
+ finishLoad: function(responseData, callback){
+
+ var url = this.url;
+
+ if (url.split('.')[url.split('.').length - 1] == 'lz') {
+ responseData = this.decompress(responseData);
+ }
+
+ responseData = JSON.parse(responseData);
+
+ if (responseData.metadata.formatVersion == 2) {
+ responseData.frames = this.unPackFrameData(responseData.frames);
+ }
+
+ this.metadata = responseData.metadata;
+
+ console.log('Recording loaded:', this.metadata);
+
+ this.loading = false;
+
+ if (callback) {
+ callback.call(this, responseData.frames);
+ }
+
+ }
+
+};
+(function () {
+ var CONNECT_LEAP_ICON = '
';
+ var MOVE_HAND_OVER_LEAP_ICON = '
';
+
+
+ function Player(controller, options) {
+ var player = this;
+ options || (options = {});
+
+// this.frameData = [];
+
+ this.options = options;
+ this.recording = options.recording;
+
+ this.controller = controller;
+ this.resetTimers();
+ this.setupLoops();
+ this.controller.connection.on('ready', function () {
+ player.setupProtocols();
+ });
+
+ this.userHasControl = false;
+
+
+ if (options.recording) {
+ if (Object.prototype.toString.call(options.recording) == '[object String]') {
+ options.recording = {
+ url: options.recording
+ }
+ }
+ this.setRecording(options.recording);
+ }
+
+ document.addEventListener("DOMContentLoaded", function(event) {
+ document.body.addEventListener('keydown', function (e) {
+ if (e.which === player.options.pauseHotkey) {
+ player.toggle();
+ }
+ }, false);
+ });
+
+ }
+
+ Player.prototype = {
+ resetTimers: function (){
+ this.timeSinceLastFrame = 0;
+ this.lastFrameTime = null;
+ },
+
+ setupLoops: function () {
+ var player = this;
+
+ // Loop with explicit frame timing
+ this.stepFrameLoop = function (timestamp) {
+ if (player.state != 'playing') return;
+
+ player.sendFrameAt(timestamp || performance.now());
+
+ requestAnimationFrame(player.stepFrameLoop);
+ };
+
+
+ },
+
+ // This is how we intercept frame data early
+ // By hooking in before Frame creation, we get data exactly as the frame sends it.
+ setupProtocols: function () {
+ var player = this;
+ // This is the original normal protocol, used while in record mode but not recording.
+ this.stopProtocol = this.controller.connection.protocol;
+
+ // This consumes all frame data, making the device act as if not streaming
+ this.playbackProtocol = function (data) {
+ // The old protocol still needs to emit events, so we use it, but intercept Frames
+ var eventOrFrame = player.stopProtocol(data);
+ if (eventOrFrame instanceof Leap.Frame) {
+
+ if (player.pauseOnHand) {
+ if (data.hands.length > 0) {
+ player.userHasControl = true;
+ player.controller.emit('playback.userTakeControl');
+ player.setGraphic();
+ player.idle();
+ } else if (data.hands.length == 0) {
+ if (player.userHasControl && player.resumeOnHandLost) {
+ player.userHasControl = false;
+ player.controller.emit('playback.userReleaseControl');
+ player.setGraphic('wave');
+ }
+
+ }
+ }
+
+ // prevent the actual frame from getting through
+ return {type: 'playback'}
+ } else {
+ return eventOrFrame;
+ }
+ };
+
+ // This pushes frame data, and watches for hands to auto change state.
+ // Returns the eventOrFrame without modifying it.
+ this.recordProtocol = function (data) {
+ var eventOrFrame = player.stopProtocol(data);
+ if (eventOrFrame instanceof Leap.Frame) {
+ player.recordFrameHandler(data);
+ }
+ return eventOrFrame;
+ };
+
+ // Copy methods/properties from the default protocol over
+ for (var property in this.stopProtocol) {
+ if (this.stopProtocol.hasOwnProperty(property)) {
+ this.playbackProtocol[property] = this.stopProtocol[property]
+ this.recordProtocol[property] = this.stopProtocol[property]
+ }
+ }
+
+ // todo: this is messy. Should cover all cases, not just active playback!
+ if (this.state == 'playing') {
+ this.controller.connection.protocol = this.playbackProtocol
+ }
+ },
+
+
+
+ // Adds playback = true to artificial frames
+ sendFrameAt: function (now) {
+
+ if (this.lastFrameTime){
+ // chrome bug, see: https://code.google.com/p/chromium/issues/detail?id=268213
+ // http://jsfiddle.net/pehrlich/35pTx/
+ // console.assert(this.lastFrameTime < now);
+ if (now < this.lastFrameTime){
+ // this fix will cause an extra animation frame before the lerp frame advances. no big.
+ this.lastFrameTime = now;
+ }else{
+ this.timeSinceLastFrame += (now - this.lastFrameTime);
+ }
+ }
+
+ this.lastFrameTime = now;
+
+ console.assert(!isNaN(this.timeSinceLastFrame));
+
+
+ var timeToNextFrame;
+
+ // handle frame dropping, etc
+ while ( this.timeSinceLastFrame > ( timeToNextFrame = this.recording.timeToNextFrame() ) ){
+ this.timeSinceLastFrame -= timeToNextFrame;
+ if (!this.recording.advanceFrame()){
+ this.pause();
+ this.controller.emit('playback.playbackFinished', this);
+ return
+ }
+ }
+
+ this.sendFrame(
+ this.recording.createLerpFrameData(this.timeSinceLastFrame / timeToNextFrame)
+ );
+
+ },
+
+ sendFrame: function(frameData){
+ if (!frameData) throw "Frame data not provided";
+
+ var frame = new Leap.Frame(frameData);
+
+ // send a deviceFrame to the controller:
+ // this frame gets picked up by the controllers own animation loop.
+
+ this.controller.processFrame(frame);
+ return true
+ },
+
+ sendImmediateFrame: function(frameData){
+ if (!frameData) throw "Frame data not provided";
+
+ var frame = new Leap.Frame(frameData);
+
+ // sends an animation frame to the controller
+
+ this.controller.processFinishedFrame(frame);
+ return true
+ },
+
+ setFrameIndex: function (frameIndex) {
+ if (frameIndex != this.recording.frameIndex) {
+ this.recording.frameIndex = frameIndex % this.recording.frameCount;
+ this.sendFrame(this.recording.currentFrame());
+ }
+ },
+
+
+ // used after record
+ stop: function () {
+ this.idle();
+
+ delete this.recording;
+
+ this.recording = new Recording({
+ timeBetweenLoops: this.options.timeBetweenLoops,
+ loop: this.options.loop,
+ requestProtocolVersion: this.controller.connection.opts.requestProtocolVersion,
+ serviceVersion: this.controller.connection.protocol.serviceVersion
+ });
+
+ this.controller.emit('playback.stop', this);
+ },
+
+ // used after play
+ pause: function () {
+ // todo: we should change this idle state to paused or leave it as playback with a pause flag
+ // state should correspond always to protocol handler (through a setter)?
+ this.state = 'idle';
+ this.hideOverlay();
+ this.controller.emit('playback.pause', this);
+ },
+
+ idle: function () {
+ this.state = 'idle';
+ this.controller.connection.protocol = this.stopProtocol;
+ },
+
+ toggle: function () {
+ if (this.state == 'idle') {
+ this.play();
+ } else if (this.state == 'playing') {
+ this.pause();
+ }
+ },
+
+ // switches to record mode, which will be begin capturing data when a hand enters the frame,
+ // and stop when a hand leaves
+ // Todo: replace frameData with a full fledged recording, including metadata.
+ record: function () {
+ this.clear();
+ this.stop();
+ this.state = 'recording';
+ this.controller.connection.protocol = this.recordProtocol;
+ this.setGraphic('connect');
+ this.controller.emit('playback.record', this)
+ },
+
+ // if there is existing frame data, sends a frame with nothing in it
+ clear: function () {
+ if (!this.recording || this.recording.blank()) return;
+ var finalFrame = this.recording.cloneCurrentFrame();
+ finalFrame.hands = [];
+ finalFrame.fingers = [];
+ finalFrame.pointables = [];
+ finalFrame.tools = [];
+ this.sendImmediateFrame(finalFrame);
+ },
+
+ recordPending: function () {
+ return this.state == 'recording' && this.recording.blank()
+ },
+
+ isRecording: function () {
+ return this.state == 'recording' && !this.recording.blank()
+ },
+
+ finishRecording: function () {
+ // change to the playbackHandler which suppresses frames:
+ this.controller.connection.protocol = this.playbackProtocol;
+ this.recording.setFrames(this.recording.frameData);
+ this.controller.emit('playback.recordingFinished', this)
+ },
+
+
+ loaded: function () {
+ return this.recording.loaded();
+ },
+
+ loading: function(){
+ return this.recording.loading;
+ },
+
+
+ /* Plays back the provided frame data
+ * Params {object|boolean}:
+ * - frames: previously recorded frame json
+ * - loop: whether or not to loop playback. Defaults to true.
+ */
+ play: function () {
+ if (this.state === 'playing') return;
+ if ( this.loading() || this.recording.blank() ) return;
+
+ this.state = 'playing';
+ this.controller.connection.protocol = this.playbackProtocol;
+
+ var player = this;
+
+ // prevent the normal controller response while playing
+ this.controller.connection.removeAllListeners('frame');
+ this.controller.connection.on('frame', function (frame) {
+ // resume play when hands are removed:
+ if (player.resumeOnHandLost && player.autoPlay && player.state == 'idle' && frame.hands.length == 0) {
+ player.play();
+ }
+
+ // The default LeapJS callback processes the frame, which is what we do now:
+ player.controller.processFrame(frame);
+ });
+
+ // Kick off
+ this.resetTimers();
+ this.recording.readyPlay();
+ this.stepFrameLoop();
+
+ this.controller.emit('playback.play', this);
+ },
+
+ // this method replaces connection.handleData when in record mode
+ // It accepts the raw connection data which is used to make a frame.
+ recordFrameHandler: function (frameData) {
+ // Would be better to check controller.streaming() in showOverlay, but that method doesn't exist, yet.
+ this.setGraphic('wave');
+ if (frameData.hands.length > 0) {
+ this.recording.addFrame(frameData);
+ this.hideOverlay();
+ } else if ( !this.recording.blank() ) {
+ this.finishRecording();
+ }
+ },
+
+
+ // Accepts a hash with any of
+ // URL, recording, metadata
+ // once loaded, the recording is immediately activated
+ setRecording: function (options) {
+ var player = this;
+
+ // otherwise, the animation loop may try and play non-existant frames:
+ this.pause();
+
+ // this is called on the context of the recording
+ var loadComplete = function (frames) {
+
+ this.setFrames(frames);
+
+ if (player.recording != this){
+ console.log('recordings changed during load');
+ return
+ }
+
+ if (player.autoPlay) {
+ player.play();
+ if (player.pauseOnHand && !player.controller.streaming() ) {
+ player.setGraphic('connect');
+ }
+ }
+
+ player.controller.emit('playback.recordingSet', this);
+ };
+
+ this.recording = options;
+
+ // Here we turn the existing argument in to a recording
+ // this allows frames to be added to the existing object via ajax
+ // saving ajax requests
+ if (!(options instanceof Recording)){
+
+ this.recording.__proto__ = Recording.prototype;
+ Recording.call(this.recording, {
+ timeBetweenLoops: this.options.timeBetweenLoops,
+ loop: this.options.loop,
+ loadProgress: function(recording, percentage, oEvent){
+ player.controller.emit('playback.ajax:progress', recording, percentage, oEvent);
+ }
+ });
+
+ }
+
+
+ if ( this.recording.loaded() ) {
+
+ loadComplete.call(this.recording, this.recording.frameData);
+
+ } else if (options.url) {
+
+ this.controller.emit('playback.ajax:begin', this, this.recording);
+
+ // called in the context of the recording
+ this.recording.loadFrameData(function(frames){
+ loadComplete.call(this, frames);
+ player.controller.emit('playback.ajax:complete', player, this);
+ });
+
+ }
+
+
+ return this;
+ },
+
+
+ hideOverlay: function () {
+ if (!this.overlay) return;
+ this.overlay.style.display = 'none';
+ },
+
+
+ // Accepts either "connect", "wave", or undefined.
+ setGraphic: function (graphicName) {
+ if (!this.overlay) return;
+ if (this.graphicName == graphicName) return;
+
+ this.graphicName = graphicName;
+ switch (graphicName) {
+ case 'connect':
+ this.overlay.style.display = 'block';
+ this.overlay.innerHTML = CONNECT_LEAP_ICON;
+ break;
+ case 'wave':
+ this.overlay.style.display = 'block';
+ this.overlay.innerHTML = MOVE_HAND_OVER_LEAP_ICON;
+ break;
+ case undefined:
+ this.overlay.innerHTML = '';
+ break;
+ }
+ }
+
+ };
+
+ // will only play back if device is disconnected
+ // Accepts options:
+ // - frames: [string] URL of .json frame data
+ // - autoPlay: [boolean true] Whether to turn on and off playback based off of connection state
+ // - overlay: [boolean or DOM element] Whether or not to show the overlay: "Connect your Leap Motion Controller"
+ // if a DOM element is passed, that will be shown/hidden instead of the default message.
+ // - pauseOnHand: [boolean true] Whether to stop playback when a hand is in field of view
+ // - resumeOnHandLost: [boolean true] Whether to resume playback after the hand leaves the frame
+ // - requiredProtocolVersion: clients connected with a lower protocol number will not be able to take control of the
+ // - timeBetweenLoops: [number, ms] delay between looping playback
+ // controller with their device. This option, if set, ovverrides autoPlay
+ // - pauseHotkey: [number or false, default: 32 (spacebar)] - keycode for pause, bound to body
+ var playback = function (scope) {
+ var controller = this;
+ var autoPlay = scope.autoPlay;
+ if (autoPlay === undefined) autoPlay = true;
+
+ var pauseOnHand = scope.pauseOnHand;
+ if (pauseOnHand === undefined) pauseOnHand = true;
+
+ var resumeOnHandLost = scope.resumeOnHandLost;
+ if (resumeOnHandLost === undefined) resumeOnHandLost = true;
+
+ var timeBetweenLoops = scope.timeBetweenLoops;
+ if (timeBetweenLoops === undefined) timeBetweenLoops = 50;
+
+ var requiredProtocolVersion = scope.requiredProtocolVersion;
+
+ var pauseHotkey = scope.pauseHotkey;
+ if (pauseHotkey === undefined) pauseHotkey = 32; // spacebar
+
+ var loop = scope.loop;
+ if (loop === undefined) loop = true;
+
+ var overlay = scope.overlay;
+ // A better fix would be to set an onload handler for this, rather than disable the overlay.
+ if (overlay === undefined && document.body) {
+ overlay = document.createElement('div');
+ document.body.appendChild(overlay);
+ overlay.style.width = '100%';
+ overlay.style.position = 'absolute';
+ overlay.style.top = '0';
+ overlay.style.left = '-' + window.getComputedStyle(document.body).getPropertyValue('margin');
+ overlay.style.padding = '10px';
+ overlay.style.textAlign = 'center';
+ overlay.style.fontSize = '18px';
+ overlay.style.opacity = '0.8';
+ overlay.style.display = 'none';
+ overlay.style.zIndex = '10';
+ overlay.id = 'connect-leap';
+ overlay.style.cursor = 'pointer';
+ overlay.addEventListener("click", function () {
+ this.style.display = 'none';
+ return false;
+ }, false);
+
+ }
+
+
+ scope.player = new Player(this, {
+ recording: scope.recording,
+ loop: loop,
+ pauseHotkey: pauseHotkey,
+ timeBetweenLoops: timeBetweenLoops
+ });
+
+ // By doing this, we allow player methods to be accessible on the scope
+ // this is the controller
+ scope.player.overlay = overlay;
+ scope.player.pauseOnHand = pauseOnHand;
+ scope.player.resumeOnHandLost = resumeOnHandLost;
+ scope.player.requiredProtocolVersion = requiredProtocolVersion;
+ scope.player.autoPlay = autoPlay;
+
+ var setupStreamingEvents = function () {
+ if (scope.player.pauseOnHand && controller.connection.opts.requestProtocolVersion < scope.requiredProtocolVersion) {
+ console.log('Protocol Version too old (' + controller.connection.opts.requestProtocolVersion + '), disabling device interaction.');
+ scope.player.pauseOnHand = false;
+ return
+ }
+
+ if (autoPlay) {
+ controller.on('streamingStarted', function () {
+ if (scope.player.state == 'recording') {
+ scope.player.pause();
+ scope.player.setGraphic('wave');
+ } else {
+ if (pauseOnHand) {
+ scope.player.setGraphic('wave');
+ } else {
+ scope.player.setGraphic();
+ }
+ }
+ });
+
+ controller.on('streamingStopped', function () {
+ scope.player.play();
+ });
+ }
+ controller.on('streamingStopped', function () {
+ scope.player.setGraphic('connect');
+ });
+ }
+
+ // ready happens before streamingStarted, allowing us to check the version before responding to streamingStart/Stop
+ // we can't call this any earlier, or protcol version won't be available
+ if (!!this.connection.connected) {
+ setupStreamingEvents()
+ } else {
+ this.on('ready', setupStreamingEvents)
+ }
+
+ return {}
+ }
+
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('playback', playback);
+ } else if (typeof module !== 'undefined') {
+ module.exports.playback = playback;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+}( window ));
+//CoffeeScript generated from main/screen-position/leap.screen-position.coffee
+/*
+Adds the "screenPosition" method by default to hands and pointables. This returns a vec3 (an array of length 3)
+with [x,y,z] screen coordinates indicating where the hand is, originating from the bottom left.
+This method can accept an optional vec3, allowing it to convert any arbitrary vec3 of coordinates.
+
+Custom positioning methods can be passed in, allowing different scaling techniques,
+e.g., http://msdn.microsoft.com/en-us/library/windows/hardware/gg463319.aspx (Pointer Ballistics)
+Here we scale based upon the interaction box and screen size:
+
+options:
+ scale, scaleX, and scaleY. They all default to 1.
+ verticalOffset: in pixels. This number is added to the returned Y value. Defaults to 0.
+
+
+
+controller.use 'screenPosition', {
+ method: (positionVec3)->
+ Arguments for Leap.vec3 are (out, a, b)
+ [
+ Leap.vec3.subtract(positionVec3, positionVec3, @frame.interactionBox.center)
+ Leap.vec3.divide(positionVec3, positionVec3, @frame.interactionBox.size)
+ Leap.vec3.multiply(positionVec3, positionVec3, [document.body.offsetWidth, document.body.offsetHeight, 0])
+ ]
+}
+More info on vec3 can be found, here: http://glmatrix.net/docs/2.2.0/symbols/vec3.html
+*/
+
+
+(function() {
+ var screenPosition;
+
+ screenPosition = function(options) {
+ var baseScale, baseVerticalOffset, position, positioningMethods;
+ if (options == null) {
+ options = {};
+ }
+ options.positioning || (options.positioning = 'absolute');
+ options.scale || (options.scale = 1);
+ options.scaleX || (options.scaleX = 1);
+ options.scaleY || (options.scaleY = 1);
+ options.scaleZ || (options.scaleZ = 1);
+ options.verticalOffset || (options.verticalOffset = 0);
+ baseScale = 6;
+ baseVerticalOffset = -100;
+ positioningMethods = {
+ absolute: function(positionVec3) {
+ return [(window.innerWidth / 2) + (positionVec3[0] * baseScale * options.scale * options.scaleX), window.innerHeight + baseVerticalOffset + options.verticalOffset - (positionVec3[1] * baseScale * options.scale * options.scaleY), positionVec3[2] * baseScale * options.scale * options.scaleZ];
+ }
+ };
+ position = function(vec3, memoize) {
+ var screenPositionVec3;
+ if (memoize == null) {
+ memoize = false;
+ }
+ screenPositionVec3 = typeof options.positioning === 'function' ? options.positioning.call(this, vec3) : positioningMethods[options.positioning].call(this, vec3);
+ if (memoize) {
+ this.screenPositionVec3 = screenPositionVec3;
+ }
+ return screenPositionVec3;
+ };
+ return {
+ hand: {
+ screenPosition: function(vec3) {
+ return position.call(this, vec3 || this.palmPosition, !vec3);
+ }
+ },
+ pointable: {
+ screenPosition: function(vec3) {
+ return position.call(this, vec3 || this.tipPosition, !vec3);
+ }
+ }
+ };
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('screenPosition', screenPosition);
+ } else if (typeof module !== 'undefined') {
+ module.exports.screenPosition = screenPosition;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
+
+//CoffeeScript generated from main/transform/leap.transform.coffee
+(function() {
+ var __slice = [].slice;
+
+ Leap.plugin('transform', function(scope) {
+ var noop, transformDirections, transformMat4Implicit0, transformPositions, transformWithMatrices, _directionTransform, _positionTransform;
+ if (scope == null) {
+ scope = {};
+ }
+ noop = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
+ _positionTransform = new THREE.Matrix4;
+ _directionTransform = new THREE.Matrix4;
+ scope.getDirectionTransform = function(hand) {
+ var matrix;
+ if (scope.transform) {
+ matrix = typeof scope.transform === 'function' ? scope.transform(hand) : scope.transform;
+ if (window['THREE'] && matrix instanceof THREE.Matrix4) {
+ return matrix.elements;
+ } else {
+ return matrix;
+ }
+ } else if (scope.position || scope.quaternion || scope.scale) {
+ _directionTransform.set.apply(_directionTransform, noop);
+ if (scope.quaternion) {
+ _directionTransform.makeRotationFromQuaternion(typeof scope.quaternion === 'function' ? scope.quaternion(hand) : scope.quaternion);
+ }
+ if (scope.position) {
+ _directionTransform.setPosition(typeof scope.position === 'function' ? scope.position(hand) : scope.position);
+ }
+ return _directionTransform.elements;
+ } else {
+ return noop;
+ }
+ };
+ scope.getPositionTransform = function(hand) {
+ var matrix;
+ if (scope.transform) {
+ matrix = typeof scope.transform === 'function' ? scope.transform(hand) : scope.transform;
+ if (window['THREE'] && matrix instanceof THREE.Matrix4) {
+ return matrix.elements;
+ } else {
+ return matrix;
+ }
+ } else if (scope.position || scope.quaternion || scope.scale) {
+ _positionTransform.set.apply(_positionTransform, noop);
+ if (scope.quaternion) {
+ _positionTransform.makeRotationFromQuaternion(typeof scope.quaternion === 'function' ? scope.quaternion(hand) : scope.quaternion);
+ }
+ if (scope.scale) {
+ if (!isNaN(scope.scale)) {
+ scope.scale = new THREE.Vector3(scope.scale, scope.scale, scope.scale);
+ }
+ _positionTransform.scale(typeof scope.scale === 'function' ? scope.scale(hand) : scope.scale);
+ }
+ if (scope.position) {
+ _positionTransform.setPosition(typeof scope.position === 'function' ? scope.position(hand) : scope.position);
+ }
+ return _positionTransform.elements;
+ } else {
+ return noop;
+ }
+ };
+ transformPositions = function() {
+ var matrix, vec3, vec3s, _i, _len, _results;
+ matrix = arguments[0], vec3s = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
+ _results = [];
+ for (_i = 0, _len = vec3s.length; _i < _len; _i++) {
+ vec3 = vec3s[_i];
+ if (vec3) {
+ _results.push(Leap.vec3.transformMat4(vec3, vec3, matrix));
+ } else {
+ _results.push(void 0);
+ }
+ }
+ return _results;
+ };
+ transformMat4Implicit0 = function(out, a, m) {
+ var x, y, z;
+ x = a[0];
+ y = a[1];
+ z = a[2];
+ out[0] = m[0] * x + m[4] * y + m[8] * z;
+ out[1] = m[1] * x + m[5] * y + m[9] * z;
+ out[2] = m[2] * x + m[6] * y + m[10] * z;
+ return out;
+ };
+ transformDirections = function() {
+ var matrix, vec3, vec3s, _i, _len, _results;
+ matrix = arguments[0], vec3s = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
+ _results = [];
+ for (_i = 0, _len = vec3s.length; _i < _len; _i++) {
+ vec3 = vec3s[_i];
+ if (vec3) {
+ _results.push(transformMat4Implicit0(vec3, vec3, matrix));
+ } else {
+ _results.push(void 0);
+ }
+ }
+ return _results;
+ };
+ transformWithMatrices = function(hand, positionTransform, directionTransform) {
+ var finger, _i, _len, _ref, _results;
+ transformPositions(positionTransform, hand.palmPosition, hand.stabilizedPalmPosition, hand.sphereCenter, hand.arm.nextJoint, hand.arm.prevJoint);
+ transformDirections(directionTransform, hand.direction, hand.palmNormal, hand.palmVelocity, hand.arm.basis[0], hand.arm.basis[1], hand.arm.basis[2]);
+ _ref = hand.fingers;
+ _results = [];
+ for (_i = 0, _len = _ref.length; _i < _len; _i++) {
+ finger = _ref[_i];
+ transformPositions(positionTransform, finger.carpPosition, finger.mcpPosition, finger.pipPosition, finger.dipPosition, finger.distal.nextJoint, finger.tipPosition);
+ _results.push(transformDirections(directionTransform, finger.direction, finger.metacarpal.basis[0], finger.metacarpal.basis[1], finger.metacarpal.basis[2], finger.proximal.basis[0], finger.proximal.basis[1], finger.proximal.basis[2], finger.medial.basis[0], finger.medial.basis[1], finger.medial.basis[2], finger.distal.basis[0], finger.distal.basis[1], finger.distal.basis[2]));
+ }
+ return _results;
+ };
+ return {
+ hand: function(hand) {
+ var finger, len, _i, _len, _ref;
+ transformWithMatrices(hand, scope.getPositionTransform(hand), scope.getDirectionTransform(hand));
+ if (scope.effectiveParent) {
+ transformWithMatrices(hand, scope.effectiveParent.matrixWorld.elements, scope.effectiveParent.matrixWorld.elements);
+ }
+ len = null;
+ _ref = hand.fingers;
+ for (_i = 0, _len = _ref.length; _i < _len; _i++) {
+ finger = _ref[_i];
+ len = Leap.vec3.create();
+ Leap.vec3.sub(len, finger.mcpPosition, finger.carpPosition);
+ finger.metacarpal.length = Leap.vec3.length(len);
+ Leap.vec3.sub(len, finger.pipPosition, finger.mcpPosition);
+ finger.proximal.length = Leap.vec3.length(len);
+ Leap.vec3.sub(len, finger.dipPosition, finger.pipPosition);
+ finger.medial.length = Leap.vec3.length(len);
+ Leap.vec3.sub(len, finger.tipPosition, finger.dipPosition);
+ finger.distal.length = Leap.vec3.length(len);
+ }
+ Leap.vec3.sub(len, hand.arm.prevJoint, hand.arm.nextJoint);
+ return hand.arm.length = Leap.vec3.length(len);
+ }
+ };
+ });
+
+}).call(this);
+
+//CoffeeScript generated from main/version-check/leap.version-check.coffee
+(function() {
+ var versionCheck;
+
+ versionCheck = function(scope) {
+ scope.alert || (scope.alert = false);
+ scope.requiredProtocolVersion || (scope.requiredProtocolVersion = 6);
+ scope.disconnect || (scope.disconnect = true);
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ if (Leap.version.minor < 5 && Leap.version.dot < 4) {
+ console.warn("LeapJS Version Check plugin incompatible with LeapJS pre 0.4.4");
+ }
+ }
+ this.on('ready', function() {
+ var current, message, required;
+ required = scope.requiredProtocolVersion;
+ current = this.connection.opts.requestProtocolVersion;
+ if (current < required) {
+ message = "Protocol Version too old. v" + required + " required, v" + current + " available.";
+ if (scope.disconnect) {
+ this.disconnect();
+ message += " Disconnecting.";
+ }
+ console.warn(message);
+ if (scope.alert) {
+ alert("Your Leap Software version is out of date. Visit http://www.leapmotion.com/setup to update");
+ }
+ return this.emit('versionCheck.outdated', {
+ required: required,
+ current: current,
+ disconnect: scope.disconnect
+ });
+ }
+ });
+ return {};
+ };
+
+ if ((typeof Leap !== 'undefined') && Leap.Controller) {
+ Leap.Controller.plugin('versionCheck', versionCheck);
+ } else if (typeof module !== 'undefined') {
+ module.exports.versionCheck = versionCheck;
+ } else {
+ throw 'leap.js not included';
+ }
+
+}).call(this);
diff --git a/v2/cloth/js/leap.pinchEvent.js b/v2/cloth/js/leap.pinchEvent.js
new file mode 100644
index 0000000..b3ce3f2
--- /dev/null
+++ b/v2/cloth/js/leap.pinchEvent.js
@@ -0,0 +1,58 @@
+// this should get a new name, now that it includes grabEvent.
+Leap.plugin('pinchEvent', function(scope){
+
+ this.use('handHold');
+
+ // no hysteresis, first time around.
+ scope.pinchThreshold || (scope.pinchThreshold = 0.5);
+ scope.grabThreshold || (scope.grabThreshold = 0.5);
+
+ var controller = this;
+
+ // todo - add hand lost events.
+ this.on('handLost', function(hand){
+
+ if (hand.data('pinchEvent.pinching')){
+ controller.emit('unpinch', hand );
+ }
+
+ if (hand.data('pinchEvent.grabbing')){
+ controller.emit('ungrab', hand );
+ }
+
+ });
+
+
+ return {
+
+ hand: function(hand){
+
+ var pinching = hand.pinchStrength > scope.pinchThreshold;
+
+ if (hand.data('pinchEvent.pinching') != pinching){
+
+ controller.emit(
+ pinching ? 'pinch' : 'unpinch',
+ hand
+ );
+
+ hand.data('pinchEvent.pinching', pinching)
+ }
+
+
+ var grabbing = hand.grabStrength > scope.grabThreshold;
+
+ if (hand.data('pinchEvent.grabbing') != grabbing){
+
+ controller.emit(
+ grabbing ? 'grab' : 'ungrab',
+ hand
+ );
+
+ hand.data('pinchEvent.grabbing', grabbing)
+ }
+
+ }
+
+ }
+});
diff --git a/v2/cloth/js/three.computeNormals.js b/v2/cloth/js/three.computeNormals.js
new file mode 100644
index 0000000..284194d
--- /dev/null
+++ b/v2/cloth/js/three.computeNormals.js
@@ -0,0 +1 @@
+// Allows a subsection of a mesh to have its normals recalculated.
diff --git a/v2/cloth/unused/three.js b/v2/cloth/unused/three.js
new file mode 100644
index 0000000..80cbbff
--- /dev/null
+++ b/v2/cloth/unused/three.js
@@ -0,0 +1,34730 @@
+// File:src/Three.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var THREE = { REVISION: '69' };
+
+// browserify support
+
+if ( typeof module === 'object' ) {
+
+ module.exports = THREE;
+
+}
+
+// polyfills
+
+if ( Math.sign === undefined ) {
+
+ Math.sign = function ( x ) {
+
+ return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
+
+ };
+
+}
+
+// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
+
+THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
+
+// GL STATE CONSTANTS
+
+THREE.CullFaceNone = 0;
+THREE.CullFaceBack = 1;
+THREE.CullFaceFront = 2;
+THREE.CullFaceFrontBack = 3;
+
+THREE.FrontFaceDirectionCW = 0;
+THREE.FrontFaceDirectionCCW = 1;
+
+// SHADOWING TYPES
+
+THREE.BasicShadowMap = 0;
+THREE.PCFShadowMap = 1;
+THREE.PCFSoftShadowMap = 2;
+
+// MATERIAL CONSTANTS
+
+// side
+
+THREE.FrontSide = 0;
+THREE.BackSide = 1;
+THREE.DoubleSide = 2;
+
+// shading
+
+THREE.NoShading = 0;
+THREE.FlatShading = 1;
+THREE.SmoothShading = 2;
+
+// colors
+
+THREE.NoColors = 0;
+THREE.FaceColors = 1;
+THREE.VertexColors = 2;
+
+// blending modes
+
+THREE.NoBlending = 0;
+THREE.NormalBlending = 1;
+THREE.AdditiveBlending = 2;
+THREE.SubtractiveBlending = 3;
+THREE.MultiplyBlending = 4;
+THREE.CustomBlending = 5;
+
+// custom blending equations
+// (numbers start from 100 not to clash with other
+// mappings to OpenGL constants defined in Texture.js)
+
+THREE.AddEquation = 100;
+THREE.SubtractEquation = 101;
+THREE.ReverseSubtractEquation = 102;
+THREE.MinEquation = 103;
+THREE.MaxEquation = 104;
+
+// custom blending destination factors
+
+THREE.ZeroFactor = 200;
+THREE.OneFactor = 201;
+THREE.SrcColorFactor = 202;
+THREE.OneMinusSrcColorFactor = 203;
+THREE.SrcAlphaFactor = 204;
+THREE.OneMinusSrcAlphaFactor = 205;
+THREE.DstAlphaFactor = 206;
+THREE.OneMinusDstAlphaFactor = 207;
+
+// custom blending source factors
+
+//THREE.ZeroFactor = 200;
+//THREE.OneFactor = 201;
+//THREE.SrcAlphaFactor = 204;
+//THREE.OneMinusSrcAlphaFactor = 205;
+//THREE.DstAlphaFactor = 206;
+//THREE.OneMinusDstAlphaFactor = 207;
+THREE.DstColorFactor = 208;
+THREE.OneMinusDstColorFactor = 209;
+THREE.SrcAlphaSaturateFactor = 210;
+
+
+// TEXTURE CONSTANTS
+
+THREE.MultiplyOperation = 0;
+THREE.MixOperation = 1;
+THREE.AddOperation = 2;
+
+// Mapping modes
+
+THREE.UVMapping = function () {};
+
+THREE.CubeReflectionMapping = function () {};
+THREE.CubeRefractionMapping = function () {};
+
+THREE.SphericalReflectionMapping = function () {};
+THREE.SphericalRefractionMapping = function () {};
+
+// Wrapping modes
+
+THREE.RepeatWrapping = 1000;
+THREE.ClampToEdgeWrapping = 1001;
+THREE.MirroredRepeatWrapping = 1002;
+
+// Filters
+
+THREE.NearestFilter = 1003;
+THREE.NearestMipMapNearestFilter = 1004;
+THREE.NearestMipMapLinearFilter = 1005;
+THREE.LinearFilter = 1006;
+THREE.LinearMipMapNearestFilter = 1007;
+THREE.LinearMipMapLinearFilter = 1008;
+
+// Data types
+
+THREE.UnsignedByteType = 1009;
+THREE.ByteType = 1010;
+THREE.ShortType = 1011;
+THREE.UnsignedShortType = 1012;
+THREE.IntType = 1013;
+THREE.UnsignedIntType = 1014;
+THREE.FloatType = 1015;
+
+// Pixel types
+
+//THREE.UnsignedByteType = 1009;
+THREE.UnsignedShort4444Type = 1016;
+THREE.UnsignedShort5551Type = 1017;
+THREE.UnsignedShort565Type = 1018;
+
+// Pixel formats
+
+THREE.AlphaFormat = 1019;
+THREE.RGBFormat = 1020;
+THREE.RGBAFormat = 1021;
+THREE.LuminanceFormat = 1022;
+THREE.LuminanceAlphaFormat = 1023;
+
+// DDS / ST3C Compressed texture formats
+
+THREE.RGB_S3TC_DXT1_Format = 2001;
+THREE.RGBA_S3TC_DXT1_Format = 2002;
+THREE.RGBA_S3TC_DXT3_Format = 2003;
+THREE.RGBA_S3TC_DXT5_Format = 2004;
+
+
+// PVRTC compressed texture formats
+
+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
+
+
+// File:src/math/Color.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Color = function ( color ) {
+
+ if ( arguments.length === 3 ) {
+
+ return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
+
+ }
+
+ return this.set( color )
+
+};
+
+THREE.Color.prototype = {
+
+ constructor: THREE.Color,
+
+ r: 1, g: 1, b: 1,
+
+ set: function ( value ) {
+
+ if ( value instanceof THREE.Color ) {
+
+ this.copy( value );
+
+ } else if ( typeof value === 'number' ) {
+
+ this.setHex( value );
+
+ } else if ( typeof value === 'string' ) {
+
+ this.setStyle( value );
+
+ }
+
+ return this;
+
+ },
+
+ setHex: function ( hex ) {
+
+ hex = Math.floor( hex );
+
+ this.r = ( hex >> 16 & 255 ) / 255;
+ this.g = ( hex >> 8 & 255 ) / 255;
+ this.b = ( hex & 255 ) / 255;
+
+ return this;
+
+ },
+
+ setRGB: function ( r, g, b ) {
+
+ this.r = r;
+ this.g = g;
+ this.b = b;
+
+ return this;
+
+ },
+
+ setHSL: function ( h, s, l ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ if ( s === 0 ) {
+
+ this.r = this.g = this.b = l;
+
+ } else {
+
+ var hue2rgb = function ( p, q, t ) {
+
+ if ( t < 0 ) t += 1;
+ if ( t > 1 ) t -= 1;
+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
+ if ( t < 1 / 2 ) return q;
+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
+ return p;
+
+ };
+
+ var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
+ var q = ( 2 * l ) - p;
+
+ this.r = hue2rgb( q, p, h + 1 / 3 );
+ this.g = hue2rgb( q, p, h );
+ this.b = hue2rgb( q, p, h - 1 / 3 );
+
+ }
+
+ return this;
+
+ },
+
+ setStyle: function ( style ) {
+
+ // rgb(255,0,0)
+
+ if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
+
+ this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
+ this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
+ this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
+
+ return this;
+
+ }
+
+ // rgb(100%,0%,0%)
+
+ if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
+
+ var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
+
+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
+
+ return this;
+
+ }
+
+ // #ff0000
+
+ if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f]{6})$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ], 16 ) );
+
+ return this;
+
+ }
+
+ // #f00
+
+ if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
+
+ var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
+
+ this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
+
+ return this;
+
+ }
+
+ // red
+
+ if ( /^(\w+)$/i.test( style ) ) {
+
+ this.setHex( THREE.ColorKeywords[ style ] );
+
+ return this;
+
+ }
+
+
+ },
+
+ copy: function ( color ) {
+
+ this.r = color.r;
+ this.g = color.g;
+ this.b = color.b;
+
+ return this;
+
+ },
+
+ copyGammaToLinear: function ( color ) {
+
+ this.r = color.r * color.r;
+ this.g = color.g * color.g;
+ this.b = color.b * color.b;
+
+ return this;
+
+ },
+
+ copyLinearToGamma: function ( color ) {
+
+ this.r = Math.sqrt( color.r );
+ this.g = Math.sqrt( color.g );
+ this.b = Math.sqrt( color.b );
+
+ return this;
+
+ },
+
+ convertGammaToLinear: function () {
+
+ var r = this.r, g = this.g, b = this.b;
+
+ this.r = r * r;
+ this.g = g * g;
+ this.b = b * b;
+
+ return this;
+
+ },
+
+ convertLinearToGamma: function () {
+
+ this.r = Math.sqrt( this.r );
+ this.g = Math.sqrt( this.g );
+ this.b = Math.sqrt( this.b );
+
+ return this;
+
+ },
+
+ getHex: function () {
+
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+ },
+
+ getHexString: function () {
+
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+ },
+
+ getHSL: function ( optionalTarget ) {
+
+ // h,s,l ranges are in 0.0 - 1.0
+
+ var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
+
+ var r = this.r, g = this.g, b = this.b;
+
+ var max = Math.max( r, g, b );
+ var min = Math.min( r, g, b );
+
+ var hue, saturation;
+ var lightness = ( min + max ) / 2.0;
+
+ if ( min === max ) {
+
+ hue = 0;
+ saturation = 0;
+
+ } else {
+
+ var delta = max - min;
+
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+ switch ( max ) {
+
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+ case g: hue = ( b - r ) / delta + 2; break;
+ case b: hue = ( r - g ) / delta + 4; break;
+
+ }
+
+ hue /= 6;
+
+ }
+
+ hsl.h = hue;
+ hsl.s = saturation;
+ hsl.l = lightness;
+
+ return hsl;
+
+ },
+
+ getStyle: function () {
+
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+ },
+
+ offsetHSL: function ( h, s, l ) {
+
+ var hsl = this.getHSL();
+
+ hsl.h += h; hsl.s += s; hsl.l += l;
+
+ this.setHSL( hsl.h, hsl.s, hsl.l );
+
+ return this;
+
+ },
+
+ add: function ( color ) {
+
+ this.r += color.r;
+ this.g += color.g;
+ this.b += color.b;
+
+ return this;
+
+ },
+
+ addColors: function ( color1, color2 ) {
+
+ this.r = color1.r + color2.r;
+ this.g = color1.g + color2.g;
+ this.b = color1.b + color2.b;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.r += s;
+ this.g += s;
+ this.b += s;
+
+ return this;
+
+ },
+
+ multiply: function ( color ) {
+
+ this.r *= color.r;
+ this.g *= color.g;
+ this.b *= color.b;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.r *= s;
+ this.g *= s;
+ this.b *= s;
+
+ return this;
+
+ },
+
+ lerp: function ( color, alpha ) {
+
+ this.r += ( color.r - this.r ) * alpha;
+ this.g += ( color.g - this.g ) * alpha;
+ this.b += ( color.b - this.b ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( c ) {
+
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.r = array[ 0 ];
+ this.g = array[ 1 ];
+ this.b = array[ 2 ];
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this.r, this.g, this.b ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Color().setRGB( this.r, this.g, this.b );
+
+ }
+
+};
+
+THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
+'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
+'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
+'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
+'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
+'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
+'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
+'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
+'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
+'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
+'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
+'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
+'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
+'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
+'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
+'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
+'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
+'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
+'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
+'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
+'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
+'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
+'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
+'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
+
+// File:src/math/Quaternion.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Quaternion = function ( x, y, z, w ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Quaternion.prototype = {
+
+ constructor: THREE.Quaternion,
+
+ _x: 0,_y: 0, _z: 0, _w: 0,
+
+ get x () {
+
+ return this._x;
+
+ },
+
+ set x ( value ) {
+
+ this._x = value;
+ this.onChangeCallback();
+
+ },
+
+ get y () {
+
+ return this._y;
+
+ },
+
+ set y ( value ) {
+
+ this._y = value;
+ this.onChangeCallback();
+
+ },
+
+ get z () {
+
+ return this._z;
+
+ },
+
+ set z ( value ) {
+
+ this._z = value;
+ this.onChangeCallback();
+
+ },
+
+ get w () {
+
+ return this._w;
+
+ },
+
+ set w ( value ) {
+
+ this._w = value;
+ this.onChangeCallback();
+
+ },
+
+ set: function ( x, y, z, w ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._w = w;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ copy: function ( quaternion ) {
+
+ this._x = quaternion.x;
+ this._y = quaternion.y;
+ this._z = quaternion.z;
+ this._w = quaternion.w;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromEuler: function ( euler, update ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+ }
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+ // content/SpinCalc.m
+
+ var c1 = Math.cos( euler._x / 2 );
+ var c2 = Math.cos( euler._y / 2 );
+ var c3 = Math.cos( euler._z / 2 );
+ var s1 = Math.sin( euler._x / 2 );
+ var s2 = Math.sin( euler._y / 2 );
+ var s3 = Math.sin( euler._z / 2 );
+
+ if ( euler.order === 'XYZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ this._x = s1 * c2 * c3 + c1 * s2 * s3;
+ this._y = c1 * s2 * c3 + s1 * c2 * s3;
+ this._z = c1 * c2 * s3 - s1 * s2 * c3;
+ this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ this._x = s1 * c2 * c3 - c1 * s2 * s3;
+ this._y = c1 * s2 * c3 - s1 * c2 * s3;
+ this._z = c1 * c2 * s3 + s1 * s2 * c3;
+ this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+ }
+
+ if ( update !== false ) this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromAxisAngle: function ( axis, angle ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+
+ // assumes axis is normalized
+
+ var halfAngle = angle / 2, s = Math.sin( halfAngle );
+
+ this._x = axis.x * s;
+ this._y = axis.y * s;
+ this._z = axis.z * s;
+ this._w = Math.cos( halfAngle );
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
+
+ trace = m11 + m22 + m33,
+ s;
+
+ if ( trace > 0 ) {
+
+ s = 0.5 / Math.sqrt( trace + 1.0 );
+
+ this._w = 0.25 / s;
+ this._x = ( m32 - m23 ) * s;
+ this._y = ( m13 - m31 ) * s;
+ this._z = ( m21 - m12 ) * s;
+
+ } else if ( m11 > m22 && m11 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+ this._w = ( m32 - m23 ) / s;
+ this._x = 0.25 * s;
+ this._y = ( m12 + m21 ) / s;
+ this._z = ( m13 + m31 ) / s;
+
+ } else if ( m22 > m33 ) {
+
+ s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+ this._w = ( m13 - m31 ) / s;
+ this._x = ( m12 + m21 ) / s;
+ this._y = 0.25 * s;
+ this._z = ( m23 + m32 ) / s;
+
+ } else {
+
+ s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+ this._w = ( m21 - m12 ) / s;
+ this._x = ( m13 + m31 ) / s;
+ this._y = ( m23 + m32 ) / s;
+ this._z = 0.25 * s;
+
+ }
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromUnitVectors: function () {
+
+ // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
+
+ // assumes direction vectors vFrom and vTo are normalized
+
+ var v1, r;
+
+ var EPS = 0.000001;
+
+ return function ( vFrom, vTo ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ r = vFrom.dot( vTo ) + 1;
+
+ if ( r < EPS ) {
+
+ r = 0;
+
+ if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
+
+ v1.set( - vFrom.y, vFrom.x, 0 );
+
+ } else {
+
+ v1.set( 0, - vFrom.z, vFrom.y );
+
+ }
+
+ } else {
+
+ v1.crossVectors( vFrom, vTo );
+
+ }
+
+ this._x = v1.x;
+ this._y = v1.y;
+ this._z = v1.z;
+ this._w = r;
+
+ this.normalize();
+
+ return this;
+
+ }
+
+ }(),
+
+ inverse: function () {
+
+ this.conjugate().normalize();
+
+ return this;
+
+ },
+
+ conjugate: function () {
+
+ this._x *= - 1;
+ this._y *= - 1;
+ this._z *= - 1;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+
+ },
+
+ lengthSq: function () {
+
+ return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
+
+ },
+
+ normalize: function () {
+
+ var l = this.length();
+
+ if ( l === 0 ) {
+
+ this._x = 0;
+ this._y = 0;
+ this._z = 0;
+ this._w = 1;
+
+ } else {
+
+ l = 1 / l;
+
+ this._x = this._x * l;
+ this._y = this._y * l;
+ this._z = this._z * l;
+ this._w = this._w * l;
+
+ }
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ multiply: function ( q, p ) {
+
+ if ( p !== undefined ) {
+
+ console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+ return this.multiplyQuaternions( q, p );
+
+ }
+
+ return this.multiplyQuaternions( this, q );
+
+ },
+
+ multiplyQuaternions: function ( a, b ) {
+
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+ var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
+ var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+
+ this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+ this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+ this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+ this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+ return vector.applyQuaternion( this );
+
+ },
+
+ slerp: function ( qb, t ) {
+
+ 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 halfTheta = Math.acos( cosHalfTheta );
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+ this._w = 0.5 * ( w + this._w );
+ this._x = 0.5 * ( x + this._x );
+ this._y = 0.5 * ( y + this._y );
+ this._z = 0.5 * ( z + this._z );
+
+ return this;
+
+ }
+
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+ this._w = ( w * ratioA + this._w * ratioB );
+ this._x = ( x * ratioA + this._x * ratioB );
+ this._y = ( y * ratioA + this._y * ratioB );
+ this._z = ( z * ratioA + this._z * ratioB );
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ equals: function ( quaternion ) {
+
+ return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+
+ },
+
+ fromArray: function ( array, 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 () {},
+
+ clone: function () {
+
+ return new THREE.Quaternion( this._x, this._y, this._z, this._w );
+
+ }
+
+};
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+ return qm.copy( qa ).slerp( qb, t );
+
+}
+
+// File:src/math/Vector2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+ constructor: THREE.Vector2,
+
+ set: function ( x, y ) {
+
+ this.x = x;
+ this.y = y;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+
+ return this;
+
+ },
+
+ multiply: function ( v ) {
+
+ this.x *= v.x;
+ this.y *= v.y;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ this.x *= s;
+ this.y *= s;
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ return this;
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector2();
+ max = new THREE.Vector2();
+
+ }
+
+ min.set( minVal, minVal );
+ max.set( maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x, dy = this.y - v.y;
+ return dx * dx + dy * dy;
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+ },
+
+ fromArray: function ( array, 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;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector2( this.x, this.y );
+
+ }
+
+};
+
+// File:src/math/Vector3.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author *kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+
+};
+
+THREE.Vector3.prototype = {
+
+ constructor: THREE.Vector3,
+
+ set: function ( x, y, z ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+
+ return this;
+
+ },
+
+ multiply: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+ return this.multiplyVectors( v, w );
+
+ }
+
+ this.x *= v.x;
+ this.y *= v.y;
+ this.z *= v.z;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+
+ return this;
+
+ },
+
+ multiplyVectors: function ( a, b ) {
+
+ this.x = a.x * b.x;
+ this.y = a.y * b.y;
+ this.z = a.z * b.z;
+
+ return this;
+
+ },
+
+ applyEuler: function () {
+
+ var quaternion;
+
+ return function ( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyAxisAngle: function () {
+
+ var quaternion;
+
+ return function ( axis, angle ) {
+
+ if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+ this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ applyMatrix3: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
+ this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
+ this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
+
+ return this;
+
+ },
+
+ applyProjection: function ( m ) {
+
+ // input: THREE.Matrix4 projection matrix
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+ var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
+
+ this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
+ this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
+ this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
+
+ return this;
+
+ },
+
+ applyQuaternion: function ( q ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+
+ var qx = q.x;
+ var qy = q.y;
+ var qz = q.z;
+ var qw = q.w;
+
+ // calculate quat * vector
+
+ var ix = qw * x + qy * z - qz * y;
+ var iy = qw * y + qz * x - qx * z;
+ var iz = qw * z + qx * y - qy * x;
+ var iw = - qx * x - qy * y - qz * z;
+
+ // calculate result * inverse quat
+
+ this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
+ this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
+ this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
+
+ return this;
+
+ },
+
+ project: function () {
+
+ var matrix;
+
+ return function ( camera ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+ matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+ return this.applyProjection( matrix );
+
+ };
+
+ }(),
+
+ unproject: function () {
+
+ var matrix;
+
+ return function ( camera ) {
+
+ if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+ matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+ return this.applyProjection( matrix );
+
+ };
+
+ }(),
+
+ transformDirection: function ( m ) {
+
+ // input: THREE.Matrix4 affine matrix
+ // vector interpreted as a direction
+
+ var x = this.x, y = this.y, z = this.z;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
+
+ this.normalize();
+
+ return this;
+
+ },
+
+ divide: function ( v ) {
+
+ this.x /= v.x;
+ this.y /= v.y;
+ this.z /= v.z;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+
+ }
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ return this;
+
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector3();
+ max = new THREE.Vector3();
+
+ }
+
+ min.set( minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+
+ return this;
+
+ },
+
+ cross: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+ return this.crossVectors( v, w );
+
+ }
+
+ var x = this.x, y = this.y, z = this.z;
+
+ this.x = y * v.z - z * v.y;
+ this.y = z * v.x - x * v.z;
+ this.z = x * v.y - y * v.x;
+
+ return this;
+
+ },
+
+ crossVectors: function ( a, b ) {
+
+ var ax = a.x, ay = a.y, az = a.z;
+ var bx = b.x, by = b.y, bz = b.z;
+
+ this.x = ay * bz - az * by;
+ this.y = az * bx - ax * bz;
+ this.z = ax * by - ay * bx;
+
+ return this;
+
+ },
+
+ projectOnVector: function () {
+
+ var v1, dot;
+
+ return function ( vector ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( vector ).normalize();
+
+ dot = this.dot( v1 );
+
+ return this.copy( v1 ).multiplyScalar( dot );
+
+ };
+
+ }(),
+
+ projectOnPlane: function () {
+
+ var v1;
+
+ return function ( planeNormal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ v1.copy( this ).projectOnVector( planeNormal );
+
+ return this.sub( v1 );
+
+ }
+
+ }(),
+
+ reflect: function () {
+
+ // reflect incident vector off plane orthogonal to normal
+ // normal is assumed to have unit length
+
+ var v1;
+
+ return function ( normal ) {
+
+ if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+ return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+ }
+
+ }(),
+
+ angleTo: function ( v ) {
+
+ var theta = this.dot( v ) / ( this.length() * v.length() );
+
+ // clamp, to handle numerical problems
+
+ return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
+
+ },
+
+ distanceTo: function ( v ) {
+
+ return Math.sqrt( this.distanceToSquared( v ) );
+
+ },
+
+ distanceToSquared: function ( v ) {
+
+ var dx = this.x - v.x;
+ var dy = this.y - v.y;
+ var dz = this.z - v.z;
+
+ return dx * dx + dy * dy + dz * dz;
+
+ },
+
+ setEulerFromRotationMatrix: function ( m, order ) {
+
+ console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+
+ },
+
+ setEulerFromQuaternion: function ( q, order ) {
+
+ console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+
+ },
+
+ getPositionFromMatrix: function ( m ) {
+
+ console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+
+ return this.setFromMatrixPosition( m );
+
+ },
+
+ getScaleFromMatrix: function ( m ) {
+
+ console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+
+ return this.setFromMatrixScale( m );
+ },
+
+ getColumnFromMatrix: function ( index, matrix ) {
+
+ console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+
+ return this.setFromMatrixColumn( index, matrix );
+
+ },
+
+ setFromMatrixPosition: function ( m ) {
+
+ this.x = m.elements[ 12 ];
+ this.y = m.elements[ 13 ];
+ this.z = m.elements[ 14 ];
+
+ return this;
+
+ },
+
+ setFromMatrixScale: function ( m ) {
+
+ var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
+ var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
+ var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
+
+ this.x = sx;
+ this.y = sy;
+ this.z = sz;
+
+ return this;
+ },
+
+ setFromMatrixColumn: function ( index, matrix ) {
+
+ var offset = index * 4;
+
+ var me = matrix.elements;
+
+ this.x = me[ offset ];
+ this.y = me[ offset + 1 ];
+ this.z = me[ offset + 2 ];
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+ },
+
+ fromArray: function ( array, 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;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector3( this.x, this.y, this.z );
+
+ }
+
+};
+
+// File:src/math/Vector4.js
+
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector4 = function ( x, y, z, w ) {
+
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ this.w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Vector4.prototype = {
+
+ constructor: THREE.Vector4,
+
+ set: function ( x, y, z, w ) {
+
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+
+ return this;
+
+ },
+
+ setX: function ( x ) {
+
+ this.x = x;
+
+ return this;
+
+ },
+
+ setY: function ( y ) {
+
+ this.y = y;
+
+ return this;
+
+ },
+
+ setZ: function ( z ) {
+
+ this.z = z;
+
+ return this;
+
+ },
+
+ setW: function ( w ) {
+
+ this.w = w;
+
+ return this;
+
+ },
+
+ setComponent: function ( index, value ) {
+
+ switch ( index ) {
+
+ case 0: this.x = value; break;
+ case 1: this.y = value; break;
+ case 2: this.z = value; break;
+ case 3: this.w = value; break;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ getComponent: function ( index ) {
+
+ switch ( index ) {
+
+ case 0: return this.x;
+ case 1: return this.y;
+ case 2: return this.z;
+ case 3: return this.w;
+ default: throw new Error( 'index is out of range: ' + index );
+
+ }
+
+ },
+
+ copy: function ( v ) {
+
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ this.w = ( v.w !== undefined ) ? v.w : 1;
+
+ return this;
+
+ },
+
+ add: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+ return this.addVectors( v, w );
+
+ }
+
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ this.w += v.w;
+
+ return this;
+
+ },
+
+ addScalar: function ( s ) {
+
+ this.x += s;
+ this.y += s;
+ this.z += s;
+ this.w += s;
+
+ return this;
+
+ },
+
+ addVectors: function ( a, b ) {
+
+ this.x = a.x + b.x;
+ this.y = a.y + b.y;
+ this.z = a.z + b.z;
+ this.w = a.w + b.w;
+
+ return this;
+
+ },
+
+ sub: function ( v, w ) {
+
+ if ( w !== undefined ) {
+
+ console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+ return this.subVectors( v, w );
+
+ }
+
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ this.w -= v.w;
+
+ return this;
+
+ },
+
+ subVectors: function ( a, b ) {
+
+ this.x = a.x - b.x;
+ this.y = a.y - b.y;
+ this.z = a.z - b.z;
+ this.w = a.w - b.w;
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( scalar ) {
+
+ this.x *= scalar;
+ this.y *= scalar;
+ this.z *= scalar;
+ this.w *= scalar;
+
+ return this;
+
+ },
+
+ applyMatrix4: function ( m ) {
+
+ var x = this.x;
+ var y = this.y;
+ var z = this.z;
+ var w = this.w;
+
+ var e = m.elements;
+
+ this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
+ this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
+ this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
+ this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
+
+ return this;
+
+ },
+
+ divideScalar: function ( scalar ) {
+
+ if ( scalar !== 0 ) {
+
+ var invScalar = 1 / scalar;
+
+ this.x *= invScalar;
+ this.y *= invScalar;
+ this.z *= invScalar;
+ this.w *= invScalar;
+
+ } else {
+
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ this.w = 1;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromQuaternion: function ( q ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+ // q is assumed to be normalized
+
+ this.w = 2 * Math.acos( q.w );
+
+ var s = Math.sqrt( 1 - q.w * q.w );
+
+ if ( s < 0.0001 ) {
+
+ this.x = 1;
+ this.y = 0;
+ this.z = 0;
+
+ } else {
+
+ this.x = q.x / s;
+ this.y = q.y / s;
+ this.z = q.z / s;
+
+ }
+
+ return this;
+
+ },
+
+ setAxisAngleFromRotationMatrix: function ( m ) {
+
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var angle, x, y, z, // variables for result
+ epsilon = 0.01, // margin to allow for rounding errors
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
+
+ te = m.elements,
+
+ m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+ m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+ m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
+ && ( Math.abs( m13 - m31 ) < epsilon )
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+ // singularity found
+ // first check for identity matrix which must have +1 for all terms
+ // in leading diagonal and zero in other terms
+
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 )
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+ // this singularity is identity matrix so angle = 0
+
+ this.set( 1, 0, 0, 0 );
+
+ return this; // zero angle, arbitrary axis
+
+ }
+
+ // otherwise this singularity is angle = 180
+
+ angle = Math.PI;
+
+ var xx = ( m11 + 1 ) / 2;
+ var yy = ( m22 + 1 ) / 2;
+ var zz = ( m33 + 1 ) / 2;
+ var xy = ( m12 + m21 ) / 4;
+ var xz = ( m13 + m31 ) / 4;
+ var yz = ( m23 + m32 ) / 4;
+
+ if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
+
+ if ( xx < epsilon ) {
+
+ x = 0;
+ y = 0.707106781;
+ z = 0.707106781;
+
+ } else {
+
+ x = Math.sqrt( xx );
+ y = xy / x;
+ z = xz / x;
+
+ }
+
+ } else if ( yy > zz ) { // m22 is the largest diagonal term
+
+ if ( yy < epsilon ) {
+
+ x = 0.707106781;
+ y = 0;
+ z = 0.707106781;
+
+ } else {
+
+ y = Math.sqrt( yy );
+ x = xy / y;
+ z = yz / y;
+
+ }
+
+ } else { // m33 is the largest diagonal term so base result on this
+
+ if ( zz < epsilon ) {
+
+ x = 0.707106781;
+ y = 0.707106781;
+ z = 0;
+
+ } else {
+
+ z = Math.sqrt( zz );
+ x = xz / z;
+ y = yz / z;
+
+ }
+
+ }
+
+ this.set( x, y, z, angle );
+
+ return this; // return 180 deg rotation
+
+ }
+
+ // as we have reached here there are no singularities so we can handle normally
+
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
+ + ( m13 - m31 ) * ( m13 - m31 )
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+ if ( Math.abs( s ) < 0.001 ) s = 1;
+
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
+ // caught by singularity test above, but I've left it in just in case
+
+ this.x = ( m32 - m23 ) / s;
+ this.y = ( m13 - m31 ) / s;
+ this.z = ( m21 - m12 ) / s;
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+ return this;
+
+ },
+
+ min: function ( v ) {
+
+ if ( this.x > v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y > v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z > v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w > v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ max: function ( v ) {
+
+ if ( this.x < v.x ) {
+
+ this.x = v.x;
+
+ }
+
+ if ( this.y < v.y ) {
+
+ this.y = v.y;
+
+ }
+
+ if ( this.z < v.z ) {
+
+ this.z = v.z;
+
+ }
+
+ if ( this.w < v.w ) {
+
+ this.w = v.w;
+
+ }
+
+ return this;
+
+ },
+
+ clamp: function ( min, max ) {
+
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+ if ( this.x < min.x ) {
+
+ this.x = min.x;
+
+ } else if ( this.x > max.x ) {
+
+ this.x = max.x;
+
+ }
+
+ if ( this.y < min.y ) {
+
+ this.y = min.y;
+
+ } else if ( this.y > max.y ) {
+
+ this.y = max.y;
+
+ }
+
+ if ( this.z < min.z ) {
+
+ this.z = min.z;
+
+ } else if ( this.z > max.z ) {
+
+ this.z = max.z;
+
+ }
+
+ if ( this.w < min.w ) {
+
+ this.w = min.w;
+
+ } else if ( this.w > max.w ) {
+
+ this.w = max.w;
+
+ }
+
+ return this;
+
+ },
+
+ clampScalar: ( function () {
+
+ var min, max;
+
+ return function ( minVal, maxVal ) {
+
+ if ( min === undefined ) {
+
+ min = new THREE.Vector4();
+ max = new THREE.Vector4();
+
+ }
+
+ min.set( minVal, minVal, minVal, minVal );
+ max.set( maxVal, maxVal, maxVal, maxVal );
+
+ return this.clamp( min, max );
+
+ };
+
+ } )(),
+
+ floor: function () {
+
+ this.x = Math.floor( this.x );
+ this.y = Math.floor( this.y );
+ this.z = Math.floor( this.z );
+ this.w = Math.floor( this.w );
+
+ return this;
+
+ },
+
+ ceil: function () {
+
+ this.x = Math.ceil( this.x );
+ this.y = Math.ceil( this.y );
+ this.z = Math.ceil( this.z );
+ this.w = Math.ceil( this.w );
+
+ return this;
+
+ },
+
+ round: function () {
+
+ this.x = Math.round( this.x );
+ this.y = Math.round( this.y );
+ this.z = Math.round( this.z );
+ this.w = Math.round( this.w );
+
+ return this;
+
+ },
+
+ roundToZero: function () {
+
+ this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+ this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+ this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+ this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.x = - this.x;
+ this.y = - this.y;
+ this.z = - this.z;
+ this.w = - this.w;
+
+ return this;
+
+ },
+
+ dot: function ( v ) {
+
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+ },
+
+ lengthSq: function () {
+
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+
+ },
+
+ length: function () {
+
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+ },
+
+ lengthManhattan: function () {
+
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+ },
+
+ normalize: function () {
+
+ return this.divideScalar( this.length() );
+
+ },
+
+ setLength: function ( l ) {
+
+ var oldLength = this.length();
+
+ if ( oldLength !== 0 && l !== oldLength ) {
+
+ this.multiplyScalar( l / oldLength );
+
+ }
+
+ return this;
+
+ },
+
+ lerp: function ( v, alpha ) {
+
+ this.x += ( v.x - this.x ) * alpha;
+ this.y += ( v.y - this.y ) * alpha;
+ this.z += ( v.z - this.z ) * alpha;
+ this.w += ( v.w - this.w ) * alpha;
+
+ return this;
+
+ },
+
+ equals: function ( v ) {
+
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+ },
+
+ fromArray: function ( array, 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;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Vector4( this.x, this.y, this.z, this.w );
+
+ }
+
+};
+
+// File:src/math/Euler.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Euler = function ( x, y, z, order ) {
+
+ this._x = x || 0;
+ this._y = y || 0;
+ this._z = z || 0;
+ this._order = order || THREE.Euler.DefaultOrder;
+
+};
+
+THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+
+THREE.Euler.DefaultOrder = 'XYZ';
+
+THREE.Euler.prototype = {
+
+ constructor: THREE.Euler,
+
+ _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
+
+ get x () {
+
+ return this._x;
+
+ },
+
+ set x ( value ) {
+
+ this._x = value;
+ this.onChangeCallback();
+
+ },
+
+ get y () {
+
+ return this._y;
+
+ },
+
+ set y ( value ) {
+
+ this._y = value;
+ this.onChangeCallback();
+
+ },
+
+ get z () {
+
+ return this._z;
+
+ },
+
+ set z ( value ) {
+
+ this._z = value;
+ this.onChangeCallback();
+
+ },
+
+ get order () {
+
+ return this._order;
+
+ },
+
+ set order ( value ) {
+
+ this._order = value;
+ this.onChangeCallback();
+
+ },
+
+ set: function ( x, y, z, order ) {
+
+ this._x = x;
+ this._y = y;
+ this._z = z;
+ this._order = order || this._order;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ copy: function ( euler ) {
+
+ this._x = euler._x;
+ this._y = euler._y;
+ this._z = euler._z;
+ this._order = euler._order;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromRotationMatrix: function ( m, order ) {
+
+ var clamp = THREE.Math.clamp;
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ var te = m.elements;
+ var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
+ var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
+ var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+ order = order || this._order;
+
+ if ( order === 'XYZ' ) {
+
+ this._y = Math.asin( clamp( m13, - 1, 1 ) );
+
+ if ( Math.abs( m13 ) < 0.99999 ) {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._z = Math.atan2( - m12, m11 );
+
+ } else {
+
+ this._x = Math.atan2( m32, m22 );
+ this._z = 0;
+
+ }
+
+ } else if ( order === 'YXZ' ) {
+
+ this._x = Math.asin( - clamp( m23, - 1, 1 ) );
+
+ if ( Math.abs( m23 ) < 0.99999 ) {
+
+ this._y = Math.atan2( m13, m33 );
+ this._z = Math.atan2( m21, m22 );
+
+ } else {
+
+ this._y = Math.atan2( - m31, m11 );
+ this._z = 0;
+
+ }
+
+ } else if ( order === 'ZXY' ) {
+
+ this._x = Math.asin( clamp( m32, - 1, 1 ) );
+
+ if ( Math.abs( m32 ) < 0.99999 ) {
+
+ this._y = Math.atan2( - m31, m33 );
+ this._z = Math.atan2( - m12, m22 );
+
+ } else {
+
+ this._y = 0;
+ this._z = Math.atan2( m21, m11 );
+
+ }
+
+ } else if ( order === 'ZYX' ) {
+
+ this._y = Math.asin( - clamp( m31, - 1, 1 ) );
+
+ if ( Math.abs( m31 ) < 0.99999 ) {
+
+ this._x = Math.atan2( m32, m33 );
+ this._z = Math.atan2( m21, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._z = Math.atan2( - m12, m22 );
+
+ }
+
+ } else if ( order === 'YZX' ) {
+
+ this._z = Math.asin( clamp( m21, - 1, 1 ) );
+
+ if ( Math.abs( m21 ) < 0.99999 ) {
+
+ this._x = Math.atan2( - m23, m22 );
+ this._y = Math.atan2( - m31, m11 );
+
+ } else {
+
+ this._x = 0;
+ this._y = Math.atan2( m13, m33 );
+
+ }
+
+ } else if ( order === 'XZY' ) {
+
+ this._z = Math.asin( - clamp( m12, - 1, 1 ) );
+
+ if ( Math.abs( m12 ) < 0.99999 ) {
+
+ this._x = Math.atan2( m32, m22 );
+ this._y = Math.atan2( m13, m11 );
+
+ } else {
+
+ this._x = Math.atan2( - m23, m33 );
+ this._y = 0;
+
+ }
+
+ } else {
+
+ console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
+
+ }
+
+ this._order = order;
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ setFromQuaternion: function ( q, order, update ) {
+
+ var clamp = THREE.Math.clamp;
+
+ // q is assumed to be normalized
+
+ // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+
+ var sqx = q.x * q.x;
+ var sqy = q.y * q.y;
+ var sqz = q.z * q.z;
+ var sqw = q.w * q.w;
+
+ order = order || this._order;
+
+ if ( order === 'XYZ' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
+ this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
+ this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YXZ' ) {
+
+ this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
+ this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
+ this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZXY' ) {
+
+ this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
+ this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
+ this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+
+ } else if ( order === 'ZYX' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
+ this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
+ this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+
+ } else if ( order === 'YZX' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
+ this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
+ this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
+
+ } else if ( order === 'XZY' ) {
+
+ this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
+ this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
+ this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
+
+ } else {
+
+ console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
+
+ }
+
+ this._order = order;
+
+ if ( update !== false ) this.onChangeCallback();
+
+ return this;
+
+ },
+
+ reorder: function () {
+
+ // WARNING: this discards revolution information -bhouston
+
+ var q = new THREE.Quaternion();
+
+ return function ( newOrder ) {
+
+ q.setFromEuler( this );
+ this.setFromQuaternion( q, newOrder );
+
+ };
+
+
+ }(),
+
+ equals: function ( euler ) {
+
+ return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+
+ },
+
+ fromArray: function ( array ) {
+
+ this._x = array[ 0 ];
+ this._y = array[ 1 ];
+ this._z = array[ 2 ];
+ if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
+
+ this.onChangeCallback();
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ return [ this._x, this._y, this._z, this._order ];
+
+ },
+
+ onChange: function ( callback ) {
+
+ this.onChangeCallback = callback;
+
+ return this;
+
+ },
+
+ onChangeCallback: function () {},
+
+ clone: function () {
+
+ return new THREE.Euler( this._x, this._y, this._z, this._order );
+
+ }
+
+};
+
+// File:src/math/Line3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Line3 = function ( start, end ) {
+
+ this.start = ( start !== undefined ) ? start : new THREE.Vector3();
+ this.end = ( end !== undefined ) ? end : new THREE.Vector3();
+
+};
+
+THREE.Line3.prototype = {
+
+ constructor: THREE.Line3,
+
+ set: function ( start, end ) {
+
+ this.start.copy( start );
+ this.end.copy( end );
+
+ return this;
+
+ },
+
+ copy: function ( line ) {
+
+ this.start.copy( line.start );
+ this.end.copy( line.end );
+
+ return this;
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
+
+ },
+
+ delta: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.end, this.start );
+
+ },
+
+ distanceSq: function () {
+
+ return this.start.distanceToSquared( this.end );
+
+ },
+
+ distance: function () {
+
+ return this.start.distanceTo( this.end );
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ closestPointToPointParameter: function () {
+
+ var startP = new THREE.Vector3();
+ var startEnd = new THREE.Vector3();
+
+ return function ( point, clampToLine ) {
+
+ startP.subVectors( point, this.start );
+ startEnd.subVectors( this.end, this.start );
+
+ var startEnd2 = startEnd.dot( startEnd );
+ var startEnd_startP = startEnd.dot( startP );
+
+ var t = startEnd_startP / startEnd2;
+
+ if ( clampToLine ) {
+
+ t = THREE.Math.clamp( t, 0, 1 );
+
+ }
+
+ return t;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
+
+ var t = this.closestPointToPointParameter( point, clampToLine );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.start.applyMatrix4( matrix );
+ this.end.applyMatrix4( matrix );
+
+ return this;
+
+ },
+
+ equals: function ( line ) {
+
+ return line.start.equals( this.start ) && line.end.equals( this.end );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Line3().copy( this );
+
+ }
+
+};
+
+// File:src/math/Box2.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Box2 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
+
+};
+
+THREE.Box2.prototype = {
+
+ constructor: THREE.Box2,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ this.makeEmpty();
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] )
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = Infinity;
+ this.max.x = this.max.y = - Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector2();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector2();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector2();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box2().copy( this );
+
+ }
+
+};
+
+// File:src/math/Box3.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Box3 = function ( min, max ) {
+
+ this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
+ this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
+
+};
+
+THREE.Box3.prototype = {
+
+ constructor: THREE.Box3,
+
+ set: function ( min, max ) {
+
+ this.min.copy( min );
+ this.max.copy( max );
+
+ return this;
+
+ },
+
+ setFromPoints: function ( points ) {
+
+ this.makeEmpty();
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ this.expandByPoint( points[ i ] )
+
+ }
+
+ return this;
+
+ },
+
+ setFromCenterAndSize: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( center, size ) {
+
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
+
+ this.min.copy( center ).sub( halfSize );
+ this.max.copy( center ).add( halfSize );
+
+ return this;
+
+ };
+
+ }(),
+
+ setFromObject: function () {
+
+ // Computes the world-axis-aligned bounding box of an object (including its children),
+ // accounting for both the object's, and childrens', world transforms
+
+ var v1 = new THREE.Vector3();
+
+ return function ( object ) {
+
+ var scope = this;
+
+ object.updateMatrixWorld( true );
+
+ this.makeEmpty();
+
+ object.traverse( function ( node ) {
+
+ var geometry = node.geometry;
+
+ if ( geometry !== undefined ) {
+
+ if ( geometry instanceof THREE.Geometry ) {
+
+ var vertices = geometry.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ v1.copy( vertices[ i ] );
+
+ v1.applyMatrix4( node.matrixWorld );
+
+ scope.expandByPoint( v1 );
+
+ }
+
+ } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
+
+ var positions = geometry.attributes[ 'position' ].array;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+
+ v1.applyMatrix4( node.matrixWorld );
+
+ scope.expandByPoint( v1 );
+
+ }
+
+ }
+
+ }
+
+ } );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( box ) {
+
+ this.min.copy( box.min );
+ this.max.copy( box.max );
+
+ return this;
+
+ },
+
+ makeEmpty: function () {
+
+ this.min.x = this.min.y = this.min.z = Infinity;
+ this.max.x = this.max.y = this.max.z = - Infinity;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
+
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
+
+ },
+
+ center: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+ },
+
+ size: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.subVectors( this.max, this.min );
+
+ },
+
+ expandByPoint: function ( point ) {
+
+ this.min.min( point );
+ this.max.max( point );
+
+ return this;
+
+ },
+
+ expandByVector: function ( vector ) {
+
+ this.min.sub( vector );
+ this.max.add( vector );
+
+ return this;
+
+ },
+
+ expandByScalar: function ( scalar ) {
+
+ this.min.addScalar( - scalar );
+ this.max.addScalar( scalar );
+
+ return this;
+
+ },
+
+ containsPoint: function ( point ) {
+
+ if ( point.x < this.min.x || point.x > this.max.x ||
+ point.y < this.min.y || point.y > this.max.y ||
+ point.z < this.min.z || point.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ containsBox: function ( box ) {
+
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
+ ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ getParameter: function ( point, optionalTarget ) {
+
+ // This can potentially have a divide by zero if the box
+ // has a size dimension of 0.
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.set(
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+ ( point.z - this.min.z ) / ( this.max.z - this.min.z )
+ );
+
+ },
+
+ isIntersectionBox: function ( box ) {
+
+ // using 6 splitting planes to rule out intersections.
+
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
+ box.max.y < this.min.y || box.min.y > this.max.y ||
+ box.max.z < this.min.z || box.min.z > this.max.z ) {
+
+ return false;
+
+ }
+
+ return true;
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( point ).clamp( this.min, this.max );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
+ return clampedPoint.sub( point ).length();
+
+ };
+
+ }(),
+
+ getBoundingSphere: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Sphere();
+
+ result.center = this.center();
+ result.radius = this.size( v1 ).length() * 0.5;
+
+ return result;
+
+ };
+
+ }(),
+
+ intersect: function ( box ) {
+
+ this.min.max( box.min );
+ this.max.min( box.max );
+
+ return this;
+
+ },
+
+ union: function ( box ) {
+
+ this.min.min( box.min );
+ this.max.max( box.max );
+
+ return this;
+
+ },
+
+ applyMatrix4: function () {
+
+ var points = [
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3(),
+ new THREE.Vector3()
+ ];
+
+ return function ( matrix ) {
+
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
+ points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
+ points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
+ points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
+ points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
+ points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
+ points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
+ points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
+ points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
+
+ this.makeEmpty();
+ this.setFromPoints( points );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.min.add( offset );
+ this.max.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( box ) {
+
+ return box.min.equals( this.min ) && box.max.equals( this.max );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Box3().copy( this );
+
+ }
+
+};
+
+// File:src/math/Matrix3.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Matrix3 = function () {
+
+ this.elements = new Float32Array( [
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ ] );
+
+ if ( arguments.length > 0 ) {
+
+ console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
+
+ }
+
+};
+
+THREE.Matrix3.prototype = {
+
+ constructor: THREE.Matrix3,
+
+ set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+ var te = this.elements;
+
+ te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
+ te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
+ te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0,
+ 0, 1, 0,
+ 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ var me = m.elements;
+
+ this.set(
+
+ me[ 0 ], me[ 3 ], me[ 6 ],
+ me[ 1 ], me[ 4 ], me[ 7 ],
+ me[ 2 ], me[ 5 ], me[ 8 ]
+
+ );
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+ return vector.applyMatrix3( this );
+
+ },
+
+ multiplyVector3Array: function ( a ) {
+
+ console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
+
+ },
+
+ applyToVector3Array: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( array, offset, length ) {
+
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = array.length;
+
+ for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
+
+ v1.x = array[ j ];
+ v1.y = array[ j + 1 ];
+ v1.z = array[ j + 2 ];
+
+ v1.applyMatrix3( this );
+
+ array[ j ] = v1.x;
+ array[ j + 1 ] = v1.y;
+ array[ j + 2 ] = v1.z;
+
+ }
+
+ return array;
+
+ };
+
+ }(),
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
+ te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
+ te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
+
+ return this;
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
+ d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
+ g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
+
+ return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+
+ },
+
+ getInverse: function ( matrix, throwOnInvertible ) {
+
+ // input: THREE.Matrix4
+ // ( based on http://code.google.com/p/webgl-mjs/ )
+
+ var me = matrix.elements;
+ var te = this.elements;
+
+ te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
+ te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
+ te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
+ te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
+ te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
+ te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
+ te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
+ te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
+ te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
+
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
+
+ // no inverse
+
+ if ( det === 0 ) {
+
+ var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+
+ }
+
+ this.multiplyScalar( 1.0 / det );
+
+ return this;
+
+ },
+
+ transpose: function () {
+
+ var tmp, m = this.elements;
+
+ tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
+ tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
+ tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArrayOffset: function ( array, offset ) {
+
+ var te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+
+ array[ offset + 3 ] = te[ 3 ];
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+ array[ offset + 8 ] = te[ 8 ];
+
+ return array;
+
+ },
+
+ getNormalMatrix: function ( m ) {
+
+ // input: THREE.Matrix4
+
+ this.getInverse( m ).transpose();
+
+ return this;
+
+ },
+
+ transposeIntoArray: function ( r ) {
+
+ var m = this.elements;
+
+ r[ 0 ] = m[ 0 ];
+ r[ 1 ] = m[ 3 ];
+ r[ 2 ] = m[ 6 ];
+ r[ 3 ] = m[ 1 ];
+ r[ 4 ] = m[ 4 ];
+ r[ 5 ] = m[ 7 ];
+ r[ 6 ] = m[ 2 ];
+ r[ 7 ] = m[ 5 ];
+ r[ 8 ] = m[ 8 ];
+
+ return this;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ],
+ te[ 3 ], te[ 4 ], te[ 5 ],
+ te[ 6 ], te[ 7 ], te[ 8 ]
+ ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Matrix3().fromArray( this.elements );
+
+ }
+
+};
+
+// File:src/math/Matrix4.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author philogb / http://blog.thejit.org/
+ * @author jordi_ros / http://plattsoft.com
+ * @author D1plo1d / http://github.com/D1plo1d
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author timknip / http://www.floorplanner.com/
+ * @author bhouston / http://exocortex.com
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Matrix4 = function () {
+
+ this.elements = new Float32Array( [
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ ] );
+
+ if ( arguments.length > 0 ) {
+
+ console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
+
+ }
+
+};
+
+THREE.Matrix4.prototype = {
+
+ constructor: THREE.Matrix4,
+
+ set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+ var te = this.elements;
+
+ te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
+ te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
+ te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
+ te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
+
+ return this;
+
+ },
+
+ identity: function () {
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ copy: function ( m ) {
+
+ this.elements.set( m.elements );
+
+ return this;
+
+ },
+
+ extractPosition: function ( m ) {
+
+ console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
+ return this.copyPosition( m );
+
+ },
+
+ copyPosition: function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ te[ 12 ] = me[ 12 ];
+ te[ 13 ] = me[ 13 ];
+ te[ 14 ] = me[ 14 ];
+
+ return this;
+
+ },
+
+ extractRotation: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( m ) {
+
+ var te = this.elements;
+ var me = m.elements;
+
+ var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
+ var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
+ var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
+
+ te[ 0 ] = me[ 0 ] * scaleX;
+ te[ 1 ] = me[ 1 ] * scaleX;
+ te[ 2 ] = me[ 2 ] * scaleX;
+
+ te[ 4 ] = me[ 4 ] * scaleY;
+ te[ 5 ] = me[ 5 ] * scaleY;
+ te[ 6 ] = me[ 6 ] * scaleY;
+
+ te[ 8 ] = me[ 8 ] * scaleZ;
+ te[ 9 ] = me[ 9 ] * scaleZ;
+ te[ 10 ] = me[ 10 ] * scaleZ;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeRotationFromEuler: function ( euler ) {
+
+ if ( euler instanceof THREE.Euler === false ) {
+
+ console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+ }
+
+ var te = this.elements;
+
+ var x = euler.x, y = euler.y, z = euler.z;
+ var a = Math.cos( x ), b = Math.sin( x );
+ var c = Math.cos( y ), d = Math.sin( y );
+ var e = Math.cos( z ), f = Math.sin( z );
+
+ if ( euler.order === 'XYZ' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - c * f;
+ te[ 8 ] = d;
+
+ te[ 1 ] = af + be * d;
+ te[ 5 ] = ae - bf * d;
+ te[ 9 ] = - b * c;
+
+ te[ 2 ] = bf - ae * d;
+ te[ 6 ] = be + af * d;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YXZ' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce + df * b;
+ te[ 4 ] = de * b - cf;
+ te[ 8 ] = a * d;
+
+ te[ 1 ] = a * f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b;
+
+ te[ 2 ] = cf * b - de;
+ te[ 6 ] = df + ce * b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZXY' ) {
+
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+ te[ 0 ] = ce - df * b;
+ te[ 4 ] = - a * f;
+ te[ 8 ] = de + cf * b;
+
+ te[ 1 ] = cf + de * b;
+ te[ 5 ] = a * e;
+ te[ 9 ] = df - ce * b;
+
+ te[ 2 ] = - a * d;
+ te[ 6 ] = b;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'ZYX' ) {
+
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = be * d - af;
+ te[ 8 ] = ae * d + bf;
+
+ te[ 1 ] = c * f;
+ te[ 5 ] = bf * d + ae;
+ te[ 9 ] = af * d - be;
+
+ te[ 2 ] = - d;
+ te[ 6 ] = b * c;
+ te[ 10 ] = a * c;
+
+ } else if ( euler.order === 'YZX' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = bd - ac * f;
+ te[ 8 ] = bc * f + ad;
+
+ te[ 1 ] = f;
+ te[ 5 ] = a * e;
+ te[ 9 ] = - b * e;
+
+ te[ 2 ] = - d * e;
+ te[ 6 ] = ad * f + bc;
+ te[ 10 ] = ac - bd * f;
+
+ } else if ( euler.order === 'XZY' ) {
+
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+ te[ 0 ] = c * e;
+ te[ 4 ] = - f;
+ te[ 8 ] = d * e;
+
+ te[ 1 ] = ac * f + bd;
+ te[ 5 ] = a * e;
+ te[ 9 ] = ad * f - bc;
+
+ te[ 2 ] = bc * f - ad;
+ te[ 6 ] = b * e;
+ te[ 10 ] = bd * f + ac;
+
+ }
+
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
+
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
+
+ return this.makeRotationFromQuaternion( q );
+
+ },
+
+ makeRotationFromQuaternion: function ( q ) {
+
+ var te = this.elements;
+
+ var x = q.x, y = q.y, z = q.z, w = q.w;
+ var x2 = x + x, y2 = y + y, z2 = z + z;
+ var xx = x * x2, xy = x * y2, xz = x * z2;
+ var yy = y * y2, yz = y * z2, zz = z * z2;
+ var wx = w * x2, wy = w * y2, wz = w * z2;
+
+ te[ 0 ] = 1 - ( yy + zz );
+ te[ 4 ] = xy - wz;
+ te[ 8 ] = xz + wy;
+
+ te[ 1 ] = xy + wz;
+ te[ 5 ] = 1 - ( xx + zz );
+ te[ 9 ] = yz - wx;
+
+ te[ 2 ] = xz - wy;
+ te[ 6 ] = yz + wx;
+ te[ 10 ] = 1 - ( xx + yy );
+
+ // last column
+ te[ 3 ] = 0;
+ te[ 7 ] = 0;
+ te[ 11 ] = 0;
+
+ // bottom row
+ te[ 12 ] = 0;
+ te[ 13 ] = 0;
+ te[ 14 ] = 0;
+ te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ lookAt: function () {
+
+ var x = new THREE.Vector3();
+ var y = new THREE.Vector3();
+ var z = new THREE.Vector3();
+
+ return function ( eye, target, up ) {
+
+ var te = this.elements;
+
+ z.subVectors( eye, target ).normalize();
+
+ if ( z.length() === 0 ) {
+
+ z.z = 1;
+
+ }
+
+ x.crossVectors( up, z ).normalize();
+
+ if ( x.length() === 0 ) {
+
+ z.x += 0.0001;
+ x.crossVectors( up, z ).normalize();
+
+ }
+
+ y.crossVectors( z, x );
+
+
+ te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
+ te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
+ te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
+
+ return this;
+
+ };
+
+ }(),
+
+ multiply: function ( m, n ) {
+
+ if ( n !== undefined ) {
+
+ console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+ return this.multiplyMatrices( m, n );
+
+ }
+
+ return this.multiplyMatrices( this, m );
+
+ },
+
+ multiplyMatrices: function ( a, b ) {
+
+ var ae = a.elements;
+ var be = b.elements;
+ var te = this.elements;
+
+ var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
+ var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
+ var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
+ var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
+
+ var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
+ var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
+ var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
+ var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
+
+ te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+ te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+ te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+ te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+ te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+ te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+ te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+ te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+ te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+ te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+ te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+ te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+ te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+ te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+ te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+ te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+ return this;
+
+ },
+
+ multiplyToArray: function ( a, b, r ) {
+
+ var te = this.elements;
+
+ this.multiplyMatrices( a, b );
+
+ r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
+ r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
+ r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
+ r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
+
+ return this;
+
+ },
+
+ multiplyScalar: function ( s ) {
+
+ var te = this.elements;
+
+ te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
+ te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
+ te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
+ te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
+
+ return this;
+
+ },
+
+ multiplyVector3: function ( vector ) {
+
+ console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
+ return vector.applyProjection( this );
+
+ },
+
+ multiplyVector4: function ( vector ) {
+
+ console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+
+ },
+
+ multiplyVector3Array: function ( a ) {
+
+ console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
+ return this.applyToVector3Array( a );
+
+ },
+
+ applyToVector3Array: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( array, offset, length ) {
+
+ if ( offset === undefined ) offset = 0;
+ if ( length === undefined ) length = array.length;
+
+ for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
+
+ v1.x = array[ j ];
+ v1.y = array[ j + 1 ];
+ v1.z = array[ j + 2 ];
+
+ v1.applyMatrix4( this );
+
+ array[ j ] = v1.x;
+ array[ j + 1 ] = v1.y;
+ array[ j + 2 ] = v1.z;
+
+ }
+
+ return array;
+
+ };
+
+ }(),
+
+ rotateAxis: function ( v ) {
+
+ console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
+
+ v.transformDirection( this );
+
+ },
+
+ crossVector: function ( vector ) {
+
+ console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+ return vector.applyMatrix4( this );
+
+ },
+
+ determinant: function () {
+
+ var te = this.elements;
+
+ var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
+ var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
+ var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
+ var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
+
+ //TODO: make this more efficient
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+ return (
+ n41 * (
+ + n14 * n23 * n32
+ - n13 * n24 * n32
+ - n14 * n22 * n33
+ + n12 * n24 * n33
+ + n13 * n22 * n34
+ - n12 * n23 * n34
+ ) +
+ n42 * (
+ + n11 * n23 * n34
+ - n11 * n24 * n33
+ + n14 * n21 * n33
+ - n13 * n21 * n34
+ + n13 * n24 * n31
+ - n14 * n23 * n31
+ ) +
+ n43 * (
+ + n11 * n24 * n32
+ - n11 * n22 * n34
+ - n14 * n21 * n32
+ + n12 * n21 * n34
+ + n14 * n22 * n31
+ - n12 * n24 * n31
+ ) +
+ n44 * (
+ - n13 * n22 * n31
+ - n11 * n23 * n32
+ + n11 * n22 * n33
+ + n13 * n21 * n32
+ - n12 * n21 * n33
+ + n12 * n23 * n31
+ )
+
+ );
+
+ },
+
+ transpose: function () {
+
+ var te = this.elements;
+ var tmp;
+
+ tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
+ tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
+ tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
+
+ tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
+ tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
+ tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
+
+ return this;
+
+ },
+
+ flattenToArrayOffset: function ( array, offset ) {
+
+ var te = this.elements;
+
+ array[ offset ] = te[ 0 ];
+ array[ offset + 1 ] = te[ 1 ];
+ array[ offset + 2 ] = te[ 2 ];
+ array[ offset + 3 ] = te[ 3 ];
+
+ array[ offset + 4 ] = te[ 4 ];
+ array[ offset + 5 ] = te[ 5 ];
+ array[ offset + 6 ] = te[ 6 ];
+ array[ offset + 7 ] = te[ 7 ];
+
+ array[ offset + 8 ] = te[ 8 ];
+ array[ offset + 9 ] = te[ 9 ];
+ array[ offset + 10 ] = te[ 10 ];
+ array[ offset + 11 ] = te[ 11 ];
+
+ array[ offset + 12 ] = te[ 12 ];
+ array[ offset + 13 ] = te[ 13 ];
+ array[ offset + 14 ] = te[ 14 ];
+ array[ offset + 15 ] = te[ 15 ];
+
+ return array;
+
+ },
+
+ getPosition: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
+
+ var te = this.elements;
+ return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
+
+ };
+
+ }(),
+
+ setPosition: function ( v ) {
+
+ var te = this.elements;
+
+ te[ 12 ] = v.x;
+ te[ 13 ] = v.y;
+ te[ 14 ] = v.z;
+
+ return this;
+
+ },
+
+ getInverse: function ( m, throwOnInvertible ) {
+
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
+ var te = this.elements;
+ var me = m.elements;
+
+ var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
+ var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
+ var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
+ var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
+
+ te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
+ te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
+ te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
+ te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
+ te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
+ te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
+ te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
+ te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
+ te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
+ te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
+ te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
+ te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
+ te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
+ te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
+ te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
+ te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
+
+ var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
+
+ if ( det == 0 ) {
+
+ var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
+
+ if ( throwOnInvertible || false ) {
+
+ throw new Error( msg );
+
+ } else {
+
+ console.warn( msg );
+
+ }
+
+ this.identity();
+
+ return this;
+ }
+
+ this.multiplyScalar( 1 / det );
+
+ return this;
+
+ },
+
+ translate: function ( v ) {
+
+ console.warn( 'THREE.Matrix4: .translate() has been removed.' );
+
+ },
+
+ rotateX: function ( angle ) {
+
+ console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
+
+ },
+
+ rotateY: function ( angle ) {
+
+ console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
+
+ },
+
+ rotateZ: function ( angle ) {
+
+ console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
+
+ },
+
+ rotateByAxis: function ( axis, angle ) {
+
+ console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
+
+ },
+
+ scale: function ( v ) {
+
+ var te = this.elements;
+ var x = v.x, y = v.y, z = v.z;
+
+ te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
+ te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
+ te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
+ te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
+
+ return this;
+
+ },
+
+ getMaxScaleOnAxis: function () {
+
+ var te = this.elements;
+
+ var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
+ var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
+ var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
+
+ return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
+
+ },
+
+ makeTranslation: function ( x, y, z ) {
+
+ this.set(
+
+ 1, 0, 0, x,
+ 0, 1, 0, y,
+ 0, 0, 1, z,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationX: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ 1, 0, 0, 0,
+ 0, c, - s, 0,
+ 0, s, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationY: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, 0, s, 0,
+ 0, 1, 0, 0,
+ - s, 0, c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationZ: function ( theta ) {
+
+ var c = Math.cos( theta ), s = Math.sin( theta );
+
+ this.set(
+
+ c, - s, 0, 0,
+ s, c, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeRotationAxis: function ( axis, angle ) {
+
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+ var c = Math.cos( angle );
+ var s = Math.sin( angle );
+ var t = 1 - c;
+ var x = axis.x, y = axis.y, z = axis.z;
+ var tx = t * x, ty = t * y;
+
+ this.set(
+
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ makeScale: function ( x, y, z ) {
+
+ this.set(
+
+ x, 0, 0, 0,
+ 0, y, 0, 0,
+ 0, 0, z, 0,
+ 0, 0, 0, 1
+
+ );
+
+ return this;
+
+ },
+
+ compose: function ( position, quaternion, scale ) {
+
+ this.makeRotationFromQuaternion( quaternion );
+ this.scale( scale );
+ this.setPosition( position );
+
+ return this;
+
+ },
+
+ decompose: function () {
+
+ var vector = new THREE.Vector3();
+ var matrix = new THREE.Matrix4();
+
+ return function ( position, quaternion, scale ) {
+
+ var te = this.elements;
+
+ var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
+ var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
+ var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
+
+ // if determine is negative, we need to invert one scale
+ var det = this.determinant();
+ if ( det < 0 ) {
+ sx = - sx;
+ }
+
+ position.x = te[ 12 ];
+ position.y = te[ 13 ];
+ position.z = te[ 14 ];
+
+ // scale the rotation part
+
+ matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
+
+ var invSX = 1 / sx;
+ var invSY = 1 / sy;
+ var invSZ = 1 / sz;
+
+ matrix.elements[ 0 ] *= invSX;
+ matrix.elements[ 1 ] *= invSX;
+ matrix.elements[ 2 ] *= invSX;
+
+ matrix.elements[ 4 ] *= invSY;
+ matrix.elements[ 5 ] *= invSY;
+ matrix.elements[ 6 ] *= invSY;
+
+ matrix.elements[ 8 ] *= invSZ;
+ matrix.elements[ 9 ] *= invSZ;
+ matrix.elements[ 10 ] *= invSZ;
+
+ quaternion.setFromRotationMatrix( matrix );
+
+ scale.x = sx;
+ scale.y = sy;
+ scale.z = sz;
+
+ return this;
+
+ };
+
+ }(),
+
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+ var te = this.elements;
+ var x = 2 * near / ( right - left );
+ var y = 2 * near / ( top - bottom );
+
+ var a = ( right + left ) / ( right - left );
+ var b = ( top + bottom ) / ( top - bottom );
+ var c = - ( far + near ) / ( far - near );
+ var d = - 2 * far * near / ( far - near );
+
+ te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
+ te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
+
+ return this;
+
+ },
+
+ makePerspective: function ( fov, aspect, near, far ) {
+
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
+ var ymin = - ymax;
+ var xmin = ymin * aspect;
+ var xmax = ymax * aspect;
+
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
+
+ },
+
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
+
+ var te = this.elements;
+ var w = right - left;
+ var h = top - bottom;
+ var p = far - near;
+
+ var x = ( right + left ) / w;
+ var y = ( top + bottom ) / h;
+ var z = ( far + near ) / p;
+
+ te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
+ te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
+ te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
+ te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
+
+ return this;
+
+ },
+
+ fromArray: function ( array ) {
+
+ this.elements.set( array );
+
+ return this;
+
+ },
+
+ toArray: function () {
+
+ var te = this.elements;
+
+ return [
+ te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
+ te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
+ te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
+ te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
+ ];
+
+ },
+
+ clone: function () {
+
+ return new THREE.Matrix4().fromArray( this.elements );
+
+ }
+
+};
+
+// File:src/math/Ray.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Ray = function ( origin, direction ) {
+
+ this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
+ this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
+
+};
+
+THREE.Ray.prototype = {
+
+ constructor: THREE.Ray,
+
+ set: function ( origin, direction ) {
+
+ this.origin.copy( origin );
+ this.direction.copy( direction );
+
+ return this;
+
+ },
+
+ copy: function ( ray ) {
+
+ this.origin.copy( ray.origin );
+ this.direction.copy( ray.direction );
+
+ return this;
+
+ },
+
+ at: function ( t, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+ },
+
+ recast: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( t ) {
+
+ this.origin.copy( this.at( t, v1 ) );
+
+ return this;
+
+ };
+
+ }(),
+
+ closestPointToPoint: function ( point, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.subVectors( point, this.origin );
+ var directionDistance = result.dot( this.direction );
+
+ if ( directionDistance < 0 ) {
+
+ return result.copy( this.origin );
+
+ }
+
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ },
+
+ distanceToPoint: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point ) {
+
+ var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
+
+ // point behind the ray
+
+ if ( directionDistance < 0 ) {
+
+ return this.origin.distanceTo( point );
+
+ }
+
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+ return v1.distanceTo( point );
+
+ };
+
+ }(),
+
+ distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
+ // It returns the min distance between the ray and the segment
+ // defined by v0 and v1
+ // It can also set two optional targets :
+ // - The closest point on the ray
+ // - The closest point on the segment
+
+ var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
+ var segDir = v1.clone().sub( v0 ).normalize();
+ var segExtent = v0.distanceTo( v1 ) * 0.5;
+ var diff = this.origin.clone().sub( segCenter );
+ var a01 = - this.direction.dot( segDir );
+ var b0 = diff.dot( this.direction );
+ var b1 = - diff.dot( segDir );
+ var c = diff.lengthSq();
+ var det = Math.abs( 1 - a01 * a01 );
+ var s0, s1, sqrDist, extDet;
+
+ if ( det >= 0 ) {
+
+ // The ray and segment are not parallel.
+
+ s0 = a01 * b1 - b0;
+ s1 = a01 * b0 - b1;
+ extDet = segExtent * det;
+
+ if ( s0 >= 0 ) {
+
+ if ( s1 >= - extDet ) {
+
+ if ( s1 <= extDet ) {
+
+ // region 0
+ // Minimum at interior points of ray and segment.
+
+ var invDet = 1 / det;
+ s0 *= invDet;
+ s1 *= invDet;
+ sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 1
+
+ s1 = segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ // region 5
+
+ s1 = - segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ } else {
+
+ if ( s1 <= - extDet ) {
+
+ // region 4
+
+ s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ } else if ( s1 <= extDet ) {
+
+ // region 3
+
+ s0 = 0;
+ s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = s1 * ( s1 + 2 * b1 ) + c;
+
+ } else {
+
+ // region 2
+
+ s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
+ s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ }
+
+ } else {
+
+ // Ray and segment are parallel.
+
+ s1 = ( a01 > 0 ) ? - segExtent : segExtent;
+ s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
+ sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
+
+ }
+
+ if ( optionalPointOnRay ) {
+
+ optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
+
+ }
+
+ if ( optionalPointOnSegment ) {
+
+ optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
+
+ }
+
+ return sqrDist;
+
+ },
+
+ isIntersectionSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) <= sphere.radius;
+
+ },
+
+ intersectSphere: function () {
+
+ // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
+
+ var v1 = new THREE.Vector3();
+
+ return function ( sphere, optionalTarget ) {
+
+ v1.subVectors( sphere.center, this.origin );
+
+ var tca = v1.dot( this.direction );
+
+ var d2 = v1.dot( v1 ) - tca * tca;
+
+ var radius2 = sphere.radius * sphere.radius;
+
+ if ( d2 > radius2 ) return null;
+
+ var thc = Math.sqrt( radius2 - d2 );
+
+ // t0 = first intersect point - entrance on front of sphere
+ var t0 = tca - thc;
+
+ // t1 = second intersect point - exit point on back of sphere
+ var t1 = tca + thc;
+
+ // test to see if both t0 and t1 are behind the ray - if so, return null
+ if ( t0 < 0 && t1 < 0 ) return null;
+
+ // test to see if t0 is behind the ray:
+ // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
+ // in order to always return an intersect point that is in front of the ray.
+ if ( t0 < 0 ) return this.at( t1, optionalTarget );
+
+ // else t0 is in front of the ray, so return the first collision point scaled by t0
+ return this.at( t0, optionalTarget );
+
+ }
+
+ }(),
+
+ isIntersectionPlane: function ( plane ) {
+
+ // check if the ray lies on the plane first
+
+ var distToPoint = plane.distanceToPoint( this.origin );
+
+ if ( distToPoint === 0 ) {
+
+ return true;
+
+ }
+
+ var denominator = plane.normal.dot( this.direction );
+
+ if ( denominator * distToPoint < 0 ) {
+
+ return true;
+
+ }
+
+ // ray origin is behind the plane (and is pointing behind it)
+
+ return false;
+
+ },
+
+ distanceToPlane: function ( plane ) {
+
+ var denominator = plane.normal.dot( this.direction );
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if ( plane.distanceToPoint( this.origin ) == 0 ) {
+
+ return 0;
+
+ }
+
+ // Null is preferable to undefined since undefined means.... it is undefined
+
+ return null;
+
+ }
+
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+ // Return if the ray never intersects the plane
+
+ return t >= 0 ? t : null;
+
+ },
+
+ intersectPlane: function ( plane, optionalTarget ) {
+
+ var t = this.distanceToPlane( plane );
+
+ if ( t === null ) {
+
+ return null;
+ }
+
+ return this.at( t, optionalTarget );
+
+ },
+
+ isIntersectionBox: function () {
+
+ var v = new THREE.Vector3();
+
+ return function ( box ) {
+
+ return this.intersectBox( box, v ) !== null;
+
+ };
+
+ }(),
+
+ intersectBox: function ( box , optionalTarget ) {
+
+ // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
+
+ var tmin,tmax,tymin,tymax,tzmin,tzmax;
+
+ var invdirx = 1 / this.direction.x,
+ invdiry = 1 / this.direction.y,
+ invdirz = 1 / this.direction.z;
+
+ var origin = this.origin;
+
+ if ( invdirx >= 0 ) {
+
+ tmin = ( box.min.x - origin.x ) * invdirx;
+ tmax = ( box.max.x - origin.x ) * invdirx;
+
+ } else {
+
+ tmin = ( box.max.x - origin.x ) * invdirx;
+ tmax = ( box.min.x - origin.x ) * invdirx;
+ }
+
+ if ( invdiry >= 0 ) {
+
+ tymin = ( box.min.y - origin.y ) * invdiry;
+ tymax = ( box.max.y - origin.y ) * invdiry;
+
+ } else {
+
+ tymin = ( box.max.y - origin.y ) * invdiry;
+ tymax = ( box.min.y - origin.y ) * invdiry;
+ }
+
+ if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
+
+ // These lines also handle the case where tmin or tmax is NaN
+ // (result of 0 * Infinity). x !== x returns true if x is NaN
+
+ if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
+
+ if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
+
+ if ( invdirz >= 0 ) {
+
+ tzmin = ( box.min.z - origin.z ) * invdirz;
+ tzmax = ( box.max.z - origin.z ) * invdirz;
+
+ } else {
+
+ tzmin = ( box.max.z - origin.z ) * invdirz;
+ tzmax = ( box.min.z - origin.z ) * invdirz;
+ }
+
+ if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
+
+ if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+ if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+ //return point closest to the ray (positive side)
+
+ if ( tmax < 0 ) return null;
+
+ return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
+
+ },
+
+ intersectTriangle: function () {
+
+ // Compute the offset origin, edges, and normal.
+ var diff = new THREE.Vector3();
+ var edge1 = new THREE.Vector3();
+ var edge2 = new THREE.Vector3();
+ var normal = new THREE.Vector3();
+
+ return function ( a, b, c, backfaceCulling, optionalTarget ) {
+
+ // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
+
+ edge1.subVectors( b, a );
+ edge2.subVectors( c, a );
+ normal.crossVectors( edge1, edge2 );
+
+ // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
+ // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
+ // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
+ // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
+ // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
+ var DdN = this.direction.dot( normal );
+ var sign;
+
+ if ( DdN > 0 ) {
+
+ if ( backfaceCulling ) return null;
+ sign = 1;
+
+ } else if ( DdN < 0 ) {
+
+ sign = - 1;
+ DdN = - DdN;
+
+ } else {
+
+ return null;
+
+ }
+
+ diff.subVectors( this.origin, a );
+ var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
+
+ // b1 < 0, no intersection
+ if ( DdQxE2 < 0 ) {
+
+ return null;
+
+ }
+
+ var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
+
+ // b2 < 0, no intersection
+ if ( DdE1xQ < 0 ) {
+
+ return null;
+
+ }
+
+ // b1+b2 > 1, no intersection
+ if ( DdQxE2 + DdE1xQ > DdN ) {
+
+ return null;
+
+ }
+
+ // Line intersects triangle, check if ray does.
+ var QdN = - sign * diff.dot( normal );
+
+ // t < 0, no intersection
+ if ( QdN < 0 ) {
+
+ return null;
+
+ }
+
+ // Ray intersects triangle.
+ return this.at( QdN / DdN, optionalTarget );
+
+ };
+
+ }(),
+
+ applyMatrix4: function ( matrix4 ) {
+
+ this.direction.add( this.origin ).applyMatrix4( matrix4 );
+ this.origin.applyMatrix4( matrix4 );
+ this.direction.sub( this.origin );
+ this.direction.normalize();
+
+ return this;
+ },
+
+ equals: function ( ray ) {
+
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Ray().copy( this );
+
+ }
+
+};
+
+// File:src/math/Sphere.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Sphere = function ( center, radius ) {
+
+ this.center = ( center !== undefined ) ? center : new THREE.Vector3();
+ this.radius = ( radius !== undefined ) ? radius : 0;
+
+};
+
+THREE.Sphere.prototype = {
+
+ constructor: THREE.Sphere,
+
+ set: function ( center, radius ) {
+
+ this.center.copy( center );
+ this.radius = radius;
+
+ return this;
+ },
+
+ setFromPoints: function () {
+
+ var box = new THREE.Box3();
+
+ return function ( points, optionalCenter ) {
+
+ var center = this.center;
+
+ if ( optionalCenter !== undefined ) {
+
+ center.copy( optionalCenter );
+
+ } else {
+
+ box.setFromPoints( points ).center( center );
+
+ }
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
+
+ }
+
+ this.radius = Math.sqrt( maxRadiusSq );
+
+ return this;
+
+ };
+
+ }(),
+
+ copy: function ( sphere ) {
+
+ this.center.copy( sphere.center );
+ this.radius = sphere.radius;
+
+ return this;
+
+ },
+
+ empty: function () {
+
+ return ( this.radius <= 0 );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return ( point.distanceTo( this.center ) - this.radius );
+
+ },
+
+ intersectsSphere: function ( sphere ) {
+
+ var radiusSum = this.radius + sphere.radius;
+
+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
+
+ },
+
+ clampPoint: function ( point, optionalTarget ) {
+
+ var deltaLengthSq = this.center.distanceToSquared( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ result.copy( point );
+
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+ result.sub( this.center ).normalize();
+ result.multiplyScalar( this.radius ).add( this.center );
+
+ }
+
+ return result;
+
+ },
+
+ getBoundingBox: function ( optionalTarget ) {
+
+ var box = optionalTarget || new THREE.Box3();
+
+ box.set( this.center, this.center );
+ box.expandByScalar( this.radius );
+
+ return box;
+
+ },
+
+ applyMatrix4: function ( matrix ) {
+
+ this.center.applyMatrix4( matrix );
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+ return this;
+
+ },
+
+ translate: function ( offset ) {
+
+ this.center.add( offset );
+
+ return this;
+
+ },
+
+ equals: function ( sphere ) {
+
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Sphere().copy( this );
+
+ }
+
+};
+
+// File:src/math/Frustum.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
+
+ this.planes = [
+
+ ( p0 !== undefined ) ? p0 : new THREE.Plane(),
+ ( p1 !== undefined ) ? p1 : new THREE.Plane(),
+ ( p2 !== undefined ) ? p2 : new THREE.Plane(),
+ ( p3 !== undefined ) ? p3 : new THREE.Plane(),
+ ( p4 !== undefined ) ? p4 : new THREE.Plane(),
+ ( p5 !== undefined ) ? p5 : new THREE.Plane()
+
+ ];
+
+};
+
+THREE.Frustum.prototype = {
+
+ constructor: THREE.Frustum,
+
+ set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+ var planes = this.planes;
+
+ planes[ 0 ].copy( p0 );
+ planes[ 1 ].copy( p1 );
+ planes[ 2 ].copy( p2 );
+ planes[ 3 ].copy( p3 );
+ planes[ 4 ].copy( p4 );
+ planes[ 5 ].copy( p5 );
+
+ return this;
+
+ },
+
+ copy: function ( frustum ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ planes[ i ].copy( frustum.planes[ i ] );
+
+ }
+
+ return this;
+
+ },
+
+ setFromMatrix: function ( m ) {
+
+ var planes = this.planes;
+ var me = m.elements;
+ var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
+ var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
+ var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
+ var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
+
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+ return this;
+
+ },
+
+ intersectsObject: function () {
+
+ var sphere = new THREE.Sphere();
+
+ return function ( object ) {
+
+ var geometry = object.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( object.matrixWorld );
+
+ return this.intersectsSphere( sphere );
+
+ };
+
+ }(),
+
+ intersectsSphere: function ( sphere ) {
+
+ var planes = this.planes;
+ var center = sphere.center;
+ var negRadius = - sphere.radius;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ var distance = planes[ i ].distanceToPoint( center );
+
+ if ( distance < negRadius ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ intersectsBox: function () {
+
+ var p1 = new THREE.Vector3(),
+ p2 = new THREE.Vector3();
+
+ return function ( box ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6 ; i ++ ) {
+
+ var plane = planes[ i ];
+
+ p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
+ p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+ p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
+ p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+ p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
+ p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+ var d1 = plane.distanceToPoint( p1 );
+ var d2 = plane.distanceToPoint( p2 );
+
+ // if both outside plane, no intersection
+
+ if ( d1 < 0 && d2 < 0 ) {
+
+ return false;
+
+ }
+ }
+
+ return true;
+ };
+
+ }(),
+
+
+ containsPoint: function ( point ) {
+
+ var planes = this.planes;
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
+
+ return false;
+
+ }
+
+ }
+
+ return true;
+
+ },
+
+ clone: function () {
+
+ return new THREE.Frustum().copy( this );
+
+ }
+
+};
+
+// File:src/math/Plane.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Plane = function ( normal, constant ) {
+
+ this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
+ this.constant = ( constant !== undefined ) ? constant : 0;
+
+};
+
+THREE.Plane.prototype = {
+
+ constructor: THREE.Plane,
+
+ set: function ( normal, constant ) {
+
+ this.normal.copy( normal );
+ this.constant = constant;
+
+ return this;
+
+ },
+
+ setComponents: function ( x, y, z, w ) {
+
+ this.normal.set( x, y, z );
+ this.constant = w;
+
+ return this;
+
+ },
+
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+ this.normal.copy( normal );
+ this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
+
+ return this;
+
+ },
+
+ setFromCoplanarPoints: function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( a, b, c ) {
+
+ var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
+
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
+
+ this.setFromNormalAndCoplanarPoint( normal, a );
+
+ return this;
+
+ };
+
+ }(),
+
+
+ copy: function ( plane ) {
+
+ this.normal.copy( plane.normal );
+ this.constant = plane.constant;
+
+ return this;
+
+ },
+
+ normalize: function () {
+
+ // Note: will lead to a divide by zero if the plane is invalid.
+
+ var inverseNormalLength = 1.0 / this.normal.length();
+ this.normal.multiplyScalar( inverseNormalLength );
+ this.constant *= inverseNormalLength;
+
+ return this;
+
+ },
+
+ negate: function () {
+
+ this.constant *= - 1;
+ this.normal.negate();
+
+ return this;
+
+ },
+
+ distanceToPoint: function ( point ) {
+
+ return this.normal.dot( point ) + this.constant;
+
+ },
+
+ distanceToSphere: function ( sphere ) {
+
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
+
+ },
+
+ projectPoint: function ( point, optionalTarget ) {
+
+ return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
+
+ },
+
+ orthoPoint: function ( point, optionalTarget ) {
+
+ var perpendicularMagnitude = this.distanceToPoint( point );
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
+
+ },
+
+ isIntersectionLine: function ( line ) {
+
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+ var startSign = this.distanceToPoint( line.start );
+ var endSign = this.distanceToPoint( line.end );
+
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+ },
+
+ intersectLine: function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( line, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ var direction = line.delta( v1 );
+
+ var denominator = this.normal.dot( direction );
+
+ if ( denominator == 0 ) {
+
+ // line is coplanar, return origin
+ if ( this.distanceToPoint( line.start ) == 0 ) {
+
+ return result.copy( line.start );
+
+ }
+
+ // Unsure if this is the correct method to handle this case.
+ return undefined;
+
+ }
+
+ var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+ if ( t < 0 || t > 1 ) {
+
+ return undefined;
+
+ }
+
+ return result.copy( direction ).multiplyScalar( t ).add( line.start );
+
+ };
+
+ }(),
+
+
+ coplanarPoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
+
+ },
+
+ applyMatrix4: function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+ var m1 = new THREE.Matrix3();
+
+ return function ( matrix, optionalNormalMatrix ) {
+
+ // compute new normal based on theory here:
+ // http://www.songho.ca/opengl/gl_normaltransform.html
+ var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+ var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
+
+ var newCoplanarPoint = this.coplanarPoint( v2 );
+ newCoplanarPoint.applyMatrix4( matrix );
+
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
+
+ return this;
+
+ };
+
+ }(),
+
+ translate: function ( offset ) {
+
+ this.constant = this.constant - offset.dot( this.normal );
+
+ return this;
+
+ },
+
+ equals: function ( plane ) {
+
+ return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Plane().copy( this );
+
+ }
+
+};
+
+// File:src/math/Math.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Math = {
+
+ generateUUID: function () {
+
+ // http://www.broofa.com/Tools/Math.uuid.htm
+
+ var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
+ var uuid = new Array( 36 );
+ var rnd = 0, r;
+
+ return function () {
+
+ for ( var i = 0; i < 36; i ++ ) {
+
+ if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
+
+ uuid[ i ] = '-';
+
+ } else if ( i == 14 ) {
+
+ uuid[ i ] = '4';
+
+ } else {
+
+ if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
+ r = rnd & 0xf;
+ rnd = rnd >> 4;
+ uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
+
+ }
+ }
+
+ return uuid.join( '' );
+
+ };
+
+ }(),
+
+ // Clamp value to range
+
+ clamp: function ( x, a, b ) {
+
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+ },
+
+ // Clamp value to range to range
+
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+ },
+
+ // http://en.wikipedia.org/wiki/Smoothstep
+
+ smoothstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * ( 3 - 2 * x );
+
+ },
+
+ smootherstep: function ( x, min, max ) {
+
+ if ( x <= min ) return 0;
+ if ( x >= max ) return 1;
+
+ x = ( x - min ) / ( max - min );
+
+ return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+ },
+
+ // Random float from <0, 1> with 16 bits of randomness
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
+
+ random16: function () {
+
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+ },
+
+ // Random integer from interval
+
+ randInt: function ( low, high ) {
+
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+ },
+
+ // Random float from interval
+
+ randFloat: function ( low, high ) {
+
+ return low + Math.random() * ( high - low );
+
+ },
+
+ // Random float from <-range/2, range/2> interval
+
+ randFloatSpread: function ( range ) {
+
+ return range * ( 0.5 - Math.random() );
+
+ },
+
+ degToRad: function () {
+
+ var degreeToRadiansFactor = Math.PI / 180;
+
+ return function ( degrees ) {
+
+ return degrees * degreeToRadiansFactor;
+
+ };
+
+ }(),
+
+ radToDeg: function () {
+
+ var radianToDegreesFactor = 180 / Math.PI;
+
+ return function ( radians ) {
+
+ return radians * radianToDegreesFactor;
+
+ };
+
+ }(),
+
+ isPowerOfTwo: function ( value ) {
+
+ return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+ }
+
+};
+
+// File:src/math/Spline.js
+
+/**
+ * Spline from Tween.js, slightly optimized (and trashed)
+ * http://sole.github.com/tween.js/examples/05_spline.html
+ *
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Spline = function ( points ) {
+
+ this.points = points;
+
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ this.initFromArray = function ( a ) {
+
+ this.points = [];
+
+ for ( var i = 0; i < a.length; i ++ ) {
+
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
+
+ }
+
+ };
+
+ this.getPoint = function ( k ) {
+
+ point = ( this.points.length - 1 ) * k;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
+ c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
+
+ pa = this.points[ c[ 0 ] ];
+ pb = this.points[ c[ 1 ] ];
+ pc = this.points[ c[ 2 ] ];
+ pd = this.points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
+ v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
+ v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ this.getControlPointsArray = function () {
+
+ var i, p, l = this.points.length,
+ coords = [];
+
+ for ( i = 0; i < l; i ++ ) {
+
+ p = this.points[ i ];
+ coords[ i ] = [ p.x, p.y, p.z ];
+
+ }
+
+ return coords;
+
+ };
+
+ // approximate length by summing linear segments
+
+ this.getLength = function ( nSubDivisions ) {
+
+ var i, index, nSamples, position,
+ point = 0, intPoint = 0, oldIntPoint = 0,
+ oldPosition = new THREE.Vector3(),
+ tmpVec = new THREE.Vector3(),
+ chunkLengths = [],
+ totalLength = 0;
+
+ // first point has 0 length
+
+ chunkLengths[ 0 ] = 0;
+
+ if ( ! nSubDivisions ) nSubDivisions = 100;
+
+ nSamples = this.points.length * nSubDivisions;
+
+ oldPosition.copy( this.points[ 0 ] );
+
+ for ( i = 1; i < nSamples; i ++ ) {
+
+ index = i / nSamples;
+
+ position = this.getPoint( index );
+ tmpVec.copy( position );
+
+ totalLength += tmpVec.distanceTo( oldPosition );
+
+ oldPosition.copy( position );
+
+ point = ( this.points.length - 1 ) * index;
+ intPoint = Math.floor( point );
+
+ if ( intPoint != oldIntPoint ) {
+
+ chunkLengths[ intPoint ] = totalLength;
+ oldIntPoint = intPoint;
+
+ }
+
+ }
+
+ // last point ends with total length
+
+ chunkLengths[ chunkLengths.length ] = totalLength;
+
+ return { chunks: chunkLengths, total: totalLength };
+
+ };
+
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
+
+ var i, j,
+ index, indexCurrent, indexNext,
+ linearDistance, realDistance,
+ sampling, position,
+ newpoints = [],
+ tmpVec = new THREE.Vector3(),
+ sl = this.getLength();
+
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
+
+ for ( i = 1; i < this.points.length; i ++ ) {
+
+ //tmpVec.copy( this.points[ i - 1 ] );
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
+
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
+
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
+
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
+ indexNext = i / ( this.points.length - 1 );
+
+ for ( j = 1; j < sampling - 1; j ++ ) {
+
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
+
+ position = this.getPoint( index );
+ newpoints.push( tmpVec.copy( position ).clone() );
+
+ }
+
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
+
+ }
+
+ this.points = newpoints;
+
+ };
+
+ // Catmull-Rom
+
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ };
+
+};
+
+// File:src/math/Triangle.js
+
+/**
+ * @author bhouston / http://exocortex.com
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Triangle = function ( a, b, c ) {
+
+ this.a = ( a !== undefined ) ? a : new THREE.Vector3();
+ this.b = ( b !== undefined ) ? b : new THREE.Vector3();
+ this.c = ( c !== undefined ) ? c : new THREE.Vector3();
+
+};
+
+THREE.Triangle.normal = function () {
+
+ var v0 = new THREE.Vector3();
+
+ return function ( a, b, c, optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ result.subVectors( c, b );
+ v0.subVectors( a, b );
+ result.cross( v0 );
+
+ var resultLengthSq = result.lengthSq();
+ if ( resultLengthSq > 0 ) {
+
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
+
+ }
+
+ return result.set( 0, 0, 0 );
+
+ };
+
+}();
+
+// static/instance method to calculate barycoordinates
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+THREE.Triangle.barycoordFromPoint = function () {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( point, a, b, c, optionalTarget ) {
+
+ v0.subVectors( c, a );
+ v1.subVectors( b, a );
+ v2.subVectors( point, a );
+
+ var dot00 = v0.dot( v0 );
+ var dot01 = v0.dot( v1 );
+ var dot02 = v0.dot( v2 );
+ var dot11 = v1.dot( v1 );
+ var dot12 = v1.dot( v2 );
+
+ var denom = ( dot00 * dot11 - dot01 * dot01 );
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ // colinear or singular triangle
+ if ( denom == 0 ) {
+ // arbitrary location outside of triangle?
+ // not sure if this is the best idea, maybe should be returning undefined
+ return result.set( - 2, - 1, - 1 );
+ }
+
+ var invDenom = 1 / denom;
+ var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+ var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+ // barycoordinates must always sum to 1
+ return result.set( 1 - u - v, v, u );
+
+ };
+
+}();
+
+THREE.Triangle.containsPoint = function () {
+
+ var v1 = new THREE.Vector3();
+
+ return function ( point, a, b, c ) {
+
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
+
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
+
+ };
+
+}();
+
+THREE.Triangle.prototype = {
+
+ constructor: THREE.Triangle,
+
+ set: function ( a, b, c ) {
+
+ this.a.copy( a );
+ this.b.copy( b );
+ this.c.copy( c );
+
+ return this;
+
+ },
+
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+ this.a.copy( points[ i0 ] );
+ this.b.copy( points[ i1 ] );
+ this.c.copy( points[ i2 ] );
+
+ return this;
+
+ },
+
+ copy: function ( triangle ) {
+
+ this.a.copy( triangle.a );
+ this.b.copy( triangle.b );
+ this.c.copy( triangle.c );
+
+ return this;
+
+ },
+
+ area: function () {
+
+ var v0 = new THREE.Vector3();
+ var v1 = new THREE.Vector3();
+
+ return function () {
+
+ v0.subVectors( this.c, this.b );
+ v1.subVectors( this.a, this.b );
+
+ return v0.cross( v1 ).length() * 0.5;
+
+ };
+
+ }(),
+
+ midpoint: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+ return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+ },
+
+ normal: function ( optionalTarget ) {
+
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ plane: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Plane();
+
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
+
+ },
+
+ barycoordFromPoint: function ( point, optionalTarget ) {
+
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
+
+ },
+
+ containsPoint: function ( point ) {
+
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
+
+ },
+
+ equals: function ( triangle ) {
+
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+ },
+
+ clone: function () {
+
+ return new THREE.Triangle().copy( this );
+
+ }
+
+};
+
+// File:src/core/Clock.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Clock = function ( autoStart ) {
+
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+ this.startTime = 0;
+ this.oldTime = 0;
+ this.elapsedTime = 0;
+
+ this.running = false;
+
+};
+
+THREE.Clock.prototype = {
+
+ constructor: THREE.Clock,
+
+ start: function () {
+
+ this.startTime = self.performance !== undefined && self.performance.now !== undefined
+ ? self.performance.now()
+ : Date.now();
+
+ this.oldTime = this.startTime;
+ this.running = true;
+ },
+
+ stop: function () {
+
+ this.getElapsedTime();
+ this.running = false;
+
+ },
+
+ getElapsedTime: function () {
+
+ this.getDelta();
+ return this.elapsedTime;
+
+ },
+
+ getDelta: function () {
+
+ var diff = 0;
+
+ if ( this.autoStart && ! this.running ) {
+
+ this.start();
+
+ }
+
+ if ( this.running ) {
+
+ var newTime = self.performance !== undefined && self.performance.now !== undefined
+ ? self.performance.now()
+ : Date.now();
+
+ diff = 0.001 * ( newTime - this.oldTime );
+ this.oldTime = newTime;
+
+ this.elapsedTime += diff;
+
+ }
+
+ return diff;
+
+ }
+
+};
+
+// File:src/core/EventDispatcher.js
+
+/**
+ * https://github.com/mrdoob/eventdispatcher.js/
+ */
+
+THREE.EventDispatcher = function () {}
+
+THREE.EventDispatcher.prototype = {
+
+ constructor: THREE.EventDispatcher,
+
+ apply: function ( object ) {
+
+ object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
+ object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
+ object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
+ object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
+
+ },
+
+ addEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) this._listeners = {};
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] === undefined ) {
+
+ listeners[ type ] = [];
+
+ }
+
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+ listeners[ type ].push( listener );
+
+ }
+
+ },
+
+ hasEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return false;
+
+ var listeners = this._listeners;
+
+ if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
+
+ return true;
+
+ }
+
+ return false;
+
+ },
+
+ removeEventListener: function ( type, listener ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ type ];
+
+ if ( listenerArray !== undefined ) {
+
+ var index = listenerArray.indexOf( listener );
+
+ if ( index !== - 1 ) {
+
+ listenerArray.splice( index, 1 );
+
+ }
+
+ }
+
+ },
+
+ dispatchEvent: function ( event ) {
+
+ if ( this._listeners === undefined ) return;
+
+ var listeners = this._listeners;
+ var listenerArray = listeners[ event.type ];
+
+ if ( listenerArray !== undefined ) {
+
+ event.target = this;
+
+ var array = [];
+ var length = listenerArray.length;
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ] = listenerArray[ i ];
+
+ }
+
+ for ( var i = 0; i < length; i ++ ) {
+
+ array[ i ].call( this, event );
+
+ }
+
+ }
+
+ }
+
+};
+
+// File:src/core/Raycaster.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ * @author stephomi / http://stephaneginier.com/
+ */
+
+( function ( THREE ) {
+
+ THREE.Raycaster = function ( origin, direction, near, far ) {
+
+ this.ray = new THREE.Ray( origin, direction );
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ this.near = near || 0;
+ this.far = far || Infinity;
+
+ this.params = {
+ Sprite: {},
+ Mesh: {},
+ PointCloud: { threshold: 1 },
+ LOD: {},
+ Line: {}
+ };
+
+ };
+
+ var descSort = function ( a, b ) {
+
+ return a.distance - b.distance;
+
+ };
+
+ var intersectObject = function ( object, raycaster, intersects, recursive ) {
+
+ object.raycast( raycaster, intersects );
+
+ if ( recursive === true ) {
+
+ var children = object.children;
+
+ for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+ intersectObject( children[ i ], raycaster, intersects, true );
+
+ }
+
+ }
+
+ };
+
+ //
+
+ THREE.Raycaster.prototype = {
+
+ constructor: THREE.Raycaster,
+
+ precision: 0.0001,
+ linePrecision: 1,
+
+ set: function ( origin, direction ) {
+
+ this.ray.set( origin, direction );
+ // direction is assumed to be normalized (for accurate distance calculations)
+
+ },
+
+ intersectObject: function ( object, recursive ) {
+
+ var intersects = [];
+
+ intersectObject( object, this, intersects, recursive );
+
+ intersects.sort( descSort );
+
+ return intersects;
+
+ },
+
+ intersectObjects: function ( objects, recursive ) {
+
+ var intersects = [];
+
+ if ( objects instanceof Array === false ) {
+
+ console.log( '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( descSort );
+
+ return intersects;
+
+ }
+
+ };
+
+}( THREE ) );
+
+// File:src/core/Object3D.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Object3D = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Object3D';
+
+ this.parent = undefined;
+ this.children = [];
+
+ this.up = THREE.Object3D.DefaultUp.clone();
+
+ var scope = this;
+
+ var position = new THREE.Vector3();
+ var rotation = new THREE.Euler();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3( 1, 1, 1 );
+
+ var onRotationChange = function () {
+ quaternion.setFromEuler( rotation, false );
+ };
+
+ var onQuaternionChange = function () {
+ 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
+ },
+ } );
+
+ this.renderDepth = null;
+
+ this.rotationAutoUpdate = true;
+
+ this.matrix = new THREE.Matrix4();
+ this.matrixWorld = new THREE.Matrix4();
+
+ this.matrixAutoUpdate = true;
+ this.matrixWorldNeedsUpdate = false;
+
+ this.visible = true;
+
+ this.castShadow = false;
+ this.receiveShadow = false;
+
+ this.frustumCulled = true;
+
+ this.userData = {};
+
+};
+
+THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
+
+THREE.Object3D.prototype = {
+
+ constructor: THREE.Object3D,
+
+ get eulerOrder () {
+
+ console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
+
+ return this.rotation.order;
+
+ },
+
+ set eulerOrder ( value ) {
+
+ console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
+
+ this.rotation.order = value;
+
+ },
+
+ get useQuaternion () {
+
+ console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+ },
+
+ set useQuaternion ( value ) {
+
+ console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+ },
+
+ applyMatrix: function ( matrix ) {
+
+ this.matrix.multiplyMatrices( matrix, this.matrix );
+
+ this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+ },
+
+ setRotationFromAxisAngle: function ( axis, angle ) {
+
+ // assumes axis is normalized
+
+ this.quaternion.setFromAxisAngle( axis, angle );
+
+ },
+
+ setRotationFromEuler: function ( euler ) {
+
+ this.quaternion.setFromEuler( euler, true );
+
+ },
+
+ setRotationFromMatrix: function ( m ) {
+
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+ this.quaternion.setFromRotationMatrix( m );
+
+ },
+
+ setRotationFromQuaternion: function ( q ) {
+
+ // assumes q is normalized
+
+ this.quaternion.copy( q );
+
+ },
+
+ rotateOnAxis: function () {
+
+ // rotate object on axis in object space
+ // axis is assumed to be normalized
+
+ var q1 = new THREE.Quaternion();
+
+ return function ( axis, angle ) {
+
+ q1.setFromAxisAngle( axis, angle );
+
+ this.quaternion.multiply( q1 );
+
+ return this;
+
+ }
+
+ }(),
+
+ rotateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ rotateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( angle ) {
+
+ return this.rotateOnAxis( v1, angle );
+
+ };
+
+ }(),
+
+ translateOnAxis: function () {
+
+ // translate object by distance along axis in object space
+ // axis is assumed to be normalized
+
+ var v1 = new THREE.Vector3();
+
+ return function ( axis, distance ) {
+
+ v1.copy( axis ).applyQuaternion( this.quaternion );
+
+ this.position.add( v1.multiplyScalar( distance ) );
+
+ return this;
+
+ }
+
+ }(),
+
+ translate: function ( distance, axis ) {
+
+ console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
+ return this.translateOnAxis( axis, distance );
+
+ },
+
+ translateX: function () {
+
+ var v1 = new THREE.Vector3( 1, 0, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateY: function () {
+
+ var v1 = new THREE.Vector3( 0, 1, 0 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ translateZ: function () {
+
+ var v1 = new THREE.Vector3( 0, 0, 1 );
+
+ return function ( distance ) {
+
+ return this.translateOnAxis( v1, distance );
+
+ };
+
+ }(),
+
+ localToWorld: function ( vector ) {
+
+ return vector.applyMatrix4( this.matrixWorld );
+
+ },
+
+ worldToLocal: function () {
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
+
+ };
+
+ }(),
+
+ lookAt: function () {
+
+ // This routine does not support objects with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( vector, this.position, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+ }(),
+
+ add: function ( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( var i = 0; i < arguments.length; i++ ) {
+
+ this.add( arguments[ i ] );
+
+ }
+
+ return this;
+
+ };
+
+ if ( object === this ) {
+
+ console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." );
+ return this;
+
+ }
+
+ if ( object instanceof THREE.Object3D ) {
+
+ if ( object.parent !== undefined ) {
+
+ object.parent.remove( object );
+
+ }
+
+ object.parent = this;
+ object.dispatchEvent( { type: 'added' } );
+
+ this.children.push( object );
+
+ } else {
+
+ console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." );
+
+ }
+
+ return this;
+
+ },
+
+ remove: function ( object ) {
+
+ if ( arguments.length > 1 ) {
+
+ for ( var i = 0; i < arguments.length; i++ ) {
+
+ this.remove( arguments[ i ] );
+
+ }
+
+ };
+
+ var index = this.children.indexOf( object );
+
+ if ( index !== - 1 ) {
+
+ object.parent = undefined;
+
+ object.dispatchEvent( { type: 'removed' } );
+
+ this.children.splice( index, 1 );
+
+ }
+
+ },
+
+ getChildByName: function ( name, recursive ) {
+
+ console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
+ return this.getObjectByName( name, recursive );
+
+ },
+
+ getObjectById: function ( id, recursive ) {
+
+ if ( this.id === id ) return this;
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+ var object = child.getObjectById( id, recursive );
+
+ if ( object !== undefined ) {
+
+ return object;
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getObjectByName: function ( name, recursive ) {
+
+ if ( this.name === name ) return this;
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ var child = this.children[ i ];
+ var object = child.getObjectByName( name, recursive );
+
+ if ( object !== undefined ) {
+
+ return object;
+
+ }
+
+ }
+
+ return undefined;
+
+ },
+
+ getWorldPosition: function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.updateMatrixWorld( true );
+
+ return result.setFromMatrixPosition( this.matrixWorld );
+
+ },
+
+ getWorldQuaternion: function () {
+
+ var position = new THREE.Vector3();
+ var scale = new THREE.Vector3();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Quaternion();
+
+ this.updateMatrixWorld( true );
+
+ this.matrixWorld.decompose( position, result, scale );
+
+ return result;
+
+ }
+
+ }(),
+
+ getWorldRotation: function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Euler();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.setFromQuaternion( quaternion, this.rotation.order, false );
+
+ }
+
+ }(),
+
+ getWorldScale: function () {
+
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.updateMatrixWorld( true );
+
+ this.matrixWorld.decompose( position, quaternion, result );
+
+ return result;
+
+ }
+
+ }(),
+
+ getWorldDirection: function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
+
+ }
+
+ }(),
+
+ raycast: function () {},
+
+ traverse: function ( callback ) {
+
+ callback( this );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].traverse( callback );
+
+ }
+
+ },
+
+ traverseVisible: function ( callback ) {
+
+ if ( this.visible === false ) return;
+
+ callback( this );
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].traverseVisible( callback );
+
+ }
+
+ },
+
+ updateMatrix: function () {
+
+ this.matrix.compose( this.position, this.quaternion, this.scale );
+
+ this.matrixWorldNeedsUpdate = true;
+
+ },
+
+ updateMatrixWorld: function ( force ) {
+
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
+
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
+
+ if ( this.parent === undefined ) {
+
+ this.matrixWorld.copy( this.matrix );
+
+ } else {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ }
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.3,
+ type: 'Object',
+ generator: 'ObjectExporter'
+ }
+ };
+
+ //
+
+ var geometries = {};
+
+ var parseGeometry = function ( geometry ) {
+
+ if ( output.geometries === undefined ) {
+
+ output.geometries = [];
+
+ }
+
+ if ( geometries[ geometry.uuid ] === undefined ) {
+
+ var json = geometry.toJSON();
+
+ delete json.metadata;
+
+ geometries[ geometry.uuid ] = json;
+
+ output.geometries.push( json );
+
+ }
+
+ return geometry.uuid;
+
+ };
+
+ //
+
+ var materials = {};
+
+ var parseMaterial = function ( material ) {
+
+ if ( output.materials === undefined ) {
+
+ output.materials = [];
+
+ }
+
+ if ( materials[ material.uuid ] === undefined ) {
+
+ var json = material.toJSON();
+
+ delete json.metadata;
+
+ materials[ material.uuid ] = json;
+
+ output.materials.push( json );
+
+ }
+
+ return material.uuid;
+
+ };
+
+ //
+
+ var parseObject = function ( object ) {
+
+ var data = {};
+
+ data.uuid = object.uuid;
+ data.type = object.type;
+
+ if ( object.name !== '' ) data.name = object.name;
+ if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
+ if ( object.visible !== true ) data.visible = object.visible;
+
+ if ( object instanceof THREE.PerspectiveCamera ) {
+
+ data.fov = object.fov;
+ data.aspect = object.aspect;
+ data.near = object.near;
+ data.far = object.far;
+
+ } else if ( object instanceof THREE.OrthographicCamera ) {
+
+ data.left = object.left;
+ data.right = object.right;
+ data.top = object.top;
+ data.bottom = object.bottom;
+ data.near = object.near;
+ data.far = object.far;
+
+ } else if ( object instanceof THREE.AmbientLight ) {
+
+ data.color = object.color.getHex();
+
+ } else if ( object instanceof THREE.DirectionalLight ) {
+
+ data.color = object.color.getHex();
+ data.intensity = object.intensity;
+
+ } else if ( object instanceof THREE.PointLight ) {
+
+ data.color = object.color.getHex();
+ data.intensity = object.intensity;
+ data.distance = object.distance;
+
+ } else if ( object instanceof THREE.SpotLight ) {
+
+ data.color = object.color.getHex();
+ data.intensity = object.intensity;
+ data.distance = object.distance;
+ data.angle = object.angle;
+ data.exponent = object.exponent;
+
+ } else if ( object instanceof THREE.HemisphereLight ) {
+
+ data.color = object.color.getHex();
+ data.groundColor = object.groundColor.getHex();
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ data.geometry = parseGeometry( object.geometry );
+ data.material = parseMaterial( object.material );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ data.geometry = parseGeometry( object.geometry );
+ data.material = parseMaterial( object.material );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ data.material = parseMaterial( object.material );
+
+ }
+
+ data.matrix = object.matrix.toArray();
+
+ if ( object.children.length > 0 ) {
+
+ data.children = [];
+
+ for ( var i = 0; i < object.children.length; i ++ ) {
+
+ data.children.push( parseObject( object.children[ i ] ) );
+
+ }
+
+ }
+
+ return data;
+
+ }
+
+ output.object = parseObject( this );
+
+ return output;
+
+ },
+
+ clone: function ( object, recursive ) {
+
+ if ( object === undefined ) object = new THREE.Object3D();
+ if ( recursive === undefined ) recursive = true;
+
+ object.name = this.name;
+
+ object.up.copy( this.up );
+
+ object.position.copy( this.position );
+ object.quaternion.copy( this.quaternion );
+ object.scale.copy( this.scale );
+
+ object.renderDepth = this.renderDepth;
+
+ object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+ object.matrix.copy( this.matrix );
+ object.matrixWorld.copy( this.matrixWorld );
+
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
+ object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+ object.visible = this.visible;
+
+ object.castShadow = this.castShadow;
+ object.receiveShadow = this.receiveShadow;
+
+ object.frustumCulled = this.frustumCulled;
+
+ object.userData = JSON.parse( JSON.stringify( this.userData ) );
+
+ if ( recursive === true ) {
+
+ for ( var i = 0; i < this.children.length; i ++ ) {
+
+ var child = this.children[ i ];
+ object.add( child.clone() );
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
+
+THREE.Object3DIdCount = 0;
+
+// File:src/core/Projector.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Projector = function () {
+
+ console.warn( 'THREE.Projector has been moved to /examples/renderers/Projector.js.' );
+
+ this.projectVector = function ( vector, camera ) {
+
+ console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
+ vector.project( camera );
+
+ };
+
+ this.unprojectVector = function ( vector, camera ) {
+
+ console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
+ vector.unproject( camera );
+
+ };
+
+ this.pickingRay = function ( vector, camera ) {
+
+ console.error( 'THREE.Projector: .pickingRay() has been removed.' );
+
+ };
+
+};
+
+// File:src/core/Face3.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
+
+ this.a = a;
+ this.b = b;
+ this.c = c;
+
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+ this.vertexNormals = normal instanceof Array ? normal : [];
+
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
+ this.vertexColors = color instanceof Array ? color : [];
+
+ this.vertexTangents = [];
+
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+};
+
+THREE.Face3.prototype = {
+
+ constructor: THREE.Face3,
+
+ clone: function () {
+
+ var face = new THREE.Face3( this.a, this.b, this.c );
+
+ face.normal.copy( this.normal );
+ face.color.copy( this.color );
+
+ face.materialIndex = this.materialIndex;
+
+ for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
+
+ face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+
+ }
+
+ for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
+
+ face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+
+ }
+
+ for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
+
+ face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+ }
+
+ return face;
+
+ }
+
+};
+
+// File:src/core/Face4.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+ console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
+ return new THREE.Face3( a, b, c, normal, color, materialIndex );
+
+};
+
+// File:src/core/BufferAttribute.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferAttribute = function ( array, itemSize ) {
+
+ this.array = array;
+ this.itemSize = itemSize;
+
+ this.needsUpdate = false;
+
+};
+
+THREE.BufferAttribute.prototype = {
+
+ constructor: THREE.BufferAttribute,
+
+ get length () {
+
+ return this.array.length;
+
+ },
+
+ 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 ];
+
+ }
+
+ },
+
+ set: function ( value ) {
+
+ this.array.set( value );
+
+ return this;
+
+ },
+
+ setX: function ( index, x ) {
+
+ this.array[ index * this.itemSize ] = x;
+
+ return this;
+
+ },
+
+ setY: function ( index, y ) {
+
+ this.array[ index * this.itemSize + 1 ] = y;
+
+ return this;
+
+ },
+
+ setZ: function ( index, z ) {
+
+ this.array[ index * this.itemSize + 2 ] = z;
+
+ return this;
+
+ },
+
+ setXY: function ( index, x, y ) {
+
+ index *= this.itemSize;
+
+ this.array[ index ] = x;
+ this.array[ index + 1 ] = y;
+
+ return this;
+
+ },
+
+ setXYZ: function ( index, x, y, z ) {
+
+ index *= this.itemSize;
+
+ this.array[ index ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+
+ return this;
+
+ },
+
+ setXYZW: function ( index, x, y, z, w ) {
+
+ index *= this.itemSize;
+
+ this.array[ index ] = x;
+ this.array[ index + 1 ] = y;
+ this.array[ index + 2 ] = z;
+ this.array[ index + 3 ] = w;
+
+ return this;
+
+ },
+
+ clone: function () {
+
+ return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
+
+ }
+
+};
+
+//
+
+THREE.Int8Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint8Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+
+};
+
+THREE.Int16Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint16Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Int32Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Uint32Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Float32Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+THREE.Float64Attribute = function ( data, itemSize ) {
+
+ console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
+ return new THREE.BufferAttribute( data, itemSize );
+
+};
+
+// File:src/core/BufferGeometry.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'BufferGeometry';
+
+ this.attributes = {};
+ this.attributesKeys = [];
+
+ this.drawcalls = [];
+ this.offsets = this.drawcalls; // backwards compatibility
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+ constructor: THREE.BufferGeometry,
+
+ addAttribute: function ( name, attribute ) {
+
+ if ( attribute instanceof THREE.BufferAttribute === false ) {
+
+ console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
+
+ this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
+
+ return;
+
+ }
+
+ this.attributes[ name ] = attribute;
+ this.attributesKeys = Object.keys( this.attributes );
+
+ },
+
+ getAttribute: function ( name ) {
+
+ return this.attributes[ name ];
+
+ },
+
+ addDrawCall: function ( start, count, indexOffset ) {
+
+ this.drawcalls.push( {
+
+ start: start,
+ count: count,
+ index: indexOffset !== undefined ? indexOffset : 0
+
+ } );
+
+ },
+
+ applyMatrix: function ( matrix ) {
+
+ var position = this.attributes.position;
+
+ if ( position !== undefined ) {
+
+ matrix.applyToVector3Array( position.array );
+ position.needsUpdate = true;
+
+ }
+
+ var normal = this.attributes.normal;
+
+ if ( normal !== undefined ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ normalMatrix.applyToVector3Array( normal.array );
+ normal.needsUpdate = true;
+
+ }
+
+ },
+
+ center: function () {
+
+ // TODO
+
+ },
+
+ fromGeometry: function ( geometry, settings ) {
+
+ settings = settings || { 'vertexColors': THREE.NoColors };
+
+ var vertices = geometry.vertices;
+ var faces = geometry.facesByVertexId;
+ var faceVertexUvs = geometry.faceVertexUvs;
+ var vertexColors = settings.vertexColors;
+ var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
+ var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
+
+ var positions = new Float32Array( faces.length * 3 * 3 );
+ this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+
+ var normals = new Float32Array( faces.length * 3 * 3 );
+ this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+
+ if ( vertexColors !== THREE.NoColors ) {
+
+ var colors = new Float32Array( faces.length * 3 * 3 );
+ this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+
+ }
+
+ if ( hasFaceVertexUv === true ) {
+
+ var uvs = new Float32Array( faces.length * 3 * 2 );
+ this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+ }
+
+ for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
+
+ var face = faces[ i ];
+
+ var a = vertices[ face.a ];
+ var b = vertices[ face.b ];
+ var c = vertices[ face.c ];
+
+ positions[ i3 ] = a.x;
+ positions[ i3 + 1 ] = a.y;
+ positions[ i3 + 2 ] = a.z;
+
+ positions[ i3 + 3 ] = b.x;
+ positions[ i3 + 4 ] = b.y;
+ positions[ i3 + 5 ] = b.z;
+
+ positions[ i3 + 6 ] = c.x;
+ positions[ i3 + 7 ] = c.y;
+ positions[ i3 + 8 ] = c.z;
+
+ if ( hasFaceVertexNormals === true ) {
+
+ var na = face.vertexNormals[ 0 ];
+ var nb = face.vertexNormals[ 1 ];
+ var nc = face.vertexNormals[ 2 ];
+
+ normals[ i3 ] = na.x;
+ normals[ i3 + 1 ] = na.y;
+ normals[ i3 + 2 ] = na.z;
+
+ normals[ i3 + 3 ] = nb.x;
+ normals[ i3 + 4 ] = nb.y;
+ normals[ i3 + 5 ] = nb.z;
+
+ normals[ i3 + 6 ] = nc.x;
+ normals[ i3 + 7 ] = nc.y;
+ normals[ i3 + 8 ] = nc.z;
+
+ } else {
+
+ var n = face.normal;
+
+ normals[ i3 ] = n.x;
+ normals[ i3 + 1 ] = n.y;
+ normals[ i3 + 2 ] = n.z;
+
+ normals[ i3 + 3 ] = n.x;
+ normals[ i3 + 4 ] = n.y;
+ normals[ i3 + 5 ] = n.z;
+
+ normals[ i3 + 6 ] = n.x;
+ normals[ i3 + 7 ] = n.y;
+ normals[ i3 + 8 ] = n.z;
+
+ }
+
+ if ( vertexColors === THREE.FaceColors ) {
+
+ var fc = face.color;
+
+ colors[ i3 ] = fc.r;
+ colors[ i3 + 1 ] = fc.g;
+ colors[ i3 + 2 ] = fc.b;
+
+ colors[ i3 + 3 ] = fc.r;
+ colors[ i3 + 4 ] = fc.g;
+ colors[ i3 + 5 ] = fc.b;
+
+ colors[ i3 + 6 ] = fc.r;
+ colors[ i3 + 7 ] = fc.g;
+ colors[ i3 + 8 ] = fc.b;
+
+ } else if ( vertexColors === THREE.VertexColors ) {
+
+ var vca = face.vertexColors[ 0 ];
+ var vcb = face.vertexColors[ 1 ];
+ var vcc = face.vertexColors[ 2 ];
+
+ colors[ i3 ] = vca.r;
+ colors[ i3 + 1 ] = vca.g;
+ colors[ i3 + 2 ] = vca.b;
+
+ colors[ i3 + 3 ] = vcb.r;
+ colors[ i3 + 4 ] = vcb.g;
+ colors[ i3 + 5 ] = vcb.b;
+
+ colors[ i3 + 6 ] = vcc.r;
+ colors[ i3 + 7 ] = vcc.g;
+ colors[ i3 + 8 ] = vcc.b;
+
+ }
+
+ if ( hasFaceVertexUv === true ) {
+
+ var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
+ var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
+ var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
+
+ uvs[ i2 ] = uva.x;
+ uvs[ i2 + 1 ] = uva.y;
+
+ uvs[ i2 + 2 ] = uvb.x;
+ uvs[ i2 + 3 ] = uvb.y;
+
+ uvs[ i2 + 4 ] = uvc.x;
+ uvs[ i2 + 5 ] = uvc.y;
+
+ }
+
+ }
+
+ this.computeBoundingSphere()
+
+ return this;
+
+ },
+
+ computeBoundingBox: function () {
+
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ var positions = this.attributes.position.array;
+
+ if ( positions ) {
+
+ var bb = this.boundingBox;
+ bb.makeEmpty();
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ bb.expandByPoint( vector );
+
+ }
+
+ }
+
+ if ( positions === undefined || positions.length === 0 ) {
+
+ this.boundingBox.min.set( 0, 0, 0 );
+ this.boundingBox.max.set( 0, 0, 0 );
+
+ }
+
+ if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
+
+ }
+
+ }
+
+ }(),
+
+ computeBoundingSphere: function () {
+
+ var box = new THREE.Box3();
+ var vector = new THREE.Vector3();
+
+ return function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ var positions = this.attributes.position.array;
+
+ if ( positions ) {
+
+ box.makeEmpty();
+
+ var center = this.boundingSphere.center;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ box.expandByPoint( vector );
+
+ }
+
+ box.center( center );
+
+ // hoping to find a boundingSphere with a radius smaller than the
+ // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
+
+ var maxRadiusSq = 0;
+
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+ vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
+ maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
+
+ }
+
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+ if ( isNaN( this.boundingSphere.radius ) ) {
+
+ console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
+
+ }
+
+ }
+
+ }
+
+ }(),
+
+ computeFaceNormals: function () {
+
+ // backwards compatibility
+
+ },
+
+ computeVertexNormals: function () {
+
+ var attributes = this.attributes;
+
+ if ( attributes.position ) {
+
+ var positions = attributes.position.array;
+
+ if ( attributes.normal === undefined ) {
+
+ this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
+
+ } else {
+
+ // reset existing normals to zero
+
+ var normals = attributes.normal.array;
+
+ for ( var i = 0, il = normals.length; i < il; i ++ ) {
+
+ normals[ i ] = 0;
+
+ }
+
+ }
+
+ var normals = attributes.normal.array;
+
+ var vA, vB, vC,
+
+ pA = new THREE.Vector3(),
+ pB = new THREE.Vector3(),
+ pC = new THREE.Vector3(),
+
+ cb = new THREE.Vector3(),
+ ab = new THREE.Vector3();
+
+ // indexed elements
+
+ if ( attributes.index ) {
+
+ var indices = attributes.index.array;
+
+ var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
+
+ for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
+
+ var start = offsets[ j ].start;
+ var count = offsets[ j ].count;
+ var index = offsets[ j ].index;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ vA = ( index + indices[ i ] ) * 3;
+ vB = ( index + indices[ i + 1 ] ) * 3;
+ vC = ( index + 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;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // (per vertex tangents)
+
+ if ( this.attributes.index === undefined ||
+ this.attributes.position === undefined ||
+ this.attributes.normal === undefined ||
+ this.attributes.uv === undefined ) {
+
+ console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
+ return;
+
+ }
+
+ var indices = this.attributes.index.array;
+ var positions = this.attributes.position.array;
+ var normals = this.attributes.normal.array;
+ var uvs = this.attributes.uv.array;
+
+ var nVertices = positions.length / 3;
+
+ if ( this.attributes.tangent === undefined ) {
+
+ this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
+
+ }
+
+ var tangents = this.attributes.tangent.array;
+
+ var tan1 = [], tan2 = [];
+
+ for ( var k = 0; k < nVertices; k ++ ) {
+
+ tan1[ k ] = new THREE.Vector3();
+ tan2[ k ] = new THREE.Vector3();
+
+ }
+
+ var vA = new THREE.Vector3(),
+ vB = new THREE.Vector3(),
+ vC = new THREE.Vector3(),
+
+ uvA = new THREE.Vector2(),
+ uvB = new THREE.Vector2(),
+ uvC = new THREE.Vector2(),
+
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r;
+
+ var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+ function handleTriangle( a, b, c ) {
+
+ vA.fromArray( positions, a * 3 );
+ vB.fromArray( positions, b * 3 );
+ vC.fromArray( positions, c * 3 );
+
+ uvA.fromArray( uvs, a * 2 );
+ uvB.fromArray( uvs, b * 2 );
+ uvC.fromArray( uvs, c * 2 );
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.x - uvA.x;
+ s2 = uvC.x - uvA.x;
+
+ t1 = uvB.y - uvA.y;
+ t2 = uvC.y - uvA.y;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+ sdir.set(
+ ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r
+ );
+
+ tdir.set(
+ ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r
+ );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ var i, il;
+ var j, jl;
+ var iA, iB, iC;
+
+ if ( this.drawcalls.length === 0 ) {
+
+ this.addDrawCall( 0, indices.length, 0 );
+
+ }
+
+ var drawcalls = this.drawcalls;
+
+ for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
+
+ var start = drawcalls[ j ].start;
+ var count = drawcalls[ j ].count;
+ var index = drawcalls[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleTriangle( iA, iB, iC );
+
+ }
+
+ }
+
+ var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
+ var n = new THREE.Vector3(), n2 = new THREE.Vector3();
+ var w, t, test;
+
+ function handleVertex( v ) {
+
+ n.fromArray( normals, v * 3 );
+ n2.copy( n );
+
+ t = tan1[ v ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( n2, t );
+ test = tmp2.dot( tan2[ v ] );
+ w = ( test < 0.0 ) ? - 1.0 : 1.0;
+
+ tangents[ v * 4 ] = tmp.x;
+ tangents[ v * 4 + 1 ] = tmp.y;
+ tangents[ v * 4 + 2 ] = tmp.z;
+ tangents[ v * 4 + 3 ] = w;
+
+ }
+
+ for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
+
+ var start = drawcalls[ j ].start;
+ var count = drawcalls[ j ].count;
+ var index = drawcalls[ j ].index;
+
+ for ( i = start, il = start + count; i < il; i += 3 ) {
+
+ iA = index + indices[ i ];
+ iB = index + indices[ i + 1 ];
+ iC = index + indices[ i + 2 ];
+
+ handleVertex( iA );
+ handleVertex( iB );
+ handleVertex( iC );
+
+ }
+
+ }
+
+ },
+
+ /*
+ computeOffsets
+ Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
+ This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
+ WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
+ indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
+ */
+ computeOffsets: function ( indexBufferSize ) {
+
+ var size = indexBufferSize;
+ if ( indexBufferSize === undefined )
+ size = 65535; //WebGL limits type of index buffer values to 16-bit.
+
+ var s = Date.now();
+
+ var indices = this.attributes.index.array;
+ var vertices = this.attributes.position.array;
+
+ var verticesCount = ( vertices.length / 3 );
+ var facesCount = ( indices.length / 3 );
+
+ /*
+ console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
+ console.log("Faces to process: "+(indices.length/3));
+ console.log("Reordering "+verticesCount+" vertices.");
+ */
+
+ var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
+ var indexPtr = 0;
+ var vertexPtr = 0;
+
+ var offsets = [ { start:0, count:0, index:0 } ];
+ var offset = offsets[ 0 ];
+
+ var duplicatedVertices = 0;
+ var newVerticeMaps = 0;
+ var faceVertices = new Int32Array( 6 );
+ var vertexMap = new Int32Array( vertices.length );
+ var revVertexMap = new Int32Array( vertices.length );
+ for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
+
+ /*
+ Traverse every face and reorder vertices in the proper offsets of 65k.
+ We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
+ */
+ for ( var findex = 0; findex < facesCount; findex ++ ) {
+ newVerticeMaps = 0;
+
+ for ( var vo = 0; vo < 3; vo ++ ) {
+ var vid = indices[ findex * 3 + vo ];
+ if ( vertexMap[ vid ] == - 1 ) {
+ //Unmapped vertice
+ faceVertices[ vo * 2 ] = vid;
+ faceVertices[ vo * 2 + 1 ] = - 1;
+ newVerticeMaps ++;
+ } else if ( vertexMap[ vid ] < offset.index ) {
+ //Reused vertices from previous block (duplicate)
+ faceVertices[ vo * 2 ] = vid;
+ faceVertices[ vo * 2 + 1 ] = - 1;
+ duplicatedVertices ++;
+ } else {
+ //Reused vertice in the current block
+ faceVertices[ vo * 2 ] = vid;
+ faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
+ }
+ }
+
+ var faceMax = vertexPtr + newVerticeMaps;
+ if ( faceMax > ( offset.index + size ) ) {
+ var new_offset = { start:indexPtr, count:0, index:vertexPtr };
+ offsets.push( new_offset );
+ offset = new_offset;
+
+ //Re-evaluate reused vertices in light of new offset.
+ for ( var v = 0; v < 6; v += 2 ) {
+ var new_vid = faceVertices[ v + 1 ];
+ if ( new_vid > - 1 && new_vid < offset.index )
+ faceVertices[ v + 1 ] = - 1;
+ }
+ }
+
+ //Reindex the face.
+ for ( var v = 0; v < 6; v += 2 ) {
+ var vid = faceVertices[ v ];
+ var new_vid = faceVertices[ v + 1 ];
+
+ if ( new_vid === - 1 )
+ new_vid = vertexPtr ++;
+
+ vertexMap[ vid ] = new_vid;
+ revVertexMap[ new_vid ] = vid;
+ sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
+ offset.count ++;
+ }
+ }
+
+ /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
+ this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
+ this.offsets = offsets;
+
+ /*
+ var orderTime = Date.now();
+ console.log("Reorder time: "+(orderTime-s)+"ms");
+ console.log("Duplicated "+duplicatedVertices+" vertices.");
+ console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
+ console.log("Draw offsets: "+offsets.length);
+ */
+
+ return offsets;
+ },
+
+ merge: function () {
+
+ console.log( 'BufferGeometry.merge(): TODO' );
+
+ },
+
+ normalizeNormals: function () {
+
+ var normals = this.attributes.normal.array;
+
+ var x, y, z, n;
+
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
+
+ x = normals[ i ];
+ y = normals[ i + 1 ];
+ z = normals[ i + 2 ];
+
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+ normals[ i ] *= n;
+ normals[ i + 1 ] *= n;
+ normals[ i + 2 ] *= n;
+
+ }
+
+ },
+
+ /*
+ reoderBuffers:
+ Reorder attributes based on a new indexBuffer and indexMap.
+ indexBuffer - Uint16Array of the new ordered indices.
+ indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
+ vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
+ */
+ reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
+
+ /* Create a copy of all attributes for reordering. */
+ var sortedAttributes = {};
+ for ( var attr in this.attributes ) {
+ if ( attr == 'index' )
+ continue;
+ var sourceArray = this.attributes[ attr ].array;
+ sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
+ }
+
+ /* Move attribute positions based on the new index map */
+ for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
+ var vid = indexMap[ new_vid ];
+ for ( var attr in this.attributes ) {
+ if ( attr == 'index' )
+ continue;
+ var attrArray = this.attributes[ attr ].array;
+ var attrSize = this.attributes[ attr ].itemSize;
+ var sortedAttr = sortedAttributes[ attr ];
+ for ( var k = 0; k < attrSize; k ++ )
+ sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
+ }
+ }
+
+ /* Carry the new sorted buffers locally */
+ this.attributes[ 'index' ].array = indexBuffer;
+ for ( var attr in this.attributes ) {
+ if ( attr == 'index' )
+ continue;
+ this.attributes[ attr ].array = sortedAttributes[ attr ];
+ this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
+ }
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.0,
+ type: 'BufferGeometry',
+ generator: 'BufferGeometryExporter'
+ },
+ uuid: this.uuid,
+ type: this.type,
+ data: {
+ attributes: {}
+ }
+ };
+
+ var attributes = this.attributes;
+ var offsets = this.offsets;
+ var boundingSphere = this.boundingSphere;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+
+ var array = [], typeArray = attribute.array;
+
+ for ( var i = 0, l = typeArray.length; i < l; i ++ ) {
+
+ array[ i ] = typeArray[ i ];
+
+ }
+
+ output.data.attributes[ key ] = {
+ itemSize: attribute.itemSize,
+ type: attribute.array.constructor.name,
+ array: array
+ }
+
+ }
+
+ if ( offsets.length > 0 ) {
+
+ output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
+
+ }
+
+ if ( boundingSphere !== null ) {
+
+ output.data.boundingSphere = {
+ center: boundingSphere.center.toArray(),
+ radius: boundingSphere.radius
+ }
+
+ }
+
+ return output;
+
+ },
+
+ clone: function () {
+
+ var geometry = new THREE.BufferGeometry();
+
+ for ( var attr in this.attributes ) {
+
+ var sourceAttr = this.attributes[ attr ];
+ geometry.addAttribute( attr, sourceAttr.clone() );
+
+ }
+
+ for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
+
+ var offset = this.offsets[ i ];
+
+ geometry.offsets.push( {
+
+ start: offset.start,
+ index: offset.index,
+ count: offset.count
+
+ } );
+
+ }
+
+ return geometry;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
+
+// File:src/core/Geometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author kile / http://kile.stravaganza.org/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Geometry = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Geometry';
+
+ this.vertices = [];
+ this.colors = []; // one-to-one vertex colors, used in Points and Line
+
+ this.facesByVertexId = [];
+
+ this.faceVertexUvs = [ [] ];
+
+ this.morphTargets = [];
+ this.morphColors = [];
+ this.morphNormals = [];
+
+ this.skinWeights = [];
+ this.skinIndices = [];
+
+ this.lineDistances = [];
+
+ this.boundingBox = null;
+ this.boundingSphere = null;
+
+ this.hasTangents = false;
+
+ this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
+
+ // update flags
+
+ this.verticesNeedUpdate = false;
+ this.elementsNeedUpdate = false;
+ this.uvsNeedUpdate = false;
+ this.normalsNeedUpdate = false;
+ this.tangentsNeedUpdate = false;
+ this.colorsNeedUpdate = false;
+ this.lineDistancesNeedUpdate = false;
+
+ this.groupsNeedUpdate = false;
+
+};
+
+THREE.Geometry.prototype = {
+
+ constructor: THREE.Geometry,
+
+ applyMatrix: function ( matrix ) {
+
+ var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ var vertex = this.vertices[ i ];
+ vertex.applyMatrix4( matrix );
+
+ }
+
+ for ( var i = 0, il = this.facesByVertexId.length; i < il; i ++ ) {
+
+ var face = this.facesByVertexId[ i ];
+ face.normal.applyMatrix3( normalMatrix ).normalize();
+
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+ face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ }
+
+ if ( this.boundingBox instanceof THREE.Box3 ) {
+
+ this.computeBoundingBox();
+
+ }
+
+ if ( this.boundingSphere instanceof THREE.Sphere ) {
+
+ this.computeBoundingSphere();
+
+ }
+
+ },
+
+ fromBufferGeometry: function ( geometry ) {
+
+ var scope = this;
+
+ var attributes = geometry.attributes;
+
+ var vertices = attributes.position.array;
+ var indices = attributes.index !== undefined ? attributes.index.array : undefined;
+ var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
+ var colors = attributes.color !== undefined ? attributes.color.array : undefined;
+ var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
+
+ var tempNormals = [];
+ var tempUVs = [];
+
+ for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
+
+ scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
+
+ if ( normals !== undefined ) {
+
+ tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
+
+ }
+
+ if ( colors !== undefined ) {
+
+ scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
+
+ }
+
+ if ( uvs !== undefined ) {
+
+ tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
+
+ }
+
+ }
+
+ var addFace = function ( a, b, c ) {
+
+ var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
+ var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
+
+ scope.facesByVertexId.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
+ scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ], tempUVs[ b ], tempUVs[ c ] ] );
+
+ };
+
+ 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 < vertices.length / 3; i += 3 ) {
+
+ addFace( i, i + 1, i + 2 );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+ if ( geometry.boundingBox !== null ) {
+
+ this.boundingBox = geometry.boundingBox.clone();
+
+ }
+
+ if ( geometry.boundingSphere !== null ) {
+
+ this.boundingSphere = geometry.boundingSphere.clone();
+
+ }
+
+ return this;
+
+ },
+
+ center: function () {
+
+ this.computeBoundingBox();
+
+ var offset = new THREE.Vector3();
+
+ offset.addVectors( this.boundingBox.min, this.boundingBox.max );
+ offset.multiplyScalar( - 0.5 );
+
+ this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
+ this.computeBoundingBox();
+
+ return offset;
+
+ },
+
+ computeFaceNormals: function () {
+
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
+
+ for ( var f = 0, fl = this.facesByVertexId.length; f < fl; f ++ ) {
+
+ var face = this.facesByVertexId[ f ];
+
+ var vA = this.vertices[ face.a ];
+ var vB = this.vertices[ face.b ];
+ var vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ cb.normalize();
+
+ face.normal.copy( cb );
+
+ }
+
+ },
+
+ computeVertexNormals: function ( areaWeighted ) {
+
+ var v, vl, f, fl, face, vertices;
+
+ vertices = new Array( this.vertices.length );
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ vertices[ v ] = new THREE.Vector3();
+
+ }
+
+ if ( areaWeighted ) {
+
+ // vertex normals weighted by triangle areas
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
+
+ var vA, vB, vC, vD;
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
+ db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
+
+ for ( f = 0, fl = this.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ f ];
+
+ vA = this.vertices[ face.a ];
+ vB = this.vertices[ face.b ];
+ vC = this.vertices[ face.c ];
+
+ cb.subVectors( vC, vB );
+ ab.subVectors( vA, vB );
+ cb.cross( ab );
+
+ vertices[ face.a ].add( cb );
+ vertices[ face.b ].add( cb );
+ vertices[ face.c ].add( cb );
+
+ }
+
+ } else {
+
+ for ( f = 0, fl = this.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ 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.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ f ];
+
+ face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
+ face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
+ face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
+
+ }
+
+ },
+
+ computeMorphNormals: function () {
+
+ var i, il, f, fl, face;
+
+ // save original normals
+ // - create temp variables on first access
+ // otherwise just copy (for faster repeated calls)
+
+ for ( f = 0, fl = this.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ f ];
+
+ if ( ! face.__originalFaceNormal ) {
+
+ face.__originalFaceNormal = face.normal.clone();
+
+ } else {
+
+ face.__originalFaceNormal.copy( face.normal );
+
+ }
+
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+ if ( ! face.__originalVertexNormals[ i ] ) {
+
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+ } else {
+
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+ }
+
+ }
+
+ }
+
+ // use temp geometry to compute face and vertex normals for each morph
+
+ var tmpGeo = new THREE.Geometry();
+ tmpGeo.facesByVertexId = this.facesByVertexId;
+
+ 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.facesByVertexId.length; f < fl; f ++ ) {
+
+ faceNormal = new THREE.Vector3();
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+ dstNormalsFace.push( faceNormal );
+ dstNormalsVertex.push( vertexNormals );
+
+ }
+
+ }
+
+ var morphNormals = this.morphNormals[ i ];
+
+ // set vertices to morph target
+
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+ // compute morph normals
+
+ tmpGeo.computeFaceNormals();
+ tmpGeo.computeVertexNormals();
+
+ // store morph normals
+
+ var faceNormal, vertexNormals;
+
+ for ( f = 0, fl = this.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ 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.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ f ];
+
+ face.normal = face.__originalFaceNormal;
+ face.vertexNormals = face.__originalVertexNormals;
+
+ }
+
+ },
+
+ computeTangents: function () {
+
+ // based on http://www.terathon.com/code/tangent.html
+ // tangents go to vertices
+
+ var f, fl, v, vl, i, il, vertexIndex,
+ face, uv, vA, vB, vC, uvA, uvB, uvC,
+ x1, x2, y1, y2, z1, z2,
+ s1, s2, t1, t2, r, t, test,
+ tan1 = [], tan2 = [],
+ sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+ tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+ n = new THREE.Vector3(), w;
+
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+ tan1[ v ] = new THREE.Vector3();
+ tan2[ v ] = new THREE.Vector3();
+
+ }
+
+ function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+ vA = context.vertices[ a ];
+ vB = context.vertices[ b ];
+ vC = context.vertices[ c ];
+
+ uvA = uv[ ua ];
+ uvB = uv[ ub ];
+ uvC = uv[ uc ];
+
+ x1 = vB.x - vA.x;
+ x2 = vC.x - vA.x;
+ y1 = vB.y - vA.y;
+ y2 = vC.y - vA.y;
+ z1 = vB.z - vA.z;
+ z2 = vC.z - vA.z;
+
+ s1 = uvB.x - uvA.x;
+ s2 = uvC.x - uvA.x;
+ t1 = uvB.y - uvA.y;
+ t2 = uvC.y - uvA.y;
+
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
+ sdir.set( ( t2 * x1 - t1 * x2 ) * r,
+ ( t2 * y1 - t1 * y2 ) * r,
+ ( t2 * z1 - t1 * z2 ) * r );
+ tdir.set( ( s1 * x2 - s2 * x1 ) * r,
+ ( s1 * y2 - s2 * y1 ) * r,
+ ( s1 * z2 - s2 * z1 ) * r );
+
+ tan1[ a ].add( sdir );
+ tan1[ b ].add( sdir );
+ tan1[ c ].add( sdir );
+
+ tan2[ a ].add( tdir );
+ tan2[ b ].add( tdir );
+ tan2[ c ].add( tdir );
+
+ }
+
+ for ( f = 0, fl = this.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ f ];
+ uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
+
+ handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+ }
+
+ var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+ for ( f = 0, fl = this.facesByVertexId.length; f < fl; f ++ ) {
+
+ face = this.facesByVertexId[ f ];
+
+ for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
+
+ n.copy( face.vertexNormals[ i ] );
+
+ vertexIndex = face[ faceIndex[ i ] ];
+
+ t = tan1[ vertexIndex ];
+
+ // Gram-Schmidt orthogonalize
+
+ tmp.copy( t );
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
+
+ // Calculate handedness
+
+ tmp2.crossVectors( face.vertexNormals[ i ], t );
+ test = tmp2.dot( tan2[ vertexIndex ] );
+ w = ( test < 0.0 ) ? - 1.0 : 1.0;
+
+ face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
+
+ }
+
+ }
+
+ this.hasTangents = true;
+
+ },
+
+ computeLineDistances: function () {
+
+ var d = 0;
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ if ( i > 0 ) {
+
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
+
+ }
+
+ this.lineDistances[ i ] = d;
+
+ }
+
+ },
+
+ computeBoundingBox: function () {
+
+ if ( this.boundingBox === null ) {
+
+ this.boundingBox = new THREE.Box3();
+
+ }
+
+ this.boundingBox.setFromPoints( this.vertices );
+
+ },
+
+ computeBoundingSphere: function () {
+
+ if ( this.boundingSphere === null ) {
+
+ this.boundingSphere = new THREE.Sphere();
+
+ }
+
+ this.boundingSphere.setFromPoints( this.vertices );
+
+ },
+
+ merge: function ( geometry, matrix, materialIndexOffset ) {
+
+ if ( geometry instanceof THREE.Geometry === false ) {
+
+ console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
+ return;
+
+ }
+
+ var normalMatrix,
+ vertexOffset = this.vertices.length,
+ vertices1 = this.vertices,
+ vertices2 = geometry.vertices,
+ faces1 = this.facesByVertexId,
+ faces2 = geometry.facesByVertexId,
+ uvs1 = this.faceVertexUvs[ 0 ],
+ uvs2 = geometry.faceVertexUvs[ 0 ];
+
+ if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
+
+ if ( matrix !== undefined ) {
+
+ normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
+
+ }
+
+ // vertices
+
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+ var vertex = vertices2[ i ];
+
+ var vertexCopy = vertex.clone();
+
+ if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
+
+ vertices1.push( vertexCopy );
+
+ }
+
+ // faces
+
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
+
+ var face = faces2[ i ], faceCopy, normal, color,
+ faceVertexNormals = face.vertexNormals,
+ faceVertexColors = face.vertexColors;
+
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+ faceCopy.normal.copy( face.normal );
+
+ if ( normalMatrix !== undefined ) {
+
+ faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+ normal = faceVertexNormals[ j ].clone();
+
+ if ( normalMatrix !== undefined ) {
+
+ normal.applyMatrix3( normalMatrix ).normalize();
+
+ }
+
+ faceCopy.vertexNormals.push( normal );
+
+ }
+
+ faceCopy.color.copy( face.color );
+
+ for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
+
+ color = faceVertexColors[ j ];
+ faceCopy.vertexColors.push( color.clone() );
+
+ }
+
+ faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
+
+ faces1.push( faceCopy );
+
+ }
+
+ // uvs
+
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+ var uv = uvs2[ i ], uvCopy = [];
+
+ if ( uv === undefined ) {
+
+ continue;
+
+ }
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ uvs1.push( uvCopy );
+
+ }
+
+ },
+
+ /*
+ * Checks for duplicate vertices with hashmap.
+ * Duplicated vertices are removed
+ * and faces' vertices are updated.
+ */
+
+ mergeVertices: function () {
+
+ var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
+ var unique = [], changes = [];
+
+ var v, key;
+ var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
+ var precision = Math.pow( 10, precisionPoints );
+ var i,il, face;
+ var indices, k, j, jl, u;
+
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+ v = this.vertices[ i ];
+ key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
+
+ if ( verticesMap[ key ] === undefined ) {
+
+ verticesMap[ key ] = i;
+ unique.push( this.vertices[ i ] );
+ changes[ i ] = unique.length - 1;
+
+ } else {
+
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+ changes[ i ] = changes[ verticesMap[ key ] ];
+
+ }
+
+ };
+
+
+ // if faces are completely degenerate after merging vertices, we
+ // have to remove them from the geometry.
+ var faceIndicesToRemove = [];
+
+ for ( i = 0, il = this.facesByVertexId.length; i < il; i ++ ) {
+
+ face = this.facesByVertexId[ i ];
+
+ face.a = changes[ face.a ];
+ face.b = changes[ face.b ];
+ face.c = changes[ face.c ];
+
+ indices = [ face.a, face.b, face.c ];
+
+ var dupIndex = - 1;
+
+ // if any duplicate vertices are found in a Face3
+ // we have to remove the face as nothing can be saved
+ for ( var n = 0; n < 3; n ++ ) {
+ if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
+
+ dupIndex = n;
+ faceIndicesToRemove.push( i );
+ break;
+
+ }
+ }
+
+ }
+
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+ var idx = faceIndicesToRemove[ i ];
+
+ this.facesByVertexId.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;
+
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.0,
+ type: 'BufferGeometry',
+ generator: 'BufferGeometryExporter'
+ },
+ uuid: this.uuid,
+ type: this.type
+ };
+
+ if ( this.name !== "" ) output.name = this.name;
+
+ if ( this.parameters !== undefined ) {
+
+ var parameters = this.parameters;
+
+ for ( var key in parameters ) {
+
+ if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
+
+ }
+
+ return output;
+
+ }
+
+ 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.facesByVertexId.length; i ++ ) {
+
+ var face = this.facesByVertexId[ i ];
+
+ var hasMaterial = false; // face.materialIndex !== undefined;
+ var hasFaceUv = false; // deprecated
+ var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
+ var hasFaceNormal = face.normal.length() > 0;
+ var hasFaceVertexNormal = face.vertexNormals.length > 0;
+ var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
+ var hasFaceVertexColor = face.vertexColors.length > 0;
+
+ var faceType = 0;
+
+ faceType = setBit( faceType, 0, 0 );
+ faceType = setBit( faceType, 1, hasMaterial );
+ faceType = setBit( faceType, 2, hasFaceUv );
+ faceType = setBit( faceType, 3, hasFaceVertexUv );
+ faceType = setBit( faceType, 4, hasFaceNormal );
+ faceType = setBit( faceType, 5, hasFaceVertexNormal );
+ faceType = setBit( faceType, 6, hasFaceColor );
+ faceType = setBit( faceType, 7, hasFaceVertexColor );
+
+ faces.push( faceType );
+ faces.push( face.a, face.b, face.c );
+
+
+ /*
+ if ( hasMaterial ) {
+
+ 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 ];
+
+ }
+
+ output.data = {};
+
+ output.data.vertices = vertices;
+ output.data.normals = normals;
+ if ( colors.length > 0 ) output.data.colors = colors;
+ if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
+ output.data.facesByVertexId = faces;
+
+ //
+
+ return output;
+
+ },
+
+ clone: function () {
+
+ var geometry = new THREE.Geometry();
+
+ var vertices = this.vertices;
+
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
+
+ geometry.vertices.push( vertices[ i ].clone() );
+
+ }
+
+ var faces = this.facesByVertexId;
+
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
+
+ geometry.facesByVertexId.push( faces[ i ].clone() );
+
+ }
+
+ var uvs = this.faceVertexUvs[ 0 ];
+
+ for ( var i = 0, il = uvs.length; i < il; i ++ ) {
+
+ var uv = uvs[ i ], uvCopy = [];
+
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+ }
+
+ geometry.faceVertexUvs[ 0 ].push( uvCopy );
+
+ }
+
+ return geometry;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
+
+THREE.GeometryIdCount = 0;
+
+// File:src/cameras/Camera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author WestLangley / http://github.com/WestLangley
+*/
+
+THREE.Camera = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Camera';
+
+ this.matrixWorldInverse = new THREE.Matrix4();
+ this.projectionMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Camera.prototype.getWorldDirection = function () {
+
+ var quaternion = new THREE.Quaternion();
+
+ return function ( optionalTarget ) {
+
+ var result = optionalTarget || new THREE.Vector3();
+
+ this.getWorldQuaternion( quaternion );
+
+ return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
+
+ }
+
+}();
+
+THREE.Camera.prototype.lookAt = function () {
+
+ // This routine does not support cameras with rotated and/or translated parent(s)
+
+ var m1 = new THREE.Matrix4();
+
+ return function ( vector ) {
+
+ m1.lookAt( this.position, vector, this.up );
+
+ this.quaternion.setFromRotationMatrix( m1 );
+
+ };
+
+}();
+
+THREE.Camera.prototype.clone = function ( camera ) {
+
+ if ( camera === undefined ) camera = new THREE.Camera();
+
+ THREE.Object3D.prototype.clone.call( this, camera );
+
+ camera.matrixWorldInverse.copy( this.matrixWorldInverse );
+ camera.projectionMatrix.copy( this.projectionMatrix );
+
+ return camera;
+};
+
+// File:src/cameras/CubeCamera.js
+
+/**
+ * Camera for rendering cube maps
+ * - renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'CubeCamera';
+
+ var fov = 90, aspect = 1;
+
+ var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPX.up.set( 0, - 1, 0 );
+ cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+ this.add( cameraPX );
+
+ var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNX.up.set( 0, - 1, 0 );
+ cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
+ this.add( cameraNX );
+
+ var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPY.up.set( 0, 0, 1 );
+ cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+ this.add( cameraPY );
+
+ var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNY.up.set( 0, 0, - 1 );
+ cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
+ this.add( cameraNY );
+
+ var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraPZ.up.set( 0, - 1, 0 );
+ cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+ this.add( cameraPZ );
+
+ var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+ cameraNZ.up.set( 0, - 1, 0 );
+ cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
+ this.add( cameraNZ );
+
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+ this.updateCubeMap = function ( renderer, scene ) {
+
+ var renderTarget = this.renderTarget;
+ var generateMipmaps = renderTarget.generateMipmaps;
+
+ renderTarget.generateMipmaps = false;
+
+ renderTarget.activeCubeFace = 0;
+ renderer.render( scene, cameraPX, renderTarget );
+
+ renderTarget.activeCubeFace = 1;
+ renderer.render( scene, cameraNX, renderTarget );
+
+ renderTarget.activeCubeFace = 2;
+ renderer.render( scene, cameraPY, renderTarget );
+
+ renderTarget.activeCubeFace = 3;
+ renderer.render( scene, cameraNY, renderTarget );
+
+ renderTarget.activeCubeFace = 4;
+ renderer.render( scene, cameraPZ, renderTarget );
+
+ renderTarget.generateMipmaps = generateMipmaps;
+
+ renderTarget.activeCubeFace = 5;
+ renderer.render( scene, cameraNZ, renderTarget );
+
+ };
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+
+// File:src/cameras/OrthographicCamera.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.type = 'OrthographicCamera';
+
+ this.zoom = 1;
+
+ this.left = left;
+ this.right = right;
+ this.top = top;
+ this.bottom = bottom;
+
+ this.near = ( near !== undefined ) ? near : 0.1;
+ this.far = ( far !== undefined ) ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+ var dx = ( this.right - this.left ) / ( 2 * this.zoom );
+ var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
+ var cx = ( this.right + this.left ) / 2;
+ var cy = ( this.top + this.bottom ) / 2;
+
+ this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
+
+};
+
+THREE.OrthographicCamera.prototype.clone = function () {
+
+ var camera = new THREE.OrthographicCamera();
+
+ THREE.Camera.prototype.clone.call( this, camera );
+
+ camera.zoom = this.zoom;
+
+ camera.left = this.left;
+ camera.right = this.right;
+ camera.top = this.top;
+ camera.bottom = this.bottom;
+
+ camera.near = this.near;
+ camera.far = this.far;
+
+ camera.projectionMatrix.copy( this.projectionMatrix );
+
+ return camera;
+};
+
+// File:src/cameras/PerspectiveCamera.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+ THREE.Camera.call( this );
+
+ this.type = 'PerspectiveCamera';
+
+ this.zoom = 1;
+
+ this.fov = fov !== undefined ? fov : 50;
+ this.aspect = aspect !== undefined ? aspect : 1;
+ this.near = near !== undefined ? near : 0.1;
+ this.far = far !== undefined ? far : 2000;
+
+ this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+ if ( frameHeight === undefined ) frameHeight = 24;
+
+ this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
+ this.updateProjectionMatrix();
+
+}
+
+
+/**
+ * Sets an offset in a larger frustum. This is useful for multi-window or
+ * multi-monitor/multi-machine setups.
+ *
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+ * the monitors are in grid like this
+ *
+ * +---+---+---+
+ * | A | B | C |
+ * +---+---+---+
+ * | D | E | F |
+ * +---+---+---+
+ *
+ * then for each monitor you would call it like this
+ *
+ * var w = 1920;
+ * var h = 1080;
+ * var fullWidth = w * 3;
+ * var fullHeight = h * 2;
+ *
+ * --A--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+ * --B--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+ * --C--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+ * --D--
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+ * --E--
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+ * --F--
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+ *
+ * Note there is no reason monitors have to be the same size or in a grid.
+ */
+
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
+
+ this.fullWidth = fullWidth;
+ this.fullHeight = fullHeight;
+ this.x = x;
+ this.y = y;
+ this.width = width;
+ this.height = height;
+
+ this.updateProjectionMatrix();
+
+};
+
+
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
+
+ var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
+
+ if ( this.fullWidth ) {
+
+ var aspect = this.fullWidth / this.fullHeight;
+ var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
+ var bottom = - top;
+ var left = aspect * bottom;
+ var right = aspect * top;
+ var width = Math.abs( right - left );
+ var height = Math.abs( top - bottom );
+
+ this.projectionMatrix.makeFrustum(
+ left + this.x * width / this.fullWidth,
+ left + ( this.x + this.width ) * width / this.fullWidth,
+ top - ( this.y + this.height ) * height / this.fullHeight,
+ top - this.y * height / this.fullHeight,
+ this.near,
+ this.far
+ );
+
+ } else {
+
+ this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
+
+ }
+
+};
+
+THREE.PerspectiveCamera.prototype.clone = function () {
+
+ var camera = new THREE.PerspectiveCamera();
+
+ THREE.Camera.prototype.clone.call( this, camera );
+
+ camera.zoom = this.zoom;
+
+ camera.fov = this.fov;
+ camera.aspect = this.aspect;
+ camera.near = this.near;
+ camera.far = this.far;
+
+ camera.projectionMatrix.copy( this.projectionMatrix );
+
+ return camera;
+
+};
+
+// File:src/lights/Light.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Light = function ( color ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Light';
+
+ this.color = new THREE.Color( color );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Light.prototype.clone = function ( light ) {
+
+ if ( light === undefined ) light = new THREE.Light();
+
+ THREE.Object3D.prototype.clone.call( this, light );
+
+ light.color.copy( this.color );
+
+ return light;
+
+};
+
+// File:src/lights/AmbientLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( color ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'AmbientLight';
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.AmbientLight.prototype.clone = function () {
+
+ var light = new THREE.AmbientLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ return light;
+
+};
+
+// File:src/lights/AreaLight.js
+
+/**
+ * @author MPanknin / http://www.redplant.de/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.AreaLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'AreaLight';
+
+ this.normal = new THREE.Vector3( 0, - 1, 0 );
+ this.right = new THREE.Vector3( 1, 0, 0 );
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.width = 1.0;
+ this.height = 1.0;
+
+ this.constantAttenuation = 1.5;
+ this.linearAttenuation = 0.5;
+ this.quadraticAttenuation = 0.1;
+
+};
+
+THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
+
+
+// File:src/lights/DirectionalLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DirectionalLight = function ( color, intensity ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'DirectionalLight';
+
+ this.position.set( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+
+ this.shadowCameraLeft = - 500;
+ this.shadowCameraRight = 500;
+ this.shadowCameraTop = 500;
+ this.shadowCameraBottom = - 500;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowCascade = false;
+
+ this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
+ this.shadowCascadeCount = 2;
+
+ this.shadowCascadeBias = [ 0, 0, 0 ];
+ this.shadowCascadeWidth = [ 512, 512, 512 ];
+ this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+ this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
+ this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
+
+ this.shadowCascadeArray = [];
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.DirectionalLight.prototype.clone = function () {
+
+ var light = new THREE.DirectionalLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.target = this.target.clone();
+
+ light.intensity = this.intensity;
+
+ light.castShadow = this.castShadow;
+ light.onlyShadow = this.onlyShadow;
+
+ //
+
+ light.shadowCameraNear = this.shadowCameraNear;
+ light.shadowCameraFar = this.shadowCameraFar;
+
+ light.shadowCameraLeft = this.shadowCameraLeft;
+ light.shadowCameraRight = this.shadowCameraRight;
+ light.shadowCameraTop = this.shadowCameraTop;
+ light.shadowCameraBottom = this.shadowCameraBottom;
+
+ light.shadowCameraVisible = this.shadowCameraVisible;
+
+ light.shadowBias = this.shadowBias;
+ light.shadowDarkness = this.shadowDarkness;
+
+ light.shadowMapWidth = this.shadowMapWidth;
+ light.shadowMapHeight = this.shadowMapHeight;
+
+ //
+
+ light.shadowCascade = this.shadowCascade;
+
+ light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
+ light.shadowCascadeCount = this.shadowCascadeCount;
+
+ light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
+ light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
+ light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
+
+ light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
+ light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
+
+ return light;
+
+};
+
+// File:src/lights/HemisphereLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
+
+ THREE.Light.call( this, skyColor );
+
+ this.type = 'HemisphereLight';
+
+ this.position.set( 0, 100, 0 );
+
+ this.groundColor = new THREE.Color( groundColor );
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.HemisphereLight.prototype.clone = function () {
+
+ var light = new THREE.HemisphereLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.groundColor.copy( this.groundColor );
+ light.intensity = this.intensity;
+
+ return light;
+
+};
+
+// File:src/lights/PointLight.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( color, intensity, distance ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'PointLight';
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.PointLight.prototype.clone = function () {
+
+ var light = new THREE.PointLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.intensity = this.intensity;
+ light.distance = this.distance;
+
+ return light;
+
+};
+
+// File:src/lights/SpotLight.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
+
+ THREE.Light.call( this, color );
+
+ this.type = 'SpotLight';
+
+ this.position.set( 0, 1, 0 );
+ this.target = new THREE.Object3D();
+
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
+ this.distance = ( distance !== undefined ) ? distance : 0;
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
+ this.exponent = ( exponent !== undefined ) ? exponent : 10;
+
+ this.castShadow = false;
+ this.onlyShadow = false;
+
+ //
+
+ this.shadowCameraNear = 50;
+ this.shadowCameraFar = 5000;
+ this.shadowCameraFov = 50;
+
+ this.shadowCameraVisible = false;
+
+ this.shadowBias = 0;
+ this.shadowDarkness = 0.5;
+
+ this.shadowMapWidth = 512;
+ this.shadowMapHeight = 512;
+
+ //
+
+ this.shadowMap = null;
+ this.shadowMapSize = null;
+ this.shadowCamera = null;
+ this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+
+THREE.SpotLight.prototype.clone = function () {
+
+ var light = new THREE.SpotLight();
+
+ THREE.Light.prototype.clone.call( this, light );
+
+ light.target = this.target.clone();
+
+ light.intensity = this.intensity;
+ light.distance = this.distance;
+ light.angle = this.angle;
+ light.exponent = this.exponent;
+
+ light.castShadow = this.castShadow;
+ light.onlyShadow = this.onlyShadow;
+
+ //
+
+ light.shadowCameraNear = this.shadowCameraNear;
+ light.shadowCameraFar = this.shadowCameraFar;
+ light.shadowCameraFov = this.shadowCameraFov;
+
+ light.shadowCameraVisible = this.shadowCameraVisible;
+
+ light.shadowBias = this.shadowBias;
+ light.shadowDarkness = this.shadowDarkness;
+
+ light.shadowMapWidth = this.shadowMapWidth;
+ light.shadowMapHeight = this.shadowMapHeight;
+
+ return light;
+
+};
+
+// File:src/loaders/Cache.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Cache = function () {
+
+ this.files = {};
+
+};
+
+THREE.Cache.prototype = {
+
+ constructor: THREE.Cache,
+
+ add: function ( key, file ) {
+
+ // console.log( 'THREE.Cache', 'Adding key:', key );
+
+ this.files[ key ] = file;
+
+ },
+
+ get: function ( key ) {
+
+ // console.log( 'THREE.Cache', 'Checking key:', key );
+
+ return this.files[ key ];
+
+ },
+
+ remove: function ( key ) {
+
+ delete this.files[ key ];
+
+ },
+
+ clear: function () {
+
+ this.files = {}
+
+ }
+
+};
+
+// File:src/loaders/Loader.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+ this.showStatus = showStatus;
+ this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+ this.imageLoader = new THREE.ImageLoader();
+
+ this.onLoadStart = function () {};
+ this.onLoadProgress = function () {};
+ this.onLoadComplete = function () {};
+
+};
+
+THREE.Loader.prototype = {
+
+ constructor: THREE.Loader,
+
+ crossOrigin: undefined,
+
+ addStatusElement: function () {
+
+ var e = document.createElement( 'div' );
+
+ e.style.position = 'absolute';
+ e.style.right = '0px';
+ e.style.top = '0px';
+ e.style.fontSize = '0.8em';
+ e.style.textAlign = 'left';
+ e.style.background = 'rgba(0,0,0,0.25)';
+ e.style.color = '#fff';
+ e.style.width = '120px';
+ e.style.padding = '0.5em 0.5em 0.5em 0.5em';
+ e.style.zIndex = 1000;
+
+ e.innerHTML = 'Loading ...';
+
+ return e;
+
+ },
+
+ updateProgress: function ( progress ) {
+
+ var message = 'Loaded ';
+
+ if ( progress.total ) {
+
+ message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
+
+
+ } else {
+
+ message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
+
+ }
+
+ this.statusDomElement.innerHTML = message;
+
+ },
+
+ extractUrlBase: function ( url ) {
+
+ var parts = url.split( '/' );
+
+ if ( parts.length === 1 ) return './';
+
+ parts.pop();
+
+ return parts.join( '/' ) + '/';
+
+ },
+
+ initMaterials: function ( materials, texturePath ) {
+
+ var array = [];
+
+ for ( var i = 0; i < materials.length; ++ i ) {
+
+ array[ i ] = this.createMaterial( materials[ i ], texturePath );
+
+ }
+
+ return array;
+
+ },
+
+ needsTangents: function ( materials ) {
+
+ for ( var i = 0, il = materials.length; i < il; i ++ ) {
+
+ var m = materials[ i ];
+
+ if ( m instanceof THREE.ShaderMaterial ) return true;
+
+ }
+
+ return false;
+
+ },
+
+ createMaterial: function ( m, texturePath ) {
+
+ var scope = this;
+
+ function nearest_pow2( n ) {
+
+ var l = Math.log( n ) / Math.LN2;
+ return Math.pow( 2, Math.round( l ) );
+
+ }
+
+ function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+ var fullPath = texturePath + sourceFile;
+
+ var texture;
+
+ var loader = THREE.Loader.Handlers.get( fullPath );
+
+ if ( loader !== null ) {
+
+ texture = loader.load( fullPath );
+
+ } else {
+
+ texture = new THREE.Texture();
+
+ loader = scope.imageLoader;
+ loader.crossOrigin = scope.crossOrigin;
+ loader.load( fullPath, function ( image ) {
+
+ if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
+ THREE.Math.isPowerOfTwo( image.height ) === false ) {
+
+ var width = nearest_pow2( image.width );
+ var height = nearest_pow2( image.height );
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0, width, height );
+
+ texture.image = canvas;
+
+ } else {
+
+ texture.image = image;
+
+ }
+
+ texture.needsUpdate = true;
+
+ } );
+
+ }
+
+ texture.sourceFile = sourceFile;
+
+ if ( repeat ) {
+
+ texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
+
+ if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
+ if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
+
+ }
+
+ if ( offset ) {
+
+ texture.offset.set( offset[ 0 ], offset[ 1 ] );
+
+ }
+
+ if ( wrap ) {
+
+ var wrapMap = {
+ 'repeat': THREE.RepeatWrapping,
+ 'mirror': THREE.MirroredRepeatWrapping
+ }
+
+ if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
+ if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
+
+ }
+
+ if ( anisotropy ) {
+
+ texture.anisotropy = anisotropy;
+
+ }
+
+ where[ name ] = texture;
+
+ }
+
+ function rgb2hex( rgb ) {
+
+ return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+
+ }
+
+ // defaults
+
+ var mtype = 'MeshLambertMaterial';
+ var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+
+ // parameters from model file
+
+ if ( m.shading ) {
+
+ var shading = m.shading.toLowerCase();
+
+ if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
+ else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
+
+ }
+
+ if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+
+ mpars.blending = THREE[ m.blending ];
+
+ }
+
+ if ( m.transparent !== undefined || m.opacity < 1.0 ) {
+
+ mpars.transparent = m.transparent;
+
+ }
+
+ if ( m.depthTest !== undefined ) {
+
+ mpars.depthTest = m.depthTest;
+
+ }
+
+ if ( m.depthWrite !== undefined ) {
+
+ mpars.depthWrite = m.depthWrite;
+
+ }
+
+ if ( m.visible !== undefined ) {
+
+ mpars.visible = m.visible;
+
+ }
+
+ if ( m.flipSided !== undefined ) {
+
+ mpars.side = THREE.BackSide;
+
+ }
+
+ if ( m.doubleSided !== undefined ) {
+
+ mpars.side = THREE.DoubleSide;
+
+ }
+
+ if ( m.wireframe !== undefined ) {
+
+ mpars.wireframe = m.wireframe;
+
+ }
+
+ if ( m.vertexColors !== undefined ) {
+
+ if ( m.vertexColors === 'face' ) {
+
+ mpars.vertexColors = THREE.FaceColors;
+
+ } else if ( m.vertexColors ) {
+
+ mpars.vertexColors = THREE.VertexColors;
+
+ }
+
+ }
+
+ // colors
+
+ if ( m.colorDiffuse ) {
+
+ mpars.color = rgb2hex( m.colorDiffuse );
+
+ } else if ( m.DbgColor ) {
+
+ mpars.color = m.DbgColor;
+
+ }
+
+ if ( m.colorSpecular ) {
+
+ mpars.specular = rgb2hex( m.colorSpecular );
+
+ }
+
+ if ( m.colorAmbient ) {
+
+ mpars.ambient = rgb2hex( m.colorAmbient );
+
+ }
+
+ if ( m.colorEmissive ) {
+
+ mpars.emissive = rgb2hex( m.colorEmissive );
+
+ }
+
+ // modifiers
+
+ if ( m.transparency ) {
+
+ mpars.opacity = m.transparency;
+
+ }
+
+ if ( m.specularCoef ) {
+
+ mpars.shininess = m.specularCoef;
+
+ }
+
+ // textures
+
+ if ( m.mapDiffuse && texturePath ) {
+
+ create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+
+ }
+
+ if ( m.mapLight && texturePath ) {
+
+ create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+
+ }
+
+ if ( m.mapBump && texturePath ) {
+
+ create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+
+ }
+
+ if ( m.mapNormal && texturePath ) {
+
+ create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+
+ }
+
+ if ( m.mapSpecular && texturePath ) {
+
+ create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+
+ }
+
+ if ( m.mapAlpha && texturePath ) {
+
+ create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
+
+ }
+
+ //
+
+ if ( m.mapBumpScale ) {
+
+ mpars.bumpScale = m.mapBumpScale;
+
+ }
+
+ // special case for normal mapped material
+
+ if ( m.mapNormal ) {
+
+ var shader = THREE.ShaderLib[ 'normalmap' ];
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+ uniforms[ 'tNormal' ].value = mpars.normalMap;
+
+ if ( m.mapNormalFactor ) {
+
+ uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
+
+ }
+
+ if ( mpars.map ) {
+
+ uniforms[ 'tDiffuse' ].value = mpars.map;
+ uniforms[ 'enableDiffuse' ].value = true;
+
+ }
+
+ if ( mpars.specularMap ) {
+
+ uniforms[ 'tSpecular' ].value = mpars.specularMap;
+ uniforms[ 'enableSpecular' ].value = true;
+
+ }
+
+ if ( mpars.lightMap ) {
+
+ uniforms[ 'tAO' ].value = mpars.lightMap;
+ uniforms[ 'enableAO' ].value = true;
+
+ }
+
+ // for the moment don't handle displacement texture
+
+ uniforms[ 'diffuse' ].value.setHex( mpars.color );
+ uniforms[ 'specular' ].value.setHex( mpars.specular );
+ uniforms[ 'ambient' ].value.setHex( mpars.ambient );
+
+ uniforms[ 'shininess' ].value = mpars.shininess;
+
+ if ( mpars.opacity !== undefined ) {
+
+ uniforms[ 'opacity' ].value = mpars.opacity;
+
+ }
+
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+ var material = new THREE.ShaderMaterial( parameters );
+
+ if ( mpars.transparent ) {
+
+ material.transparent = true;
+
+ }
+
+ } else {
+
+ var material = new THREE[ mtype ]( mpars );
+
+ }
+
+ if ( m.DbgName !== undefined ) material.name = m.DbgName;
+
+ return material;
+
+ }
+
+};
+
+THREE.Loader.Handlers = {
+
+ handlers: [],
+
+ add: function ( regex, loader ) {
+
+ this.handlers.push( regex, loader );
+
+ },
+
+ get: function ( file ) {
+
+ for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
+
+ var regex = this.handlers[ i ];
+ var loader = this.handlers[ i + 1 ];
+
+ if ( regex.test( file ) ) {
+
+ return loader;
+
+ }
+
+ }
+
+ return null;
+
+ }
+
+};
+
+// File:src/loaders/XHRLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.XHRLoader = function ( manager ) {
+
+ this.cache = new THREE.Cache();
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.XHRLoader.prototype = {
+
+ constructor: THREE.XHRLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var cached = scope.cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ if ( onLoad ) onLoad( cached );
+ return;
+
+ }
+
+ var request = new XMLHttpRequest();
+ request.open( 'GET', url, true );
+
+ request.addEventListener( 'load', function ( event ) {
+
+ scope.cache.add( url, this.response );
+
+ if ( onLoad ) onLoad( this.response );
+
+ scope.manager.itemEnd( url );
+
+ }, false );
+
+ if ( onProgress !== undefined ) {
+
+ request.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ if ( onError !== undefined ) {
+
+ request.addEventListener( 'error', function ( event ) {
+
+ onError( event );
+
+ }, false );
+
+ }
+
+ if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
+ if ( this.responseType !== undefined ) request.responseType = this.responseType;
+
+ request.send( null );
+
+ scope.manager.itemStart( url );
+
+ },
+
+ setResponseType: function ( value ) {
+
+ this.responseType = value;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+
+// File:src/loaders/ImageLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageLoader = function ( manager ) {
+
+ this.cache = new THREE.Cache();
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+ constructor: THREE.ImageLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var cached = scope.cache.get( url );
+
+ if ( cached !== undefined ) {
+
+ onLoad( cached );
+ return;
+
+ }
+
+ var image = document.createElement( 'img' );
+
+ if ( onLoad !== undefined ) {
+
+ image.addEventListener( 'load', function ( event ) {
+
+ scope.cache.add( url, this );
+
+ onLoad( this );
+ scope.manager.itemEnd( url );
+
+ }, false );
+
+ }
+
+ if ( onProgress !== undefined ) {
+
+ image.addEventListener( 'progress', function ( event ) {
+
+ onProgress( event );
+
+ }, false );
+
+ }
+
+ if ( onError !== undefined ) {
+
+ image.addEventListener( 'error', function ( event ) {
+
+ onError( event );
+
+ }, false );
+
+ }
+
+ if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+ image.src = url;
+
+ scope.manager.itemStart( url );
+
+ return image;
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+}
+
+// File:src/loaders/JSONLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( showStatus ) {
+
+ THREE.Loader.call( this, showStatus );
+
+ this.withCredentials = false;
+
+};
+
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
+
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
+
+ var scope = this;
+
+ // todo: unify load API to for easier SceneLoader use
+
+ texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
+
+ this.onLoadStart();
+ this.loadAjaxJSON( this, url, callback, texturePath );
+
+};
+
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
+
+ var xhr = new XMLHttpRequest();
+
+ var length = 0;
+
+ xhr.onreadystatechange = function () {
+
+ if ( xhr.readyState === xhr.DONE ) {
+
+ if ( xhr.status === 200 || xhr.status === 0 ) {
+
+ if ( xhr.responseText ) {
+
+ var json = JSON.parse( xhr.responseText );
+
+ if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
+
+ console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
+ return;
+
+ }
+
+ var result = context.parse( json, texturePath );
+ callback( result.geometry, result.materials );
+
+ } else {
+
+ console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
+
+ }
+
+ // in context of more complex asset initialization
+ // do not block on single failed file
+ // maybe should go even one more level up
+
+ context.onLoadComplete();
+
+ } else {
+
+ console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
+
+ }
+
+ } else if ( xhr.readyState === xhr.LOADING ) {
+
+ if ( callbackProgress ) {
+
+ if ( length === 0 ) {
+
+ length = xhr.getResponseHeader( 'Content-Length' );
+
+ }
+
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+ }
+
+ } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+ if ( callbackProgress !== undefined ) {
+
+ length = xhr.getResponseHeader( 'Content-Length' );
+
+ }
+
+ }
+
+ };
+
+ xhr.open( 'GET', url, true );
+ xhr.withCredentials = this.withCredentials;
+ xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
+
+ var scope = this,
+ geometry = new THREE.Geometry(),
+ scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+ parseModel( scale );
+
+ parseSkin();
+ parseMorphing( scale );
+
+ geometry.computeFaceNormals();
+ geometry.computeBoundingSphere();
+
+ function parseModel( scale ) {
+
+ function isBitSet( value, position ) {
+
+ return value & ( 1 << position );
+
+ }
+
+ var i, j, fi,
+
+ offset, zLength,
+
+ colorIndex, normalIndex, uvIndex, materialIndex,
+
+ type,
+ isQuad,
+ hasMaterial,
+ hasFaceVertexUv,
+ hasFaceNormal, hasFaceVertexNormal,
+ hasFaceColor, hasFaceVertexColor,
+
+ vertex, face, faceA, faceB, color, hex, normal,
+
+ uvLayer, uv, u, v,
+
+ faces = json.facesByVertexId,
+ vertices = json.vertices,
+ normals = json.normals,
+ colors = json.colors,
+
+ nUvLayers = 0;
+
+ if ( json.uvs !== undefined ) {
+
+ // disregard empty arrays
+
+ for ( i = 0; i < json.uvs.length; i ++ ) {
+
+ if ( json.uvs[ i ].length ) nUvLayers ++;
+
+ }
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ geometry.faceVertexUvs[ i ] = [];
+
+ }
+
+ }
+
+ offset = 0;
+ zLength = vertices.length;
+
+ while ( offset < zLength ) {
+
+ vertex = new THREE.Vector3();
+
+ vertex.x = vertices[ offset ++ ] * scale;
+ vertex.y = vertices[ offset ++ ] * scale;
+ vertex.z = vertices[ offset ++ ] * scale;
+
+ geometry.vertices.push( vertex );
+
+ }
+
+ offset = 0;
+ zLength = faces.length;
+
+ while ( offset < zLength ) {
+
+ type = faces[ offset ++ ];
+
+
+ isQuad = isBitSet( type, 0 );
+ hasMaterial = isBitSet( type, 1 );
+ hasFaceVertexUv = isBitSet( type, 3 );
+ hasFaceNormal = isBitSet( type, 4 );
+ hasFaceVertexNormal = isBitSet( type, 5 );
+ hasFaceColor = isBitSet( type, 6 );
+ hasFaceVertexColor = isBitSet( type, 7 );
+
+ // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+ if ( isQuad ) {
+
+ faceA = new THREE.Face3();
+ faceA.a = faces[ offset ];
+ faceA.b = faces[ offset + 1 ];
+ faceA.c = faces[ offset + 3 ];
+
+ faceB = new THREE.Face3();
+ faceB.a = faces[ offset + 1 ];
+ faceB.b = faces[ offset + 2 ];
+ faceB.c = faces[ offset + 3 ];
+
+ offset += 4;
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ faceA.materialIndex = materialIndex;
+ faceB.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.facesByVertexId.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+ geometry.faceVertexUvs[ i ][ fi + 1 ] = []
+
+ for ( j = 0; j < 4; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
+ if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ faceA.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ faceB.normal.copy( faceA.normal );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+
+ if ( i !== 2 ) faceA.vertexNormals.push( normal );
+ if ( i !== 0 ) faceB.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ faceA.color.setHex( hex );
+ faceB.color.setHex( hex );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 4; i ++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ hex = colors[ colorIndex ];
+
+ if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
+ if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
+
+ }
+
+ }
+
+ geometry.facesByVertexId.push( faceA );
+ geometry.facesByVertexId.push( faceB );
+
+ } else {
+
+ face = new THREE.Face3();
+ face.a = faces[ offset ++ ];
+ face.b = faces[ offset ++ ];
+ face.c = faces[ offset ++ ];
+
+ if ( hasMaterial ) {
+
+ materialIndex = faces[ offset ++ ];
+ face.materialIndex = materialIndex;
+
+ }
+
+ // to get face <=> uv index correspondence
+
+ fi = geometry.facesByVertexId.length;
+
+ if ( hasFaceVertexUv ) {
+
+ for ( i = 0; i < nUvLayers; i ++ ) {
+
+ uvLayer = json.uvs[ i ];
+
+ geometry.faceVertexUvs[ i ][ fi ] = [];
+
+ for ( j = 0; j < 3; j ++ ) {
+
+ uvIndex = faces[ offset ++ ];
+
+ u = uvLayer[ uvIndex * 2 ];
+ v = uvLayer[ uvIndex * 2 + 1 ];
+
+ uv = new THREE.Vector2( u, v );
+
+ geometry.faceVertexUvs[ i ][ fi ].push( uv );
+
+ }
+
+ }
+
+ }
+
+ if ( hasFaceNormal ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ face.normal.set(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ }
+
+ if ( hasFaceVertexNormal ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalIndex = faces[ offset ++ ] * 3;
+
+ normal = new THREE.Vector3(
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ++ ],
+ normals[ normalIndex ]
+ );
+
+ face.vertexNormals.push( normal );
+
+ }
+
+ }
+
+
+ if ( hasFaceColor ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.color.setHex( colors[ colorIndex ] );
+
+ }
+
+
+ if ( hasFaceVertexColor ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ colorIndex = faces[ offset ++ ];
+ face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
+
+ }
+
+ }
+
+ geometry.facesByVertexId.push( face );
+
+ }
+
+ }
+
+ };
+
+ function parseSkin() {
+ var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
+
+ if ( json.skinWeights ) {
+
+ for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
+
+ var x = json.skinWeights[ i ];
+ var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
+ var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
+ var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
+
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+ }
+
+ }
+
+ if ( json.skinIndices ) {
+
+ for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
+
+ var a = json.skinIndices[ i ];
+ var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
+ var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
+ var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
+
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+ }
+
+ }
+
+ geometry.bones = json.bones;
+
+ if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
+
+ console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
+ geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
+
+ }
+
+
+ // could change this to json.animations[0] or remove completely
+
+ geometry.animation = json.animation;
+ geometry.animations = json.animations;
+
+ };
+
+ function parseMorphing( scale ) {
+
+ if ( json.morphTargets !== undefined ) {
+
+ var i, l, v, vl, dstVertices, srcVertices;
+
+ for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+ geometry.morphTargets[ i ] = {};
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+ geometry.morphTargets[ i ].vertices = [];
+
+ dstVertices = geometry.morphTargets[ i ].vertices;
+ srcVertices = json.morphTargets [ i ].vertices;
+
+ for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+ var vertex = new THREE.Vector3();
+ vertex.x = srcVertices[ v ] * scale;
+ vertex.y = srcVertices[ v + 1 ] * scale;
+ vertex.z = srcVertices[ v + 2 ] * scale;
+
+ dstVertices.push( vertex );
+
+ }
+
+ }
+
+ }
+
+ if ( json.morphColors !== undefined ) {
+
+ var i, l, c, cl, dstColors, srcColors, color;
+
+ for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
+
+ geometry.morphColors[ i ] = {};
+ geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+ geometry.morphColors[ i ].colors = [];
+
+ dstColors = geometry.morphColors[ i ].colors;
+ srcColors = json.morphColors [ i ].colors;
+
+ for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+ color = new THREE.Color( 0xffaa00 );
+ color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+ dstColors.push( color );
+
+ }
+
+ }
+
+ }
+
+ };
+
+ if ( json.materials === undefined || json.materials.length === 0 ) {
+
+ return { geometry: geometry };
+
+ } else {
+
+ var materials = this.initMaterials( json.materials, texturePath );
+
+ if ( this.needsTangents( materials ) ) {
+
+ geometry.computeTangents();
+
+ }
+
+ return { geometry: geometry, materials: materials };
+
+ }
+
+};
+
+// File:src/loaders/LoadingManager.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loaded = 0, total = 0;
+
+ this.onLoad = onLoad;
+ this.onProgress = onProgress;
+ this.onError = onError;
+
+ this.itemStart = function ( url ) {
+
+ total ++;
+
+ };
+
+ this.itemEnd = function ( url ) {
+
+ loaded ++;
+
+ if ( scope.onProgress !== undefined ) {
+
+ scope.onProgress( url, loaded, total );
+
+ }
+
+ if ( loaded === total && scope.onLoad !== undefined ) {
+
+ scope.onLoad();
+
+ }
+
+ };
+
+};
+
+THREE.DefaultLoadingManager = new THREE.LoadingManager();
+
+// File:src/loaders/BufferGeometryLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.BufferGeometryLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.BufferGeometryLoader.prototype = {
+
+ constructor: THREE.BufferGeometryLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader();
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var geometry = new THREE.BufferGeometry();
+
+ var attributes = json.attributes;
+
+ for ( var key in attributes ) {
+
+ var attribute = attributes[ key ];
+ var typedArray = new self[ attribute.type ]( attribute.array );
+
+ geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
+
+ }
+
+ var offsets = json.offsets;
+
+ if ( offsets !== undefined ) {
+
+ geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
+
+ }
+
+ var boundingSphere = json.boundingSphere;
+
+ if ( boundingSphere !== undefined ) {
+
+ var center = new THREE.Vector3();
+
+ if ( boundingSphere.center !== undefined ) {
+
+ center.fromArray( boundingSphere.center );
+
+ }
+
+ geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
+
+ }
+
+ return geometry;
+
+ }
+
+};
+
+// File:src/loaders/MaterialLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MaterialLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.MaterialLoader.prototype = {
+
+ constructor: THREE.MaterialLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader();
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var material = new THREE[ json.type ];
+
+ if ( json.color !== undefined ) material.color.setHex( json.color );
+ if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
+ if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
+ if ( json.specular !== undefined ) material.specular.setHex( json.specular );
+ if ( json.shininess !== undefined ) material.shininess = json.shininess;
+ if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
+ if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
+ if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
+ if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
+ if ( json.shading !== undefined ) material.shading = json.shading;
+ if ( json.blending !== undefined ) material.blending = json.blending;
+ if ( json.side !== undefined ) material.side = json.side;
+ if ( json.opacity !== undefined ) material.opacity = json.opacity;
+ if ( json.transparent !== undefined ) material.transparent = json.transparent;
+ if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
+
+ if ( json.materials !== undefined ) {
+
+ for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
+
+ material.materials.push( this.parse( json.materials[ i ] ) );
+
+ }
+
+ }
+
+ return material;
+
+ }
+
+};
+
+// File:src/loaders/ObjectLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ObjectLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.ObjectLoader.prototype = {
+
+ constructor: THREE.ObjectLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.XHRLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( text ) {
+
+ onLoad( scope.parse( JSON.parse( text ) ) );
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ },
+
+ parse: function ( json ) {
+
+ var geometries = this.parseGeometries( json.geometries );
+ var materials = this.parseMaterials( json.materials );
+ var object = this.parseObject( json.object, geometries, materials );
+
+ return object;
+
+ },
+
+ parseGeometries: function ( json ) {
+
+ var geometries = {};
+
+ if ( json !== undefined ) {
+
+ var geometryLoader = new THREE.JSONLoader();
+ var bufferGeometryLoader = new THREE.BufferGeometryLoader();
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var geometry;
+ var data = json[ i ];
+
+ switch ( data.type ) {
+
+ case 'PlaneGeometry':
+
+ geometry = new THREE.PlaneGeometry(
+ data.width,
+ data.height,
+ data.widthSegments,
+ data.heightSegments
+ );
+
+ break;
+
+ case 'BoxGeometry':
+ case 'CubeGeometry': // backwards compatible
+
+ geometry = new THREE.BoxGeometry(
+ data.width,
+ data.height,
+ data.depth,
+ data.widthSegments,
+ data.heightSegments,
+ data.depthSegments
+ );
+
+ break;
+
+ case 'CircleGeometry':
+
+ geometry = new THREE.CircleGeometry(
+ data.radius,
+ data.segments
+ );
+
+ break;
+
+ case 'CylinderGeometry':
+
+ geometry = new THREE.CylinderGeometry(
+ data.radiusTop,
+ data.radiusBottom,
+ data.height,
+ data.radialSegments,
+ data.heightSegments,
+ data.openEnded
+ );
+
+ break;
+
+ case 'SphereGeometry':
+
+ geometry = new THREE.SphereGeometry(
+ data.radius,
+ data.widthSegments,
+ data.heightSegments,
+ data.phiStart,
+ data.phiLength,
+ data.thetaStart,
+ data.thetaLength
+ );
+
+ break;
+
+ case 'IcosahedronGeometry':
+
+ geometry = new THREE.IcosahedronGeometry(
+ data.radius,
+ data.detail
+ );
+
+ break;
+
+ case 'TorusGeometry':
+
+ geometry = new THREE.TorusGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.arc
+ );
+
+ break;
+
+ case 'TorusKnotGeometry':
+
+ geometry = new THREE.TorusKnotGeometry(
+ data.radius,
+ data.tube,
+ data.radialSegments,
+ data.tubularSegments,
+ data.p,
+ data.q,
+ data.heightScale
+ );
+
+ break;
+
+ case 'BufferGeometry':
+
+ geometry = bufferGeometryLoader.parse( data.data );
+
+ break;
+
+ case 'Geometry':
+
+ geometry = geometryLoader.parse( data.data ).geometry;
+
+ break;
+
+ }
+
+ geometry.uuid = data.uuid;
+
+ if ( data.name !== undefined ) geometry.name = data.name;
+
+ geometries[ data.uuid ] = geometry;
+
+ }
+
+ }
+
+ return geometries;
+
+ },
+
+ parseMaterials: function ( json ) {
+
+ var materials = {};
+
+ if ( json !== undefined ) {
+
+ var loader = new THREE.MaterialLoader();
+
+ for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+ var data = json[ i ];
+ var material = loader.parse( data );
+
+ material.uuid = data.uuid;
+
+ if ( data.name !== undefined ) material.name = data.name;
+
+ materials[ data.uuid ] = material;
+
+ }
+
+ }
+
+ return materials;
+
+ },
+
+ parseObject: function () {
+
+ var matrix = new THREE.Matrix4();
+
+ return function ( data, geometries, materials ) {
+
+ var object;
+
+ switch ( data.type ) {
+
+ case 'Scene':
+
+ object = new THREE.Scene();
+
+ break;
+
+ case 'PerspectiveCamera':
+
+ object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
+
+ break;
+
+ case 'OrthographicCamera':
+
+ object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
+
+ break;
+
+ case 'AmbientLight':
+
+ object = new THREE.AmbientLight( data.color );
+
+ break;
+
+ case 'DirectionalLight':
+
+ object = new THREE.DirectionalLight( data.color, data.intensity );
+
+ break;
+
+ case 'PointLight':
+
+ object = new THREE.PointLight( data.color, data.intensity, data.distance );
+
+ break;
+
+ case 'SpotLight':
+
+ object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
+
+ break;
+
+ case 'HemisphereLight':
+
+ object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
+
+ break;
+
+ case 'Mesh':
+
+ var geometry = geometries[ data.geometry ];
+ var material = materials[ data.material ];
+
+ if ( geometry === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry );
+
+ }
+
+ if ( material === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
+
+ }
+
+ object = new THREE.Mesh( geometry, material );
+
+ break;
+
+ case 'Line':
+
+ var geometry = geometries[ data.geometry ];
+ var material = materials[ data.material ];
+
+ if ( geometry === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry );
+
+ }
+
+ if ( material === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
+
+ }
+
+ object = new THREE.Line( geometry, material );
+
+ break;
+
+ case 'Sprite':
+
+ var material = materials[ data.material ];
+
+ if ( material === undefined ) {
+
+ console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
+
+ }
+
+ object = new THREE.Sprite( material );
+
+ break;
+
+ case 'Group':
+
+ object = new THREE.Group();
+
+ break;
+
+ default:
+
+ object = new THREE.Object3D();
+
+ }
+
+ object.uuid = data.uuid;
+
+ if ( data.name !== undefined ) object.name = data.name;
+ if ( data.matrix !== undefined ) {
+
+ matrix.fromArray( data.matrix );
+ matrix.decompose( object.position, object.quaternion, object.scale );
+
+ } else {
+
+ if ( data.position !== undefined ) object.position.fromArray( data.position );
+ if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
+ if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
+
+ }
+
+ if ( data.visible !== undefined ) object.visible = data.visible;
+ if ( data.userData !== undefined ) object.userData = data.userData;
+
+ if ( data.children !== undefined ) {
+
+ for ( var child in data.children ) {
+
+ object.add( this.parseObject( data.children[ child ], geometries, materials ) );
+
+ }
+
+ }
+
+ return object;
+
+ }
+
+ }()
+
+};
+
+// File:src/loaders/TextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.TextureLoader = function ( manager ) {
+
+ this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+ constructor: THREE.TextureLoader,
+
+ load: function ( url, onLoad, onProgress, onError ) {
+
+ var scope = this;
+
+ var loader = new THREE.ImageLoader( scope.manager );
+ loader.setCrossOrigin( this.crossOrigin );
+ loader.load( url, function ( image ) {
+
+ var texture = new THREE.Texture( image );
+ texture.needsUpdate = true;
+
+ if ( onLoad !== undefined ) {
+
+ onLoad( texture );
+
+ }
+
+ }, onProgress, onError );
+
+ },
+
+ setCrossOrigin: function ( value ) {
+
+ this.crossOrigin = value;
+
+ }
+
+};
+
+// File:src/loaders/CompressedTextureLoader.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * Abstract Base class to block based textures loader (dds, pvr, ...)
+ */
+
+THREE.CompressedTextureLoader = function () {
+
+ // override in sub classes
+ this._parser = null;
+
+};
+
+
+THREE.CompressedTextureLoader.prototype = {
+
+ constructor: THREE.CompressedTextureLoader,
+
+ load: function ( url, onLoad, onError ) {
+
+ var scope = this;
+
+ var images = [];
+
+ var texture = new THREE.CompressedTexture();
+ texture.image = images;
+
+ var loader = new THREE.XHRLoader();
+ loader.setResponseType( 'arraybuffer' );
+
+ if ( url instanceof Array ) {
+
+ var loaded = 0;
+
+ var loadTexture = function ( i ) {
+
+ loader.load( url[ i ], function ( buffer ) {
+
+ var texDatas = scope._parser( buffer, true );
+
+ images[ i ] = {
+ width: texDatas.width,
+ height: texDatas.height,
+ format: texDatas.format,
+ mipmaps: texDatas.mipmaps
+ };
+
+ loaded += 1;
+
+ if ( loaded === 6 ) {
+
+ if (texDatas.mipmapCount == 1)
+ texture.minFilter = THREE.LinearFilter;
+
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ } );
+
+ };
+
+ for ( var i = 0, il = url.length; i < il; ++ i ) {
+
+ loadTexture( i );
+
+ }
+
+ } else {
+
+ // compressed cubemap texture stored in a single DDS file
+
+ loader.load( url, function ( buffer ) {
+
+ var texDatas = scope._parser( buffer, true );
+
+ if ( texDatas.isCubemap ) {
+
+ var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
+
+ for ( var f = 0; f < faces; f ++ ) {
+
+ images[ f ] = { mipmaps : [] };
+
+ for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
+
+ images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
+ images[ f ].format = texDatas.format;
+ images[ f ].width = texDatas.width;
+ images[ f ].height = texDatas.height;
+
+ }
+
+ }
+
+ } else {
+
+ texture.image.width = texDatas.width;
+ texture.image.height = texDatas.height;
+ texture.mipmaps = texDatas.mipmaps;
+
+ }
+
+ if ( texDatas.mipmapCount === 1 ) {
+
+ texture.minFilter = THREE.LinearFilter;
+
+ }
+
+ texture.format = texDatas.format;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ } );
+
+ }
+
+ return texture;
+
+ }
+
+};
+
+// File:src/materials/Material.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+ Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+ this.type = 'Material';
+
+ this.side = THREE.FrontSide;
+
+ this.opacity = 1;
+ this.transparent = false;
+
+ this.blending = THREE.NormalBlending;
+
+ this.blendSrc = THREE.SrcAlphaFactor;
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
+ this.blendEquation = THREE.AddEquation;
+
+ this.depthTest = true;
+ this.depthWrite = true;
+
+ this.polygonOffset = false;
+ this.polygonOffsetFactor = 0;
+ this.polygonOffsetUnits = 0;
+
+ this.alphaTest = 0;
+
+ this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
+
+ this.visible = true;
+
+ this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype = {
+
+ constructor: THREE.Material,
+
+ setValues: function ( values ) {
+
+ if ( values === undefined ) return;
+
+ for ( var key in values ) {
+
+ var newValue = values[ key ];
+
+ if ( newValue === undefined ) {
+
+ console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
+ continue;
+
+ }
+
+ if ( key in this ) {
+
+ var currentValue = this[ key ];
+
+ if ( currentValue instanceof THREE.Color ) {
+
+ currentValue.set( newValue );
+
+ } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+ currentValue.copy( newValue );
+
+ } else if ( key == 'overdraw' ) {
+
+ // ensure overdraw is backwards-compatable with legacy boolean type
+ this[ key ] = Number( newValue );
+
+ } else {
+
+ this[ key ] = newValue;
+
+ }
+
+ }
+
+ }
+
+ },
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.2,
+ type: 'material',
+ generator: 'MaterialExporter'
+ },
+ uuid: this.uuid,
+ type: this.type
+ };
+
+ if ( this.name !== "" ) output.name = this.name;
+
+ if ( this instanceof THREE.MeshBasicMaterial ) {
+
+ output.color = this.color.getHex();
+ if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshLambertMaterial ) {
+
+ output.color = this.color.getHex();
+ output.ambient = this.ambient.getHex();
+ output.emissive = this.emissive.getHex();
+ if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshPhongMaterial ) {
+
+ output.color = this.color.getHex();
+ output.ambient = this.ambient.getHex();
+ output.emissive = this.emissive.getHex();
+ output.specular = this.specular.getHex();
+ output.shininess = this.shininess;
+ if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshNormalMaterial ) {
+
+ if ( this.shading !== THREE.FlatShading ) output.shading = this.shading;
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.MeshDepthMaterial ) {
+
+ if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
+ if ( this.side !== THREE.FrontSide ) output.side = this.side;
+
+ } else if ( this instanceof THREE.ShaderMaterial ) {
+
+ output.uniforms = this.uniforms;
+ output.vertexShader = this.vertexShader;
+ output.fragmentShader = this.fragmentShader;
+
+ } else if ( this instanceof THREE.SpriteMaterial ) {
+
+ output.color = this.color.getHex();
+
+ }
+
+ if ( this.opacity < 1 ) output.opacity = this.opacity;
+ if ( this.transparent !== false ) output.transparent = this.transparent;
+ if ( this.wireframe !== false ) output.wireframe = this.wireframe;
+
+ return output;
+
+ },
+
+ clone: function ( material ) {
+
+ if ( material === undefined ) material = new THREE.Material();
+
+ material.name = this.name;
+
+ material.side = this.side;
+
+ material.opacity = this.opacity;
+ material.transparent = this.transparent;
+
+ material.blending = this.blending;
+
+ material.blendSrc = this.blendSrc;
+ material.blendDst = this.blendDst;
+ material.blendEquation = this.blendEquation;
+
+ material.depthTest = this.depthTest;
+ material.depthWrite = this.depthWrite;
+
+ material.polygonOffset = this.polygonOffset;
+ material.polygonOffsetFactor = this.polygonOffsetFactor;
+ material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+ material.alphaTest = this.alphaTest;
+
+ material.overdraw = this.overdraw;
+
+ material.visible = this.visible;
+
+ return material;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
+
+THREE.MaterialIdCount = 0;
+
+// File:src/materials/LineBasicMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ * linecap: "round",
+ * linejoin: "round",
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'LineBasicMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+ this.linecap = 'round';
+ this.linejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+ material.linecap = this.linecap;
+ material.linejoin = this.linejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// File:src/materials/LineDashedMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * linewidth: ,
+ *
+ * scale: ,
+ * dashSize: ,
+ * gapSize: ,
+ *
+ * vertexColors:
+ *
+ * fog:
+ * }
+ */
+
+THREE.LineDashedMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'LineDashedMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.linewidth = 1;
+
+ this.scale = 1;
+ this.dashSize = 3;
+ this.gapSize = 1;
+
+ this.vertexColors = false;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.LineDashedMaterial.prototype.clone = function () {
+
+ var material = new THREE.LineDashedMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.linewidth = this.linewidth;
+
+ material.scale = this.scale;
+ material.dashSize = this.dashSize;
+ material.gapSize = this.gapSize;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// File:src/materials/MeshBasicMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * alphaMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshBasicMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshBasicMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // emissive
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshBasicMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshBasicMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.alphaMap = this.alphaMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+
+ return material;
+
+};
+
+// File:src/materials/MeshLambertMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * ambient: ,
+ * emissive: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * alphaMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshLambertMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshLambertMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshLambertMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshLambertMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.specularMap = this.specularMap;
+
+ material.alphaMap = this.alphaMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+
+// File:src/materials/MeshPhongMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * ambient: ,
+ * emissive: ,
+ * specular: ,
+ * shininess: ,
+ * opacity: ,
+ *
+ * map: new THREE.Texture( ),
+ *
+ * lightMap: new THREE.Texture( ),
+ *
+ * bumpMap: new THREE.Texture( ),
+ * bumpScale: ,
+ *
+ * normalMap: new THREE.Texture( ),
+ * normalScale: ,
+ *
+ * specularMap: new THREE.Texture( ),
+ *
+ * alphaMap: new THREE.Texture( ),
+ *
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
+ * combine: THREE.Multiply,
+ * reflectivity: ,
+ * refractionRatio: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.MeshPhongMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshPhongMaterial';
+
+ this.color = new THREE.Color( 0xffffff ); // diffuse
+ this.ambient = new THREE.Color( 0xffffff );
+ this.emissive = new THREE.Color( 0x000000 );
+ this.specular = new THREE.Color( 0x111111 );
+ this.shininess = 30;
+
+ this.metal = false;
+
+ this.wrapAround = false;
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+ this.map = null;
+
+ this.lightMap = null;
+
+ this.bumpMap = null;
+ this.bumpScale = 1;
+
+ this.normalMap = null;
+ this.normalScale = new THREE.Vector2( 1, 1 );
+
+ this.specularMap = null;
+
+ this.alphaMap = null;
+
+ this.envMap = null;
+ this.combine = THREE.MultiplyOperation;
+ this.reflectivity = 1;
+ this.refractionRatio = 0.98;
+
+ this.fog = true;
+
+ this.shading = THREE.SmoothShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+ this.wireframeLinecap = 'round';
+ this.wireframeLinejoin = 'round';
+
+ this.vertexColors = THREE.NoColors;
+
+ this.skinning = false;
+ this.morphTargets = false;
+ this.morphNormals = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshPhongMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.ambient.copy( this.ambient );
+ material.emissive.copy( this.emissive );
+ material.specular.copy( this.specular );
+ material.shininess = this.shininess;
+
+ material.metal = this.metal;
+
+ material.wrapAround = this.wrapAround;
+ material.wrapRGB.copy( this.wrapRGB );
+
+ material.map = this.map;
+
+ material.lightMap = this.lightMap;
+
+ material.bumpMap = this.bumpMap;
+ material.bumpScale = this.bumpScale;
+
+ material.normalMap = this.normalMap;
+ material.normalScale.copy( this.normalScale );
+
+ material.specularMap = this.specularMap;
+
+ material.alphaMap = this.alphaMap;
+
+ material.envMap = this.envMap;
+ material.combine = this.combine;
+ material.reflectivity = this.reflectivity;
+ material.refractionRatio = this.refractionRatio;
+
+ material.fog = this.fog;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+ material.wireframeLinecap = this.wireframeLinecap;
+ material.wireframeLinejoin = this.wireframeLinejoin;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+
+// File:src/materials/MeshDepthMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * opacity: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'MeshDepthMaterial';
+
+ this.morphTargets = false;
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshDepthMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+
+// File:src/materials/MeshNormalMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ * opacity: ,
+ *
+ * shading: THREE.FlatShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth:
+ * }
+ */
+
+THREE.MeshNormalMaterial = function ( parameters ) {
+
+ THREE.Material.call( this, parameters );
+
+ this.type = 'MeshNormalMaterial';
+
+ this.shading = THREE.FlatShading;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.morphTargets = false;
+
+ this.setValues( parameters );
+
+};
+
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshNormalMaterial.prototype.clone = function () {
+
+ var material = new THREE.MeshNormalMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ return material;
+
+};
+
+// File:src/materials/MeshFaceMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.MeshFaceMaterial = function ( materials ) {
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.type = 'MeshFaceMaterial';
+
+ this.materials = materials instanceof Array ? materials : [];
+
+};
+
+THREE.MeshFaceMaterial.prototype = {
+
+ constructor: THREE.MeshFaceMaterial,
+
+ toJSON: function () {
+
+ var output = {
+ metadata: {
+ version: 4.2,
+ type: 'material',
+ generator: 'MaterialExporter'
+ },
+ uuid: this.uuid,
+ type: this.type,
+ materials: []
+ };
+
+ for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
+
+ output.materials.push( this.materials[ i ].toJSON() );
+
+ }
+
+ return output;
+
+ },
+
+ clone: function () {
+
+ var material = new THREE.MeshFaceMaterial();
+
+ for ( var i = 0; i < this.materials.length; i ++ ) {
+
+ material.materials.push( this.materials[ i ].clone() );
+
+ }
+
+ return material;
+
+ }
+
+};
+
+// File:src/materials/PointCloudMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * size: ,
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * vertexColors: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.PointCloudMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'PointCloudMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+
+ this.map = null;
+
+ this.size = 1;
+ this.sizeAttenuation = true;
+
+ this.vertexColors = THREE.NoColors;
+
+ this.fog = true;
+
+ this.setValues( parameters );
+
+};
+
+THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.PointCloudMaterial.prototype.clone = function () {
+
+ var material = new THREE.PointCloudMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+
+ material.map = this.map;
+
+ material.size = this.size;
+ material.sizeAttenuation = this.sizeAttenuation;
+
+ material.vertexColors = this.vertexColors;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// backwards compatibility
+
+THREE.ParticleBasicMaterial = function ( parameters ) {
+
+ console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
+ return new THREE.PointCloudMaterial( parameters );
+
+};
+
+THREE.ParticleSystemMaterial = function ( parameters ) {
+
+ console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
+ return new THREE.PointCloudMaterial( parameters );
+
+};
+
+// File:src/materials/ShaderMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * defines: { "label" : "value" },
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
+ *
+ * fragmentShader: ,
+ * vertexShader: ,
+ *
+ * shading: THREE.SmoothShading,
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * wireframe: ,
+ * wireframeLinewidth: ,
+ *
+ * lights: ,
+ *
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
+ *
+ * skinning: ,
+ * morphTargets: ,
+ * morphNormals: ,
+ *
+ * fog:
+ * }
+ */
+
+THREE.ShaderMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'ShaderMaterial';
+
+ this.defines = {};
+ this.uniforms = {};
+ this.attributes = null;
+
+ this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
+ this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
+
+ this.shading = THREE.SmoothShading;
+
+ this.linewidth = 1;
+
+ this.wireframe = false;
+ this.wireframeLinewidth = 1;
+
+ this.fog = false; // set to use scene fog
+
+ this.lights = false; // set to use scene lights
+
+ this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+ this.skinning = false; // set to use skinning attribute streams
+
+ this.morphTargets = false; // set to use morph targets
+ this.morphNormals = false; // set to use morph normals
+
+ // When rendered geometry doesn't include these attributes but the material does,
+ // use these default values in WebGL. This avoids errors when buffer data is missing.
+ this.defaultAttributeValues = {
+ 'color': [ 1, 1, 1 ],
+ 'uv': [ 0, 0 ],
+ 'uv2': [ 0, 0 ]
+ };
+
+ this.index0AttributeName = undefined;
+
+ this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+ var material = new THREE.ShaderMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.fragmentShader = this.fragmentShader;
+ material.vertexShader = this.vertexShader;
+
+ material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
+
+ material.attributes = this.attributes;
+ material.defines = this.defines;
+
+ material.shading = this.shading;
+
+ material.wireframe = this.wireframe;
+ material.wireframeLinewidth = this.wireframeLinewidth;
+
+ material.fog = this.fog;
+
+ material.lights = this.lights;
+
+ material.vertexColors = this.vertexColors;
+
+ material.skinning = this.skinning;
+
+ material.morphTargets = this.morphTargets;
+ material.morphNormals = this.morphNormals;
+
+ return material;
+
+};
+
+// File:src/materials/RawShaderMaterial.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RawShaderMaterial = function ( parameters ) {
+
+ THREE.ShaderMaterial.call( this, parameters );
+
+ this.type = 'RawShaderMaterial';
+
+};
+
+THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
+
+THREE.RawShaderMaterial.prototype.clone = function () {
+
+ var material = new THREE.RawShaderMaterial();
+
+ THREE.ShaderMaterial.prototype.clone.call( this, material );
+
+ return material;
+
+};
+
+// File:src/materials/SpriteMaterial.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ * color: ,
+ * opacity: ,
+ * map: new THREE.Texture( ),
+ *
+ * blending: THREE.NormalBlending,
+ * depthTest: ,
+ * depthWrite: ,
+ *
+ * uvOffset: new THREE.Vector2(),
+ * uvScale: new THREE.Vector2(),
+ *
+ * fog:
+ * }
+ */
+
+THREE.SpriteMaterial = function ( parameters ) {
+
+ THREE.Material.call( this );
+
+ this.type = 'SpriteMaterial';
+
+ this.color = new THREE.Color( 0xffffff );
+ this.map = null;
+
+ this.rotation = 0;
+
+ this.fog = false;
+
+ // set parameters
+
+ this.setValues( parameters );
+
+};
+
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.SpriteMaterial.prototype.clone = function () {
+
+ var material = new THREE.SpriteMaterial();
+
+ THREE.Material.prototype.clone.call( this, material );
+
+ material.color.copy( this.color );
+ material.map = this.map;
+
+ material.rotation = this.rotation;
+
+ material.fog = this.fog;
+
+ return material;
+
+};
+
+// File:src/textures/Texture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
+
+ this.uuid = THREE.Math.generateUUID();
+
+ this.name = '';
+
+ this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
+ this.mipmaps = [];
+
+ this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
+
+ this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+ this.format = format !== undefined ? format : THREE.RGBAFormat;
+ this.type = type !== undefined ? type : THREE.UnsignedByteType;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.generateMipmaps = true;
+ this.premultiplyAlpha = false;
+ this.flipY = true;
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+ this._needsUpdate = false;
+ this.onUpdate = null;
+
+};
+
+THREE.Texture.DEFAULT_IMAGE = undefined;
+THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
+
+THREE.Texture.prototype = {
+
+ constructor: THREE.Texture,
+
+ get needsUpdate () {
+
+ return this._needsUpdate;
+
+ },
+
+ set needsUpdate ( value ) {
+
+ if ( value === true ) this.update();
+
+ this._needsUpdate = value;
+
+ },
+
+ clone: function ( texture ) {
+
+ if ( texture === undefined ) texture = new THREE.Texture();
+
+ texture.image = this.image;
+ texture.mipmaps = this.mipmaps.slice( 0 );
+
+ texture.mapping = this.mapping;
+
+ texture.wrapS = this.wrapS;
+ texture.wrapT = this.wrapT;
+
+ texture.magFilter = this.magFilter;
+ texture.minFilter = this.minFilter;
+
+ texture.anisotropy = this.anisotropy;
+
+ texture.format = this.format;
+ texture.type = this.type;
+
+ texture.offset.copy( this.offset );
+ texture.repeat.copy( this.repeat );
+
+ texture.generateMipmaps = this.generateMipmaps;
+ texture.premultiplyAlpha = this.premultiplyAlpha;
+ texture.flipY = this.flipY;
+ texture.unpackAlignment = this.unpackAlignment;
+
+ return texture;
+
+ },
+
+ update: function () {
+
+ this.dispatchEvent( { type: 'update' } );
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
+
+THREE.TextureIdCount = 0;
+
+// File:src/textures/CubeTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.images = images;
+
+};
+
+THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.CubeTexture.clone = function ( texture ) {
+
+ if ( texture === undefined ) texture = new THREE.CubeTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ texture.images = this.images;
+
+ return texture;
+
+};
+
+// File:src/textures/CompressedTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { width: width, height: height };
+ this.mipmaps = mipmaps;
+
+ // no flipping for cube textures
+ // (also flipping doesn't work for compressed textures )
+
+ this.flipY = false;
+
+ // can't generate mipmaps for compressed textures
+ // mips must be embedded in DDS files
+
+ this.generateMipmaps = false;
+
+};
+
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.CompressedTexture.prototype.clone = function () {
+
+ var texture = new THREE.CompressedTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+
+// File:src/textures/DataTexture.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
+
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.image = { data: data, width: width, height: height };
+
+};
+
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
+
+THREE.DataTexture.prototype.clone = function () {
+
+ var texture = new THREE.DataTexture();
+
+ THREE.Texture.prototype.clone.call( this, texture );
+
+ return texture;
+
+};
+
+// File:src/textures/VideoTexture.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+ THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+ this.generateMipmaps = false;
+
+ var scope = this;
+
+ var update = function () {
+
+ requestAnimationFrame( update );
+
+ if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
+
+ scope.needsUpdate = true;
+
+ }
+
+ };
+
+ update();
+
+};
+
+THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
+
+// File:src/objects/Group.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Group = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Group';
+
+};
+
+THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
+
+// File:src/objects/PointCloud.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.PointCloud = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'PointCloud';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
+
+ this.sortParticles = false;
+
+};
+
+THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.PointCloud.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+
+ return function ( raycaster, intersects ) {
+
+ var object = this;
+ var geometry = object.geometry;
+ var threshold = raycaster.params.PointCloud.threshold;
+
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
+
+ return;
+
+ }
+
+ }
+
+ var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
+ var position = new THREE.Vector3();
+
+ var testPoint = function ( point, index ) {
+
+ var rayPointDistance = ray.distanceToPoint( point );
+
+ if ( rayPointDistance < localThreshold ) {
+
+ var intersectPoint = ray.closestPointToPoint( point );
+ intersectPoint.applyMatrix4( object.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+ intersects.push( {
+
+ distance: distance,
+ distanceToRay: rayPointDistance,
+ point: intersectPoint.clone(),
+ index: index,
+ face: null,
+ object: object
+
+ } );
+
+ }
+
+ };
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var attributes = geometry.attributes;
+ var positions = attributes.position.array;
+
+ if ( attributes.index !== undefined ) {
+
+ var indices = attributes.index.array;
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ var offset = {
+ start: 0,
+ count: indices.length,
+ index: 0
+ };
+
+ offsets = [ offset ];
+
+ }
+
+ for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
+
+ var start = offsets[ oi ].start;
+ var count = offsets[ oi ].count;
+ var index = offsets[ oi ].index;
+
+ for ( var i = start, il = start + count; i < il; i ++ ) {
+
+ var a = index + indices[ i ];
+
+ position.fromArray( positions, a * 3 );
+
+ testPoint( position, a );
+
+ }
+
+ }
+
+ } else {
+
+ var pointCount = positions.length / 3;
+
+ for ( var i = 0; i < pointCount; i ++ ) {
+
+ position.set(
+ positions[ 3 * i ],
+ positions[ 3 * i + 1 ],
+ positions[ 3 * i + 2 ]
+ );
+
+ testPoint( position, i );
+
+ }
+
+ }
+
+ } else {
+
+ var vertices = this.geometry.vertices;
+
+ for ( var i = 0; i < vertices.length; i ++ ) {
+
+ testPoint( vertices[ i ], i );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.PointCloud.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
+
+ object.sortParticles = this.sortParticles;
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// Backwards compatibility
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+ console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
+ return new THREE.PointCloud( geometry, material );
+
+};
+
+// File:src/objects/Line.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, mode ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Line';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.mode = ( mode !== undefined ) ? mode : THREE.LineStrip;
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Line.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
+
+ return function ( raycaster, intersects ) {
+
+ var precision = raycaster.linePrecision;
+ var precisionSq = precision * precision;
+
+ var geometry = this.geometry;
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ // Checking boundingSphere distance to ray
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( this.matrixWorld );
+
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+ return;
+
+ }
+
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ /* if ( geometry instanceof THREE.BufferGeometry ) {
+
+ } else */ if ( geometry instanceof THREE.Geometry ) {
+
+ var vertices = geometry.vertices;
+ var nbVertices = vertices.length;
+ var interSegment = new THREE.Vector3();
+ var interRay = new THREE.Vector3();
+ var step = this.mode === THREE.LineStrip ? 1 : 2;
+
+ for ( var i = 0; i < nbVertices - 1; i = i + step ) {
+
+ var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
+
+ if ( distSq > precisionSq ) continue;
+
+ var distance = ray.origin.distanceTo( interRay );
+
+ if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ // What do we want? intersection point on the ray or on the segment??
+ // point: raycaster.ray.at( distance ),
+ point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+ face: null,
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// File:src/objects/Mesh.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author jonobr1 / http://jonobr1.com/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Mesh';
+
+ this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
+ this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
+
+ this.updateMorphTargets();
+
+};
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Mesh.prototype.updateMorphTargets = function () {
+
+ if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
+
+ this.morphTargetBase = - 1;
+ this.morphTargetForcedOrder = [];
+ this.morphTargetInfluences = [];
+ this.morphTargetDictionary = {};
+
+ for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
+
+ this.morphTargetInfluences.push( 0 );
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
+
+ }
+
+ }
+
+};
+
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
+
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
+
+ return this.morphTargetDictionary[ name ];
+
+ }
+
+ console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
+
+ return 0;
+
+};
+
+
+THREE.Mesh.prototype.raycast = ( function () {
+
+ var inverseMatrix = new THREE.Matrix4();
+ var ray = new THREE.Ray();
+ var sphere = new THREE.Sphere();
+
+ var vA = new THREE.Vector3();
+ var vB = new THREE.Vector3();
+ var vC = new THREE.Vector3();
+
+ return function ( raycaster, intersects ) {
+
+ var geometry = this.geometry;
+
+ // Checking boundingSphere distance to ray
+
+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+ sphere.copy( geometry.boundingSphere );
+ sphere.applyMatrix4( this.matrixWorld );
+
+ if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
+
+ return;
+
+ }
+
+ // Check boundingBox before continuing
+
+ inverseMatrix.getInverse( this.matrixWorld );
+ ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+ if ( geometry.boundingBox !== null ) {
+
+ if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
+
+ return;
+
+ }
+
+ }
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ var material = this.material;
+
+ if ( material === undefined ) return;
+
+ var attributes = geometry.attributes;
+
+ var a, b, c;
+ var precision = raycaster.precision;
+
+ if ( attributes.index !== undefined ) {
+
+ var indices = attributes.index.array;
+ var positions = attributes.position.array;
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ offsets = [ { start: 0, count: indices.length, index: 0 } ];
+
+ }
+
+ for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
+
+ var start = offsets[ oi ].start;
+ var count = offsets[ oi ].count;
+ var index = offsets[ oi ].index;
+
+ for ( var i = start, il = start + count; i < il; i += 3 ) {
+
+ a = index + indices[ i ];
+ b = index + indices[ i + 1 ];
+ c = index + indices[ i + 2 ];
+
+ vA.fromArray( positions, a * 3 );
+ vB.fromArray( positions, b * 3 );
+ vC.fromArray( positions, c * 3 );
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
+
+ } else {
+
+ var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ } else {
+
+ var positions = attributes.position.array;
+
+ for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
+
+ a = i;
+ b = i + 1;
+ c = i + 2;
+
+ vA.fromArray( positions, j );
+ vB.fromArray( positions, j + 3 );
+ vC.fromArray( positions, j + 6 );
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
+
+ } else {
+
+ var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
+ faceIndex: null,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
+ var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
+
+ var a, b, c, d;
+ var precision = raycaster.precision;
+
+ var vertices = geometry.vertices;
+
+ for ( var f = 0, fl = geometry.facesByVertexId.length; f < fl; f ++ ) {
+
+ var face = geometry.facesByVertexId[ f ];
+
+ var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
+
+ if ( material === undefined ) continue;
+
+ a = vertices[ face.a ];
+ b = vertices[ face.b ];
+ c = vertices[ face.c ];
+
+ if ( material.morphTargets === true ) {
+
+ var morphTargets = geometry.morphTargets;
+ var morphInfluences = this.morphTargetInfluences;
+
+ vA.set( 0, 0, 0 );
+ vB.set( 0, 0, 0 );
+ vC.set( 0, 0, 0 );
+
+ for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
+
+ var influence = morphInfluences[ t ];
+
+ if ( influence === 0 ) continue;
+
+ var targets = morphTargets[ t ].vertices;
+
+ vA.x += ( targets[ face.a ].x - a.x ) * influence;
+ vA.y += ( targets[ face.a ].y - a.y ) * influence;
+ vA.z += ( targets[ face.a ].z - a.z ) * influence;
+
+ vB.x += ( targets[ face.b ].x - b.x ) * influence;
+ vB.y += ( targets[ face.b ].y - b.y ) * influence;
+ vB.z += ( targets[ face.b ].z - b.z ) * influence;
+
+ vC.x += ( targets[ face.c ].x - c.x ) * influence;
+ vC.y += ( targets[ face.c ].y - c.y ) * influence;
+ vC.z += ( targets[ face.c ].z - c.z ) * influence;
+
+ }
+
+ vA.add( a );
+ vB.add( b );
+ vC.add( c );
+
+ a = vA;
+ b = vB;
+ c = vC;
+
+ }
+
+ if ( material.side === THREE.BackSide ) {
+
+ var intersectionPoint = ray.intersectTriangle( c, b, a, true );
+
+ } else {
+
+ var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
+
+ }
+
+ if ( intersectionPoint === null ) continue;
+
+ intersectionPoint.applyMatrix4( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
+
+ if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
+
+ intersects.push( {
+
+ distance: distance,
+ point: intersectionPoint,
+ face: face,
+ faceIndex: f,
+ object: this
+
+ } );
+
+ }
+
+ }
+
+ };
+
+}() );
+
+THREE.Mesh.prototype.clone = function ( object, recursive ) {
+
+ if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object, recursive );
+
+ return object;
+
+};
+
+// File:src/objects/Bone.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Bone = function ( belongsToSkin ) {
+
+ THREE.Object3D.call( this );
+
+ this.skin = belongsToSkin;
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+
+
+// File:src/objects/Skeleton.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author michael guerrero / http://realitymeltdown.com
+ * @author ikerr / http://verold.com
+ */
+
+THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
+
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+ this.identityMatrix = new THREE.Matrix4();
+
+ // copy the bone array
+
+ bones = bones || [];
+
+ this.bones = bones.slice( 0 );
+
+ // create a bone texture or an array of floats
+
+ if ( this.useVertexTexture ) {
+
+ // layout (1 matrix = 4 pixels)
+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+ // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
+ // 16x16 pixel texture max 64 bones (16 * 16 / 4)
+ // 32x32 pixel texture max 256 bones (32 * 32 / 4)
+ // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+
+ var size;
+
+ if ( this.bones.length > 256 )
+ size = 64;
+ else if ( this.bones.length > 64 )
+ size = 32;
+ else if ( this.bones.length > 16 )
+ size = 16;
+ else
+ size = 8;
+
+ this.boneTextureWidth = size;
+ this.boneTextureHeight = size;
+
+ this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+ this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+ this.boneTexture.minFilter = THREE.NearestFilter;
+ this.boneTexture.magFilter = THREE.NearestFilter;
+ this.boneTexture.generateMipmaps = false;
+ this.boneTexture.flipY = false;
+
+ } else {
+
+ this.boneMatrices = new Float32Array( 16 * this.bones.length );
+
+ }
+
+ // use the supplied bone inverses or calculate the inverses
+
+ if ( boneInverses === undefined ) {
+
+ this.calculateInverses();
+
+ } else {
+
+ if ( this.bones.length === boneInverses.length ) {
+
+ this.boneInverses = boneInverses.slice( 0 );
+
+ } else {
+
+ console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ this.boneInverses.push( new THREE.Matrix4() );
+
+ }
+
+ }
+
+ }
+
+};
+
+THREE.Skeleton.prototype.calculateInverses = function () {
+
+ this.boneInverses = [];
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ var inverse = new THREE.Matrix4();
+
+ if ( this.bones[ b ] ) {
+
+ inverse.getInverse( this.bones[ b ].matrixWorld );
+
+ }
+
+ this.boneInverses.push( inverse );
+
+ }
+
+};
+
+THREE.Skeleton.prototype.pose = function () {
+
+ var bone;
+
+ // recover the bind-time world matrices
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ bone = this.bones[ b ];
+
+ if ( bone ) {
+
+ bone.matrixWorld.getInverse( this.boneInverses[ b ] );
+
+ }
+
+ }
+
+ // compute the local matrices, positions, rotations and scales
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ bone = this.bones[ b ];
+
+ if ( bone ) {
+
+ if ( bone.parent ) {
+
+ bone.matrix.getInverse( bone.parent.matrixWorld );
+ bone.matrix.multiply( bone.matrixWorld );
+
+ } else {
+
+ bone.matrix.copy( bone.matrixWorld );
+
+ }
+
+ bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
+
+ }
+
+ }
+
+};
+
+THREE.Skeleton.prototype.update = ( function () {
+
+ var offsetMatrix = new THREE.Matrix4();
+
+ return function () {
+
+ // flatten bone matrices to array
+
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+ // compute the offset between the current and the original transform
+
+ var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
+
+ offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
+ offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+ }
+
+ if ( this.useVertexTexture ) {
+
+ this.boneTexture.needsUpdate = true;
+
+ }
+
+ };
+
+} )();
+
+
+// File:src/objects/SkinnedMesh.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author ikerr / http://verold.com
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.type = 'SkinnedMesh';
+
+ this.bindMode = "attached";
+ this.bindMatrix = new THREE.Matrix4();
+ this.bindMatrixInverse = new THREE.Matrix4();
+
+ // init bones
+
+ // TODO: remove bone creation as there is no reason (other than
+ // convenience) for THREE.SkinnedMesh to do this.
+
+ var bones = [];
+
+ if ( this.geometry && this.geometry.bones !== undefined ) {
+
+ var bone, gbone, p, q, s;
+
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ p = gbone.pos;
+ q = gbone.rotq;
+ s = gbone.scl;
+
+ bone = new THREE.Bone( this );
+ bones.push( bone );
+
+ bone.name = gbone.name;
+ bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
+ bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
+
+ if ( s !== undefined ) {
+
+ bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
+
+ } else {
+
+ bone.scale.set( 1, 1, 1 );
+
+ }
+
+ }
+
+ for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
+
+ gbone = this.geometry.bones[ b ];
+
+ if ( gbone.parent !== - 1 ) {
+
+ bones[ gbone.parent ].add( bones[ b ] );
+
+ } else {
+
+ this.add( bones[ b ] );
+
+ }
+
+ }
+
+ }
+
+ this.normalizeSkinWeights();
+
+ this.updateMatrixWorld( true );
+ this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
+
+};
+
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
+
+ this.skeleton = skeleton;
+
+ if ( bindMatrix === undefined ) {
+
+ this.updateMatrixWorld( true );
+
+ bindMatrix = this.matrixWorld;
+
+ }
+
+ this.bindMatrix.copy( bindMatrix );
+ this.bindMatrixInverse.getInverse( bindMatrix );
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function () {
+
+ this.skeleton.pose();
+
+};
+
+THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
+
+ if ( this.geometry instanceof THREE.Geometry ) {
+
+ for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+ var sw = this.geometry.skinWeights[ i ];
+
+ var scale = 1.0 / sw.lengthManhattan();
+
+ if ( scale !== Infinity ) {
+
+ sw.multiplyScalar( scale );
+
+ } else {
+
+ sw.set( 1 ); // this will be normalized by the shader anyway
+
+ }
+
+ }
+
+ } else {
+
+ // skinning weights assumed to be normalized for THREE.BufferGeometry
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
+
+ THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
+
+ if ( this.bindMode === "attached" ) {
+
+ this.bindMatrixInverse.getInverse( this.matrixWorld );
+
+ } else if ( this.bindMode === "detached" ) {
+
+ this.bindMatrixInverse.getInverse( this.bindMatrix );
+
+ } else {
+
+ console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
+
+ }
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function( object ) {
+
+ if ( object === undefined ) {
+
+ object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
+
+ }
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+
+// File:src/objects/MorphAnimMesh.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+ THREE.Mesh.call( this, geometry, material );
+
+ this.type = 'MorphAnimMesh';
+
+ // API
+
+ this.duration = 1000; // milliseconds
+ this.mirroredLoop = false;
+ this.time = 0;
+
+ // internals
+
+ this.lastKeyframe = 0;
+ this.currentKeyframe = 0;
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+ this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+ this.startKeyframe = start;
+ this.endKeyframe = end;
+
+ this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+ this.direction = 1;
+ this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+ this.direction = - 1;
+ this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+ var geometry = this.geometry;
+
+ if ( ! geometry.animations ) geometry.animations = {};
+
+ var firstAnimation, animations = geometry.animations;
+
+ var pattern = /([a-z]+)_?(\d+)/;
+
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+ var morph = geometry.morphTargets[ i ];
+ var parts = morph.name.match( pattern );
+
+ if ( parts && parts.length > 1 ) {
+
+ var label = parts[ 1 ];
+ var num = parts[ 2 ];
+
+ if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
+
+ var animation = animations[ label ];
+
+ if ( i < animation.start ) animation.start = i;
+ if ( i > animation.end ) animation.end = i;
+
+ if ( ! firstAnimation ) firstAnimation = label;
+
+ }
+
+ }
+
+ geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+ if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+ this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+ var animation = this.geometry.animations[ label ];
+
+ if ( animation ) {
+
+ this.setFrameRange( animation.start, animation.end );
+ this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+ this.time = 0;
+
+ } else {
+
+ console.warn( 'animation[' + label + '] undefined' );
+
+ }
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+ var frameTime = this.duration / this.length;
+
+ this.time += this.direction * delta;
+
+ if ( this.mirroredLoop ) {
+
+ if ( this.time > this.duration || this.time < 0 ) {
+
+ this.direction *= - 1;
+
+ if ( this.time > this.duration ) {
+
+ this.time = this.duration;
+ this.directionBackwards = true;
+
+ }
+
+ if ( this.time < 0 ) {
+
+ this.time = 0;
+ this.directionBackwards = false;
+
+ }
+
+ }
+
+ } else {
+
+ this.time = this.time % this.duration;
+
+ if ( this.time < 0 ) this.time += this.duration;
+
+ }
+
+ var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+ if ( keyframe !== this.currentKeyframe ) {
+
+ this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+ this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+ this.morphTargetInfluences[ keyframe ] = 0;
+
+ this.lastKeyframe = this.currentKeyframe;
+ this.currentKeyframe = keyframe;
+
+ }
+
+ var mix = ( this.time % frameTime ) / frameTime;
+
+ if ( this.directionBackwards ) {
+
+ mix = 1 - mix;
+
+ }
+
+ this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+ this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
+
+ var influences = this.morphTargetInfluences;
+
+ for ( var i = 0, l = influences.length; i < l; i ++ ) {
+
+ influences[ i ] = 0;
+
+ }
+
+ if ( a > -1 ) influences[ a ] = 1 - t;
+ if ( b > -1 ) influences[ b ] = t;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+ object.duration = this.duration;
+ object.mirroredLoop = this.mirroredLoop;
+ object.time = this.time;
+
+ object.lastKeyframe = this.lastKeyframe;
+ object.currentKeyframe = this.currentKeyframe;
+
+ object.direction = this.direction;
+ object.directionBackwards = this.directionBackwards;
+
+ THREE.Mesh.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// File:src/objects/LOD.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+ THREE.Object3D.call( this );
+
+ this.objects = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.LOD.prototype.addLevel = function ( object, distance ) {
+
+ if ( distance === undefined ) distance = 0;
+
+ distance = Math.abs( distance );
+
+ for ( var l = 0; l < this.objects.length; l ++ ) {
+
+ if ( distance < this.objects[ l ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ this.objects.splice( l, 0, { distance: distance, object: object } );
+ this.add( object );
+
+};
+
+THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
+
+ for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+ if ( distance < this.objects[ i ].distance ) {
+
+ break;
+
+ }
+
+ }
+
+ return this.objects[ i - 1 ].object;
+
+};
+
+THREE.LOD.prototype.raycast = ( function () {
+
+ var matrixPosition = new THREE.Vector3();
+
+ return function ( raycaster, intersects ) {
+
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = raycaster.ray.origin.distanceTo( matrixPosition );
+
+ this.getObjectForDistance( distance ).raycast( raycaster, intersects );
+
+ };
+
+}() );
+
+THREE.LOD.prototype.update = function () {
+
+ var v1 = new THREE.Vector3();
+ var v2 = new THREE.Vector3();
+
+ return function ( camera ) {
+
+ if ( this.objects.length > 1 ) {
+
+ v1.setFromMatrixPosition( camera.matrixWorld );
+ v2.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = v1.distanceTo( v2 );
+
+ this.objects[ 0 ].object.visible = true;
+
+ for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
+
+ if ( distance >= this.objects[ i ].distance ) {
+
+ this.objects[ i - 1 ].object.visible = false;
+ this.objects[ i ].object.visible = true;
+
+ } else {
+
+ break;
+
+ }
+
+ }
+
+ for ( ; i < l; i ++ ) {
+
+ this.objects[ i ].object.visible = false;
+
+ }
+
+ }
+
+ };
+
+}();
+
+THREE.LOD.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.LOD();
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
+ var x = this.objects[ i ].object.clone();
+ x.visible = i === 0;
+ object.addLevel( x, this.objects[ i ].distance );
+ }
+
+ return object;
+
+};
+
+// File:src/objects/Sprite.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = ( function () {
+
+ var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
+ var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
+ var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
+
+ var geometry = new THREE.BufferGeometry();
+ geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+ geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
+
+ return function ( material ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Sprite';
+
+ this.geometry = geometry;
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+ };
+
+} )();
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Sprite.prototype.raycast = ( function () {
+
+ var matrixPosition = new THREE.Vector3();
+
+ return function ( raycaster, intersects ) {
+
+ matrixPosition.setFromMatrixPosition( this.matrixWorld );
+
+ var distance = raycaster.ray.distanceToPoint( matrixPosition );
+
+ if ( distance > this.scale.x ) {
+
+ return;
+
+ }
+
+ intersects.push( {
+
+ distance: distance,
+ point: this.position,
+ face: null,
+ object: this
+
+ } );
+
+ };
+
+}() );
+
+THREE.Sprite.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Sprite( this.material );
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ return object;
+
+};
+
+// Backwards compatibility
+
+THREE.Particle = THREE.Sprite;
+
+// File:src/objects/LensFlare.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
+
+ THREE.Object3D.call( this );
+
+ this.lensFlares = [];
+
+ this.positionScreen = new THREE.Vector3();
+ this.customUpdateCallback = undefined;
+
+ if( texture !== undefined ) {
+
+ this.add( texture, size, distance, blending, color );
+
+ }
+
+};
+
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
+
+
+/*
+ * Add: adds another flare
+ */
+
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
+
+ if ( size === undefined ) size = - 1;
+ if ( distance === undefined ) distance = 0;
+ if ( opacity === undefined ) opacity = 1;
+ if ( color === undefined ) color = new THREE.Color( 0xffffff );
+ if ( blending === undefined ) blending = THREE.NormalBlending;
+
+ distance = Math.min( distance, Math.max( 0, distance ) );
+
+ this.lensFlares.push( {
+ texture: texture, // THREE.Texture
+ size: size, // size in pixels (-1 = use texture.width)
+ distance: distance, // distance (0-1) from light source (0=at light source)
+ x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
+ scale: 1, // scale
+ rotation: 1, // rotation
+ opacity: opacity, // opacity
+ color: color, // color
+ blending: blending // blending
+ } );
+
+};
+
+/*
+ * Update lens flares update positions on all flares based on the screen position
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
+ */
+
+THREE.LensFlare.prototype.updateLensFlares = function () {
+
+ var f, fl = this.lensFlares.length;
+ var flare;
+ var vecX = - this.positionScreen.x * 2;
+ var vecY = - this.positionScreen.y * 2;
+
+ for( f = 0; f < fl; f ++ ) {
+
+ flare = this.lensFlares[ f ];
+
+ flare.x = this.positionScreen.x + vecX * flare.distance;
+ flare.y = this.positionScreen.y + vecY * flare.distance;
+
+ flare.wantedRotation = flare.x * Math.PI * 0.25;
+ flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
+
+ }
+
+};
+
+
+// File:src/scenes/Scene.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Scene';
+
+ this.fog = null;
+ this.overrideMaterial = null;
+
+ this.autoUpdate = true; // checked by the renderer
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Scene.prototype.clone = function ( object ) {
+
+ if ( object === undefined ) object = new THREE.Scene();
+
+ THREE.Object3D.prototype.clone.call( this, object );
+
+ if ( this.fog !== null ) object.fog = this.fog.clone();
+ if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
+
+ object.autoUpdate = this.autoUpdate;
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
+
+ return object;
+
+};
+
+// File:src/scenes/Fog.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( color, near, far ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( color );
+
+ this.near = ( near !== undefined ) ? near : 1;
+ this.far = ( far !== undefined ) ? far : 1000;
+
+};
+
+THREE.Fog.prototype.clone = function () {
+
+ return new THREE.Fog( this.color.getHex(), this.near, this.far );
+
+};
+
+// File:src/scenes/FogExp2.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.FogExp2 = function ( color, density ) {
+
+ this.name = '';
+
+ this.color = new THREE.Color( color );
+ this.density = ( density !== undefined ) ? density : 0.00025;
+
+};
+
+THREE.FogExp2.prototype.clone = function () {
+
+ return new THREE.FogExp2( this.color.getHex(), this.density );
+
+};
+
+// File:src/renderers/shaders/ShaderChunk.js
+
+THREE.ShaderChunk = {};
+
+// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
+
+THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
+
+THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;";
+
+// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n hemiDiffuse += diffuse * hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n uniform samplerCube envMap;\n uniform float flipEnvMap;\n uniform int combine;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
+
+THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * texelColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
+
+THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
+
+THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
+
+THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n uniform bool useRefract;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
+
+THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
+
+THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n if ( useRefract ) {\n\n reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else { \n\n reflectVec = reflect( cameraToVertex, worldNormal );\n\n }\n\n #else\n\n reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #else\n\n vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #endif\n\n #ifdef GAMMA_INPUT\n\n cubeColor.xyz *= cubeColor.xyz;\n\n #endif\n\n if ( combine == 1 ) {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n } else if ( combine == 2 ) {\n\n gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n } else {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n }\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
+
+THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
+
+THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
+
+THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;";
+
+// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;";
+
+// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
+
+THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
+
+THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
+
+THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
+
+THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
+
+THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
+
+THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n if ( useRefract ) {\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else {\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n }\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
+
+THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #endif\n\n #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #endif\n\n #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
+
+THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif";
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
+
+// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
+
+THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
+
+// File:src/renderers/shaders/UniformsUtils.js
+
+/**
+ * Uniform Utilities
+ */
+
+THREE.UniformsUtils = {
+
+ merge: function ( uniforms ) {
+
+ var merged = {};
+
+ for ( var u = 0; u < uniforms.length; u ++ ) {
+
+ var tmp = this.clone( uniforms[ u ] );
+
+ for ( var p in tmp ) {
+
+ merged[ p ] = tmp[ p ];
+
+ }
+
+ }
+
+ return merged;
+
+ },
+
+ clone: function ( uniforms_src ) {
+
+ var uniforms_dst = {};
+
+ for ( var u in uniforms_src ) {
+
+ uniforms_dst[ u ] = {};
+
+ for ( var p in uniforms_src[ u ] ) {
+
+ var parameter_src = uniforms_src[ u ][ p ];
+
+ if ( parameter_src instanceof THREE.Color ||
+ parameter_src instanceof THREE.Vector2 ||
+ parameter_src instanceof THREE.Vector3 ||
+ parameter_src instanceof THREE.Vector4 ||
+ parameter_src instanceof THREE.Matrix4 ||
+ parameter_src instanceof THREE.Texture ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+ } else if ( parameter_src instanceof Array ) {
+
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+ } else {
+
+ uniforms_dst[ u ][ p ] = parameter_src;
+
+ }
+
+ }
+
+ }
+
+ return uniforms_dst;
+
+ }
+
+};
+
+// File:src/renderers/shaders/UniformsLib.js
+
+/**
+ * Uniforms library for shared webgl shaders
+ */
+
+THREE.UniformsLib = {
+
+ common: {
+
+ "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+
+ "map" : { type: "t", value: null },
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+ "lightMap" : { type: "t", value: null },
+ "specularMap" : { type: "t", value: null },
+ "alphaMap" : { type: "t", value: null },
+
+ "envMap" : { type: "t", value: null },
+ "flipEnvMap" : { type: "f", value: - 1 },
+ "useRefract" : { type: "i", value: 0 },
+ "reflectivity" : { type: "f", value: 1.0 },
+ "refractionRatio" : { type: "f", value: 0.98 },
+ "combine" : { type: "i", value: 0 },
+
+ "morphTargetInfluences" : { type: "f", value: 0 }
+
+ },
+
+ bump: {
+
+ "bumpMap" : { type: "t", value: null },
+ "bumpScale" : { type: "f", value: 1 }
+
+ },
+
+ normalmap: {
+
+ "normalMap" : { type: "t", value: null },
+ "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+ },
+
+ fog : {
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ lights: {
+
+ "ambientLightColor" : { type: "fv", value: [] },
+
+ "directionalLightDirection" : { type: "fv", value: [] },
+ "directionalLightColor" : { type: "fv", value: [] },
+
+ "hemisphereLightDirection" : { type: "fv", value: [] },
+ "hemisphereLightSkyColor" : { type: "fv", value: [] },
+ "hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+ "pointLightColor" : { type: "fv", value: [] },
+ "pointLightPosition" : { type: "fv", value: [] },
+ "pointLightDistance" : { type: "fv1", value: [] },
+
+ "spotLightColor" : { type: "fv", value: [] },
+ "spotLightPosition" : { type: "fv", value: [] },
+ "spotLightDirection" : { type: "fv", value: [] },
+ "spotLightDistance" : { type: "fv1", value: [] },
+ "spotLightAngleCos" : { type: "fv1", value: [] },
+ "spotLightExponent" : { type: "fv1", value: [] }
+
+ },
+
+ particle: {
+
+ "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+ "opacity" : { type: "f", value: 1.0 },
+ "size" : { type: "f", value: 1.0 },
+ "scale" : { type: "f", value: 1.0 },
+ "map" : { type: "t", value: null },
+
+ "fogDensity" : { type: "f", value: 0.00025 },
+ "fogNear" : { type: "f", value: 1 },
+ "fogFar" : { type: "f", value: 2000 },
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+ },
+
+ shadowmap: {
+
+ "shadowMap": { type: "tv", value: [] },
+ "shadowMapSize": { type: "v2v", value: [] },
+
+ "shadowBias" : { type: "fv1", value: [] },
+ "shadowDarkness": { type: "fv1", value: [] },
+
+ "shadowMatrix" : { type: "m4v", value: [] }
+
+ }
+
+};
+
+// File:src/renderers/shaders/ShaderLib.js
+
+/**
+ * Webgl Shader Library for three.js
+ *
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+
+THREE.ShaderLib = {
+
+ 'basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+
+ " #ifdef USE_ENVMAP",
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ " #endif",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'lambert': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define LAMBERT",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ " varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+
+ "varying vec3 vLightFront;",
+
+ "#ifdef DOUBLE_SIDED",
+
+ " varying vec3 vLightBack;",
+
+ "#endif",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ " #ifdef DOUBLE_SIDED",
+
+ //"float isFront = float( gl_FrontFacing );",
+ //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+ " if ( gl_FrontFacing )",
+ " gl_FragColor.xyz *= vLightFront;",
+ " else",
+ " gl_FragColor.xyz *= vLightBack;",
+
+ " #else",
+
+ " gl_FragColor.xyz *= vLightFront;",
+
+ " #endif",
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'phong': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "bump" ],
+ THREE.UniformsLib[ "normalmap" ],
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+ "shininess": { type: "f", value: 30 },
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "#define PHONG",
+
+ "varying vec3 vViewPosition;",
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "map_pars_vertex" ],
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "map_vertex" ],
+ THREE.ShaderChunk[ "lightmap_vertex" ],
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+ " vNormal = normalize( transformedNormal );",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ " vViewPosition = -mvPosition.xyz;",
+
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "envmap_vertex" ],
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "#define PHONG",
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform vec3 ambient;",
+ "uniform vec3 emissive;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_pars_fragment" ],
+ THREE.ShaderChunk[ "alphamap_pars_fragment" ],
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_fragment" ],
+ THREE.ShaderChunk[ "alphamap_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "specularmap_fragment" ],
+
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+ THREE.ShaderChunk[ "lightmap_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "envmap_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'particle_basic': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "particle" ],
+ THREE.UniformsLib[ "shadowmap" ]
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float size;",
+ "uniform float scale;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+ " #ifdef USE_SIZEATTENUATION",
+ " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+ " #else",
+ " gl_PointSize = size;",
+ " #endif",
+
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+ THREE.ShaderChunk[ "worldpos_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 psColor;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = vec4( psColor, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "map_particle_fragment" ],
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'dashed': {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "common" ],
+ THREE.UniformsLib[ "fog" ],
+
+ {
+ "scale" : { type: "f", value: 1 },
+ "dashSize" : { type: "f", value: 1 },
+ "totalSize": { type: "f", value: 2 }
+ }
+
+ ] ),
+
+ vertexShader: [
+
+ "uniform float scale;",
+ "attribute float lineDistance;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "color_vertex" ],
+
+ " vLineDistance = scale * lineDistance;",
+
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform vec3 diffuse;",
+ "uniform float opacity;",
+
+ "uniform float dashSize;",
+ "uniform float totalSize;",
+
+ "varying float vLineDistance;",
+
+ THREE.ShaderChunk[ "color_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+ " discard;",
+
+ " }",
+
+ " gl_FragColor = vec4( diffuse, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+ THREE.ShaderChunk[ "color_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'depth': {
+
+ uniforms: {
+
+ "mNear": { type: "f", value: 1.0 },
+ "mFar" : { type: "f", value: 2000.0 },
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float mNear;",
+ "uniform float mFar;",
+ "uniform float opacity;",
+
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ " #ifdef USE_LOGDEPTHBUF_EXT",
+
+ " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
+
+ " #else",
+
+ " float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+ " #endif",
+
+ " float color = 1.0 - smoothstep( mNear, mFar, depth );",
+ " gl_FragColor = vec4( vec3( color ), opacity );",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ 'normal': {
+
+ uniforms: {
+
+ "opacity" : { type: "f", value: 1.0 }
+
+ },
+
+ vertexShader: [
+
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vNormal = normalize( normalMatrix * normal );",
+
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform float opacity;",
+ "varying vec3 vNormal;",
+
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Normal map shader
+ // - Blinn-Phong
+ // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
+ // - point and directional lights (use with "lights: true" material option)
+ ------------------------------------------------------------------------- */
+
+ 'normalmap' : {
+
+ uniforms: THREE.UniformsUtils.merge( [
+
+ THREE.UniformsLib[ "fog" ],
+ THREE.UniformsLib[ "lights" ],
+ THREE.UniformsLib[ "shadowmap" ],
+
+ {
+
+ "enableAO" : { type: "i", value: 0 },
+ "enableDiffuse" : { type: "i", value: 0 },
+ "enableSpecular" : { type: "i", value: 0 },
+ "enableReflection" : { type: "i", value: 0 },
+ "enableDisplacement": { type: "i", value: 0 },
+
+ "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+ "tDiffuse" : { type: "t", value: null },
+ "tCube" : { type: "t", value: null },
+ "tNormal" : { type: "t", value: null },
+ "tSpecular" : { type: "t", value: null },
+ "tAO" : { type: "t", value: null },
+
+ "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "uDisplacementBias": { type: "f", value: 0.0 },
+ "uDisplacementScale": { type: "f", value: 1.0 },
+
+ "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
+ "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
+ "shininess": { type: "f", value: 30 },
+ "opacity": { type: "f", value: 1 },
+
+ "useRefract": { type: "i", value: 0 },
+ "refractionRatio": { type: "f", value: 0.98 },
+ "reflectivity": { type: "f", value: 0.5 },
+
+ "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+ "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+ }
+
+ ] ),
+
+ fragmentShader: [
+
+ "uniform vec3 ambient;",
+ "uniform vec3 diffuse;",
+ "uniform vec3 specular;",
+ "uniform float shininess;",
+ "uniform float opacity;",
+
+ "uniform bool enableDiffuse;",
+ "uniform bool enableSpecular;",
+ "uniform bool enableAO;",
+ "uniform bool enableReflection;",
+
+ "uniform sampler2D tDiffuse;",
+ "uniform sampler2D tNormal;",
+ "uniform sampler2D tSpecular;",
+ "uniform sampler2D tAO;",
+
+ "uniform samplerCube tCube;",
+
+ "uniform vec2 uNormalScale;",
+
+ "uniform bool useRefract;",
+ "uniform float refractionRatio;",
+ "uniform float reflectivity;",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "uniform vec3 ambientLightColor;",
+
+ "#if MAX_DIR_LIGHTS > 0",
+
+ " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+ " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_HEMI_LIGHTS > 0",
+
+ " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+ " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+ " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_POINT_LIGHTS > 0",
+
+ " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+ " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+ " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+ "#endif",
+
+ "#if MAX_SPOT_LIGHTS > 0",
+
+ " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+ " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+ " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+ " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+ " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+ " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+ "#endif",
+
+ "#ifdef WRAP_AROUND",
+
+ " uniform vec3 wrapRGB;",
+
+ "#endif",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
+
+ " vec3 specularTex = vec3( 1.0 );",
+
+ " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+ " normalTex.xy *= uNormalScale;",
+ " normalTex = normalize( normalTex );",
+
+ " if( enableDiffuse ) {",
+
+ " #ifdef GAMMA_INPUT",
+
+ " vec4 texelColor = texture2D( tDiffuse, vUv );",
+ " texelColor.xyz *= texelColor.xyz;",
+
+ " gl_FragColor = gl_FragColor * texelColor;",
+
+ " #else",
+
+ " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+ " #endif",
+
+ " }",
+
+ " if( enableAO ) {",
+
+ " #ifdef GAMMA_INPUT",
+
+ " vec4 aoColor = texture2D( tAO, vUv );",
+ " aoColor.xyz *= aoColor.xyz;",
+
+ " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+ " #else",
+
+ " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+ " #endif",
+
+ " }",
+
+ THREE.ShaderChunk[ "alphatest_fragment" ],
+
+ " if( enableSpecular )",
+ " specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+ " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+ " vec3 finalNormal = tsb * normalTex;",
+
+ " #ifdef FLIP_SIDED",
+
+ " finalNormal = -finalNormal;",
+
+ " #endif",
+
+ " vec3 normal = normalize( finalNormal );",
+ " vec3 viewPosition = normalize( vViewPosition );",
+
+ // point lights
+
+ " #if MAX_POINT_LIGHTS > 0",
+
+ " vec3 pointDiffuse = vec3( 0.0 );",
+ " vec3 pointSpecular = vec3( 0.0 );",
+
+ " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+ " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+ " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+ " float pointDistance = 1.0;",
+ " if ( pointLightDistance[ i ] > 0.0 )",
+ " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+ " pointVector = normalize( pointVector );",
+
+ // diffuse
+
+ " #ifdef WRAP_AROUND",
+
+ " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+ " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+ " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+ " #else",
+
+ " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+ " #endif",
+
+ " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
+
+ // specular
+
+ " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+ " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+ " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
+
+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
+
+ " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
+ " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+ " }",
+
+ " #endif",
+
+ // spot lights
+
+ " #if MAX_SPOT_LIGHTS > 0",
+
+ " vec3 spotDiffuse = vec3( 0.0 );",
+ " vec3 spotSpecular = vec3( 0.0 );",
+
+ " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+ " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+ " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+ " float spotDistance = 1.0;",
+ " if ( spotLightDistance[ i ] > 0.0 )",
+ " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+ " spotVector = normalize( spotVector );",
+
+ " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+ " if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+ " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
+
+ // diffuse
+
+ " #ifdef WRAP_AROUND",
+
+ " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+ " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+ " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+ " #else",
+
+ " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+ " #endif",
+
+ " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
+
+ // specular
+
+ " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+ " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+ " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
+
+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
+
+ " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
+ " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+ " }",
+
+ " }",
+
+ " #endif",
+
+ // directional lights
+
+ " #if MAX_DIR_LIGHTS > 0",
+
+ " vec3 dirDiffuse = vec3( 0.0 );",
+ " vec3 dirSpecular = vec3( 0.0 );",
+
+ " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+ " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+ " vec3 dirVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ " #ifdef WRAP_AROUND",
+
+ " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+ " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+ " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+ " #else",
+
+ " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+ " #endif",
+
+ " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
+
+ // specular
+
+ " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+ " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+ " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
+
+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
+
+ " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
+ " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+ " }",
+
+ " #endif",
+
+ // hemisphere lights
+
+ " #if MAX_HEMI_LIGHTS > 0",
+
+ " vec3 hemiDiffuse = vec3( 0.0 );",
+ " vec3 hemiSpecular = vec3( 0.0 );" ,
+
+ " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+ " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+ " vec3 lVector = normalize( lDirection.xyz );",
+
+ // diffuse
+
+ " float dotProduct = dot( normal, lVector );",
+ " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+ " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+ " hemiDiffuse += diffuse * hemiColor;",
+
+ // specular (sky light)
+
+
+ " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+ " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+ " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
+
+ // specular (ground light)
+
+ " vec3 lVectorGround = -lVector;",
+
+ " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+ " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+ " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
+
+ " float dotProductGround = dot( normal, lVectorGround );",
+
+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
+
+ " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
+ " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
+ " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+ " }",
+
+ " #endif",
+
+ // all lights contribution summation
+
+ " vec3 totalDiffuse = vec3( 0.0 );",
+ " vec3 totalSpecular = vec3( 0.0 );",
+
+ " #if MAX_DIR_LIGHTS > 0",
+
+ " totalDiffuse += dirDiffuse;",
+ " totalSpecular += dirSpecular;",
+
+ " #endif",
+
+ " #if MAX_HEMI_LIGHTS > 0",
+
+ " totalDiffuse += hemiDiffuse;",
+ " totalSpecular += hemiSpecular;",
+
+ " #endif",
+
+ " #if MAX_POINT_LIGHTS > 0",
+
+ " totalDiffuse += pointDiffuse;",
+ " totalSpecular += pointSpecular;",
+
+ " #endif",
+
+ " #if MAX_SPOT_LIGHTS > 0",
+
+ " totalDiffuse += spotDiffuse;",
+ " totalSpecular += spotSpecular;",
+
+ " #endif",
+
+ " #ifdef METAL",
+
+ " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
+
+ " #else",
+
+ " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
+
+ " #endif",
+
+ " if ( enableReflection ) {",
+
+ " vec3 vReflect;",
+ " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+ " if ( useRefract ) {",
+
+ " vReflect = refract( cameraToVertex, normal, refractionRatio );",
+
+ " } else {",
+
+ " vReflect = reflect( cameraToVertex, normal );",
+
+ " }",
+
+ " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+ " #ifdef GAMMA_INPUT",
+
+ " cubeColor.xyz *= cubeColor.xyz;",
+
+ " #endif",
+
+ " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
+
+ " }",
+
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+ THREE.ShaderChunk[ "fog_fragment" ],
+
+ "}"
+
+ ].join("\n"),
+
+ vertexShader: [
+
+ "attribute vec4 tangent;",
+
+ "uniform vec2 uOffset;",
+ "uniform vec2 uRepeat;",
+
+ "uniform bool enableDisplacement;",
+
+ "#ifdef VERTEX_TEXTURES",
+
+ " uniform sampler2D tDisplacement;",
+ " uniform float uDisplacementScale;",
+ " uniform float uDisplacementBias;",
+
+ "#endif",
+
+ "varying vec3 vTangent;",
+ "varying vec3 vBinormal;",
+ "varying vec3 vNormal;",
+ "varying vec2 vUv;",
+
+ "varying vec3 vWorldPosition;",
+ "varying vec3 vViewPosition;",
+
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+ // normal, tangent and binormal vectors
+
+ " #ifdef USE_SKINNING",
+
+ " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
+
+ " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
+ " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
+
+ " #else",
+
+ " vNormal = normalize( normalMatrix * normal );",
+ " vTangent = normalize( normalMatrix * tangent.xyz );",
+
+ " #endif",
+
+ " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
+
+ " vUv = uv * uRepeat + uOffset;",
+
+ // displacement mapping
+
+ " vec3 displacedPosition;",
+
+ " #ifdef VERTEX_TEXTURES",
+
+ " if ( enableDisplacement ) {",
+
+ " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
+ " float df = uDisplacementScale * dv.x + uDisplacementBias;",
+ " displacedPosition = position + normalize( normal ) * df;",
+
+ " } else {",
+
+ " #ifdef USE_SKINNING",
+
+ " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
+
+ " vec4 skinned = vec4( 0.0 );",
+ " skinned += boneMatX * skinVertex * skinWeight.x;",
+ " skinned += boneMatY * skinVertex * skinWeight.y;",
+ " skinned += boneMatZ * skinVertex * skinWeight.z;",
+ " skinned += boneMatW * skinVertex * skinWeight.w;",
+ " skinned = bindMatrixInverse * skinned;",
+
+ " displacedPosition = skinned.xyz;",
+
+ " #else",
+
+ " displacedPosition = position;",
+
+ " #endif",
+
+ " }",
+
+ " #else",
+
+ " #ifdef USE_SKINNING",
+
+ " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
+
+ " vec4 skinned = vec4( 0.0 );",
+ " skinned += boneMatX * skinVertex * skinWeight.x;",
+ " skinned += boneMatY * skinVertex * skinWeight.y;",
+ " skinned += boneMatZ * skinVertex * skinWeight.z;",
+ " skinned += boneMatW * skinVertex * skinWeight.w;",
+ " skinned = bindMatrixInverse * skinned;",
+
+ " displacedPosition = skinned.xyz;",
+
+ " #else",
+
+ " displacedPosition = position;",
+
+ " #endif",
+
+ " #endif",
+
+ //
+
+ " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+ " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+ " gl_Position = projectionMatrix * mvPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ //
+
+ " vWorldPosition = worldPosition.xyz;",
+ " vViewPosition = -mvPosition.xyz;",
+
+ // shadows
+
+ " #ifdef USE_SHADOWMAP",
+
+ " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+ " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+ " }",
+
+ " #endif",
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* -------------------------------------------------------------------------
+ // Cube map shader
+ ------------------------------------------------------------------------- */
+
+ 'cube': {
+
+ uniforms: { "tCube": { type: "t", value: null },
+ "tFlip": { type: "f", value: - 1 } },
+
+ vertexShader: [
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+ " vWorldPosition = worldPosition.xyz;",
+
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "uniform samplerCube tCube;",
+ "uniform float tFlip;",
+
+ "varying vec3 vWorldPosition;",
+
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "void main() {",
+
+ " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ "}"
+
+ ].join("\n")
+
+ },
+
+ /* Depth encoding into RGBA texture
+ *
+ * based on SpiderGL shadow map example
+ * http://spidergl.org/example.php?id=6
+ *
+ * originally from
+ * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+ *
+ * see also
+ * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+ */
+
+ 'depthRGBA': {
+
+ uniforms: {},
+
+ vertexShader: [
+
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "skinbase_vertex" ],
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
+ THREE.ShaderChunk[ "skinning_vertex" ],
+ THREE.ShaderChunk[ "default_vertex" ],
+ THREE.ShaderChunk[ "logdepthbuf_vertex" ],
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
+
+ "vec4 pack_depth( const in float depth ) {",
+
+ " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+ " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+ " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
+ " res -= res.xxyz * bit_mask;",
+ " return res;",
+
+ "}",
+
+ "void main() {",
+
+ THREE.ShaderChunk[ "logdepthbuf_fragment" ],
+
+ " #ifdef USE_LOGDEPTHBUF_EXT",
+
+ " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
+
+ " #else",
+
+ " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+ " #endif",
+
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+ //"gl_FragData[ 0 ] = pack_depth( z );",
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+ "}"
+
+ ].join("\n")
+
+ }
+
+};
+
+// File:src/renderers/WebGLRenderer.js
+
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+ parameters = parameters || {};
+
+ var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+ _context = parameters.context !== undefined ? parameters.context : null,
+
+ _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
+ _depth = parameters.depth !== undefined ? parameters.depth : true,
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+ _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
+
+ _clearColor = new THREE.Color( 0x000000 ),
+ _clearAlpha = 0;
+
+ var lights = [];
+
+ var _webglObjects = {};
+ var _webglObjectsImmediate = [];
+
+ var opaqueObjects = [];
+ var transparentObjects = [];
+
+ var sprites = [];
+ var lensFlares = [];
+
+ // public properties
+
+ this.domElement = _canvas;
+ this.context = null;
+ this.devicePixelRatio = parameters.devicePixelRatio !== undefined
+ ? parameters.devicePixelRatio
+ : self.devicePixelRatio !== undefined
+ ? self.devicePixelRatio
+ : 1;
+
+ // clearing
+
+ this.autoClear = true;
+ this.autoClearColor = true;
+ this.autoClearDepth = true;
+ this.autoClearStencil = true;
+
+ // scene graph
+
+ this.sortObjects = true;
+
+ // physically based shading
+
+ this.gammaInput = false;
+ this.gammaOutput = false;
+
+ // shadow map
+
+ this.shadowMapEnabled = false;
+ this.shadowMapType = THREE.PCFShadowMap;
+ this.shadowMapCullFace = THREE.CullFaceFront;
+ this.shadowMapDebug = false;
+ this.shadowMapCascade = false;
+
+ // morphs
+
+ this.maxMorphTargets = 8;
+ this.maxMorphNormals = 4;
+
+ // flags
+
+ this.autoScaleCubemaps = true;
+
+ // info
+
+ this.info = {
+
+ memory: {
+
+ programs: 0,
+ geometries: 0,
+ textures: 0
+
+ },
+
+ render: {
+
+ calls: 0,
+ vertices: 0,
+ faces: 0,
+ points: 0
+
+ }
+
+ };
+
+ // internal properties
+
+ var _this = this,
+
+ _programs = [],
+
+ // internal state cache
+
+ _currentProgram = null,
+ _currentFramebuffer = null,
+ _currentMaterialId = - 1,
+ _currentGeometryGroupHash = - 1,
+ _currentCamera = null,
+
+ _usedTextureUnits = 0,
+
+ // GL state cache
+
+ _oldDoubleSided = - 1,
+ _oldFlipSided = - 1,
+
+ _oldBlending = - 1,
+
+ _oldBlendEquation = - 1,
+ _oldBlendSrc = - 1,
+ _oldBlendDst = - 1,
+
+ _oldDepthTest = - 1,
+ _oldDepthWrite = - 1,
+
+ _oldPolygonOffset = null,
+ _oldPolygonOffsetFactor = null,
+ _oldPolygonOffsetUnits = null,
+
+ _oldLineWidth = null,
+
+ _viewportX = 0,
+ _viewportY = 0,
+ _viewportWidth = _canvas.width,
+ _viewportHeight = _canvas.height,
+ _currentWidth = 0,
+ _currentHeight = 0,
+
+ _newAttributes = new Uint8Array( 16 ),
+ _enabledAttributes = new Uint8Array( 16 ),
+
+ // frustum
+
+ _frustum = new THREE.Frustum(),
+
+ // camera matrices cache
+
+ _projScreenMatrix = new THREE.Matrix4(),
+ _projScreenMatrixPS = new THREE.Matrix4(),
+
+ _vector3 = new THREE.Vector3(),
+
+ // light arrays cache
+
+ _direction = new THREE.Vector3(),
+
+ _lightsNeedUpdate = true,
+
+ _lights = {
+
+ ambient: [ 0, 0, 0 ],
+ directional: { length: 0, colors:[], positions: [] },
+ point: { length: 0, colors: [], positions: [], distances: [] },
+ spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
+ hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
+
+ };
+
+ // initialize
+
+ var _gl;
+
+ try {
+
+ var attributes = {
+ alpha: _alpha,
+ depth: _depth,
+ stencil: _stencil,
+ antialias: _antialias,
+ premultipliedAlpha: _premultipliedAlpha,
+ preserveDrawingBuffer: _preserveDrawingBuffer
+ };
+
+ _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
+
+ if ( _gl === null ) {
+
+ if ( _canvas.getContext( 'webgl') !== null ) {
+
+ throw 'Error creating WebGL context with your selected attributes.';
+
+ } else {
+
+ throw 'Error creating WebGL context.';
+
+ }
+
+ }
+
+ } catch ( error ) {
+
+ console.error( error );
+
+ }
+
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
+
+ _gl.getShaderPrecisionFormat = function () {
+
+ return {
+ 'rangeMin': 1,
+ 'rangeMax': 1,
+ 'precision': 1
+ };
+
+ }
+
+ }
+
+ var extensions = new THREE.WebGLExtensions( _gl );
+
+ extensions.get( 'OES_texture_float' );
+ extensions.get( 'OES_texture_float_linear' );
+ extensions.get( 'OES_standard_derivatives' );
+
+ if ( _logarithmicDepthBuffer ) {
+
+ extensions.get( 'EXT_frag_depth' );
+
+ }
+
+ //
+
+ function setDefaultGLState() {
+
+ _gl.clearColor( 0, 0, 0, 1 );
+ _gl.clearDepth( 1 );
+ _gl.clearStencil( 0 );
+
+ _gl.enable( _gl.DEPTH_TEST );
+ _gl.depthFunc( _gl.LEQUAL );
+
+ _gl.frontFace( _gl.CCW );
+ _gl.cullFace( _gl.BACK );
+ _gl.enable( _gl.CULL_FACE );
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ }
+
+ setDefaultGLState();
+
+ this.context = _gl;
+
+ // GPU capabilities
+
+ var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
+ var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
+ var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
+ var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
+
+ var _supportsVertexTextures = _maxVertexTextures > 0;
+ var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
+
+ //
+
+ var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
+ var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
+ var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
+
+ var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
+ var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
+ var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
+
+ var getCompressedTextureFormats = ( function () {
+
+ var array;
+
+ return function () {
+
+ if ( array !== undefined ) {
+
+ return array;
+
+ }
+
+ array = [];
+
+ if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
+
+ var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
+
+ for ( var i = 0; i < formats.length; i ++ ){
+
+ array.push( formats[ i ] );
+
+ }
+
+ }
+
+ return array;
+
+ };
+
+ } )();
+
+ // clamp precision to maximum available
+
+ var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
+ var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
+
+ if ( _precision === 'highp' && ! highpAvailable ) {
+
+ if ( mediumpAvailable ) {
+
+ _precision = 'mediump';
+ console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
+
+ } else {
+
+ _precision = 'lowp';
+ console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
+
+ }
+
+ }
+
+ if ( _precision === 'mediump' && ! mediumpAvailable ) {
+
+ _precision = 'lowp';
+ console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
+
+ }
+
+ // Plugins
+
+ var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
+
+ var spritePlugin = new THREE.SpritePlugin( this, sprites );
+ var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
+
+ // API
+
+ this.getContext = function () {
+
+ return _gl;
+
+ };
+
+ this.supportsVertexTextures = function () {
+
+ return _supportsVertexTextures;
+
+ };
+
+ this.supportsFloatTextures = function () {
+
+ return extensions.get( 'OES_texture_float' );
+
+ };
+
+ this.supportsStandardDerivatives = function () {
+
+ return extensions.get( 'OES_standard_derivatives' );
+
+ };
+
+ this.supportsCompressedTextureS3TC = function () {
+
+ return extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+ };
+
+ this.supportsCompressedTexturePVRTC = function () {
+
+ return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+ };
+
+ this.supportsBlendMinMax = function () {
+
+ return extensions.get( 'EXT_blend_minmax' );
+
+ };
+
+ this.getMaxAnisotropy = ( function () {
+
+ var value;
+
+ return function () {
+
+ if ( value !== undefined ) {
+
+ return value;
+
+ }
+
+ var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+ value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+ return value;
+
+ }
+
+ } )();
+
+ this.getPrecision = function () {
+
+ return _precision;
+
+ };
+
+ this.setSize = function ( width, height, updateStyle ) {
+
+ _canvas.width = width * this.devicePixelRatio;
+ _canvas.height = height * this.devicePixelRatio;
+
+ if ( updateStyle !== false ) {
+
+ _canvas.style.width = width + 'px';
+ _canvas.style.height = height + 'px';
+
+ }
+
+ this.setViewport( 0, 0, width, height );
+
+ };
+
+ this.setViewport = function ( x, y, width, height ) {
+
+ _viewportX = x * this.devicePixelRatio;
+ _viewportY = y * this.devicePixelRatio;
+
+ _viewportWidth = width * this.devicePixelRatio;
+ _viewportHeight = height * this.devicePixelRatio;
+
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+ };
+
+ this.setScissor = function ( x, y, width, height ) {
+
+ _gl.scissor(
+ x * this.devicePixelRatio,
+ y * this.devicePixelRatio,
+ width * this.devicePixelRatio,
+ height * this.devicePixelRatio
+ );
+
+ };
+
+ this.enableScissorTest = function ( enable ) {
+
+ enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
+
+ };
+
+ // Clearing
+
+ this.setClearColor = function ( color, alpha ) {
+
+ _clearColor.set( color );
+ _clearAlpha = alpha !== undefined ? alpha : 1;
+
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+ };
+
+ this.setClearColorHex = function ( hex, alpha ) {
+
+ console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
+ this.setClearColor( hex, alpha );
+
+ };
+
+ this.getClearColor = function () {
+
+ return _clearColor;
+
+ };
+
+ this.getClearAlpha = function () {
+
+ return _clearAlpha;
+
+ };
+
+ this.clear = function ( color, depth, stencil ) {
+
+ var bits = 0;
+
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+ _gl.clear( bits );
+
+ };
+
+ this.clearColor = function () {
+
+ _gl.clear( _gl.COLOR_BUFFER_BIT );
+
+ };
+
+ this.clearDepth = function () {
+
+ _gl.clear( _gl.DEPTH_BUFFER_BIT );
+
+ };
+
+ this.clearStencil = function () {
+
+ _gl.clear( _gl.STENCIL_BUFFER_BIT );
+
+ };
+
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+ this.setRenderTarget( renderTarget );
+ this.clear( color, depth, stencil );
+
+ };
+
+ // Reset
+
+ this.resetGLState = function () {
+
+ _currentProgram = null;
+ _currentCamera = null;
+
+ _oldBlending = - 1;
+ _oldDepthTest = - 1;
+ _oldDepthWrite = - 1;
+ _oldDoubleSided = - 1;
+ _oldFlipSided = - 1;
+ _currentGeometryGroupHash = - 1;
+ _currentMaterialId = - 1;
+
+ _lightsNeedUpdate = true;
+
+ };
+
+ // Buffer allocation
+
+ function createParticleBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createLineBuffers ( geometry ) {
+
+ geometry.__webglVertexBuffer = _gl.createBuffer();
+ geometry.__webglColorBuffer = _gl.createBuffer();
+ geometry.__webglLineDistanceBuffer = _gl.createBuffer();
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ function createMeshBuffers ( geometryGroup ) {
+
+ geometryGroup.__webglVertexBuffer = _gl.createBuffer();
+ geometryGroup.__webglNormalBuffer = _gl.createBuffer();
+ geometryGroup.__webglTangentBuffer = _gl.createBuffer();
+ geometryGroup.__webglColorBuffer = _gl.createBuffer();
+ geometryGroup.__webglUVBuffer = _gl.createBuffer();
+ geometryGroup.__webglUV2Buffer = _gl.createBuffer();
+
+ geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
+ geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
+
+ geometryGroup.__webglFaceBuffer = _gl.createBuffer();
+ geometryGroup.__webglLineBuffer = _gl.createBuffer();
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__webglMorphTargetsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__webglMorphNormalsBuffers = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
+
+ }
+
+ }
+
+ _this.info.memory.geometries ++;
+
+ };
+
+ // Events
+
+ var onObjectRemoved = function ( event ) {
+
+ var object = event.target;
+
+ object.traverse( function ( child ) {
+
+ child.removeEventListener( 'remove', onObjectRemoved );
+
+ removeObject( child );
+
+ } );
+
+ };
+
+ var onGeometryDispose = function ( event ) {
+
+ var geometry = event.target;
+
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+ deallocateGeometry( geometry );
+
+ };
+
+ var onTextureDispose = function ( event ) {
+
+ var texture = event.target;
+
+ texture.removeEventListener( 'dispose', onTextureDispose );
+
+ deallocateTexture( texture );
+
+ _this.info.memory.textures --;
+
+
+ };
+
+ var onRenderTargetDispose = function ( event ) {
+
+ var renderTarget = event.target;
+
+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
+
+ deallocateRenderTarget( renderTarget );
+
+ _this.info.memory.textures --;
+
+ };
+
+ var onMaterialDispose = function ( event ) {
+
+ var material = event.target;
+
+ material.removeEventListener( 'dispose', onMaterialDispose );
+
+ deallocateMaterial( material );
+
+ };
+
+ // Buffer deallocation
+
+ var deleteBuffers = function ( geometry ) {
+
+ var buffers = [
+ '__webglVertexBuffer',
+ '__webglNormalBuffer',
+ '__webglTangentBuffer',
+ '__webglColorBuffer',
+ '__webglUVBuffer',
+ '__webglUV2Buffer',
+
+ '__webglSkinIndicesBuffer',
+ '__webglSkinWeightsBuffer',
+
+ '__webglFaceBuffer',
+ '__webglLineBuffer',
+
+ '__webglLineDistanceBuffer'
+ ];
+
+ for ( var i = 0, l = buffers.length; i < l; i ++ ) {
+
+ var name = buffers[ i ];
+
+ if ( geometry[ name ] !== undefined ) {
+
+ _gl.deleteBuffer( geometry[ name ] );
+
+ delete geometry[ name ];
+
+ }
+
+ }
+
+ // custom attributes
+
+ if ( geometry.__webglCustomAttributesList !== undefined ) {
+
+ for ( var name in geometry.__webglCustomAttributesList ) {
+
+ _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
+
+ }
+
+ delete geometry.__webglCustomAttributesList;
+
+ }
+
+ _this.info.memory.geometries --;
+
+ };
+
+ var deallocateGeometry = function ( geometry ) {
+
+ delete geometry.__webglInit;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ for ( var name in geometry.attributes ) {
+
+ var attribute = geometry.attributes[ name ];
+
+ if ( attribute.buffer !== undefined ) {
+
+ _gl.deleteBuffer( attribute.buffer );
+
+ delete attribute.buffer;
+
+ }
+
+ }
+
+ _this.info.memory.geometries --;
+
+ } else {
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ if ( geometryGroupsList !== undefined ) {
+
+ for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
+
+ var geometryGroup = geometryGroupsList[ i ];
+
+ if ( geometryGroup.numMorphTargets !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+ }
+
+ delete geometryGroup.__webglMorphTargetsBuffers;
+
+ }
+
+ if ( geometryGroup.numMorphNormals !== undefined ) {
+
+ for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+ }
+
+ delete geometryGroup.__webglMorphNormalsBuffers;
+
+ }
+
+ deleteBuffers( geometryGroup );
+
+ }
+
+ delete geometryGroups[ geometry.id ];
+
+ } else {
+
+ deleteBuffers( geometry );
+
+ }
+
+ }
+
+ // TOFIX: Workaround for deleted geometry being currently bound
+
+ _currentGeometryGroupHash = - 1;
+
+ };
+
+ var deallocateTexture = function ( texture ) {
+
+ if ( texture.image && texture.image.__webglTextureCube ) {
+
+ // cube texture
+
+ _gl.deleteTexture( texture.image.__webglTextureCube );
+
+ delete texture.image.__webglTextureCube;
+
+ } else {
+
+ // 2D texture
+
+ if ( texture.__webglInit === undefined ) return;
+
+ _gl.deleteTexture( texture.__webglTexture );
+
+ delete texture.__webglTexture;
+ delete texture.__webglInit;
+
+ }
+
+ };
+
+ var deallocateRenderTarget = function ( renderTarget ) {
+
+ if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
+
+ _gl.deleteTexture( renderTarget.__webglTexture );
+
+ delete renderTarget.__webglTexture;
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
+
+ }
+
+ } else {
+
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
+
+ }
+
+ delete renderTarget.__webglFramebuffer;
+ delete renderTarget.__webglRenderbuffer;
+
+ };
+
+ var deallocateMaterial = function ( material ) {
+
+ var program = material.program.program;
+
+ if ( program === undefined ) return;
+
+ material.program = undefined;
+
+ // only deallocate GL program if this was the last use of shared program
+ // assumed there is only single copy of any program in the _programs list
+ // (that's how it's constructed)
+
+ var i, il, programInfo;
+ var deleteProgram = false;
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program === program ) {
+
+ programInfo.usedTimes --;
+
+ if ( programInfo.usedTimes === 0 ) {
+
+ deleteProgram = true;
+
+ }
+
+ break;
+
+ }
+
+ }
+
+ if ( deleteProgram === true ) {
+
+ // avoid using array.splice, this is costlier than creating new array from scratch
+
+ var newPrograms = [];
+
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
+
+ programInfo = _programs[ i ];
+
+ if ( programInfo.program !== program ) {
+
+ newPrograms.push( programInfo );
+
+ }
+
+ }
+
+ _programs = newPrograms;
+
+ _gl.deleteProgram( program );
+
+ _this.info.memory.programs --;
+
+ }
+
+ };
+
+ // Buffer initialization
+
+ function initCustomAttributes ( object ) {
+
+ var geometry = object.geometry;
+ var material = object.material;
+
+ var nvertices = geometry.vertices.length;
+
+ if ( material.attributes ) {
+
+ if ( geometry.__webglCustomAttributesList === undefined ) {
+
+ geometry.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var name in material.attributes ) {
+
+ var attribute = material.attributes[ name ];
+
+ if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if ( attribute.type === 'v2' ) size = 2;
+ else if ( attribute.type === 'v3' ) size = 3;
+ else if ( attribute.type === 'v4' ) size = 4;
+ else if ( attribute.type === 'c' ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = name;
+
+ attribute.needsUpdate = true;
+
+ }
+
+ geometry.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ };
+
+ function initParticleBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+
+ geometry.__sortArray = [];
+
+ geometry.__webglParticleCount = nvertices;
+
+ initCustomAttributes( object );
+
+ };
+
+ function initLineBuffers ( geometry, object ) {
+
+ var nvertices = geometry.vertices.length;
+
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
+ geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
+
+ geometry.__webglLineCount = nvertices;
+
+ initCustomAttributes( object );
+
+ };
+
+ function initMeshBuffers ( geometryGroup, object ) {
+
+ var geometry = object.geometry,
+ faces3 = geometryGroup.faces3,
+
+ nvertices = faces3.length * 3,
+ ntris = faces3.length * 1,
+ nlines = faces3.length * 3,
+
+ material = getBufferMaterial( object, geometryGroup );
+
+ geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+ geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+ geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+ geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+ if ( geometry.faceVertexUvs.length > 1 ) {
+
+ geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+ }
+
+ if ( geometry.hasTangents ) {
+
+ geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+ geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+ geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+ }
+
+ var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
+
+ geometryGroup.__typeArray = UintArray;
+ geometryGroup.__faceArray = new UintArray( ntris * 3 );
+ geometryGroup.__lineArray = new UintArray( nlines * 2 );
+
+ var m, ml;
+
+ if ( geometryGroup.numMorphTargets ) {
+
+ geometryGroup.__morphTargetsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+ geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ if ( geometryGroup.numMorphNormals ) {
+
+ geometryGroup.__morphNormalsArrays = [];
+
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+ geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+ }
+
+ }
+
+ geometryGroup.__webglFaceCount = ntris * 3;
+ geometryGroup.__webglLineCount = nlines * 2;
+
+
+ // custom attributes
+
+ if ( material.attributes ) {
+
+ if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+ geometryGroup.__webglCustomAttributesList = [];
+
+ }
+
+ for ( var name in material.attributes ) {
+
+ // Do a shallow copy of the attribute object so different geometryGroup chunks use different
+ // attribute buffers which are correctly indexed in the setMeshBuffers function
+
+ var originalAttribute = material.attributes[ name ];
+
+ var attribute = {};
+
+ for ( var property in originalAttribute ) {
+
+ attribute[ property ] = originalAttribute[ property ];
+
+ }
+
+ if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+ attribute.__webglInitialized = true;
+
+ var size = 1; // "f" and "i"
+
+ if ( attribute.type === 'v2' ) size = 2;
+ else if ( attribute.type === 'v3' ) size = 3;
+ else if ( attribute.type === 'v4' ) size = 4;
+ else if ( attribute.type === 'c' ) size = 3;
+
+ attribute.size = size;
+
+ attribute.array = new Float32Array( nvertices * size );
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.buffer.belongsToAttribute = name;
+
+ originalAttribute.needsUpdate = true;
+ attribute.__original = originalAttribute;
+
+ }
+
+ geometryGroup.__webglCustomAttributesList.push( attribute );
+
+ }
+
+ }
+
+ geometryGroup.__inittedArrays = true;
+
+ };
+
+ function getBufferMaterial( object, geometryGroup ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ geometryGroup.materialIndex ]
+ : object.material;
+
+ };
+
+ function materialNeedsSmoothNormals ( material ) {
+
+ return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
+
+ };
+
+ // Buffer setting
+
+ function setParticleBuffers ( geometry, hint, object ) {
+
+ var v, c, vertex, offset, index, color,
+
+ vertices = geometry.vertices,
+ vl = vertices.length,
+
+ colors = geometry.colors,
+ cl = colors.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+
+ sortArray = geometry.__sortArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( object.sortParticles ) {
+
+ _projScreenMatrixPS.copy( _projScreenMatrix );
+ _projScreenMatrixPS.multiply( object.matrixWorld );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ _vector3.copy( vertex );
+ _vector3.applyProjection( _projScreenMatrixPS );
+
+ sortArray[ v ] = [ _vector3.z, v ];
+
+ }
+
+ sortArray.sort( numericalSort );
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ sortArray[ v ][ 1 ] ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ offset = c * 3;
+
+ color = colors[ sortArray[ c ][ 1 ] ];
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ customAttribute.array[ ca ] = customAttribute.value[ index ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === 'c' ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ index = sortArray[ ca ][ 1 ];
+
+ value = customAttribute.value[ index ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ } else {
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === 'vertices' ) ) {
+
+ cal = customAttribute.value.length;
+
+ offset = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === 'c' ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( dirtyVertices || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate || object.sortParticles ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ function setLineBuffers ( geometry, hint ) {
+
+ var v, c, d, vertex, offset, color,
+
+ vertices = geometry.vertices,
+ colors = geometry.colors,
+ lineDistances = geometry.lineDistances,
+
+ vl = vertices.length,
+ cl = colors.length,
+ dl = lineDistances.length,
+
+ vertexArray = geometry.__vertexArray,
+ colorArray = geometry.__colorArray,
+ lineDistanceArray = geometry.__lineDistanceArray,
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyLineDistances = geometry.lineDistancesNeedUpdate,
+
+ customAttributes = geometry.__webglCustomAttributesList,
+
+ i, il,
+ a, ca, cal, value,
+ customAttribute;
+
+ if ( dirtyVertices ) {
+
+ for ( v = 0; v < vl; v ++ ) {
+
+ vertex = vertices[ v ];
+
+ offset = v * 3;
+
+ vertexArray[ offset ] = vertex.x;
+ vertexArray[ offset + 1 ] = vertex.y;
+ vertexArray[ offset + 2 ] = vertex.z;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( c = 0; c < cl; c ++ ) {
+
+ color = colors[ c ];
+
+ offset = c * 3;
+
+ colorArray[ offset ] = color.r;
+ colorArray[ offset + 1 ] = color.g;
+ colorArray[ offset + 2 ] = color.b;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ if ( dirtyLineDistances ) {
+
+ for ( d = 0; d < dl; d ++ ) {
+
+ lineDistanceArray[ d ] = lineDistances[ d ];
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( customAttribute.needsUpdate &&
+ ( customAttribute.boundTo === undefined ||
+ customAttribute.boundTo === 'vertices' ) ) {
+
+ offset = 0;
+
+ cal = customAttribute.value.length;
+
+ if ( customAttribute.size === 1 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+
+ offset += 2;
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ if ( customAttribute.type === 'c' ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.r;
+ customAttribute.array[ offset + 1 ] = value.g;
+ customAttribute.array[ offset + 2 ] = value.b;
+
+ offset += 3;
+
+ }
+
+ } else {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+
+ offset += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ for ( ca = 0; ca < cal; ca ++ ) {
+
+ value = customAttribute.value[ ca ];
+
+ customAttribute.array[ offset ] = value.x;
+ customAttribute.array[ offset + 1 ] = value.y;
+ customAttribute.array[ offset + 2 ] = value.z;
+ customAttribute.array[ offset + 3 ] = value.w;
+
+ offset += 4;
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
+
+ if ( ! geometryGroup.__inittedArrays ) {
+
+ return;
+
+ }
+
+ var needsSmoothNormals = materialNeedsSmoothNormals( material );
+
+ var f, fl, fi, face,
+ vertexNormals, faceNormal, normal,
+ vertexColors, faceColor,
+ vertexTangents,
+ uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
+ c1, c2, c3,
+ sw1, sw2, sw3, sw4,
+ si1, si2, si3, si4,
+ sa1, sa2, sa3, sa4,
+ sb1, sb2, sb3, sb4,
+ m, ml, i, il,
+ vn, uvi, uv2i,
+ vk, vkl, vka,
+ nka, chf, faceVertexNormals,
+ a,
+
+ vertexIndex = 0,
+
+ offset = 0,
+ offset_uv = 0,
+ offset_uv2 = 0,
+ offset_face = 0,
+ offset_normal = 0,
+ offset_tangent = 0,
+ offset_line = 0,
+ offset_color = 0,
+ offset_skin = 0,
+ offset_morphTarget = 0,
+ offset_custom = 0,
+ offset_customSrc = 0,
+
+ value,
+
+ vertexArray = geometryGroup.__vertexArray,
+ uvArray = geometryGroup.__uvArray,
+ uv2Array = geometryGroup.__uv2Array,
+ normalArray = geometryGroup.__normalArray,
+ tangentArray = geometryGroup.__tangentArray,
+ colorArray = geometryGroup.__colorArray,
+
+ skinIndexArray = geometryGroup.__skinIndexArray,
+ skinWeightArray = geometryGroup.__skinWeightArray,
+
+ morphTargetsArrays = geometryGroup.__morphTargetsArrays,
+ morphNormalsArrays = geometryGroup.__morphNormalsArrays,
+
+ customAttributes = geometryGroup.__webglCustomAttributesList,
+ customAttribute,
+
+ faceArray = geometryGroup.__faceArray,
+ lineArray = geometryGroup.__lineArray,
+
+ geometry = object.geometry, // this is shared for all chunks
+
+ dirtyVertices = geometry.verticesNeedUpdate,
+ dirtyElements = geometry.elementsNeedUpdate,
+ dirtyUvs = geometry.uvsNeedUpdate,
+ dirtyNormals = geometry.normalsNeedUpdate,
+ dirtyTangents = geometry.tangentsNeedUpdate,
+ dirtyColors = geometry.colorsNeedUpdate,
+ dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
+
+ vertices = geometry.vertices,
+ chunk_faces3 = geometryGroup.faces3,
+ obj_faces = geometry.facesByVertexId,
+
+ obj_uvs = geometry.faceVertexUvs[ 0 ],
+ obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+ obj_colors = geometry.colors,
+
+ obj_skinIndices = geometry.skinIndices,
+ obj_skinWeights = geometry.skinWeights,
+
+ morphTargets = geometry.morphTargets,
+ morphNormals = geometry.morphNormals;
+
+ if ( dirtyVertices ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = vertices[ face.a ];
+ v2 = vertices[ face.b ];
+ v3 = vertices[ face.c ];
+
+ vertexArray[ offset ] = v1.x;
+ vertexArray[ offset + 1 ] = v1.y;
+ vertexArray[ offset + 2 ] = v1.z;
+
+ vertexArray[ offset + 3 ] = v2.x;
+ vertexArray[ offset + 4 ] = v2.y;
+ vertexArray[ offset + 5 ] = v2.z;
+
+ vertexArray[ offset + 6 ] = v3.x;
+ vertexArray[ offset + 7 ] = v3.y;
+ vertexArray[ offset + 8 ] = v3.z;
+
+ offset += 9;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+ }
+
+ if ( dirtyMorphTargets ) {
+
+ for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+ offset_morphTarget = 0;
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ chf = chunk_faces3[ f ];
+ face = obj_faces[ chf ];
+
+ // morph positions
+
+ v1 = morphTargets[ vk ].vertices[ face.a ];
+ v2 = morphTargets[ vk ].vertices[ face.b ];
+ v3 = morphTargets[ vk ].vertices[ face.c ];
+
+ vka = morphTargetsArrays[ vk ];
+
+ vka[ offset_morphTarget ] = v1.x;
+ vka[ offset_morphTarget + 1 ] = v1.y;
+ vka[ offset_morphTarget + 2 ] = v1.z;
+
+ vka[ offset_morphTarget + 3 ] = v2.x;
+ vka[ offset_morphTarget + 4 ] = v2.y;
+ vka[ offset_morphTarget + 5 ] = v2.z;
+
+ vka[ offset_morphTarget + 6 ] = v3.x;
+ vka[ offset_morphTarget + 7 ] = v3.y;
+ vka[ offset_morphTarget + 8 ] = v3.z;
+
+ // morph normals
+
+ if ( material.morphNormals ) {
+
+ if ( needsSmoothNormals ) {
+
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+ n1 = faceVertexNormals.a;
+ n2 = faceVertexNormals.b;
+ n3 = faceVertexNormals.c;
+
+ } else {
+
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
+ n2 = n1;
+ n3 = n1;
+
+ }
+
+ nka = morphNormalsArrays[ vk ];
+
+ nka[ offset_morphTarget ] = n1.x;
+ nka[ offset_morphTarget + 1 ] = n1.y;
+ nka[ offset_morphTarget + 2 ] = n1.z;
+
+ nka[ offset_morphTarget + 3 ] = n2.x;
+ nka[ offset_morphTarget + 4 ] = n2.y;
+ nka[ offset_morphTarget + 5 ] = n2.z;
+
+ nka[ offset_morphTarget + 6 ] = n3.x;
+ nka[ offset_morphTarget + 7 ] = n3.y;
+ nka[ offset_morphTarget + 8 ] = n3.z;
+
+ }
+
+ //
+
+ offset_morphTarget += 9;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+ if ( material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+ }
+
+ }
+
+ }
+
+ if ( obj_skinWeights.length ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ // weights
+
+ sw1 = obj_skinWeights[ face.a ];
+ sw2 = obj_skinWeights[ face.b ];
+ sw3 = obj_skinWeights[ face.c ];
+
+ skinWeightArray[ offset_skin ] = sw1.x;
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+ // indices
+
+ si1 = obj_skinIndices[ face.a ];
+ si2 = obj_skinIndices[ face.b ];
+ si3 = obj_skinIndices[ face.c ];
+
+ skinIndexArray[ offset_skin ] = si1.x;
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+ offset_skin += 12;
+
+ }
+
+ if ( offset_skin > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyColors ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexColors = face.vertexColors;
+ faceColor = face.color;
+
+ if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
+
+ c1 = vertexColors[ 0 ];
+ c2 = vertexColors[ 1 ];
+ c3 = vertexColors[ 2 ];
+
+ } else {
+
+ c1 = faceColor;
+ c2 = faceColor;
+ c3 = faceColor;
+
+ }
+
+ colorArray[ offset_color ] = c1.r;
+ colorArray[ offset_color + 1 ] = c1.g;
+ colorArray[ offset_color + 2 ] = c1.b;
+
+ colorArray[ offset_color + 3 ] = c2.r;
+ colorArray[ offset_color + 4 ] = c2.g;
+ colorArray[ offset_color + 5 ] = c2.b;
+
+ colorArray[ offset_color + 6 ] = c3.r;
+ colorArray[ offset_color + 7 ] = c3.g;
+ colorArray[ offset_color + 8 ] = c3.b;
+
+ offset_color += 9;
+
+ }
+
+ if ( offset_color > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyTangents && geometry.hasTangents ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexTangents = face.vertexTangents;
+
+ t1 = vertexTangents[ 0 ];
+ t2 = vertexTangents[ 1 ];
+ t3 = vertexTangents[ 2 ];
+
+ tangentArray[ offset_tangent ] = t1.x;
+ tangentArray[ offset_tangent + 1 ] = t1.y;
+ tangentArray[ offset_tangent + 2 ] = t1.z;
+ tangentArray[ offset_tangent + 3 ] = t1.w;
+
+ tangentArray[ offset_tangent + 4 ] = t2.x;
+ tangentArray[ offset_tangent + 5 ] = t2.y;
+ tangentArray[ offset_tangent + 6 ] = t2.z;
+ tangentArray[ offset_tangent + 7 ] = t2.w;
+
+ tangentArray[ offset_tangent + 8 ] = t3.x;
+ tangentArray[ offset_tangent + 9 ] = t3.y;
+ tangentArray[ offset_tangent + 10 ] = t3.z;
+ tangentArray[ offset_tangent + 11 ] = t3.w;
+
+ offset_tangent += 12;
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+ }
+
+ if ( dirtyNormals ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ vertexNormals = face.vertexNormals;
+ faceNormal = face.normal;
+
+ if ( vertexNormals.length === 3 && needsSmoothNormals ) {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ vn = vertexNormals[ i ];
+
+ normalArray[ offset_normal ] = vn.x;
+ normalArray[ offset_normal + 1 ] = vn.y;
+ normalArray[ offset_normal + 2 ] = vn.z;
+
+ offset_normal += 3;
+
+ }
+
+ } else {
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ normalArray[ offset_normal ] = faceNormal.x;
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+ offset_normal += 3;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+ }
+
+ if ( dirtyUvs && obj_uvs ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv = obj_uvs[ fi ];
+
+ if ( uv === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uvi = uv[ i ];
+
+ uvArray[ offset_uv ] = uvi.x;
+ uvArray[ offset_uv + 1 ] = uvi.y;
+
+ offset_uv += 2;
+
+ }
+
+ }
+
+ if ( offset_uv > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
+
+ }
+
+ }
+
+ if ( dirtyUvs && obj_uvs2 ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ fi = chunk_faces3[ f ];
+
+ uv2 = obj_uvs2[ fi ];
+
+ if ( uv2 === undefined ) continue;
+
+ for ( i = 0; i < 3; i ++ ) {
+
+ uv2i = uv2[ i ];
+
+ uv2Array[ offset_uv2 ] = uv2i.x;
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
+
+ offset_uv2 += 2;
+
+ }
+
+ }
+
+ if ( offset_uv2 > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
+
+ }
+
+ }
+
+ if ( dirtyElements ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ faceArray[ offset_face ] = vertexIndex;
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
+ faceArray[ offset_face + 2 ] = vertexIndex + 2;
+
+ offset_face += 3;
+
+ lineArray[ offset_line ] = vertexIndex;
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+ lineArray[ offset_line + 2 ] = vertexIndex;
+ lineArray[ offset_line + 3 ] = vertexIndex + 2;
+
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+ offset_line += 6;
+
+ vertexIndex += 3;
+
+ }
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+ }
+
+ if ( customAttributes ) {
+
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+ customAttribute = customAttributes[ i ];
+
+ if ( ! customAttribute.__original.needsUpdate ) continue;
+
+ offset_custom = 0;
+ offset_customSrc = 0;
+
+ if ( customAttribute.size === 1 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+ offset_custom += 3;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ customAttribute.array[ offset_custom ] = value;
+ customAttribute.array[ offset_custom + 1 ] = value;
+ customAttribute.array[ offset_custom + 2 ] = value;
+
+ offset_custom += 3;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 2 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+ offset_custom += 6;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 3 ) {
+
+ var pp;
+
+ if ( customAttribute.type === 'c' ) {
+
+ pp = [ 'r', 'g', 'b' ];
+
+ } else {
+
+ pp = [ 'x', 'y', 'z' ];
+
+ }
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faceVertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+ offset_custom += 9;
+
+ }
+
+ }
+
+ } else if ( customAttribute.size === 4 ) {
+
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ face = obj_faces[ chunk_faces3[ f ] ];
+
+ v1 = customAttribute.value[ face.a ];
+ v2 = customAttribute.value[ face.b ];
+ v3 = customAttribute.value[ face.c ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faces' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value;
+ v2 = value;
+ v3 = value;
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ } else if ( customAttribute.boundTo === 'faceVertices' ) {
+
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+ value = customAttribute.value[ chunk_faces3[ f ] ];
+
+ v1 = value[ 0 ];
+ v2 = value[ 1 ];
+ v3 = value[ 2 ];
+
+ customAttribute.array[ offset_custom ] = v1.x;
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
+
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
+
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+ offset_custom += 12;
+
+ }
+
+ }
+
+ }
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+ }
+
+ }
+
+ if ( dispose ) {
+
+ delete geometryGroup.__inittedArrays;
+ delete geometryGroup.__colorArray;
+ delete geometryGroup.__normalArray;
+ delete geometryGroup.__tangentArray;
+ delete geometryGroup.__uvArray;
+ delete geometryGroup.__uv2Array;
+ delete geometryGroup.__faceArray;
+ delete geometryGroup.__vertexArray;
+ delete geometryGroup.__lineArray;
+ delete geometryGroup.__skinIndexArray;
+ delete geometryGroup.__skinWeightArray;
+
+ }
+
+ };
+
+ function setDirectBuffers( geometry ) {
+
+ var attributes = geometry.attributes;
+ var attributesKeys = geometry.attributesKeys;
+
+ for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
+
+ var key = attributesKeys[ i ];
+ var attribute = attributes[ key ];
+
+ if ( attribute.buffer === undefined ) {
+
+ attribute.buffer = _gl.createBuffer();
+ attribute.needsUpdate = true;
+
+ }
+
+ if ( attribute.needsUpdate === true ) {
+
+ var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
+
+ _gl.bindBuffer( bufferType, attribute.buffer );
+ _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
+
+ attribute.needsUpdate = false;
+
+ }
+
+ }
+
+ }
+
+ // Buffer rendering
+
+ this.renderBufferImmediate = function ( object, program, material ) {
+
+ initAttributes();
+
+ if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
+ if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
+ if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
+ if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
+
+ if ( object.hasPositions ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+ enableAttribute( program.attributes.position );
+ _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+ if ( material.shading === THREE.FlatShading ) {
+
+ var nx, ny, nz,
+ nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+ normalArray,
+ i, il = object.count * 3;
+
+ for ( i = 0; i < il; i += 9 ) {
+
+ normalArray = object.normalArray;
+
+ nax = normalArray[ i ];
+ nay = normalArray[ i + 1 ];
+ naz = normalArray[ i + 2 ];
+
+ nbx = normalArray[ i + 3 ];
+ nby = normalArray[ i + 4 ];
+ nbz = normalArray[ i + 5 ];
+
+ ncx = normalArray[ i + 6 ];
+ ncy = normalArray[ i + 7 ];
+ ncz = normalArray[ i + 8 ];
+
+ nx = ( nax + nbx + ncx ) / 3;
+ ny = ( nay + nby + ncy ) / 3;
+ nz = ( naz + nbz + ncz ) / 3;
+
+ normalArray[ i ] = nx;
+ normalArray[ i + 1 ] = ny;
+ normalArray[ i + 2 ] = nz;
+
+ normalArray[ i + 3 ] = nx;
+ normalArray[ i + 4 ] = ny;
+ normalArray[ i + 5 ] = nz;
+
+ normalArray[ i + 6 ] = nx;
+ normalArray[ i + 7 ] = ny;
+ normalArray[ i + 8 ] = nz;
+
+ }
+
+ }
+
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+ enableAttribute( program.attributes.normal );
+ _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasUvs && material.map ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+ enableAttribute( program.attributes.uv );
+ _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+ enableAttribute( program.attributes.color );
+ _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ disableUnusedAttributes();
+
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+ object.count = 0;
+
+ };
+
+ function setupVertexAttributes( material, program, geometry, startIndex ) {
+
+ var geometryAttributes = geometry.attributes;
+
+ var programAttributes = program.attributes;
+ var programAttributesKeys = program.attributesKeys;
+
+ for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
+
+ var key = programAttributesKeys[ i ];
+ var programAttribute = programAttributes[ key ];
+
+ if ( programAttribute >= 0 ) {
+
+ var geometryAttribute = geometryAttributes[ key ];
+
+ if ( geometryAttribute !== undefined ) {
+
+ var size = geometryAttribute.itemSize;
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
+
+ enableAttribute( programAttribute );
+
+ _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+ if ( material.defaultAttributeValues[ key ].length === 2 ) {
+
+ _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
+
+ } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
+
+ _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ disableUnusedAttributes();
+
+ }
+
+ this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ initAttributes();
+
+ }
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
+
+ var index = geometry.attributes.index;
+
+ if ( index ) {
+
+ // indexed triangles
+
+ var type, size;
+
+ if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
+
+ type = _gl.UNSIGNED_INT;
+ size = 4;
+
+ } else {
+
+ type = _gl.UNSIGNED_SHORT;
+ size = 2;
+
+ }
+
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ _gl.drawElements( mode, index.array.length, type, 0 );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
+ _this.info.render.facesByVertexId += index.array.length / 3;
+
+ } else {
+
+ // if there is more than 1 chunk
+ // must set attribute pointers to use new offsets for each chunk
+ // even if geometry and materials didn't change
+
+ updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, startIndex );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed triangles
+
+ _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+ _this.info.render.facesByVertexId += offsets[ i ].count / 3;
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed triangles
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+
+ }
+
+ var position = geometry.attributes[ 'position' ];
+
+ // render non-indexed triangles
+
+ _gl.drawArrays( mode, 0, position.array.length / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += position.array.length / 3;
+ _this.info.render.facesByVertexId += position.array.length / 9;
+
+ }
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ // render particles
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+
+ }
+
+ var position = geometry.attributes.position;
+
+ // render particles
+
+ _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.array.length / 3;
+
+ } else if ( object instanceof THREE.Line ) {
+
+ var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+ setLineWidth( material.linewidth );
+
+ var index = geometry.attributes.index;
+
+ if ( index ) {
+
+ // indexed lines
+
+ var type, size;
+
+ if ( index.array instanceof Uint32Array ) {
+
+ type = _gl.UNSIGNED_INT;
+ size = 4;
+
+ } else {
+
+ type = _gl.UNSIGNED_SHORT;
+ size = 2;
+
+ }
+
+ var offsets = geometry.offsets;
+
+ if ( offsets.length === 0 ) {
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
+
+ } else {
+
+ // if there is more than 1 chunk
+ // must set attribute pointers to use new offsets for each chunk
+ // even if geometry and materials didn't change
+
+ if ( offsets.length > 1 ) updateBuffers = true;
+
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+ var startIndex = offsets[ i ].index;
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, startIndex );
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+ }
+
+ // render indexed lines
+
+ _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed lines
+
+ if ( updateBuffers ) {
+
+ setupVertexAttributes( material, program, geometry, 0 );
+
+ }
+
+ var position = geometry.attributes.position;
+
+ _gl.drawArrays( mode, 0, position.array.length / 3 );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += position.array.length / 3;
+
+ }
+
+ }
+
+ };
+
+ this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+ if ( material.visible === false ) return;
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ var attributes = program.attributes;
+
+ var updateBuffers = false,
+ wireframeBit = material.wireframe ? 1 : 0,
+ geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+ if ( geometryGroupHash !== _currentGeometryGroupHash ) {
+
+ _currentGeometryGroupHash = geometryGroupHash;
+ updateBuffers = true;
+
+ }
+
+ if ( updateBuffers ) {
+
+ initAttributes();
+
+ }
+
+ // vertices
+
+ if ( ! material.morphTargets && attributes.position >= 0 ) {
+
+ if ( updateBuffers ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ } else {
+
+ if ( object.morphTargetBase ) {
+
+ setupMorphTargets( material, geometryGroup, object );
+
+ }
+
+ }
+
+
+ if ( updateBuffers ) {
+
+ // custom attributes
+
+ // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
+
+ if ( geometryGroup.__webglCustomAttributesList ) {
+
+ for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
+
+ var attribute = geometryGroup.__webglCustomAttributesList[ i ];
+
+ if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
+ enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
+ _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ }
+
+
+ // colors
+
+ if ( attributes.color >= 0 ) {
+
+ if ( object.geometry.colors.length > 0 || object.geometry.facesByVertexId.length > 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+ enableAttribute( attributes.color );
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+
+ _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
+
+ }
+
+ }
+
+ // normals
+
+ if ( attributes.normal >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+ enableAttribute( attributes.normal );
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // tangents
+
+ if ( attributes.tangent >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+ enableAttribute( attributes.tangent );
+ _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // uvs
+
+ if ( attributes.uv >= 0 ) {
+
+ if ( object.geometry.faceVertexUvs[ 0 ] ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+ enableAttribute( attributes.uv );
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+
+ _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
+
+ }
+
+ }
+
+ if ( attributes.uv2 >= 0 ) {
+
+ if ( object.geometry.faceVertexUvs[ 1 ] ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+ enableAttribute( attributes.uv2 );
+ _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( material.defaultAttributeValues !== undefined ) {
+
+
+ _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
+
+ }
+
+ }
+
+ if ( material.skinning &&
+ attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+ enableAttribute( attributes.skinIndex );
+ _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+ enableAttribute( attributes.skinWeight );
+ _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ // line distances
+
+ if ( attributes.lineDistance >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
+ enableAttribute( attributes.lineDistance );
+ _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ }
+
+ disableUnusedAttributes();
+
+ // render mesh
+
+ if ( object instanceof THREE.Mesh ) {
+
+ var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
+
+ // wireframe
+
+ if ( material.wireframe ) {
+
+ setLineWidth( material.wireframeLinewidth );
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+ _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
+
+ // triangles
+
+ } else {
+
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+ _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
+
+ }
+
+ _this.info.render.calls ++;
+ _this.info.render.vertices += geometryGroup.__webglFaceCount;
+ _this.info.render.facesByVertexId += geometryGroup.__webglFaceCount / 3;
+
+ // render lines
+
+ } else if ( object instanceof THREE.Line ) {
+
+ var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+ setLineWidth( material.linewidth );
+
+ _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
+
+ _this.info.render.calls ++;
+
+ // render particles
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+ _this.info.render.calls ++;
+ _this.info.render.points += geometryGroup.__webglParticleCount;
+
+ }
+
+ };
+
+ function initAttributes() {
+
+ for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
+
+ _newAttributes[ i ] = 0;
+
+ }
+
+ }
+
+ function enableAttribute( attribute ) {
+
+ _newAttributes[ attribute ] = 1;
+
+ if ( _enabledAttributes[ attribute ] === 0 ) {
+
+ _gl.enableVertexAttribArray( attribute );
+ _enabledAttributes[ attribute ] = 1;
+
+ }
+
+ }
+
+ function disableUnusedAttributes() {
+
+ for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
+
+ if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
+
+ _gl.disableVertexAttribArray( i );
+ _enabledAttributes[ i ] = 0;
+
+ }
+
+ }
+
+ }
+
+ function setupMorphTargets ( material, geometryGroup, object ) {
+
+ // set base
+
+ var attributes = material.program.attributes;
+
+ if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ } else if ( attributes.position >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+ enableAttribute( attributes.position );
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( object.morphTargetForcedOrder.length ) {
+
+ // set forced order
+
+ var m = 0;
+ var order = object.morphTargetForcedOrder;
+ var influences = object.morphTargetInfluences;
+
+ while ( m < material.numSupportedMorphTargets && m < order.length ) {
+
+ if ( attributes[ 'morphTarget' + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ 'morphTarget' + m ] );
+ _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
+ enableAttribute( attributes[ 'morphNormal' + m ] );
+ _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
+
+ m ++;
+ }
+
+ } else {
+
+ // find the most influencing
+
+ var influence, activeInfluenceIndices = [];
+ var influences = object.morphTargetInfluences;
+ var i, il = influences.length;
+
+ for ( i = 0; i < il; i ++ ) {
+
+ influence = influences[ i ];
+
+ if ( influence > 0 ) {
+
+ activeInfluenceIndices.push( [ influence, i ] );
+
+ }
+
+ }
+
+ if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+ activeInfluenceIndices.length = material.numSupportedMorphTargets;
+
+ } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
+
+ activeInfluenceIndices.sort( numericalSort );
+
+ } else if ( activeInfluenceIndices.length === 0 ) {
+
+ activeInfluenceIndices.push( [ 0, 0 ] );
+
+ };
+
+ var influenceIndex, m = 0;
+
+ while ( m < material.numSupportedMorphTargets ) {
+
+ if ( activeInfluenceIndices[ m ] ) {
+
+ influenceIndex = activeInfluenceIndices[ m ][ 1 ];
+
+ if ( attributes[ 'morphTarget' + m ] >= 0 ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ 'morphTarget' + m ] );
+ _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+
+ if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
+
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
+ enableAttribute( attributes[ 'morphNormal' + m ] );
+ _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+
+ }
+
+ object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
+
+ } else {
+
+ /*
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ if ( material.morphNormals ) {
+
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
+
+ }
+ */
+
+ object.__webglMorphTargetInfluences[ m ] = 0;
+
+ }
+
+ m ++;
+
+ }
+
+ }
+
+ // load updated influences uniform
+
+ if ( material.program.uniforms.morphTargetInfluences !== null ) {
+
+ _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
+
+ }
+
+ }
+
+ // Sorting
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.material.id !== b.material.id ) {
+
+ return b.material.id - a.material.id;
+
+ } else if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+ }
+
+ function reversePainterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return a.z - b.z;
+
+ } else {
+
+ return a.id - b.id;
+
+ }
+
+ }
+
+ function numericalSort ( a, b ) {
+
+ return b[ 0 ] - a[ 0 ];
+
+ }
+
+ // Rendering
+
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
+
+ if ( camera instanceof THREE.Camera === false ) {
+
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+ return;
+
+ }
+
+ var fog = scene.fog;
+
+ // reset caching for this frame
+
+ _currentGeometryGroupHash = - 1;
+ _currentMaterialId = - 1;
+ _currentCamera = null;
+ _lightsNeedUpdate = true;
+
+ // update scene graph
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ // update camera matrices and frustum
+
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+ // update Skeleton objects
+
+ scene.traverse( function ( object ) {
+
+ if ( object instanceof THREE.SkinnedMesh ) {
+
+ object.skeleton.update();
+
+ }
+
+ } );
+
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ lights.length = 0;
+ opaqueObjects.length = 0;
+ transparentObjects.length = 0;
+
+ sprites.length = 0;
+ lensFlares.length = 0;
+
+ projectObject( scene, scene );
+
+ if ( _this.sortObjects === true ) {
+
+ opaqueObjects.sort( painterSortStable );
+ transparentObjects.sort( reversePainterSortStable );
+
+ }
+
+ // custom render plugins (pre pass)
+
+ shadowMapPlugin.render( scene, camera );
+
+ //
+
+ _this.info.render.calls = 0;
+ _this.info.render.vertices = 0;
+ _this.info.render.facesByVertexId = 0;
+ _this.info.render.points = 0;
+
+ this.setRenderTarget( renderTarget );
+
+ if ( this.autoClear || forceClear ) {
+
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
+
+ }
+
+ // set matrices for immediate objects
+
+ for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
+
+ var webglObject = _webglObjectsImmediate[ i ];
+ var object = webglObject.object;
+
+ if ( object.visible ) {
+
+ setupMatrices( object, camera );
+
+ unrollImmediateBufferMaterial( webglObject );
+
+ }
+
+ }
+
+ if ( scene.overrideMaterial ) {
+
+ var material = scene.overrideMaterial;
+
+ this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ this.setDepthTest( material.depthTest );
+ this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ renderObjects( opaqueObjects, camera, lights, fog, true, material );
+ renderObjects( transparentObjects, camera, lights, fog, true, material );
+ renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
+
+ } else {
+
+ var material = null;
+
+ // opaque pass (front-to-back order)
+
+ this.setBlending( THREE.NoBlending );
+
+ renderObjects( opaqueObjects, camera, lights, fog, false, material );
+ renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
+
+ // transparent pass (back-to-front order)
+
+ renderObjects( transparentObjects, camera, lights, fog, true, material );
+ renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
+
+ }
+
+ // custom render plugins (post pass)
+
+ spritePlugin.render( scene, camera );
+ lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
+
+ // Generate mipmap if we're using any kind of mipmap filtering
+
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
+
+ updateRenderTargetMipmap( renderTarget );
+
+ }
+
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
+
+ this.setDepthTest( true );
+ this.setDepthWrite( true );
+
+ // _gl.finish();
+
+ };
+
+ function projectObject( scene, object ) {
+
+ if ( object.visible === false ) return;
+
+ if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
+
+ // skip
+
+ } else {
+
+ initObject( object, scene );
+
+ if ( object instanceof THREE.Light ) {
+
+ lights.push( object );
+
+ } else if ( object instanceof THREE.Sprite ) {
+
+ sprites.push( object );
+
+ } else if ( object instanceof THREE.LensFlare ) {
+
+ lensFlares.push( object );
+
+ } else {
+
+ var webglObjects = _webglObjects[ object.id ];
+
+ if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
+
+ updateObject( object, scene );
+
+ for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
+
+ var webglObject = webglObjects[i];
+
+ unrollBufferMaterial( webglObject );
+
+ webglObject.render = true;
+
+ if ( _this.sortObjects === true ) {
+
+ if ( object.renderDepth !== null ) {
+
+ webglObject.z = object.renderDepth;
+
+ } else {
+
+ _vector3.setFromMatrixPosition( object.matrixWorld );
+ _vector3.applyProjection( _projScreenMatrix );
+
+ webglObject.z = _vector3.z;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ }
+
+ for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+ projectObject( scene, object.children[ i ] );
+
+ }
+
+ }
+
+ function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var material;
+
+ for ( var i = renderList.length - 1; i !== - 1; i -- ) {
+
+ var webglObject = renderList[ i ];
+
+ var object = webglObject.object;
+ var buffer = webglObject.buffer;
+
+ setupMatrices( object, camera );
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject.material;
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.setMaterialFaces( material );
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
+
+ } else {
+
+ _this.renderBuffer( camera, lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ }
+
+ function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
+
+ var material;
+
+ for ( var i = 0, il = renderList.length; i < il; i ++ ) {
+
+ var webglObject = renderList[ i ];
+ var object = webglObject.object;
+
+ if ( object.visible ) {
+
+ if ( overrideMaterial ) {
+
+ material = overrideMaterial;
+
+ } else {
+
+ material = webglObject[ materialType ];
+
+ if ( ! material ) continue;
+
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+
+ _this.setDepthTest( material.depthTest );
+ _this.setDepthWrite( material.depthWrite );
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+ }
+
+ _this.renderImmediateObject( camera, lights, fog, material, object );
+
+ }
+
+ }
+
+ }
+
+ this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
+
+ var program = setProgram( camera, lights, fog, material, object );
+
+ _currentGeometryGroupHash = - 1;
+
+ _this.setMaterialFaces( material );
+
+ if ( object.immediateRenderCallback ) {
+
+ object.immediateRenderCallback( program, _gl, _frustum );
+
+ } else {
+
+ object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
+
+ }
+
+ };
+
+ function unrollImmediateBufferMaterial ( globject ) {
+
+ var object = globject.object,
+ material = object.material;
+
+ if ( material.transparent ) {
+
+ globject.transparent = material;
+ globject.opaque = null;
+
+ } else {
+
+ globject.opaque = material;
+ globject.transparent = null;
+
+ }
+
+ }
+
+ function unrollBufferMaterial ( globject ) {
+
+ var object = globject.object;
+ var buffer = globject.buffer;
+
+ var geometry = object.geometry;
+ var material = object.material;
+
+ if ( material instanceof THREE.MeshFaceMaterial ) {
+
+ var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
+
+ material = material.materials[ materialIndex ];
+
+ globject.material = material;
+
+ if ( material.transparent ) {
+
+ transparentObjects.push( globject );
+
+ } else {
+
+ opaqueObjects.push( globject );
+
+ }
+
+ } else if ( material ) {
+
+ globject.material = material;
+
+ if ( material.transparent ) {
+
+ transparentObjects.push( globject );
+
+ } else {
+
+ opaqueObjects.push( globject );
+
+ }
+
+ }
+
+ }
+
+ function initObject( object, scene ) {
+
+ if ( object.__webglInit === undefined ) {
+
+ object.__webglInit = true;
+ object._modelViewMatrix = new THREE.Matrix4();
+ object._normalMatrix = new THREE.Matrix3();
+
+ object.addEventListener( 'removed', onObjectRemoved );
+
+ }
+
+ var geometry = object.geometry;
+
+ if ( geometry === undefined ) {
+
+ // ImmediateRenderObject
+
+ } else if ( geometry.__webglInit === undefined ) {
+
+ geometry.__webglInit = true;
+ geometry.addEventListener( 'dispose', onGeometryDispose );
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ //
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ initGeometryGroups( scene, object, geometry );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ if ( geometry.__webglVertexBuffer === undefined ) {
+
+ createLineBuffers( geometry );
+ initLineBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+ geometry.lineDistancesNeedUpdate = true;
+
+ }
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ if ( geometry.__webglVertexBuffer === undefined ) {
+
+ createParticleBuffers( geometry );
+ initParticleBuffers( geometry, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ }
+
+ }
+
+ }
+
+ if ( object.__webglActive === undefined) {
+
+ object.__webglActive = true;
+
+ if ( object instanceof THREE.Mesh ) {
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ addBuffer( _webglObjects, geometry, object );
+
+ } else if ( geometry instanceof THREE.Geometry ) {
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
+
+ addBuffer( _webglObjects, geometryGroupsList[ i ], object );
+
+ }
+
+ }
+
+ } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
+
+ addBuffer( _webglObjects, geometry, object );
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ addBufferImmediate( _webglObjectsImmediate, object );
+
+ }
+
+ }
+
+ }
+
+ // Geometry splitting
+
+ var geometryGroups = {};
+ var geometryGroupCounter = 0;
+
+ function makeGroups( geometry, usesFaceMaterial ) {
+
+ var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
+
+ var groupHash, hash_map = {};
+
+ var numMorphTargets = geometry.morphTargets.length;
+ var numMorphNormals = geometry.morphNormals.length;
+
+ var group;
+ var groups = {};
+ var groupsList = [];
+
+ for ( var f = 0, fl = geometry.facesByVertexId.length; f < fl; f ++ ) {
+
+ var face = geometry.facesByVertexId[ f ];
+ var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+ if ( ! ( materialIndex in hash_map ) ) {
+
+ hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
+
+ }
+
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( ! ( groupHash in groups ) ) {
+
+ group = {
+ id: geometryGroupCounter ++,
+ faces3: [],
+ materialIndex: materialIndex,
+ vertices: 0,
+ numMorphTargets: numMorphTargets,
+ numMorphNormals: numMorphNormals
+ };
+
+ groups[ groupHash ] = group;
+ groupsList.push( group );
+
+ }
+
+ if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
+
+ hash_map[ materialIndex ].counter += 1;
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+ if ( ! ( groupHash in groups ) ) {
+
+ group = {
+ id: geometryGroupCounter ++,
+ faces3: [],
+ materialIndex: materialIndex,
+ vertices: 0,
+ numMorphTargets: numMorphTargets,
+ numMorphNormals: numMorphNormals
+ };
+
+ groups[ groupHash ] = group;
+ groupsList.push( group );
+
+ }
+
+ }
+
+ groups[ groupHash ].faces3.push( f );
+ groups[ groupHash ].vertices += 3;
+
+ }
+
+ return groupsList;
+
+ }
+
+ function initGeometryGroups( scene, object, geometry ) {
+
+ var material = object.material, addBuffers = false;
+
+ if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
+
+ delete _webglObjects[ object.id ];
+
+ geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
+
+ geometry.groupsNeedUpdate = false;
+
+ }
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ // create separate VBOs per geometry chunk
+
+ for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
+
+ var geometryGroup = geometryGroupsList[ i ];
+
+ // initialise VBO on the first access
+
+ if ( geometryGroup.__webglVertexBuffer === undefined ) {
+
+ createMeshBuffers( geometryGroup );
+ initMeshBuffers( geometryGroup, object );
+
+ geometry.verticesNeedUpdate = true;
+ geometry.morphTargetsNeedUpdate = true;
+ geometry.elementsNeedUpdate = true;
+ geometry.uvsNeedUpdate = true;
+ geometry.normalsNeedUpdate = true;
+ geometry.tangentsNeedUpdate = true;
+ geometry.colorsNeedUpdate = true;
+
+ addBuffers = true;
+
+ } else {
+
+ addBuffers = false;
+
+ }
+
+ if ( addBuffers || object.__webglActive === undefined ) {
+
+ addBuffer( _webglObjects, geometryGroup, object );
+
+ }
+
+ }
+
+ object.__webglActive = true;
+
+ }
+
+ function addBuffer( objlist, buffer, object ) {
+
+ var id = object.id;
+ objlist[id] = objlist[id] || [];
+ objlist[id].push(
+ {
+ id: id,
+ buffer: buffer,
+ object: object,
+ material: null,
+ z: 0
+ }
+ );
+
+ };
+
+ function addBufferImmediate( objlist, object ) {
+
+ objlist.push(
+ {
+ id: null,
+ object: object,
+ opaque: null,
+ transparent: null,
+ z: 0
+ }
+ );
+
+ };
+
+ // Objects updates
+
+ function updateObject( object, scene ) {
+
+ var geometry = object.geometry, customAttributesDirty, material;
+
+ if ( geometry instanceof THREE.BufferGeometry ) {
+
+ setDirectBuffers( geometry );
+
+ } else if ( object instanceof THREE.Mesh ) {
+
+ // check all geometry groups
+
+ if ( geometry.groupsNeedUpdate === true ) {
+
+ initGeometryGroups( scene, object, geometry );
+
+ }
+
+ var geometryGroupsList = geometryGroups[ geometry.id ];
+
+ for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
+
+ var geometryGroup = geometryGroupsList[ i ];
+
+ material = getBufferMaterial( object, geometryGroup );
+
+ if ( geometry.groupsNeedUpdate === true ) {
+
+ initMeshBuffers( geometryGroup, object );
+
+ }
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
+
+ setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
+
+ }
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.morphTargetsNeedUpdate = false;
+ geometry.elementsNeedUpdate = false;
+ geometry.uvsNeedUpdate = false;
+ geometry.normalsNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.tangentsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ } else if ( object instanceof THREE.Line ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
+
+ setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+ geometry.lineDistancesNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+
+ } else if ( object instanceof THREE.PointCloud ) {
+
+ material = getBufferMaterial( object, geometry );
+
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
+
+ setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
+
+ }
+
+ geometry.verticesNeedUpdate = false;
+ geometry.colorsNeedUpdate = false;
+
+ material.attributes && clearCustomAttributes( material );
+
+ }
+
+ }
+
+ // Objects updates - custom attributes check
+
+ function areCustomAttributesDirty( material ) {
+
+ for ( var name in material.attributes ) {
+
+ if ( material.attributes[ name ].needsUpdate ) return true;
+
+ }
+
+ return false;
+
+ }
+
+ function clearCustomAttributes( material ) {
+
+ for ( var name in material.attributes ) {
+
+ material.attributes[ name ].needsUpdate = false;
+
+ }
+
+ }
+
+ // Objects removal
+
+ function removeObject( object ) {
+
+ if ( object instanceof THREE.Mesh ||
+ object instanceof THREE.PointCloud ||
+ object instanceof THREE.Line ) {
+
+ delete _webglObjects[ object.id ];
+
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+ removeInstances( _webglObjectsImmediate, object );
+
+ }
+
+ delete object.__webglInit;
+ delete object._modelViewMatrix;
+ delete object._normalMatrix;
+
+ delete object.__webglActive;
+
+ }
+
+ function removeInstances( objlist, object ) {
+
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+ if ( objlist[ o ].object === object ) {
+
+ objlist.splice( o, 1 );
+
+ }
+
+ }
+
+ }
+
+ // Materials
+
+ function initMaterial( material, lights, fog, object ) {
+
+ material.addEventListener( 'dispose', onMaterialDispose );
+
+ var shaderID;
+
+ if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ shaderID = 'depth';
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ shaderID = 'normal';
+
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ shaderID = 'lambert';
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ shaderID = 'phong';
+
+ } else if ( material instanceof THREE.LineBasicMaterial ) {
+
+ shaderID = 'basic';
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ shaderID = 'dashed';
+
+ } else if ( material instanceof THREE.PointCloudMaterial ) {
+
+ shaderID = 'particle_basic';
+
+ }
+
+ if ( shaderID ) {
+
+ var shader = THREE.ShaderLib[ shaderID ];
+
+ material.__webglShader = {
+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
+ vertexShader: shader.vertexShader,
+ fragmentShader: shader.fragmentShader
+ }
+
+ } else {
+
+ material.__webglShader = {
+ uniforms: material.uniforms,
+ vertexShader: material.vertexShader,
+ fragmentShader: material.fragmentShader
+ }
+
+ }
+
+ // heuristics to create shader parameters according to lights in the scene
+ // (not to blow over maxLights budget)
+
+ var maxLightCount = allocateLights( lights );
+ var maxShadows = allocateShadows( lights );
+ var maxBones = allocateBones( object );
+
+ var parameters = {
+
+ precision: _precision,
+ supportsVertexTextures: _supportsVertexTextures,
+
+ map: !! material.map,
+ envMap: !! material.envMap,
+ lightMap: !! material.lightMap,
+ bumpMap: !! material.bumpMap,
+ normalMap: !! material.normalMap,
+ specularMap: !! material.specularMap,
+ alphaMap: !! material.alphaMap,
+
+ vertexColors: material.vertexColors,
+
+ fog: fog,
+ useFog: material.fog,
+ fogExp: fog instanceof THREE.FogExp2,
+
+ sizeAttenuation: material.sizeAttenuation,
+ logarithmicDepthBuffer: _logarithmicDepthBuffer,
+
+ skinning: material.skinning,
+ maxBones: maxBones,
+ useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
+
+ morphTargets: material.morphTargets,
+ morphNormals: material.morphNormals,
+ maxMorphTargets: _this.maxMorphTargets,
+ maxMorphNormals: _this.maxMorphNormals,
+
+ maxDirLights: maxLightCount.directional,
+ maxPointLights: maxLightCount.point,
+ maxSpotLights: maxLightCount.spot,
+ maxHemiLights: maxLightCount.hemi,
+
+ maxShadows: maxShadows,
+ shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
+ shadowMapType: _this.shadowMapType,
+ shadowMapDebug: _this.shadowMapDebug,
+ shadowMapCascade: _this.shadowMapCascade,
+
+ alphaTest: material.alphaTest,
+ metal: material.metal,
+ wrapAround: material.wrapAround,
+ doubleSided: material.side === THREE.DoubleSide,
+ flipSided: material.side === THREE.BackSide
+
+ };
+
+ // Generate code
+
+ var chunks = [];
+
+ if ( shaderID ) {
+
+ chunks.push( shaderID );
+
+ } else {
+
+ chunks.push( material.fragmentShader );
+ chunks.push( material.vertexShader );
+
+ }
+
+ if ( material.defines !== undefined ) {
+
+ for ( var name in material.defines ) {
+
+ chunks.push( name );
+ chunks.push( material.defines[ name ] );
+
+ }
+
+ }
+
+ for ( var name in parameters ) {
+
+ chunks.push( name );
+ chunks.push( parameters[ name ] );
+
+ }
+
+ var code = chunks.join();
+
+ var program;
+
+ // Check if code has been already compiled
+
+ for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+ var programInfo = _programs[ p ];
+
+ if ( programInfo.code === code ) {
+
+ program = programInfo;
+ program.usedTimes ++;
+
+ break;
+
+ }
+
+ }
+
+ if ( program === undefined ) {
+
+ program = new THREE.WebGLProgram( _this, code, material, parameters );
+ _programs.push( program );
+
+ _this.info.memory.programs = _programs.length;
+
+ }
+
+ material.program = program;
+
+ var attributes = program.attributes;
+
+ if ( material.morphTargets ) {
+
+ material.numSupportedMorphTargets = 0;
+
+ var id, base = 'morphTarget';
+
+ for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphTargets ++;
+
+ }
+
+ }
+
+ }
+
+ if ( material.morphNormals ) {
+
+ material.numSupportedMorphNormals = 0;
+
+ var id, base = 'morphNormal';
+
+ for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
+
+ id = base + i;
+
+ if ( attributes[ id ] >= 0 ) {
+
+ material.numSupportedMorphNormals ++;
+
+ }
+
+ }
+
+ }
+
+ material.uniformsList = [];
+
+ for ( var u in material.__webglShader.uniforms ) {
+
+ var location = material.program.uniforms[ u ];
+
+ if ( location ) {
+ material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
+ }
+
+ }
+
+ }
+
+ function setProgram( camera, lights, fog, material, object ) {
+
+ _usedTextureUnits = 0;
+
+ if ( material.needsUpdate ) {
+
+ if ( material.program ) deallocateMaterial( material );
+
+ initMaterial( material, lights, fog, object );
+ material.needsUpdate = false;
+
+ }
+
+ if ( material.morphTargets ) {
+
+ if ( ! object.__webglMorphTargetInfluences ) {
+
+ object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
+
+ }
+
+ }
+
+ var refreshProgram = false;
+ var refreshMaterial = false;
+ var refreshLights = false;
+
+ var program = material.program,
+ p_uniforms = program.uniforms,
+ m_uniforms = material.__webglShader.uniforms;
+
+ if ( program.id !== _currentProgram ) {
+
+ _gl.useProgram( program.program );
+ _currentProgram = program.id;
+
+ refreshProgram = true;
+ refreshMaterial = true;
+ refreshLights = true;
+
+ }
+
+ if ( material.id !== _currentMaterialId ) {
+
+ if ( _currentMaterialId === -1 ) refreshLights = true;
+ _currentMaterialId = material.id;
+
+ refreshMaterial = true;
+
+ }
+
+ if ( refreshProgram || camera !== _currentCamera ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ if ( _logarithmicDepthBuffer ) {
+
+ _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
+
+ }
+
+
+ if ( camera !== _currentCamera ) _currentCamera = camera;
+
+ // load material specific uniforms
+ // (shader material also gets them for the sake of genericity)
+
+ if ( material instanceof THREE.ShaderMaterial ||
+ material instanceof THREE.MeshPhongMaterial ||
+ material.envMap ) {
+
+ if ( p_uniforms.cameraPosition !== null ) {
+
+ _vector3.setFromMatrixPosition( camera.matrixWorld );
+ _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
+
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.ShaderMaterial ||
+ material.skinning ) {
+
+ if ( p_uniforms.viewMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
+
+ }
+
+ }
+
+ }
+
+ // skinning uniforms must be set even if material didn't change
+ // auto-setting of texture unit for bone texture must go before other textures
+ // not sure why, but otherwise weird things happen
+
+ if ( material.skinning ) {
+
+ if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
+
+ }
+
+ if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
+
+ }
+
+ if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
+
+ if ( p_uniforms.boneTexture !== null ) {
+
+ var textureUnit = getTextureUnit();
+
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+ _this.setTexture( object.skeleton.boneTexture, textureUnit );
+
+ }
+
+ if ( p_uniforms.boneTextureWidth !== null ) {
+
+ _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
+
+ }
+
+ if ( p_uniforms.boneTextureHeight !== null ) {
+
+ _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
+
+ }
+
+ } else if ( object.skeleton && object.skeleton.boneMatrices ) {
+
+ if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
+
+ }
+
+ }
+
+ }
+
+ if ( refreshMaterial ) {
+
+ // refresh uniforms common to several materials
+
+ if ( fog && material.fog ) {
+
+ refreshUniformsFog( m_uniforms, fog );
+
+ }
+
+ if ( material instanceof THREE.MeshPhongMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material.lights ) {
+
+ if ( _lightsNeedUpdate ) {
+
+ refreshLights = true;
+ setupLights( lights );
+ _lightsNeedUpdate = false;
+ }
+
+ if ( refreshLights ) {
+ refreshUniformsLights( m_uniforms, _lights );
+ markUniformsLightsNeedsUpdate( m_uniforms, true );
+ } else {
+ markUniformsLightsNeedsUpdate( m_uniforms, false );
+ }
+
+ }
+
+ if ( material instanceof THREE.MeshBasicMaterial ||
+ material instanceof THREE.MeshLambertMaterial ||
+ material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsCommon( m_uniforms, material );
+
+ }
+
+ // refresh single material specific uniforms
+
+ if ( material instanceof THREE.LineBasicMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
+
+ refreshUniformsLine( m_uniforms, material );
+ refreshUniformsDash( m_uniforms, material );
+
+ } else if ( material instanceof THREE.PointCloudMaterial ) {
+
+ refreshUniformsParticle( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+ refreshUniformsPhong( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+ refreshUniformsLambert( m_uniforms, material );
+
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+ m_uniforms.mNear.value = camera.near;
+ m_uniforms.mFar.value = camera.far;
+ m_uniforms.opacity.value = material.opacity;
+
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+ m_uniforms.opacity.value = material.opacity;
+
+ }
+
+ if ( object.receiveShadow && ! material._shadowPass ) {
+
+ refreshUniformsShadow( m_uniforms, lights );
+
+ }
+
+ // load common uniforms
+
+ loadUniformsGeneric( material.uniformsList );
+
+ }
+
+ loadUniformsMatrices( p_uniforms, object );
+
+ if ( p_uniforms.modelMatrix !== null ) {
+
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
+
+ }
+
+ return program;
+
+ }
+
+ // Uniforms (refresh uniforms objects)
+
+ function refreshUniformsCommon ( uniforms, material ) {
+
+ uniforms.opacity.value = material.opacity;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.diffuse.value.copyGammaToLinear( material.color );
+
+ } else {
+
+ uniforms.diffuse.value = material.color;
+
+ }
+
+ uniforms.map.value = material.map;
+ uniforms.lightMap.value = material.lightMap;
+ uniforms.specularMap.value = material.specularMap;
+ uniforms.alphaMap.value = material.alphaMap;
+
+ if ( material.bumpMap ) {
+
+ uniforms.bumpMap.value = material.bumpMap;
+ uniforms.bumpScale.value = material.bumpScale;
+
+ }
+
+ if ( material.normalMap ) {
+
+ uniforms.normalMap.value = material.normalMap;
+ uniforms.normalScale.value.copy( material.normalScale );
+
+ }
+
+ // uv repeat and offset setting priorities
+ // 1. color map
+ // 2. specular map
+ // 3. normal map
+ // 4. bump map
+ // 5. alpha map
+
+ var uvScaleMap;
+
+ if ( material.map ) {
+
+ uvScaleMap = material.map;
+
+ } else if ( material.specularMap ) {
+
+ uvScaleMap = material.specularMap;
+
+ } else if ( material.normalMap ) {
+
+ uvScaleMap = material.normalMap;
+
+ } else if ( material.bumpMap ) {
+
+ uvScaleMap = material.bumpMap;
+
+ } else if ( material.alphaMap ) {
+
+ uvScaleMap = material.alphaMap;
+
+ }
+
+ if ( uvScaleMap !== undefined ) {
+
+ var offset = uvScaleMap.offset;
+ var repeat = uvScaleMap.repeat;
+
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
+
+ }
+
+ uniforms.envMap.value = material.envMap;
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
+
+ if ( _this.gammaInput ) {
+
+ //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
+ uniforms.reflectivity.value = material.reflectivity;
+
+ } else {
+
+ uniforms.reflectivity.value = material.reflectivity;
+
+ }
+
+ uniforms.refractionRatio.value = material.refractionRatio;
+ uniforms.combine.value = material.combine;
+ uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
+
+ }
+
+ function refreshUniformsLine ( uniforms, material ) {
+
+ uniforms.diffuse.value = material.color;
+ uniforms.opacity.value = material.opacity;
+
+ }
+
+ function refreshUniformsDash ( uniforms, material ) {
+
+ uniforms.dashSize.value = material.dashSize;
+ uniforms.totalSize.value = material.dashSize + material.gapSize;
+ uniforms.scale.value = material.scale;
+
+ }
+
+ function refreshUniformsParticle ( uniforms, material ) {
+
+ uniforms.psColor.value = material.color;
+ uniforms.opacity.value = material.opacity;
+ uniforms.size.value = material.size;
+ uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
+
+ uniforms.map.value = material.map;
+
+ }
+
+ function refreshUniformsFog ( uniforms, fog ) {
+
+ uniforms.fogColor.value = fog.color;
+
+ if ( fog instanceof THREE.Fog ) {
+
+ uniforms.fogNear.value = fog.near;
+ uniforms.fogFar.value = fog.far;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ uniforms.fogDensity.value = fog.density;
+
+ }
+
+ }
+
+ function refreshUniformsPhong ( uniforms, material ) {
+
+ uniforms.shininess.value = material.shininess;
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+ uniforms.specular.value.copyGammaToLinear( material.specular );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+ uniforms.specular.value = material.specular;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ }
+
+ function refreshUniformsLambert ( uniforms, material ) {
+
+ if ( _this.gammaInput ) {
+
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
+
+ } else {
+
+ uniforms.ambient.value = material.ambient;
+ uniforms.emissive.value = material.emissive;
+
+ }
+
+ if ( material.wrapAround ) {
+
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
+
+ }
+
+ }
+
+ function refreshUniformsLights ( uniforms, lights ) {
+
+ uniforms.ambientLightColor.value = lights.ambient;
+
+ uniforms.directionalLightColor.value = lights.directional.colors;
+ uniforms.directionalLightDirection.value = lights.directional.positions;
+
+ uniforms.pointLightColor.value = lights.point.colors;
+ uniforms.pointLightPosition.value = lights.point.positions;
+ uniforms.pointLightDistance.value = lights.point.distances;
+
+ uniforms.spotLightColor.value = lights.spot.colors;
+ uniforms.spotLightPosition.value = lights.spot.positions;
+ uniforms.spotLightDistance.value = lights.spot.distances;
+ uniforms.spotLightDirection.value = lights.spot.directions;
+ uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
+ uniforms.spotLightExponent.value = lights.spot.exponents;
+
+ uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
+
+ }
+
+ // If uniforms are marked as clean, they don't need to be loaded to the GPU.
+
+ function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
+
+ uniforms.ambientLightColor.needsUpdate = boolean;
+
+ uniforms.directionalLightColor.needsUpdate = boolean;
+ uniforms.directionalLightDirection.needsUpdate = boolean;
+
+ uniforms.pointLightColor.needsUpdate = boolean;
+ uniforms.pointLightPosition.needsUpdate = boolean;
+ uniforms.pointLightDistance.needsUpdate = boolean;
+
+ uniforms.spotLightColor.needsUpdate = boolean;
+ uniforms.spotLightPosition.needsUpdate = boolean;
+ uniforms.spotLightDistance.needsUpdate = boolean;
+ uniforms.spotLightDirection.needsUpdate = boolean;
+ uniforms.spotLightAngleCos.needsUpdate = boolean;
+ uniforms.spotLightExponent.needsUpdate = boolean;
+
+ uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
+ uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
+ uniforms.hemisphereLightDirection.needsUpdate = boolean;
+
+ }
+
+ function refreshUniformsShadow ( uniforms, lights ) {
+
+ if ( uniforms.shadowMatrix ) {
+
+ var j = 0;
+
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+ var light = lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
+
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
+
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
+
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
+
+ j ++;
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // Uniforms (load to GPU)
+
+ function loadUniformsMatrices ( uniforms, object ) {
+
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
+
+ if ( uniforms.normalMatrix ) {
+
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
+
+ }
+
+ }
+
+ function getTextureUnit() {
+
+ var textureUnit = _usedTextureUnits;
+
+ if ( textureUnit >= _maxTextures ) {
+
+ console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
+
+ }
+
+ _usedTextureUnits += 1;
+
+ return textureUnit;
+
+ }
+
+ function loadUniformsGeneric ( uniforms ) {
+
+ var texture, textureUnit, offset;
+
+ for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
+
+ var uniform = uniforms[ j ][ 0 ];
+
+ // needsUpdate property is not added to all uniforms.
+ if ( uniform.needsUpdate === false ) continue;
+
+ var type = uniform.type;
+ var value = uniform.value;
+ var location = uniforms[ j ][ 1 ];
+
+ switch ( type ) {
+
+ case '1i':
+ _gl.uniform1i( location, value );
+ break;
+
+ case '1f':
+ _gl.uniform1f( location, value );
+ break;
+
+ case '2f':
+ _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
+ break;
+
+ case '3f':
+ _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
+ break;
+
+ case '4f':
+ _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
+ break;
+
+ case '1iv':
+ _gl.uniform1iv( location, value );
+ break;
+
+ case '3iv':
+ _gl.uniform3iv( location, value );
+ break;
+
+ case '1fv':
+ _gl.uniform1fv( location, value );
+ break;
+
+ case '2fv':
+ _gl.uniform2fv( location, value );
+ break;
+
+ case '3fv':
+ _gl.uniform3fv( location, value );
+ break;
+
+ case '4fv':
+ _gl.uniform4fv( location, value );
+ break;
+
+ case 'Matrix3fv':
+ _gl.uniformMatrix3fv( location, false, value );
+ break;
+
+ case 'Matrix4fv':
+ _gl.uniformMatrix4fv( location, false, value );
+ break;
+
+ //
+
+ case 'i':
+
+ // single integer
+ _gl.uniform1i( location, value );
+
+ break;
+
+ case 'f':
+
+ // single float
+ _gl.uniform1f( location, value );
+
+ break;
+
+ case 'v2':
+
+ // single THREE.Vector2
+ _gl.uniform2f( location, value.x, value.y );
+
+ break;
+
+ case 'v3':
+
+ // single THREE.Vector3
+ _gl.uniform3f( location, value.x, value.y, value.z );
+
+ break;
+
+ case 'v4':
+
+ // single THREE.Vector4
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
+
+ break;
+
+ case 'c':
+
+ // single THREE.Color
+ _gl.uniform3f( location, value.r, value.g, value.b );
+
+ break;
+
+ case 'iv1':
+
+ // flat array of integers (JS or typed array)
+ _gl.uniform1iv( location, value );
+
+ break;
+
+ case 'iv':
+
+ // flat array of integers with 3 x N size (JS or typed array)
+ _gl.uniform3iv( location, value );
+
+ break;
+
+ case 'fv1':
+
+ // flat array of floats (JS or typed array)
+ _gl.uniform1fv( location, value );
+
+ break;
+
+ case 'fv':
+
+ // flat array of floats with 3 x N size (JS or typed array)
+ _gl.uniform3fv( location, value );
+
+ break;
+
+ case 'v2v':
+
+ // array of THREE.Vector2
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 2 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 2;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+
+ }
+
+ _gl.uniform2fv( location, uniform._array );
+
+ break;
+
+ case 'v3v':
+
+ // array of THREE.Vector3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 3 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 3;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+
+ }
+
+ _gl.uniform3fv( location, uniform._array );
+
+ break;
+
+ case 'v4v':
+
+ // array of THREE.Vector4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 4 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ offset = i * 4;
+
+ uniform._array[ offset ] = value[ i ].x;
+ uniform._array[ offset + 1 ] = value[ i ].y;
+ uniform._array[ offset + 2 ] = value[ i ].z;
+ uniform._array[ offset + 3 ] = value[ i ].w;
+
+ }
+
+ _gl.uniform4fv( location, uniform._array );
+
+ break;
+
+ case 'm3':
+
+ // single THREE.Matrix3
+ _gl.uniformMatrix3fv( location, false, value.elements );
+
+ break;
+
+ case 'm3v':
+
+ // array of THREE.Matrix3
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 9 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
+
+ }
+
+ _gl.uniformMatrix3fv( location, false, uniform._array );
+
+ break;
+
+ case 'm4':
+
+ // single THREE.Matrix4
+ _gl.uniformMatrix4fv( location, false, value.elements );
+
+ break;
+
+ case 'm4v':
+
+ // array of THREE.Matrix4
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = new Float32Array( 16 * value.length );
+
+ }
+
+ for ( var i = 0, il = value.length; i < il; i ++ ) {
+
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+ }
+
+ _gl.uniformMatrix4fv( location, false, uniform._array );
+
+ break;
+
+ case 't':
+
+ // single THREE.Texture (2d or cube)
+
+ texture = value;
+ textureUnit = getTextureUnit();
+
+ _gl.uniform1i( location, textureUnit );
+
+ if ( ! texture ) continue;
+
+ if ( texture instanceof THREE.CubeTexture ||
+ ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
+
+ setCubeTexture( texture, textureUnit );
+
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+ setCubeTextureDynamic( texture, textureUnit );
+
+ } else {
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ break;
+
+ case 'tv':
+
+ // array of THREE.Texture (2d)
+
+ if ( uniform._array === undefined ) {
+
+ uniform._array = [];
+
+ }
+
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ uniform._array[ i ] = getTextureUnit();
+
+ }
+
+ _gl.uniform1iv( location, uniform._array );
+
+ for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+ texture = uniform.value[ i ];
+ textureUnit = uniform._array[ i ];
+
+ if ( ! texture ) continue;
+
+ _this.setTexture( texture, textureUnit );
+
+ }
+
+ break;
+
+ default:
+
+ console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
+
+ }
+
+ }
+
+ }
+
+ function setupMatrices ( object, camera ) {
+
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+ object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
+
+ }
+
+ //
+
+ function setColorGamma( array, offset, color, intensitySq ) {
+
+ array[ offset ] = color.r * color.r * intensitySq;
+ array[ offset + 1 ] = color.g * color.g * intensitySq;
+ array[ offset + 2 ] = color.b * color.b * intensitySq;
+
+ }
+
+ function setColorLinear( array, offset, color, intensity ) {
+
+ array[ offset ] = color.r * intensity;
+ array[ offset + 1 ] = color.g * intensity;
+ array[ offset + 2 ] = color.b * intensity;
+
+ }
+
+ function setupLights ( lights ) {
+
+ var l, ll, light, n,
+ r = 0, g = 0, b = 0,
+ color, skyColor, groundColor,
+ intensity, intensitySq,
+ position,
+ distance,
+
+ zlights = _lights,
+
+ dirColors = zlights.directional.colors,
+ dirPositions = zlights.directional.positions,
+
+ pointColors = zlights.point.colors,
+ pointPositions = zlights.point.positions,
+ pointDistances = zlights.point.distances,
+
+ spotColors = zlights.spot.colors,
+ spotPositions = zlights.spot.positions,
+ spotDistances = zlights.spot.distances,
+ spotDirections = zlights.spot.directions,
+ spotAnglesCos = zlights.spot.anglesCos,
+ spotExponents = zlights.spot.exponents,
+
+ hemiSkyColors = zlights.hemi.skyColors,
+ hemiGroundColors = zlights.hemi.groundColors,
+ hemiPositions = zlights.hemi.positions,
+
+ dirLength = 0,
+ pointLength = 0,
+ spotLength = 0,
+ hemiLength = 0,
+
+ dirCount = 0,
+ pointCount = 0,
+ spotCount = 0,
+ hemiCount = 0,
+
+ dirOffset = 0,
+ pointOffset = 0,
+ spotOffset = 0,
+ hemiOffset = 0;
+
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ light = lights[ l ];
+
+ if ( light.onlyShadow ) continue;
+
+ color = light.color;
+ intensity = light.intensity;
+ distance = light.distance;
+
+ if ( light instanceof THREE.AmbientLight ) {
+
+ if ( ! light.visible ) continue;
+
+ if ( _this.gammaInput ) {
+
+ r += color.r * color.r;
+ g += color.g * color.g;
+ b += color.b * color.b;
+
+ } else {
+
+ r += color.r;
+ g += color.g;
+ b += color.b;
+
+ }
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ dirCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.setFromMatrixPosition( light.matrixWorld );
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ dirOffset = dirLength * 3;
+
+ dirPositions[ dirOffset ] = _direction.x;
+ dirPositions[ dirOffset + 1 ] = _direction.y;
+ dirPositions[ dirOffset + 2 ] = _direction.z;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( dirColors, dirOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( dirColors, dirOffset, color, intensity );
+
+ }
+
+ dirLength += 1;
+
+ } else if ( light instanceof THREE.PointLight ) {
+
+ pointCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ pointOffset = pointLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( pointColors, pointOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( pointColors, pointOffset, color, intensity );
+
+ }
+
+ _vector3.setFromMatrixPosition( light.matrixWorld );
+
+ pointPositions[ pointOffset ] = _vector3.x;
+ pointPositions[ pointOffset + 1 ] = _vector3.y;
+ pointPositions[ pointOffset + 2 ] = _vector3.z;
+
+ pointDistances[ pointLength ] = distance;
+
+ pointLength += 1;
+
+ } else if ( light instanceof THREE.SpotLight ) {
+
+ spotCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ spotOffset = spotLength * 3;
+
+ if ( _this.gammaInput ) {
+
+ setColorGamma( spotColors, spotOffset, color, intensity * intensity );
+
+ } else {
+
+ setColorLinear( spotColors, spotOffset, color, intensity );
+
+ }
+
+ _direction.setFromMatrixPosition( light.matrixWorld );
+
+ spotPositions[ spotOffset ] = _direction.x;
+ spotPositions[ spotOffset + 1 ] = _direction.y;
+ spotPositions[ spotOffset + 2 ] = _direction.z;
+
+ spotDistances[ spotLength ] = distance;
+
+ _vector3.setFromMatrixPosition( light.target.matrixWorld );
+ _direction.sub( _vector3 );
+ _direction.normalize();
+
+ spotDirections[ spotOffset ] = _direction.x;
+ spotDirections[ spotOffset + 1 ] = _direction.y;
+ spotDirections[ spotOffset + 2 ] = _direction.z;
+
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
+ spotExponents[ spotLength ] = light.exponent;
+
+ spotLength += 1;
+
+ } else if ( light instanceof THREE.HemisphereLight ) {
+
+ hemiCount += 1;
+
+ if ( ! light.visible ) continue;
+
+ _direction.setFromMatrixPosition( light.matrixWorld );
+ _direction.normalize();
+
+ hemiOffset = hemiLength * 3;
+
+ hemiPositions[ hemiOffset ] = _direction.x;
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
+
+ skyColor = light.color;
+ groundColor = light.groundColor;
+
+ if ( _this.gammaInput ) {
+
+ intensitySq = intensity * intensity;
+
+ setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
+ setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
+
+ } else {
+
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
+
+ }
+
+ hemiLength += 1;
+
+ }
+
+ }
+
+ // null eventual remains from removed lights
+ // (this is to avoid if in shader)
+
+ for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
+ for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
+ for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
+ for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
+
+ zlights.directional.length = dirLength;
+ zlights.point.length = pointLength;
+ zlights.spot.length = spotLength;
+ zlights.hemi.length = hemiLength;
+
+ zlights.ambient[ 0 ] = r;
+ zlights.ambient[ 1 ] = g;
+ zlights.ambient[ 2 ] = b;
+
+ }
+
+ // GL state setting
+
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
+
+ if ( cullFace === THREE.CullFaceNone ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ if ( cullFace === THREE.CullFaceBack ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ } else if ( cullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.FRONT_AND_BACK );
+
+ }
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ };
+
+ this.setMaterialFaces = function ( material ) {
+
+ var doubleSided = material.side === THREE.DoubleSide;
+ var flipSided = material.side === THREE.BackSide;
+
+ if ( _oldDoubleSided !== doubleSided ) {
+
+ if ( doubleSided ) {
+
+ _gl.disable( _gl.CULL_FACE );
+
+ } else {
+
+ _gl.enable( _gl.CULL_FACE );
+
+ }
+
+ _oldDoubleSided = doubleSided;
+
+ }
+
+ if ( _oldFlipSided !== flipSided ) {
+
+ if ( flipSided ) {
+
+ _gl.frontFace( _gl.CW );
+
+ } else {
+
+ _gl.frontFace( _gl.CCW );
+
+ }
+
+ _oldFlipSided = flipSided;
+
+ }
+
+ };
+
+ this.setDepthTest = function ( depthTest ) {
+
+ if ( _oldDepthTest !== depthTest ) {
+
+ if ( depthTest ) {
+
+ _gl.enable( _gl.DEPTH_TEST );
+
+ } else {
+
+ _gl.disable( _gl.DEPTH_TEST );
+
+ }
+
+ _oldDepthTest = depthTest;
+
+ }
+
+ };
+
+ this.setDepthWrite = function ( depthWrite ) {
+
+ if ( _oldDepthWrite !== depthWrite ) {
+
+ _gl.depthMask( depthWrite );
+ _oldDepthWrite = depthWrite;
+
+ }
+
+ };
+
+ function setLineWidth ( width ) {
+
+ if ( width !== _oldLineWidth ) {
+
+ _gl.lineWidth( width );
+
+ _oldLineWidth = width;
+
+ }
+
+ }
+
+ function setPolygonOffset ( polygonoffset, factor, units ) {
+
+ if ( _oldPolygonOffset !== polygonoffset ) {
+
+ if ( polygonoffset ) {
+
+ _gl.enable( _gl.POLYGON_OFFSET_FILL );
+
+ } else {
+
+ _gl.disable( _gl.POLYGON_OFFSET_FILL );
+
+ }
+
+ _oldPolygonOffset = polygonoffset;
+
+ }
+
+ if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
+
+ _gl.polygonOffset( factor, units );
+
+ _oldPolygonOffsetFactor = factor;
+ _oldPolygonOffsetUnits = units;
+
+ }
+
+ }
+
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
+
+ if ( blending !== _oldBlending ) {
+
+ if ( blending === THREE.NoBlending ) {
+
+ _gl.disable( _gl.BLEND );
+
+ } else if ( blending === THREE.AdditiveBlending ) {
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
+
+ } else if ( blending === THREE.SubtractiveBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
+
+ } else if ( blending === THREE.MultiplyBlending ) {
+
+ // TODO: Find blendFuncSeparate() combination
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquation( _gl.FUNC_ADD );
+ _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
+
+ } else if ( blending === THREE.CustomBlending ) {
+
+ _gl.enable( _gl.BLEND );
+
+ } else {
+
+ _gl.enable( _gl.BLEND );
+ _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
+ _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
+
+ }
+
+ _oldBlending = blending;
+
+ }
+
+ if ( blending === THREE.CustomBlending ) {
+
+ if ( blendEquation !== _oldBlendEquation ) {
+
+ _gl.blendEquation( paramThreeToGL( blendEquation ) );
+
+ _oldBlendEquation = blendEquation;
+
+ }
+
+ if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
+
+ _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
+
+ _oldBlendSrc = blendSrc;
+ _oldBlendDst = blendDst;
+
+ }
+
+ } else {
+
+ _oldBlendEquation = null;
+ _oldBlendSrc = null;
+ _oldBlendDst = null;
+
+ }
+
+ };
+
+ // Textures
+
+ function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+ var extension;
+
+ if ( isImagePowerOfTwo ) {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+ } else {
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+ }
+
+ extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+ if ( extension && texture.type !== THREE.FloatType ) {
+
+ if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
+
+ _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
+ texture.__oldAnisotropy = texture.anisotropy;
+
+ }
+
+ }
+
+ }
+
+ this.uploadTexture = function ( texture ) {
+
+ if ( texture.__webglInit === undefined ) {
+
+ texture.__webglInit = true;
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ texture.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
+
+ texture.image = clampToMaxSize( texture.image, _maxTextureSize );
+
+ var image = texture.image,
+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
+
+ var mipmap, mipmaps = texture.mipmaps;
+
+ if ( texture instanceof THREE.DataTexture ) {
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
+
+ }
+
+ } else if ( texture instanceof THREE.CompressedTexture ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+ if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
+
+ _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ } else {
+
+ console.warn( "Attempt to load unsupported compressed texture format" );
+
+ }
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ }
+
+ } else { // regular Texture (image, video, canvas)
+
+ // use manually created mipmaps if available
+ // if there are no manual mipmaps
+ // set 0 level mipmap and then use GL to generate other mipmap levels
+
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
+
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+ mipmap = mipmaps[ i ];
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
+
+ }
+
+ texture.generateMipmaps = false;
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ };
+
+ this.setTexture = function ( texture, slot ) {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+
+ if ( texture.needsUpdate ) {
+
+ _this.uploadTexture( texture );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
+
+ }
+
+ };
+
+ function clampToMaxSize ( image, maxSize ) {
+
+ if ( image.width > maxSize || image.height > maxSize ) {
+
+ // Warning: Scaling through the canvas will only work with images that use
+ // premultiplied alpha.
+
+ var scale = maxSize / Math.max( image.width, image.height );
+
+ var canvas = document.createElement( '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.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
+
+ return canvas;
+
+ }
+
+ return image;
+
+ }
+
+ function setCubeTexture ( texture, slot ) {
+
+ if ( texture.image.length === 6 ) {
+
+ if ( texture.needsUpdate ) {
+
+ if ( ! texture.image.__webglTextureCube ) {
+
+ texture.addEventListener( 'dispose', onTextureDispose );
+
+ texture.image.__webglTextureCube = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ }
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
+
+ var isCompressed = texture instanceof THREE.CompressedTexture;
+ var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
+
+ var cubeImage = [];
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
+
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
+
+ } else {
+
+ cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
+
+ }
+
+ }
+
+ var image = cubeImage[ 0 ],
+ isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
+ glFormat = paramThreeToGL( texture.format ),
+ glType = paramThreeToGL( texture.type );
+
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ if ( ! isCompressed ) {
+
+ if ( isDataTexture ) {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+ }
+
+ } else {
+
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+ for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+ mipmap = mipmaps[ j ];
+
+ if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
+
+ if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
+
+ _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+ } else {
+
+ console.warn( "Attempt to load unsupported compressed texture format" );
+
+ }
+
+ } else {
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ }
+
+ texture.needsUpdate = false;
+
+ if ( texture.onUpdate ) texture.onUpdate();
+
+ } else {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+ }
+
+ }
+
+ }
+
+ function setCubeTextureDynamic ( texture, slot ) {
+
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+ }
+
+ // Render targets
+
+ function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+ }
+
+ function setupRenderBuffer ( renderbuffer, renderTarget ) {
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ /* For some reason this is not working. Defaulting to RGBA4.
+ } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+ */
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+ } else {
+
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+ }
+
+ }
+
+ this.setRenderTarget = function ( renderTarget ) {
+
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+ if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
+
+ if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+ if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+ renderTarget.__webglTexture = _gl.createTexture();
+
+ _this.info.memory.textures ++;
+
+ // Setup texture, create render and frame buffers
+
+ var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
+ glFormat = paramThreeToGL( renderTarget.format ),
+ glType = paramThreeToGL( renderTarget.type );
+
+ if ( isCube ) {
+
+ renderTarget.__webglFramebuffer = [];
+ renderTarget.__webglRenderbuffer = [];
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+ renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+ setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+ } else {
+
+ renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
+
+ } else {
+
+ renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
+
+ }
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
+
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+ setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
+
+ if ( renderTarget.shareDepthFrom ) {
+
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
+
+ }
+
+ } else {
+
+ setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
+
+ }
+
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
+
+ }
+
+ // Release everything
+
+ if ( isCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
+
+ }
+
+ var framebuffer, width, height, vx, vy;
+
+ if ( renderTarget ) {
+
+ if ( isCube ) {
+
+ framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
+
+ } else {
+
+ framebuffer = renderTarget.__webglFramebuffer;
+
+ }
+
+ width = renderTarget.width;
+ height = renderTarget.height;
+
+ vx = 0;
+ vy = 0;
+
+ } else {
+
+ framebuffer = null;
+
+ width = _viewportWidth;
+ height = _viewportHeight;
+
+ vx = _viewportX;
+ vy = _viewportY;
+
+ }
+
+ if ( framebuffer !== _currentFramebuffer ) {
+
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+ _gl.viewport( vx, vy, width, height );
+
+ _currentFramebuffer = framebuffer;
+
+ }
+
+ _currentWidth = width;
+ _currentHeight = height;
+
+ };
+
+ function updateRenderTargetMipmap ( renderTarget ) {
+
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
+
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
+
+ } else {
+
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
+ _gl.generateMipmap( _gl.TEXTURE_2D );
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
+
+ }
+
+ }
+
+ // Fallback filters for non-power-of-2 textures
+
+ function filterFallback ( f ) {
+
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
+
+ return _gl.NEAREST;
+
+ }
+
+ return _gl.LINEAR;
+
+ }
+
+ // Map three.js constants to WebGL constants
+
+ function paramThreeToGL ( p ) {
+
+ var extension;
+
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
+
+ if ( p === THREE.NearestFilter ) return _gl.NEAREST;
+ if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
+ if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
+
+ if ( p === THREE.LinearFilter ) return _gl.LINEAR;
+ if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
+ if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
+
+ if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
+ if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
+ if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
+ if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
+
+ if ( p === THREE.ByteType ) return _gl.BYTE;
+ if ( p === THREE.ShortType ) return _gl.SHORT;
+ if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
+ if ( p === THREE.IntType ) return _gl.INT;
+ if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
+ if ( p === THREE.FloatType ) return _gl.FLOAT;
+
+ if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
+ if ( p === THREE.RGBFormat ) return _gl.RGB;
+ if ( p === THREE.RGBAFormat ) return _gl.RGBA;
+ if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
+ if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
+
+ if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
+ if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
+ if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
+
+ if ( p === THREE.ZeroFactor ) return _gl.ZERO;
+ if ( p === THREE.OneFactor ) return _gl.ONE;
+ if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
+ if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
+ if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
+ if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
+ if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
+ if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
+
+ if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
+ if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
+ if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
+
+ extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
+
+ }
+
+ extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+
+ }
+
+ extension = extensions.get( 'EXT_blend_minmax' );
+
+ if ( extension !== null ) {
+
+ if ( p === THREE.MinEquation ) return extension.MIN_EXT;
+ if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
+
+ }
+
+ return 0;
+
+ }
+
+ // Allocations
+
+ function allocateBones ( object ) {
+
+ if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
+
+ return 1024;
+
+ } else {
+
+ // default for when object is not specified
+ // ( for example when prebuilding shader
+ // to be used with multiple objects )
+ //
+ // - leave some extra space for other uniforms
+ // - limit here is ANGLE's 254 max uniform vectors
+ // (up to 54 should be safe)
+
+ var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+ var maxBones = nVertexMatrices;
+
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+ maxBones = Math.min( object.skeleton.bones.length, maxBones );
+
+ if ( maxBones < object.skeleton.bones.length ) {
+
+ console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
+
+ }
+
+ }
+
+ return maxBones;
+
+ }
+
+ }
+
+ function allocateLights( lights ) {
+
+ var dirLights = 0;
+ var pointLights = 0;
+ var spotLights = 0;
+ var hemiLights = 0;
+
+ for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ var light = lights[ l ];
+
+ if ( light.onlyShadow || light.visible === false ) continue;
+
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+ if ( light instanceof THREE.PointLight ) pointLights ++;
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+ }
+
+ return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+ }
+
+ function allocateShadows( lights ) {
+
+ var maxShadows = 0;
+
+ for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
+
+ var light = lights[ l ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( light instanceof THREE.SpotLight ) maxShadows ++;
+ if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+ }
+
+ return maxShadows;
+
+ }
+
+ // DEPRECATED
+
+ this.initMaterial = function () {
+
+ console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
+
+ };
+
+ this.addPrePlugin = function () {
+
+ console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
+
+ };
+
+ this.addPostPlugin = function () {
+
+ console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
+
+ };
+
+ this.updateShadowMap = function () {
+
+ console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
+
+ };
+
+};
+
+// File:src/renderers/WebGLRenderTarget.js
+
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+ this.width = width;
+ this.height = height;
+
+ options = options || {};
+
+ this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
+ this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
+
+ this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
+ this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
+
+ this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
+
+ this.offset = new THREE.Vector2( 0, 0 );
+ this.repeat = new THREE.Vector2( 1, 1 );
+
+ this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
+ this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
+
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+
+ this.generateMipmaps = true;
+
+ this.shareDepthFrom = null;
+
+};
+
+THREE.WebGLRenderTarget.prototype = {
+
+ constructor: THREE.WebGLRenderTarget,
+
+ setSize: function ( width, height ) {
+
+ this.width = width;
+ this.height = height;
+
+ },
+
+ clone: function () {
+
+ var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
+
+ tmp.wrapS = this.wrapS;
+ tmp.wrapT = this.wrapT;
+
+ tmp.magFilter = this.magFilter;
+ tmp.minFilter = this.minFilter;
+
+ tmp.anisotropy = this.anisotropy;
+
+ tmp.offset.copy( this.offset );
+ tmp.repeat.copy( this.repeat );
+
+ tmp.format = this.format;
+ tmp.type = this.type;
+
+ tmp.depthBuffer = this.depthBuffer;
+ tmp.stencilBuffer = this.stencilBuffer;
+
+ tmp.generateMipmaps = this.generateMipmaps;
+
+ tmp.shareDepthFrom = this.shareDepthFrom;
+
+ return tmp;
+
+ },
+
+ dispose: function () {
+
+ this.dispatchEvent( { type: 'dispose' } );
+
+ }
+
+};
+
+THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
+
+// File:src/renderers/WebGLRenderTargetCube.js
+
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+ THREE.WebGLRenderTarget.call( this, width, height, options );
+
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+
+// File:src/renderers/webgl/WebGLExtensions.js
+
+THREE.WebGLExtensions = function ( gl ) {
+
+ var extensions = {};
+
+ this.get = function ( name ) {
+
+ if ( extensions[ name ] !== undefined ) {
+
+ return extensions[ name ];
+
+ }
+
+ var extension;
+
+ switch ( name ) {
+
+ case 'OES_texture_float':
+ extension = gl.getExtension( 'OES_texture_float' );
+ break;
+
+ case 'OES_texture_float_linear':
+ extension = gl.getExtension( 'OES_texture_float_linear' );
+ break;
+
+ case 'OES_standard_derivatives':
+ extension = gl.getExtension( 'OES_standard_derivatives' );
+ break;
+
+ case 'EXT_texture_filter_anisotropic':
+ extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+ break;
+
+ case 'WEBGL_compressed_texture_s3tc':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+ break;
+
+ case 'WEBGL_compressed_texture_pvrtc':
+ extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
+ break;
+
+ case 'OES_element_index_uint':
+ extension = gl.getExtension( 'OES_element_index_uint' );
+ break;
+
+ case 'EXT_blend_minmax':
+ extension = gl.getExtension( 'EXT_blend_minmax' );
+ break;
+
+ case 'EXT_frag_depth':
+ extension = gl.getExtension( 'EXT_frag_depth' );
+ break;
+
+ }
+
+ if ( extension === null ) {
+
+ console.log( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
+
+ }
+
+ extensions[ name ] = extension;
+
+ return extension;
+
+ };
+
+};
+
+// File:src/renderers/webgl/WebGLProgram.js
+
+THREE.WebGLProgram = ( function () {
+
+ var programIdCount = 0;
+
+ var generateDefines = function ( defines ) {
+
+ var value, chunk, chunks = [];
+
+ for ( var d in defines ) {
+
+ value = defines[ d ];
+ if ( value === false ) continue;
+
+ chunk = "#define " + d + " " + value;
+ chunks.push( chunk );
+
+ }
+
+ return chunks.join( "\n" );
+
+ };
+
+ var cacheUniformLocations = function ( gl, program, identifiers ) {
+
+ var uniforms = {};
+
+ for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ var id = identifiers[ i ];
+ uniforms[ id ] = gl.getUniformLocation( program, id );
+
+ }
+
+ return uniforms;
+
+ };
+
+ var cacheAttributeLocations = function ( gl, program, identifiers ) {
+
+ var attributes = {};
+
+ for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
+
+ var id = identifiers[ i ];
+ attributes[ id ] = gl.getAttribLocation( program, id );
+
+ }
+
+ return attributes;
+
+ };
+
+ return function ( renderer, code, material, parameters ) {
+
+ var _this = renderer;
+ var _gl = _this.context;
+
+ var defines = material.defines;
+ var uniforms = material.__webglShader.uniforms;
+ var attributes = material.attributes;
+
+ var vertexShader = material.__webglShader.vertexShader;
+ var fragmentShader = material.__webglShader.fragmentShader;
+
+ var index0AttributeName = material.index0AttributeName;
+
+ if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
+
+ // programs with morphTargets displace position out of attribute 0
+
+ index0AttributeName = 'position';
+
+ }
+
+ var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
+
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
+
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
+
+ }
+
+ // console.log( "building new program " );
+
+ //
+
+ var customDefines = generateDefines( defines );
+
+ //
+
+ var program = _gl.createProgram();
+
+ var prefix_vertex, prefix_fragment;
+
+ if ( material instanceof THREE.RawShaderMaterial ) {
+
+ prefix_vertex = '';
+ prefix_fragment = '';
+
+ } else {
+
+ prefix_vertex = [
+
+ "precision " + parameters.precision + " float;",
+ "precision " + parameters.precision + " int;",
+
+ customDefines,
+
+ parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ "#define MAX_BONES " + parameters.maxBones,
+
+ parameters.map ? "#define USE_MAP" : "",
+ parameters.envMap ? "#define USE_ENVMAP" : "",
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.skinning ? "#define USE_SKINNING" : "",
+ parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
+
+ parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
+ parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
+
+ parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
+ //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
+
+
+ "uniform mat4 modelMatrix;",
+ "uniform mat4 modelViewMatrix;",
+ "uniform mat4 projectionMatrix;",
+ "uniform mat4 viewMatrix;",
+ "uniform mat3 normalMatrix;",
+ "uniform vec3 cameraPosition;",
+
+ "attribute vec3 position;",
+ "attribute vec3 normal;",
+ "attribute vec2 uv;",
+ "attribute vec2 uv2;",
+
+ "#ifdef USE_COLOR",
+
+ " attribute vec3 color;",
+
+ "#endif",
+
+ "#ifdef USE_MORPHTARGETS",
+
+ " attribute vec3 morphTarget0;",
+ " attribute vec3 morphTarget1;",
+ " attribute vec3 morphTarget2;",
+ " attribute vec3 morphTarget3;",
+
+ " #ifdef USE_MORPHNORMALS",
+
+ " attribute vec3 morphNormal0;",
+ " attribute vec3 morphNormal1;",
+ " attribute vec3 morphNormal2;",
+ " attribute vec3 morphNormal3;",
+
+ " #else",
+
+ " attribute vec3 morphTarget4;",
+ " attribute vec3 morphTarget5;",
+ " attribute vec3 morphTarget6;",
+ " attribute vec3 morphTarget7;",
+
+ " #endif",
+
+ "#endif",
+
+ "#ifdef USE_SKINNING",
+
+ " attribute vec4 skinIndex;",
+ " attribute vec4 skinWeight;",
+
+ "#endif",
+
+ ""
+
+ ].join( '\n' );
+
+ prefix_fragment = [
+
+ "precision " + parameters.precision + " float;",
+ "precision " + parameters.precision + " int;",
+
+ ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
+
+ customDefines,
+
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+ "#define MAX_SHADOWS " + parameters.maxShadows,
+
+ parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
+
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+
+ ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
+ ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
+
+ parameters.map ? "#define USE_MAP" : "",
+ parameters.envMap ? "#define USE_ENVMAP" : "",
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+ parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
+ parameters.vertexColors ? "#define USE_COLOR" : "",
+
+ parameters.metal ? "#define METAL" : "",
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+ parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
+ //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
+
+ "uniform mat4 viewMatrix;",
+ "uniform vec3 cameraPosition;",
+ ""
+
+ ].join( '\n' );
+
+ }
+
+ var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
+ var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
+
+ _gl.attachShader( program, glVertexShader );
+ _gl.attachShader( program, glFragmentShader );
+
+ if ( index0AttributeName !== undefined ) {
+
+ // Force a particular attribute to index 0.
+ // because potentially expensive emulation is done by browser if attribute 0 is disabled.
+ // And, color, for example is often automatically bound to index 0 so disabling it
+
+ _gl.bindAttribLocation( program, 0, index0AttributeName );
+
+ }
+
+ _gl.linkProgram( program );
+
+ if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
+
+ console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
+ console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
+ console.error( 'gl.getError()', _gl.getError() );
+
+ }
+
+ if ( _gl.getProgramInfoLog( program ) !== '' ) {
+
+ console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
+
+ }
+
+ // clean up
+
+ _gl.deleteShader( glVertexShader );
+ _gl.deleteShader( glFragmentShader );
+
+ // cache uniform locations
+
+ var identifiers = [
+
+ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
+
+ ];
+
+ if ( parameters.useVertexTexture ) {
+
+ identifiers.push( 'boneTexture' );
+ identifiers.push( 'boneTextureWidth' );
+ identifiers.push( 'boneTextureHeight' );
+
+ } else {
+
+ identifiers.push( 'boneGlobalMatrices' );
+
+ }
+
+ if ( parameters.logarithmicDepthBuffer ) {
+
+ identifiers.push('logDepthBufFC');
+
+ }
+
+
+ for ( var u in uniforms ) {
+
+ identifiers.push( u );
+
+ }
+
+ this.uniforms = cacheUniformLocations( _gl, program, identifiers );
+
+ // cache attributes locations
+
+ identifiers = [
+
+ "position", "normal", "uv", "uv2", "tangent", "color",
+ "skinIndex", "skinWeight", "lineDistance"
+
+ ];
+
+ for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+ identifiers.push( "morphTarget" + i );
+
+ }
+
+ for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+ identifiers.push( "morphNormal" + i );
+
+ }
+
+ for ( var a in attributes ) {
+
+ identifiers.push( a );
+
+ }
+
+ this.attributes = cacheAttributeLocations( _gl, program, identifiers );
+ this.attributesKeys = Object.keys( this.attributes );
+
+ //
+
+ this.id = programIdCount ++;
+ this.code = code;
+ this.usedTimes = 1;
+ this.program = program;
+ this.vertexShader = glVertexShader;
+ this.fragmentShader = glFragmentShader;
+
+ return this;
+
+ };
+
+} )();
+
+// File:src/renderers/webgl/WebGLShader.js
+
+THREE.WebGLShader = ( function () {
+
+ var addLineNumbers = function ( string ) {
+
+ var lines = string.split( '\n' );
+
+ for ( var i = 0; i < lines.length; i ++ ) {
+
+ lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
+
+ }
+
+ return lines.join( '\n' );
+
+ };
+
+ return function ( gl, type, string ) {
+
+ var shader = gl.createShader( type );
+
+ gl.shaderSource( shader, string );
+ gl.compileShader( shader );
+
+ if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
+
+ console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
+
+ }
+
+ if ( gl.getShaderInfoLog( shader ) !== '' ) {
+
+ console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
+ console.warn( addLineNumbers( string ) );
+
+ }
+
+ // --enable-privileged-webgl-extension
+ // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
+
+ return shader;
+
+ };
+
+} )();
+
+// File:src/renderers/webgl/plugins/LensFlarePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.LensFlarePlugin = function ( renderer, flares ) {
+
+ var gl = renderer.context;
+
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
+ var hasVertexTexture;
+
+ var tempTexture, occlusionTexture;
+
+ var init = function () {
+
+ var vertices = new Float32Array( [
+ -1, -1, 0, 0,
+ 1, -1, 1, 0,
+ 1, 1, 1, 1,
+ -1, 1, 0, 1
+ ] );
+
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
+
+ // buffers
+
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+ // textures
+
+ tempTexture = gl.createTexture();
+ occlusionTexture = gl.createTexture();
+
+ gl.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
+
+ gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+ gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
+ gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
+
+ hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
+
+ var shader;
+
+ if ( hasVertexTexture ) {
+
+ shader = {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "uniform sampler2D occlusionMap;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+ "vVisibility = visibility.r / 9.0;",
+ "vVisibility *= 1.0 - visibility.g / 9.0;",
+ "vVisibility *= visibility.b / 9.0;",
+ "vVisibility *= 1.0 - visibility.a / 9.0;",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+ "varying float vVisibility;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * vVisibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ };
+
+ } else {
+
+ shader = {
+
+ vertexShader: [
+
+ "uniform lowp int renderType;",
+
+ "uniform vec3 screenPosition;",
+ "uniform vec2 scale;",
+ "uniform float rotation;",
+
+ "attribute vec2 position;",
+ "attribute vec2 uv;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ "vUV = uv;",
+
+ "vec2 pos = position;",
+
+ "if( renderType == 2 ) {",
+
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+ "}",
+
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+ "}"
+
+ ].join( "\n" ),
+
+ fragmentShader: [
+
+ "precision mediump float;",
+
+ "uniform lowp int renderType;",
+
+ "uniform sampler2D map;",
+ "uniform sampler2D occlusionMap;",
+ "uniform float opacity;",
+ "uniform vec3 color;",
+
+ "varying vec2 vUV;",
+
+ "void main() {",
+
+ // pink square
+
+ "if( renderType == 0 ) {",
+
+ "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
+
+ // restore
+
+ "} else if( renderType == 1 ) {",
+
+ "gl_FragColor = texture2D( map, vUV );",
+
+ // flare
+
+ "} else {",
+
+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+ "visibility = ( 1.0 - visibility / 4.0 );",
+
+ "vec4 texture = texture2D( map, vUV );",
+ "texture.a *= opacity * visibility;",
+ "gl_FragColor = texture;",
+ "gl_FragColor.rgb *= color;",
+
+ "}",
+
+ "}"
+
+ ].join( "\n" )
+
+ };
+
+ }
+
+ program = createProgram( shader );
+
+ attributes = {
+ vertex: gl.getAttribLocation ( program, "position" ),
+ uv: gl.getAttribLocation ( program, "uv" )
+ }
+
+ uniforms = {
+ renderType: gl.getUniformLocation( program, "renderType" ),
+ map: gl.getUniformLocation( program, "map" ),
+ occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
+ opacity: gl.getUniformLocation( program, "opacity" ),
+ color: gl.getUniformLocation( program, "color" ),
+ scale: gl.getUniformLocation( program, "scale" ),
+ rotation: gl.getUniformLocation( program, "rotation" ),
+ screenPosition: gl.getUniformLocation( program, "screenPosition" )
+ };
+
+ };
+
+ /*
+ * Render lens flares
+ * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
+ * reads these back and calculates occlusion.
+ */
+
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+ if ( flares.length === 0 ) return;
+
+ var tempPosition = new THREE.Vector3();
+
+ var invAspect = viewportHeight / viewportWidth,
+ halfViewportWidth = viewportWidth * 0.5,
+ halfViewportHeight = viewportHeight * 0.5;
+
+ var size = 16 / viewportHeight,
+ scale = new THREE.Vector2( size * invAspect, size );
+
+ var screenPosition = new THREE.Vector3( 1, 1, 0 ),
+ screenPositionPixels = new THREE.Vector2( 1, 1 );
+
+ if ( program === undefined ) {
+
+ init();
+
+ }
+
+ gl.useProgram( program );
+
+ gl.enableVertexAttribArray( attributes.vertex );
+ gl.enableVertexAttribArray( attributes.uv );
+
+ // loop through all lens flares to update their occlusion and positions
+ // setup gl and common used attribs/unforms
+
+ gl.uniform1i( uniforms.occlusionMap, 0 );
+ gl.uniform1i( uniforms.map, 1 );
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
+ gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+
+ gl.disable( gl.CULL_FACE );
+ gl.depthMask( false );
+
+ for ( var i = 0, l = flares.length; i < l; i ++ ) {
+
+ size = 16 / viewportHeight;
+ scale.set( size * invAspect, size );
+
+ // calc object screen position
+
+ var flare = flares[ i ];
+
+ tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
+
+ tempPosition.applyMatrix4( camera.matrixWorldInverse );
+ tempPosition.applyProjection( camera.projectionMatrix );
+
+ // setup arrays for gl programs
+
+ screenPosition.copy( tempPosition )
+
+ screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
+ screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
+
+ // screen cull
+
+ if ( hasVertexTexture || (
+ screenPositionPixels.x > 0 &&
+ screenPositionPixels.x < viewportWidth &&
+ screenPositionPixels.y > 0 &&
+ screenPositionPixels.y < viewportHeight ) ) {
+
+ // save current RGB to temp texture
+
+ gl.activeTexture( gl.TEXTURE1 );
+ gl.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // render pink quad
+
+ gl.uniform1i( uniforms.renderType, 0 );
+ gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+
+ gl.disable( gl.BLEND );
+ gl.enable( gl.DEPTH_TEST );
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+
+ // copy result to occlusionMap
+
+ gl.activeTexture( gl.TEXTURE0 );
+ gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
+
+
+ // restore graphics
+
+ gl.uniform1i( uniforms.renderType, 1 );
+ gl.disable( gl.DEPTH_TEST );
+
+ gl.activeTexture( gl.TEXTURE1 );
+ gl.bindTexture( gl.TEXTURE_2D, tempTexture );
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+
+ // update object positions
+
+ flare.positionScreen.copy( screenPosition )
+
+ if ( flare.customUpdateCallback ) {
+
+ flare.customUpdateCallback( flare );
+
+ } else {
+
+ flare.updateLensFlares();
+
+ }
+
+ // render flares
+
+ gl.uniform1i( uniforms.renderType, 2 );
+ gl.enable( gl.BLEND );
+
+ for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
+
+ var sprite = flare.lensFlares[ j ];
+
+ if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
+
+ screenPosition.x = sprite.x;
+ screenPosition.y = sprite.y;
+ screenPosition.z = sprite.z;
+
+ size = sprite.size * sprite.scale / viewportHeight;
+
+ scale.x = size * invAspect;
+ scale.y = size;
+
+ gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
+ gl.uniform2f( uniforms.scale, scale.x, scale.y );
+ gl.uniform1f( uniforms.rotation, sprite.rotation );
+
+ gl.uniform1f( uniforms.opacity, sprite.opacity );
+ gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
+
+ renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
+ renderer.setTexture( sprite.texture, 1 );
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ // restore gl
+
+ gl.enable( gl.CULL_FACE );
+ gl.enable( gl.DEPTH_TEST );
+ gl.depthMask( true );
+
+ renderer.resetGLState();
+
+ };
+
+ function createProgram ( shader ) {
+
+ var program = gl.createProgram();
+
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+
+ var prefix = "precision " + renderer.getPrecision() + " float;\n";
+
+ gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
+ gl.shaderSource( vertexShader, prefix + shader.vertexShader );
+
+ gl.compileShader( fragmentShader );
+ gl.compileShader( vertexShader );
+
+ gl.attachShader( program, fragmentShader );
+ gl.attachShader( program, vertexShader );
+
+ gl.linkProgram( program );
+
+ return program;
+
+ }
+
+};
+
+// File:src/renderers/webgl/plugins/ShadowMapPlugin.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) {
+
+ var _gl = _renderer.context;
+
+ var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
+
+ _frustum = new THREE.Frustum(),
+ _projScreenMatrix = new THREE.Matrix4(),
+
+ _min = new THREE.Vector3(),
+ _max = new THREE.Vector3(),
+
+ _matrixPosition = new THREE.Vector3(),
+
+ _renderList = [];
+
+ // init
+
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+ _depthMaterial = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader
+ } );
+
+ _depthMaterialMorph = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ morphTargets: true
+ } );
+
+ _depthMaterialSkin = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ skinning: true
+ } );
+
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
+ uniforms: depthUniforms,
+ vertexShader: depthShader.vertexShader,
+ fragmentShader: depthShader.fragmentShader,
+ morphTargets: true,
+ skinning: true
+ } );
+
+ _depthMaterial._shadowPass = true;
+ _depthMaterialMorph._shadowPass = true;
+ _depthMaterialSkin._shadowPass = true;
+ _depthMaterialMorphSkin._shadowPass = true;
+
+ this.render = function ( scene, camera ) {
+
+ if ( _renderer.shadowMapEnabled === false ) return;
+
+ var i, il, j, jl, n,
+
+ shadowMap, shadowMatrix, shadowCamera,
+ program, buffer, material,
+ webglObject, object, light,
+
+ lights = [],
+ k = 0,
+
+ fog = null;
+
+ // set GL state for depth map
+
+ _gl.clearColor( 1, 1, 1, 1 );
+ _gl.disable( _gl.BLEND );
+
+ _gl.enable( _gl.CULL_FACE );
+ _gl.frontFace( _gl.CCW );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.FRONT );
+
+ } else {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ _renderer.setDepthTest( true );
+
+ // preprocess lights
+ // - skip lights that are not casting shadows
+ // - create virtual lights for cascaded shadow maps
+
+ for ( i = 0, il = _lights.length; i < il; i ++ ) {
+
+ light = _lights[ i ];
+
+ if ( ! light.castShadow ) continue;
+
+ if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
+
+ for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
+
+ var virtualLight;
+
+ if ( ! light.shadowCascadeArray[ n ] ) {
+
+ virtualLight = createVirtualLight( light, n );
+ virtualLight.originalCamera = camera;
+
+ var gyro = new THREE.Gyroscope();
+ gyro.position.copy( light.shadowCascadeOffset );
+
+ gyro.add( virtualLight );
+ gyro.add( virtualLight.target );
+
+ camera.add( gyro );
+
+ light.shadowCascadeArray[ n ] = virtualLight;
+
+ console.log( "Created virtualLight", virtualLight );
+
+ } else {
+
+ virtualLight = light.shadowCascadeArray[ n ];
+
+ }
+
+ updateVirtualLight( light, n );
+
+ lights[ k ] = virtualLight;
+ k ++;
+
+ }
+
+ } else {
+
+ lights[ k ] = light;
+ k ++;
+
+ }
+
+ }
+
+ // render depth map
+
+ for ( i = 0, il = lights.length; i < il; i ++ ) {
+
+ light = lights[ i ];
+
+ if ( ! light.shadowMap ) {
+
+ var shadowFilter = THREE.LinearFilter;
+
+ if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
+
+ shadowFilter = THREE.NearestFilter;
+
+ }
+
+ var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
+
+ light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
+ light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
+
+ light.shadowMatrix = new THREE.Matrix4();
+
+ }
+
+ if ( ! light.shadowCamera ) {
+
+ if ( light instanceof THREE.SpotLight ) {
+
+ light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else if ( light instanceof THREE.DirectionalLight ) {
+
+ light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
+
+ } else {
+
+ console.error( "Unsupported light type for shadow" );
+ continue;
+
+ }
+
+ scene.add( light.shadowCamera );
+
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+ }
+
+ if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+ light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+ scene.add( light.cameraHelper );
+
+ }
+
+ if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+ updateShadowCamera( camera, light );
+
+ }
+
+ shadowMap = light.shadowMap;
+ shadowMatrix = light.shadowMatrix;
+ shadowCamera = light.shadowCamera;
+
+ //
+
+ shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
+ _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
+ shadowCamera.lookAt( _matrixPosition );
+ shadowCamera.updateMatrixWorld();
+
+ shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+ //
+
+ if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
+ if ( light.shadowCameraVisible ) light.cameraHelper.update();
+
+ // compute shadow matrix
+
+ shadowMatrix.set(
+ 0.5, 0.0, 0.0, 0.5,
+ 0.0, 0.5, 0.0, 0.5,
+ 0.0, 0.0, 0.5, 0.5,
+ 0.0, 0.0, 0.0, 1.0
+ );
+
+ shadowMatrix.multiply( shadowCamera.projectionMatrix );
+ shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
+
+ // update camera matrices and frustum
+
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+ _frustum.setFromMatrix( _projScreenMatrix );
+
+ // render shadow map
+
+ _renderer.setRenderTarget( shadowMap );
+ _renderer.clear();
+
+ // set object matrices & frustum culling
+
+ _renderList.length = 0;
+
+ projectObject( scene, scene, shadowCamera );
+
+
+ // render regular objects
+
+ var objectMaterial, useMorphing, useSkinning;
+
+ for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
+
+ webglObject = _renderList[ j ];
+
+ object = webglObject.object;
+ buffer = webglObject.buffer;
+
+ // culling is overriden globally for all objects
+ // while rendering depth map
+
+ // need to deal with MeshFaceMaterial somehow
+ // in that case just use the first of material.materials for now
+ // (proper solution would require to break objects by materials
+ // similarly to regular rendering and then set corresponding
+ // depth materials per each chunk instead of just once per object)
+
+ objectMaterial = getObjectMaterial( object );
+
+ useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+ if ( object.customDepthMaterial ) {
+
+ material = object.customDepthMaterial;
+
+ } else if ( useSkinning ) {
+
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+ } else if ( useMorphing ) {
+
+ material = _depthMaterialMorph;
+
+ } else {
+
+ material = _depthMaterial;
+
+ }
+
+ _renderer.setMaterialFaces( objectMaterial );
+
+ if ( buffer instanceof THREE.BufferGeometry ) {
+
+ _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
+
+ } else {
+
+ _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
+
+ }
+
+ }
+
+ // set matrices and render immediate objects
+
+ for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
+
+ webglObject = _webglObjectsImmediate[ j ];
+ object = webglObject.object;
+
+ if ( object.visible && object.castShadow ) {
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+ _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
+
+ }
+
+ }
+
+ }
+
+ // restore GL state
+
+ var clearColor = _renderer.getClearColor(),
+ clearAlpha = _renderer.getClearAlpha();
+
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
+ _gl.enable( _gl.BLEND );
+
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
+
+ _gl.cullFace( _gl.BACK );
+
+ }
+
+ _renderer.resetGLState();
+
+ };
+
+ function projectObject( scene, object, shadowCamera ){
+
+ if ( object.visible ) {
+
+ var webglObjects = _webglObjects[ object.id ];
+
+ if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
+
+ for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
+
+ var webglObject = webglObjects[ i ];
+
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+ _renderList.push( webglObject );
+
+ }
+
+ }
+
+ for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+ projectObject( scene, object.children[ i ], shadowCamera );
+
+ }
+
+ }
+
+ }
+
+ function createVirtualLight( light, cascade ) {
+
+ var virtualLight = new THREE.DirectionalLight();
+
+ virtualLight.isVirtual = true;
+
+ virtualLight.onlyShadow = true;
+ virtualLight.castShadow = true;
+
+ virtualLight.shadowCameraNear = light.shadowCameraNear;
+ virtualLight.shadowCameraFar = light.shadowCameraFar;
+
+ virtualLight.shadowCameraLeft = light.shadowCameraLeft;
+ virtualLight.shadowCameraRight = light.shadowCameraRight;
+ virtualLight.shadowCameraBottom = light.shadowCameraBottom;
+ virtualLight.shadowCameraTop = light.shadowCameraTop;
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+ virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
+ virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
+
+ virtualLight.pointsWorld = [];
+ virtualLight.pointsFrustum = [];
+
+ var pointsWorld = virtualLight.pointsWorld,
+ pointsFrustum = virtualLight.pointsFrustum;
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ pointsWorld[ i ] = new THREE.Vector3();
+ pointsFrustum[ i ] = new THREE.Vector3();
+
+ }
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
+ pointsFrustum[ 1 ].set( 1, - 1, nearZ );
+ pointsFrustum[ 2 ].set( - 1, 1, nearZ );
+ pointsFrustum[ 3 ].set( 1, 1, nearZ );
+
+ pointsFrustum[ 4 ].set( - 1, - 1, farZ );
+ pointsFrustum[ 5 ].set( 1, - 1, farZ );
+ pointsFrustum[ 6 ].set( - 1, 1, farZ );
+ pointsFrustum[ 7 ].set( 1, 1, farZ );
+
+ return virtualLight;
+
+ }
+
+ // Synchronize virtual light with the original light
+
+ function updateVirtualLight( light, cascade ) {
+
+ var virtualLight = light.shadowCascadeArray[ cascade ];
+
+ virtualLight.position.copy( light.position );
+ virtualLight.target.position.copy( light.target.position );
+ virtualLight.lookAt( virtualLight.target );
+
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
+ virtualLight.shadowDarkness = light.shadowDarkness;
+
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
+
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
+ var farZ = light.shadowCascadeFarZ[ cascade ];
+
+ var pointsFrustum = virtualLight.pointsFrustum;
+
+ pointsFrustum[ 0 ].z = nearZ;
+ pointsFrustum[ 1 ].z = nearZ;
+ pointsFrustum[ 2 ].z = nearZ;
+ pointsFrustum[ 3 ].z = nearZ;
+
+ pointsFrustum[ 4 ].z = farZ;
+ pointsFrustum[ 5 ].z = farZ;
+ pointsFrustum[ 6 ].z = farZ;
+ pointsFrustum[ 7 ].z = farZ;
+
+ }
+
+ // Fit shadow camera's ortho frustum to camera frustum
+
+ function updateShadowCamera( camera, light ) {
+
+ var shadowCamera = light.shadowCamera,
+ pointsFrustum = light.pointsFrustum,
+ pointsWorld = light.pointsWorld;
+
+ _min.set( Infinity, Infinity, Infinity );
+ _max.set( - Infinity, - Infinity, - Infinity );
+
+ for ( var i = 0; i < 8; i ++ ) {
+
+ var p = pointsWorld[ i ];
+
+ p.copy( pointsFrustum[ i ] );
+ p.unproject( camera );
+
+ p.applyMatrix4( shadowCamera.matrixWorldInverse );
+
+ if ( p.x < _min.x ) _min.x = p.x;
+ if ( p.x > _max.x ) _max.x = p.x;
+
+ if ( p.y < _min.y ) _min.y = p.y;
+ if ( p.y > _max.y ) _max.y = p.y;
+
+ if ( p.z < _min.z ) _min.z = p.z;
+ if ( p.z > _max.z ) _max.z = p.z;
+
+ }
+
+ shadowCamera.left = _min.x;
+ shadowCamera.right = _max.x;
+ shadowCamera.top = _max.y;
+ shadowCamera.bottom = _min.y;
+
+ // can't really fit near/far
+ //shadowCamera.near = _min.z;
+ //shadowCamera.far = _max.z;
+
+ shadowCamera.updateProjectionMatrix();
+
+ }
+
+ // For the moment just ignore objects that have multiple materials with different animation methods
+ // Only the first material will be taken into account for deciding which depth material to use for shadow maps
+
+ function getObjectMaterial( object ) {
+
+ return object.material instanceof THREE.MeshFaceMaterial
+ ? object.material.materials[ 0 ]
+ : object.material;
+
+ };
+
+};
+
+// File:src/renderers/webgl/plugins/SpritePlugin.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpritePlugin = function ( renderer, sprites ) {
+
+ var gl = renderer.context;
+
+ var vertexBuffer, elementBuffer;
+ var program, attributes, uniforms;
+
+ var texture;
+
+ var init = function () {
+
+ var vertices = new Float32Array( [
+ - 0.5, - 0.5, 0, 0,
+ 0.5, - 0.5, 1, 0,
+ 0.5, 0.5, 1, 1,
+ - 0.5, 0.5, 0, 1
+ ] );
+
+ var faces = new Uint16Array( [
+ 0, 1, 2,
+ 0, 2, 3
+ ] );
+
+ vertexBuffer = gl.createBuffer();
+ elementBuffer = gl.createBuffer();
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+ gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
+
+ program = createProgram();
+
+ attributes = {
+ position: gl.getAttribLocation ( program, 'position' ),
+ uv: gl.getAttribLocation ( program, 'uv' )
+ };
+
+ uniforms = {
+ uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
+ uvScale: gl.getUniformLocation( program, 'uvScale' ),
+
+ rotation: gl.getUniformLocation( program, 'rotation' ),
+ scale: gl.getUniformLocation( program, 'scale' ),
+
+ color: gl.getUniformLocation( program, 'color' ),
+ map: gl.getUniformLocation( program, 'map' ),
+ opacity: gl.getUniformLocation( program, 'opacity' ),
+
+ modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
+ projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
+
+ fogType: gl.getUniformLocation( program, 'fogType' ),
+ fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
+ fogNear: gl.getUniformLocation( program, 'fogNear' ),
+ fogFar: gl.getUniformLocation( program, 'fogFar' ),
+ fogColor: gl.getUniformLocation( program, 'fogColor' ),
+
+ alphaTest: gl.getUniformLocation( program, 'alphaTest' )
+ };
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = 8;
+ canvas.height = 8;
+
+ var context = canvas.getContext( '2d' );
+ context.fillStyle = 'white';
+ context.fillRect( 0, 0, 8, 8 );
+
+ texture = new THREE.Texture( canvas );
+ texture.needsUpdate = true;
+
+ };
+
+ this.render = function ( scene, camera ) {
+
+ if ( sprites.length === 0 ) return;
+
+ // setup gl
+
+ if ( program === undefined ) {
+
+ init();
+
+ }
+
+ gl.useProgram( program );
+
+ gl.enableVertexAttribArray( attributes.position );
+ gl.enableVertexAttribArray( attributes.uv );
+
+ gl.disable( gl.CULL_FACE );
+ gl.enable( gl.BLEND );
+
+ gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
+ gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
+ gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
+
+ gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
+
+ gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+ gl.activeTexture( gl.TEXTURE0 );
+ gl.uniform1i( uniforms.map, 0 );
+
+ var oldFogType = 0;
+ var sceneFogType = 0;
+ var fog = scene.fog;
+
+ if ( fog ) {
+
+ gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
+
+ if ( fog instanceof THREE.Fog ) {
+
+ gl.uniform1f( uniforms.fogNear, fog.near );
+ gl.uniform1f( uniforms.fogFar, fog.far );
+
+ gl.uniform1i( uniforms.fogType, 1 );
+ oldFogType = 1;
+ sceneFogType = 1;
+
+ } else if ( fog instanceof THREE.FogExp2 ) {
+
+ gl.uniform1f( uniforms.fogDensity, fog.density );
+
+ gl.uniform1i( uniforms.fogType, 2 );
+ oldFogType = 2;
+ sceneFogType = 2;
+
+ }
+
+ } else {
+
+ gl.uniform1i( uniforms.fogType, 0 );
+ oldFogType = 0;
+ sceneFogType = 0;
+
+ }
+
+
+ // update positions and sort
+
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+ var sprite = sprites[ i ];
+
+ sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+
+ if ( sprite.renderDepth === null ) {
+
+ sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+ } else {
+
+ sprite.z = sprite.renderDepth;
+
+ }
+
+ }
+
+ sprites.sort( painterSortStable );
+
+ // render all sprites
+
+ var scale = [];
+
+ for ( var i = 0, l = sprites.length; i < l; i ++ ) {
+
+ var sprite = sprites[ i ];
+ var material = sprite.material;
+
+ gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+ gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+ scale[ 0 ] = sprite.scale.x;
+ scale[ 1 ] = sprite.scale.y;
+
+ var fogType = 0;
+
+ if ( scene.fog && material.fog ) {
+
+ fogType = sceneFogType;
+
+ }
+
+ if ( oldFogType !== fogType ) {
+
+ gl.uniform1i( uniforms.fogType, fogType );
+ oldFogType = fogType;
+
+ }
+
+ if ( material.map !== null ) {
+
+ gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
+ gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
+
+ } else {
+
+ gl.uniform2f( uniforms.uvOffset, 0, 0 );
+ gl.uniform2f( uniforms.uvScale, 1, 1 );
+
+ }
+
+ gl.uniform1f( uniforms.opacity, material.opacity );
+ gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+ gl.uniform1f( uniforms.rotation, material.rotation );
+ gl.uniform2fv( uniforms.scale, scale );
+
+ renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+ renderer.setDepthTest( material.depthTest );
+ renderer.setDepthWrite( material.depthWrite );
+
+ if ( material.map && material.map.image && material.map.image.width ) {
+
+ renderer.setTexture( material.map, 0 );
+
+ } else {
+
+ renderer.setTexture( texture, 0 );
+
+ }
+
+ gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
+
+ }
+
+ // restore gl
+
+ gl.enable( gl.CULL_FACE );
+
+ renderer.resetGLState();
+
+ };
+
+ function createProgram () {
+
+ var program = gl.createProgram();
+
+ var vertexShader = gl.createShader( gl.VERTEX_SHADER );
+ var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
+
+ gl.shaderSource( vertexShader, [
+
+ 'precision ' + renderer.getPrecision() + ' float;',
+
+ 'uniform mat4 modelViewMatrix;',
+ 'uniform mat4 projectionMatrix;',
+ 'uniform float rotation;',
+ 'uniform vec2 scale;',
+ 'uniform vec2 uvOffset;',
+ 'uniform vec2 uvScale;',
+
+ 'attribute vec2 position;',
+ 'attribute vec2 uv;',
+
+ 'varying vec2 vUV;',
+
+ 'void main() {',
+
+ 'vUV = uvOffset + uv * uvScale;',
+
+ 'vec2 alignedPosition = position * scale;',
+
+ 'vec2 rotatedPosition;',
+ 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
+ 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
+
+ 'vec4 finalPosition;',
+
+ 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
+ 'finalPosition.xy += rotatedPosition;',
+ 'finalPosition = projectionMatrix * finalPosition;',
+
+ 'gl_Position = finalPosition;',
+
+ '}'
+
+ ].join( '\n' ) );
+
+ gl.shaderSource( fragmentShader, [
+
+ 'precision ' + renderer.getPrecision() + ' float;',
+
+ 'uniform vec3 color;',
+ 'uniform sampler2D map;',
+ 'uniform float opacity;',
+
+ 'uniform int fogType;',
+ 'uniform vec3 fogColor;',
+ 'uniform float fogDensity;',
+ 'uniform float fogNear;',
+ 'uniform float fogFar;',
+ 'uniform float alphaTest;',
+
+ 'varying vec2 vUV;',
+
+ 'void main() {',
+
+ 'vec4 texture = texture2D( map, vUV );',
+
+ 'if ( texture.a < alphaTest ) discard;',
+
+ 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
+
+ 'if ( fogType > 0 ) {',
+
+ 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
+ 'float fogFactor = 0.0;',
+
+ 'if ( fogType == 1 ) {',
+
+ 'fogFactor = smoothstep( fogNear, fogFar, depth );',
+
+ '} else {',
+
+ 'const float LOG2 = 1.442695;',
+ 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
+ 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
+
+ '}',
+
+ 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
+
+ '}',
+
+ '}'
+
+ ].join( '\n' ) );
+
+ gl.compileShader( vertexShader );
+ gl.compileShader( fragmentShader );
+
+ gl.attachShader( program, vertexShader );
+ gl.attachShader( program, fragmentShader );
+
+ gl.linkProgram( program );
+
+ return program;
+
+ };
+
+ function painterSortStable ( a, b ) {
+
+ if ( a.z !== b.z ) {
+
+ return b.z - a.z;
+
+ } else {
+
+ return b.id - a.id;
+
+ }
+
+ };
+
+};
+
+// File:src/extras/GeometryUtils.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.GeometryUtils = {
+
+ merge: function ( geometry1, geometry2, materialIndexOffset ) {
+
+ console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
+
+ var matrix;
+
+ if ( geometry2 instanceof THREE.Mesh ) {
+
+ geometry2.matrixAutoUpdate && geometry2.updateMatrix();
+
+ matrix = geometry2.matrix;
+ geometry2 = geometry2.geometry;
+
+ }
+
+ geometry1.merge( geometry2, matrix, materialIndexOffset );
+
+ },
+
+ center: function ( geometry ) {
+
+ console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
+ return geometry.center();
+
+ }
+
+};
+
+// File:src/extras/ImageUtils.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author Daosheng Mu / https://github.com/DaoshengMu/
+ */
+
+THREE.ImageUtils = {
+
+ crossOrigin: undefined,
+
+ loadTexture: function ( url, mapping, onLoad, onError ) {
+
+ var loader = new THREE.ImageLoader();
+ loader.crossOrigin = this.crossOrigin;
+
+ var texture = new THREE.Texture( undefined, mapping );
+
+ loader.load( url, function ( image ) {
+
+ texture.image = image;
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }, undefined, function ( event ) {
+
+ if ( onError ) onError( event );
+
+ } );
+
+ texture.sourceFile = url;
+
+ return texture;
+
+ },
+
+ loadTextureCube: function ( array, mapping, onLoad, onError ) {
+
+ var images = [];
+
+ var loader = new THREE.ImageLoader();
+ loader.crossOrigin = this.crossOrigin;
+
+ var texture = new THREE.CubeTexture( images, mapping );
+
+ // no flipping needed for cube textures
+
+ texture.flipY = false;
+
+ var loaded = 0;
+
+ var loadTexture = function ( i ) {
+
+ loader.load( array[ i ], function ( image ) {
+
+ texture.images[ i ] = image;
+
+ loaded += 1;
+
+ if ( loaded === 6 ) {
+
+ texture.needsUpdate = true;
+
+ if ( onLoad ) onLoad( texture );
+
+ }
+
+ } );
+
+ }
+
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+ loadTexture( i );
+
+ }
+
+ return texture;
+
+ },
+
+ loadCompressedTexture: function () {
+
+ console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
+
+ },
+
+ loadCompressedTextureCube: function () {
+
+ console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
+
+ },
+
+ getNormalMap: function ( image, depth ) {
+
+ // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
+
+ var cross = function ( a, b ) {
+
+ return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
+
+ }
+
+ var subtract = function ( a, b ) {
+
+ return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
+
+ }
+
+ var normalize = function ( a ) {
+
+ var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
+ return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
+
+ }
+
+ depth = depth | 1;
+
+ var width = image.width;
+ var height = image.height;
+
+ var canvas = document.createElement( 'canvas' );
+ canvas.width = width;
+ canvas.height = height;
+
+ var context = canvas.getContext( '2d' );
+ context.drawImage( image, 0, 0 );
+
+ var data = context.getImageData( 0, 0, width, height ).data;
+ var imageData = context.createImageData( width, height );
+ var output = imageData.data;
+
+ for ( var x = 0; x < width; x ++ ) {
+
+ for ( var y = 0; y < height; y ++ ) {
+
+ var ly = y - 1 < 0 ? 0 : y - 1;
+ var uy = y + 1 > height - 1 ? height - 1 : y + 1;
+ var lx = x - 1 < 0 ? 0 : x - 1;
+ var ux = x + 1 > width - 1 ? width - 1 : x + 1;
+
+ var points = [];
+ var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
+ points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
+ points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
+ points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
+
+ var normals = [];
+ var num_points = points.length;
+
+ for ( var i = 0; i < num_points; i ++ ) {
+
+ var v1 = points[ i ];
+ var v2 = points[ ( i + 1 ) % num_points ];
+ v1 = subtract( v1, origin );
+ v2 = subtract( v2, origin );
+ normals.push( normalize( cross( v1, v2 ) ) );
+
+ }
+
+ var normal = [ 0, 0, 0 ];
+
+ for ( var i = 0; i < normals.length; i ++ ) {
+
+ normal[ 0 ] += normals[ i ][ 0 ];
+ normal[ 1 ] += normals[ i ][ 1 ];
+ normal[ 2 ] += normals[ i ][ 2 ];
+
+ }
+
+ normal[ 0 ] /= normals.length;
+ normal[ 1 ] /= normals.length;
+ normal[ 2 ] /= normals.length;
+
+ var idx = ( y * width + x ) * 4;
+
+ output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
+ output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
+ output[ idx + 3 ] = 255;
+
+ }
+
+ }
+
+ context.putImageData( imageData, 0, 0 );
+
+ return canvas;
+
+ },
+
+ generateDataTexture: function ( width, height, color ) {
+
+ var size = width * height;
+ var data = new Uint8Array( 3 * size );
+
+ var r = Math.floor( color.r * 255 );
+ var g = Math.floor( color.g * 255 );
+ var b = Math.floor( color.b * 255 );
+
+ for ( var i = 0; i < size; i ++ ) {
+
+ data[ i * 3 ] = r;
+ data[ i * 3 + 1 ] = g;
+ data[ i * 3 + 2 ] = b;
+
+ }
+
+ var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+ texture.needsUpdate = true;
+
+ return texture;
+
+ }
+
+};
+
+// File:src/extras/SceneUtils.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneUtils = {
+
+ createMultiMaterialObject: function ( geometry, materials ) {
+
+ var group = new THREE.Object3D();
+
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
+
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
+
+ }
+
+ return group;
+
+ },
+
+ detach: function ( child, parent, scene ) {
+
+ child.applyMatrix( parent.matrixWorld );
+ parent.remove( child );
+ scene.add( child );
+
+ },
+
+ attach: function ( child, scene, parent ) {
+
+ var matrixWorldInverse = new THREE.Matrix4();
+ matrixWorldInverse.getInverse( parent.matrixWorld );
+ child.applyMatrix( matrixWorldInverse );
+
+ scene.remove( child );
+ parent.add( child );
+
+ }
+
+};
+
+// File:src/extras/FontUtils.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * For Text operations in three.js (See TextGeometry)
+ *
+ * It uses techniques used in:
+ *
+ * typeface.js and canvastext
+ * For converting fonts and rendering with javascript
+ * http://typeface.neocracy.org
+ *
+ * Triangulation ported from AS3
+ * Simple Polygon Triangulation
+ * http://actionsnippet.com/?p=1462
+ *
+ * A Method to triangulate shapes with holes
+ * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
+ *
+ */
+
+THREE.FontUtils = {
+
+ faces: {},
+
+ // Just for now. face[weight][style]
+
+ face: 'helvetiker',
+ weight: 'normal',
+ style: 'normal',
+ size: 150,
+ divisions: 10,
+
+ getFace: function () {
+
+ try {
+
+ return this.facesByVertexId[ this.face ][ this.weight ][ this.style ];
+
+ } catch (e) {
+
+ throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
+
+ };
+
+ },
+
+ loadFace: function ( data ) {
+
+ var family = data.familyName.toLowerCase();
+
+ var ThreeFont = this;
+
+ ThreeFont.facesByVertexId[ family ] = ThreeFont.facesByVertexId[ family ] || {};
+
+ ThreeFont.facesByVertexId[ family ][ data.cssFontWeight ] = ThreeFont.facesByVertexId[ family ][ data.cssFontWeight ] || {};
+ ThreeFont.facesByVertexId[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ var face = ThreeFont.facesByVertexId[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
+
+ return data;
+
+ },
+
+ drawText: function ( text ) {
+
+ var characterPts = [], allPts = [];
+
+ // RenderText
+
+ var i, p,
+ face = this.getFace(),
+ scale = this.size / face.resolution,
+ offset = 0,
+ chars = String( text ).split( '' ),
+ length = chars.length;
+
+ var fontPaths = [];
+
+ for ( i = 0; i < length; i ++ ) {
+
+ var path = new THREE.Path();
+
+ var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
+ offset += ret.offset;
+
+ fontPaths.push( ret.path );
+
+ }
+
+ // get the width
+
+ var width = offset / 2;
+ //
+ // for ( p = 0; p < allPts.length; p++ ) {
+ //
+ // allPts[ p ].x -= width;
+ //
+ // }
+
+ //var extract = this.extractPoints( allPts, characterPts );
+ //extract.contour = allPts;
+
+ //extract.paths = fontPaths;
+ //extract.offset = width;
+
+ return { paths: fontPaths, offset: width };
+
+ },
+
+
+
+
+ extractGlyphPoints: function ( c, face, scale, offset, path ) {
+
+ var pts = [];
+
+ var i, i2, divisions,
+ outline, action, length,
+ scaleX, scaleY,
+ x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
+ laste,
+ glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
+
+ if ( ! glyph ) return;
+
+ if ( glyph.o ) {
+
+ outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+ length = outline.length;
+
+ scaleX = scale;
+ scaleY = scale;
+
+ for ( i = 0; i < length; ) {
+
+ action = outline[ i ++ ];
+
+ //console.log( action );
+
+ switch ( action ) {
+
+ case 'm':
+
+ // Move To
+
+ x = outline[ i ++ ] * scaleX + offset;
+ y = outline[ i ++ ] * scaleY;
+
+ path.moveTo( x, y );
+ break;
+
+ case 'l':
+
+ // Line To
+
+ x = outline[ i ++ ] * scaleX + offset;
+ y = outline[ i ++ ] * scaleY;
+ path.lineTo( x,y );
+ break;
+
+ case 'q':
+
+ // QuadraticCurveTo
+
+ cpx = outline[ i ++ ] * scaleX + offset;
+ cpy = outline[ i ++ ] * scaleY;
+ cpx1 = outline[ i ++ ] * scaleX + offset;
+ cpy1 = outline[ i ++ ] * scaleY;
+
+ path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+ }
+
+ }
+
+ break;
+
+ case 'b':
+
+ // Cubic Bezier Curve
+
+ cpx = outline[ i ++ ] * scaleX + offset;
+ cpy = outline[ i ++ ] * scaleY;
+ cpx1 = outline[ i ++ ] * scaleX + offset;
+ cpy1 = outline[ i ++ ] * scaleY;
+ cpx2 = outline[ i ++ ] * scaleX + offset;
+ cpy2 = outline[ i ++ ] * scaleY;
+
+ path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
+
+ laste = pts[ pts.length - 1 ];
+
+ if ( laste ) {
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
+
+ var t = i2 / divisions;
+ var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ }
+
+ }
+
+ break;
+
+ }
+
+ }
+ }
+
+
+
+ return { offset: glyph.ha * scale, path:path };
+ }
+
+};
+
+
+THREE.FontUtils.generateShapes = function ( text, parameters ) {
+
+ // Parameters
+
+ parameters = parameters || {};
+
+ var size = parameters.size !== undefined ? parameters.size : 100;
+ var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
+
+ var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
+ var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
+ var style = parameters.style !== undefined ? parameters.style : 'normal';
+
+ THREE.FontUtils.size = size;
+ THREE.FontUtils.divisions = curveSegments;
+
+ THREE.FontUtils.face = font;
+ THREE.FontUtils.weight = weight;
+ THREE.FontUtils.style = style;
+
+ // Get a Font data json object
+
+ var data = THREE.FontUtils.drawText( text );
+
+ var paths = data.paths;
+ var shapes = [];
+
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+ }
+
+ return shapes;
+
+};
+
+
+/**
+ * This code is a quick port of code written in C++ which was submitted to
+ * flipcode.com by John W. Ratcliff // July 22, 2000
+ * See original code and more information here:
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
+ *
+ * ported to actionscript by Zevan Rosser
+ * www.actionsnippet.com
+ *
+ * ported to javascript by Joshua Koo
+ * http://www.lab4games.net/zz85/blog
+ *
+ */
+
+
+( function ( namespace ) {
+
+ var EPSILON = 0.0000000001;
+
+ // takes in an contour array and returns
+
+ var process = function ( contour, indices ) {
+
+ var n = contour.length;
+
+ if ( n < 3 ) return null;
+
+ var result = [],
+ verts = [],
+ vertIndices = [];
+
+ /* we want a counter-clockwise polygon in verts */
+
+ var u, v, w;
+
+ if ( area( contour ) > 0.0 ) {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = v;
+
+ } else {
+
+ for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
+
+ }
+
+ var nv = n;
+
+ /* remove nv - 2 vertices, creating 1 triangle every time */
+
+ var count = 2 * nv; /* error detection */
+
+ for ( v = nv - 1; nv > 2; ) {
+
+ /* if we loop, it is probably a non-simple polygon */
+
+ if ( ( count -- ) <= 0 ) {
+
+ //** Triangulate: ERROR - probable bad polygon!
+
+ //throw ( "Warning, unable to triangulate polygon!" );
+ //return null;
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
+ console.log( 'Warning, unable to triangulate polygon!' );
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ }
+
+ /* three consecutive vertices in current polygon, */
+
+ u = v; if ( nv <= u ) u = 0; /* previous */
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
+
+ if ( snip( contour, u, v, w, nv, verts ) ) {
+
+ var a, b, c, s, t;
+
+ /* true names of the vertices */
+
+ a = verts[ u ];
+ b = verts[ v ];
+ c = verts[ w ];
+
+ /* output Triangle */
+
+ result.push( [ contour[ a ],
+ contour[ b ],
+ contour[ c ] ] );
+
+
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
+
+ /* remove v from the remaining polygon */
+
+ for ( s = v, t = v + 1; t < nv; s++, t++ ) {
+
+ verts[ s ] = verts[ t ];
+
+ }
+
+ nv --;
+
+ /* reset error detection counter */
+
+ count = 2 * nv;
+
+ }
+
+ }
+
+ if ( indices ) return vertIndices;
+ return result;
+
+ };
+
+ // calculate area of the contour polygon
+
+ var area = function ( contour ) {
+
+ var n = contour.length;
+ var a = 0.0;
+
+ for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
+
+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+ }
+
+ return a * 0.5;
+
+ };
+
+ var snip = function ( contour, u, v, w, n, verts ) {
+
+ var p;
+ var ax, ay, bx, by;
+ var cx, cy, px, py;
+
+ ax = contour[ verts[ u ] ].x;
+ ay = contour[ verts[ u ] ].y;
+
+ bx = contour[ verts[ v ] ].x;
+ by = contour[ verts[ v ] ].y;
+
+ cx = contour[ verts[ w ] ].x;
+ cy = contour[ verts[ w ] ].y;
+
+ if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
+
+ var aX, aY, bX, bY, cX, cY;
+ var apx, apy, bpx, bpy, cpx, cpy;
+ var cCROSSap, bCROSScp, aCROSSbp;
+
+ aX = cx - bx; aY = cy - by;
+ bX = ax - cx; bY = ay - cy;
+ cX = bx - ax; cY = by - ay;
+
+ for ( p = 0; p < n; p ++ ) {
+
+ px = contour[ verts[ p ] ].x
+ py = contour[ verts[ p ] ].y
+
+ if ( ( ( px === ax ) && ( py === ay ) ) ||
+ ( ( px === bx ) && ( py === by ) ) ||
+ ( ( px === cx ) && ( py === cy ) ) ) continue;
+
+ apx = px - ax; apy = py - ay;
+ bpx = px - bx; bpy = py - by;
+ cpx = px - cx; cpy = py - cy;
+
+ // see if p is inside triangle abc
+
+ aCROSSbp = aX * bpy - aY * bpx;
+ cCROSSap = cX * apy - cY * apx;
+ bCROSScp = bX * cpy - bY * cpx;
+
+ if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
+
+ }
+
+ return true;
+
+ };
+
+
+ namespace.Triangulate = process;
+ namespace.Triangulate.area = area;
+
+ return namespace;
+
+} )( THREE.FontUtils );
+
+// To use the typeface.js face files, hook up the API
+self._typeface_js = { faces: THREE.FontUtils.facesByVertexId, loadFace: THREE.FontUtils.loadFace };
+THREE.typeface_js = self._typeface_js;
+
+// File:src/extras/audio/Audio.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Audio = function ( listener ) {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'Audio';
+
+ this.context = listener.context;
+ this.source = this.context.createBufferSource();
+
+ this.gain = this.context.createGain();
+ this.gain.connect( this.context.destination );
+
+ this.panner = this.context.createPanner();
+ this.panner.connect( this.gain );
+
+};
+
+THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Audio.prototype.load = function ( file ) {
+
+ var scope = this;
+
+ var request = new XMLHttpRequest();
+ request.open( 'GET', file, true );
+ request.responseType = 'arraybuffer';
+ request.onload = function ( e ) {
+
+ scope.context.decodeAudioData( this.response, function ( buffer ) {
+
+ scope.source.buffer = buffer;
+ scope.source.connect( scope.panner );
+ scope.source.start( 0 );
+
+ } );
+
+ };
+ request.send();
+
+ return this;
+
+};
+
+THREE.Audio.prototype.setLoop = function ( value ) {
+
+ this.source.loop = value;
+
+};
+
+THREE.Audio.prototype.setRefDistance = function ( value ) {
+
+ this.panner.refDistance = value;
+
+};
+
+THREE.Audio.prototype.setRolloffFactor = function ( value ) {
+
+ this.panner.rolloffFactor = value;
+
+};
+
+THREE.Audio.prototype.updateMatrixWorld = ( function () {
+
+ var position = new THREE.Vector3();
+
+ return function ( force ) {
+
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+ position.setFromMatrixPosition( this.matrixWorld );
+
+ this.panner.setPosition( position.x, position.y, position.z );
+
+ };
+
+} )();
+
+// File:src/extras/audio/AudioListener.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AudioListener = function () {
+
+ THREE.Object3D.call( this );
+
+ this.type = 'AudioListener';
+
+ this.context = new ( window.AudioContext || window.webkitAudioContext )();
+
+};
+
+THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
+
+ var position = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+ var scale = new THREE.Vector3();
+
+ var orientation = new THREE.Vector3();
+ var velocity = new THREE.Vector3();
+
+ var positionPrev = new THREE.Vector3();
+
+ return function ( force ) {
+
+ THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
+
+ var listener = this.context.listener;
+
+ this.matrixWorld.decompose( position, quaternion, scale );
+
+ orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
+ velocity.subVectors( position, positionPrev );
+
+ listener.setPosition( position.x, position.y, position.z );
+ listener.setOrientation( orientation.x, orientation.y, orientation.z, this.up.x, this.up.y, this.up.z );
+ listener.setVelocity( velocity.x, velocity.y, velocity.z );
+
+ positionPrev.copy( position );
+
+ };
+
+} )();
+
+// File:src/extras/core/Curve.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This following classes subclasses THREE.Curve:
+ *
+ * -- 2d classes --
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ * Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+// - t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+ console.log( "Warning, getPoint() not implemented!" );
+ return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+ if ( ! divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPoint( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+ if ( ! divisions ) divisions = 5;
+
+ var d, pts = [];
+
+ for ( d = 0; d <= divisions; d ++ ) {
+
+ pts.push( this.getPointAt( d / divisions ) );
+
+ }
+
+ return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+ var lengths = this.getLengths();
+ return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+ if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
+
+ if ( this.cacheArcLengths
+ && ( this.cacheArcLengths.length == divisions + 1 )
+ && ! this.needsUpdate) {
+
+ //console.log( "cached", this.cacheArcLengths );
+ return this.cacheArcLengths;
+
+ }
+
+ this.needsUpdate = false;
+
+ var cache = [];
+ var current, last = this.getPoint( 0 );
+ var p, sum = 0;
+
+ cache.push( 0 );
+
+ for ( p = 1; p <= divisions; p ++ ) {
+
+ current = this.getPoint ( p / divisions );
+ sum += current.distanceTo( last );
+ cache.push( sum );
+ last = current;
+
+ }
+
+ this.cacheArcLengths = cache;
+
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+ this.needsUpdate = true;
+ this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+ var arcLengths = this.getLengths();
+
+ var i = 0, il = arcLengths.length;
+
+ var targetArcLength; // The targeted u distance value to get
+
+ if ( distance ) {
+
+ targetArcLength = distance;
+
+ } else {
+
+ targetArcLength = u * arcLengths[ il - 1 ];
+
+ }
+
+ //var time = Date.now();
+
+ // binary search for the index with largest value smaller than target u distance
+
+ var low = 0, high = il - 1, comparison;
+
+ while ( low <= high ) {
+
+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+ comparison = arcLengths[ i ] - targetArcLength;
+
+ if ( comparison < 0 ) {
+
+ low = i + 1;
+ continue;
+
+ } else if ( comparison > 0 ) {
+
+ high = i - 1;
+ continue;
+
+ } else {
+
+ high = i;
+ break;
+
+ // DONE
+
+ }
+
+ }
+
+ i = high;
+
+ //console.log('b' , i, low, high, Date.now()- time);
+
+ if ( arcLengths[ i ] == targetArcLength ) {
+
+ var t = i / ( il - 1 );
+ return t;
+
+ }
+
+ // we could get finer grain at lengths, or use simple interpolatation between two points
+
+ var lengthBefore = arcLengths[ i ];
+ var lengthAfter = arcLengths[ i + 1 ];
+
+ var segmentLength = lengthAfter - lengthBefore;
+
+ // determine where we are between the 'before' and 'after' points
+
+ var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+ // add that fractional amount to t
+
+ var t = ( i + segmentFraction ) / ( il -1 );
+
+ return t;
+
+};
+
+// Returns a unit vector tangent at t
+// In case any sub curve does not implement its tangent derivation,
+// 2 points a small delta apart will be used to find its gradient
+// which seems to give a reasonable approximation
+
+THREE.Curve.prototype.getTangent = function( t ) {
+
+ var delta = 0.0001;
+ var t1 = t - delta;
+ var t2 = t + delta;
+
+ // Capping in case of danger
+
+ if ( t1 < 0 ) t1 = 0;
+ if ( t2 > 1 ) t2 = 1;
+
+ var pt1 = this.getPoint( t1 );
+ var pt2 = this.getPoint( t2 );
+
+ var vec = pt2.clone().sub(pt1);
+ return vec.normalize();
+
+};
+
+
+THREE.Curve.prototype.getTangentAt = function ( u ) {
+
+ var t = this.getUtoTmapping( u );
+ return this.getTangent( t );
+
+};
+
+
+
+
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+ },
+
+ // Puay Bing, thanks for helping with this derivative!
+
+ tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+ return - 3 * p0 * (1 - t) * (1 - t) +
+ 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
+ 6 * t * p2 * (1-t) - 3 * t * t * p2 +
+ 3 * t * t * p3;
+
+ },
+
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+ // To check if my formulas are correct
+
+ var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
+ var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
+ var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
+ var h11 = 3 * t * t - 2 * t; // t3 − t2
+
+ return h00 + h10 + h01 + h11;
+
+ },
+
+ // Catmull-Rom
+
+ interpolate: function( p0, p1, p2, p3, t ) {
+
+ var v0 = ( p2 - p0 ) * 0.5;
+ var v1 = ( p3 - p1 ) * 0.5;
+ var t2 = t * t;
+ var t3 = t * t2;
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ }
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ * 3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+ constructor.prototype = Object.create( THREE.Curve.prototype );
+ constructor.prototype.getPoint = getPointFunc;
+
+ return constructor;
+
+};
+
+// File:src/extras/core/CurvePath.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ * Curved Path - a curve path is simply a array of connected
+ * curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+ this.curves = [];
+ this.bends = [];
+
+ this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+ this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+ // TODO
+ // If the ending of curve is not connected to the starting
+ // or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+ // TODO Test
+ // and verify for vector3 (needs to implement equals)
+ // Add a line curve if start and end of lines are not connected
+ var startPoint = this.curves[0].getPoint(0);
+ var endPoint = this.curves[this.curves.length-1].getPoint(1);
+
+ if (! startPoint.equals(endPoint)) {
+ this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
+ }
+
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+ var d = t * this.getLength();
+ var curveLengths = this.getCurveLengths();
+ var i = 0, diff, curve;
+
+ // To think about boundaries points.
+
+ while ( i < curveLengths.length ) {
+
+ if ( curveLengths[ i ] >= d ) {
+
+ diff = curveLengths[ i ] - d;
+ curve = this.curves[ i ];
+
+ var u = 1 - diff / curve.getLength();
+
+ return curve.getPointAt( u );
+
+ break;
+ }
+
+ i ++;
+
+ }
+
+ return null;
+
+ // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x;
+ else if ( p.x < minX ) minX = p.x;
+
+ if ( p.y > maxY ) maxY = p.y;
+ else if ( p.y < minY ) minY = p.y;
+
+ if ( v3 ) {
+
+ if ( p.z > maxZ ) maxZ = p.z;
+ else if ( p.z < minZ ) minZ = p.z;
+
+ }
+
+ sum.add( p );
+
+ }
+
+ var ret = {
+
+ minX: minX,
+ minY: minY,
+ maxX: maxX,
+ maxY: maxY
+
+ };
+
+ if ( v3 ) {
+
+ ret.maxZ = maxZ;
+ ret.minZ = minZ;
+
+ }
+
+ return ret;
+
+};
+
+/**************************************************************
+ * Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or Points objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+ var pts = this.getPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+ var pts = this.getSpacedPoints( divisions, true );
+ return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+ var geometry = new THREE.Geometry();
+
+ for ( var i = 0; i < points.length; i ++ ) {
+
+ geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
+
+ }
+
+ return geometry;
+
+};
+
+
+/**************************************************************
+ * Bend / Wrap Helper Methods
+ **************************************************************/
+
+// Wrap path / Bend modifiers?
+
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
+
+ this.bends.push( bendpath );
+
+};
+
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
+
+ var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+ var i, il;
+
+ if ( ! bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
+
+ var oldPts = this.getSpacedPoints( segments );
+
+ var i, il;
+
+ if ( ! bends ) {
+
+ bends = this.bends;
+
+ }
+
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+ }
+
+ return oldPts;
+
+};
+
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+ var bounds = this.getBoundingBox();
+
+ var i, il, p, oldX, oldY, xNorm;
+
+ for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+ p = oldPts[ i ];
+
+ oldX = p.x;
+ oldY = p.y;
+
+ xNorm = oldX / bounds.maxX;
+
+ // If using actual distance, for length > path, requires line extrusions
+ //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+ xNorm = path.getUtoTmapping( xNorm, oldX );
+
+ // check for out of bounds?
+
+ var pathPt = path.getPoint( xNorm );
+ var normal = path.getTangent( xNorm );
+ normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
+
+ p.x = pathPt.x + normal.x;
+ p.y = pathPt.y + normal.y;
+
+ }
+
+ return oldPts;
+
+};
+
+
+// File:src/extras/core/Gyroscope.js
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+ THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Gyroscope.prototype.updateMatrixWorld = ( function () {
+
+ var translationObject = new THREE.Vector3();
+ var quaternionObject = new THREE.Quaternion();
+ var scaleObject = new THREE.Vector3();
+
+ var translationWorld = new THREE.Vector3();
+ var quaternionWorld = new THREE.Quaternion();
+ var scaleWorld = new THREE.Vector3();
+
+ return function ( force ) {
+
+ this.matrixAutoUpdate && this.updateMatrix();
+
+ // update matrixWorld
+
+ if ( this.matrixWorldNeedsUpdate || force ) {
+
+ if ( this.parent ) {
+
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+ this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld );
+ this.matrix.decompose( translationObject, quaternionObject, scaleObject );
+
+ this.matrixWorld.compose( translationWorld, quaternionObject, scaleWorld );
+
+
+ } else {
+
+ this.matrixWorld.copy( this.matrix );
+
+ }
+
+
+ this.matrixWorldNeedsUpdate = false;
+
+ force = true;
+
+ }
+
+ // update children
+
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+ this.children[ i ].updateMatrixWorld( force );
+
+ }
+
+ };
+
+}() );
+
+// File:src/extras/core/Path.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+ THREE.CurvePath.call(this);
+
+ this.actions = [];
+
+ if ( points ) {
+
+ this.fromPoints( points );
+
+ }
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+
+THREE.PathActions = {
+
+ MOVE_TO: 'moveTo',
+ LINE_TO: 'lineTo',
+ QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+ BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
+ CSPLINE_THRU: 'splineThru', // Catmull-rom spline
+ ARC: 'arc', // Circle
+ ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+ for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+ this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+ };
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCPx, aCPy ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+ aCP2x, aCP2y,
+ aX, aY ) {
+
+ var args = Array.prototype.slice.call( arguments );
+
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+ new THREE.Vector2( aCP1x, aCP1y ),
+ new THREE.Vector2( aCP2x, aCP2y ),
+ new THREE.Vector2( aX, aY ) );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+//---
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
+ Array.prototype.push.apply( npts, pts );
+
+ var curve = new THREE.SplineCurve( npts );
+ this.curves.push( curve );
+
+ this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absarc(aX + x0, aY + y0, aRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+ this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var lastargs = this.actions[ this.actions.length - 1].args;
+ var x0 = lastargs[ lastargs.length - 2 ];
+ var y0 = lastargs[ lastargs.length - 1 ];
+
+ this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+
+ };
+
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise ) {
+
+ var args = Array.prototype.slice.call( arguments );
+ var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+ aStartAngle, aEndAngle, aClockwise );
+ this.curves.push( curve );
+
+ var lastPoint = curve.getPoint(1);
+ args.push(lastPoint.x);
+ args.push(lastPoint.y);
+
+ this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+ if ( ! divisions ) divisions = 40;
+
+ var points = [];
+
+ for ( var i = 0; i < divisions; i ++ ) {
+
+ points.push( this.getPoint( i / divisions ) );
+
+ //if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+ }
+
+ // if ( closedPath ) {
+ //
+ // points.push( points[ 0 ] );
+ //
+ // }
+
+ return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+ if (this.useSpacedPoints) {
+ console.log('tata');
+ return this.getSpacedPoints( divisions, closedPath );
+ }
+
+ divisions = divisions || 12;
+
+ var points = [];
+
+ var i, il, item, action, args;
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+ laste, j,
+ t, tx, ty;
+
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+ item = this.actions[ i ];
+
+ action = item.action;
+ args = item.args;
+
+ switch( action ) {
+
+ case THREE.PathActions.MOVE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.LINE_TO:
+
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+ break;
+
+ case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+ cpx = args[ 2 ];
+ cpy = args[ 3 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+ ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.BEZIER_CURVE_TO:
+
+ cpx = args[ 4 ];
+ cpy = args[ 5 ];
+
+ cpx1 = args[ 0 ];
+ cpy1 = args[ 1 ];
+
+ cpx2 = args[ 2 ];
+ cpy2 = args[ 3 ];
+
+ if ( points.length > 0 ) {
+
+ laste = points[ points.length - 1 ];
+
+ cpx0 = laste.x;
+ cpy0 = laste.y;
+
+ } else {
+
+ laste = this.actions[ i - 1 ].args;
+
+ cpx0 = laste[ laste.length - 2 ];
+ cpy0 = laste[ laste.length - 1 ];
+
+ }
+
+
+ for ( j = 1; j <= divisions; j ++ ) {
+
+ t = j / divisions;
+
+ tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+ ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ break;
+
+ case THREE.PathActions.CSPLINE_THRU:
+
+ laste = this.actions[ i - 1 ].args;
+
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+ var spts = [ last ];
+
+ var n = divisions * args[ 0 ].length;
+
+ spts = spts.concat( args[ 0 ] );
+
+ var spline = new THREE.SplineCurve( spts );
+
+ for ( j = 1; j <= n; j ++ ) {
+
+ points.push( spline.getPointAt( j / n ) ) ;
+
+ }
+
+ break;
+
+ case THREE.PathActions.ARC:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ aRadius = args[ 2 ],
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+ aClockwise = !! args[ 5 ];
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + aRadius * Math.cos( angle );
+ ty = aY + aRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ case THREE.PathActions.ELLIPSE:
+
+ var aX = args[ 0 ], aY = args[ 1 ],
+ xRadius = args[ 2 ],
+ yRadius = args[ 3 ],
+ aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+ aClockwise = !! args[ 6 ];
+
+
+ var deltaAngle = aEndAngle - aStartAngle;
+ var angle;
+ var tdivisions = divisions * 2;
+
+ for ( j = 1; j <= tdivisions; j ++ ) {
+
+ t = j / tdivisions;
+
+ if ( ! aClockwise ) {
+
+ t = 1 - t;
+
+ }
+
+ angle = aStartAngle + t * deltaAngle;
+
+ tx = aX + xRadius * Math.cos( angle );
+ ty = aY + yRadius * Math.sin( angle );
+
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+ points.push( new THREE.Vector2( tx, ty ) );
+
+ }
+
+ //console.log(points);
+
+ break;
+
+ } // end switch
+
+ }
+
+
+
+ // Normalize to remove the closing point by default.
+ var lastPoint = points[ points.length - 1];
+ var EPSILON = 0.0000000001;
+ if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+ Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+ points.splice( points.length - 1, 1);
+ if ( closedPath ) {
+
+ points.push( points[ 0 ] );
+
+ }
+
+ return points;
+
+};
+
+//
+// Breaks path into shapes
+//
+// Assumptions (if parameter isCCW==true the opposite holds):
+// - solid shapes are defined clockwise (CW)
+// - holes are defined counterclockwise (CCW)
+//
+// If parameter noHoles==true:
+// - all subPaths are regarded as solid shapes
+// - definition order CW/CCW has no relevance
+//
+
+THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
+
+ function extractSubpaths( inActions ) {
+
+ var i, il, item, action, args;
+
+ var subPaths = [], lastPath = new THREE.Path();
+
+ for ( i = 0, il = inActions.length; i < il; i ++ ) {
+
+ item = inActions[ i ];
+
+ args = item.args;
+ action = item.action;
+
+ if ( action == THREE.PathActions.MOVE_TO ) {
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+ lastPath = new THREE.Path();
+
+ }
+
+ }
+
+ lastPath[ action ].apply( lastPath, args );
+
+ }
+
+ if ( lastPath.actions.length != 0 ) {
+
+ subPaths.push( lastPath );
+
+ }
+
+ // console.log(subPaths);
+
+ return subPaths;
+ }
+
+ function toShapesNoHoles( inSubpaths ) {
+
+ var shapes = [];
+
+ for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
+
+ var tmpPath = inSubpaths[ i ];
+
+ var tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+
+ shapes.push( tmpShape );
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+ };
+
+ function isPointInsidePolygon( inPt, inPolygon ) {
+ var EPSILON = 0.0000000001;
+
+ var polyLen = inPolygon.length;
+
+ // inPt on polygon contour => immediate success or
+ // toggling of inside/outside at every single! intersection point of an edge
+ // with the horizontal line through inPt, left of inPt
+ // not counting lowerY endpoints of edges and whole edges on that line
+ var inside = false;
+ for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
+ var edgeLowPt = inPolygon[ p ];
+ var edgeHighPt = inPolygon[ q ];
+
+ var edgeDx = edgeHighPt.x - edgeLowPt.x;
+ var edgeDy = edgeHighPt.y - edgeLowPt.y;
+
+ if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
+ if ( edgeDy < 0 ) {
+ edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
+ edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
+ }
+ if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
+
+ if ( inPt.y == edgeLowPt.y ) {
+ if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
+ // continue; // no intersection or edgeLowPt => doesn't count !!!
+ } else {
+ var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
+ if ( perpEdge == 0 ) return true; // inPt is on contour ?
+ if ( perpEdge < 0 ) continue;
+ inside = ! inside; // true intersection left of inPt
+ }
+ } else { // parallel or colinear
+ if ( inPt.y != edgeLowPt.y ) continue; // parallel
+ // egde lies on the same horizontal line as inPt
+ if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
+ ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
+ // continue;
+ }
+ }
+
+ return inside;
+ }
+
+
+ var subPaths = extractSubpaths( this.actions );
+ if ( subPaths.length == 0 ) return [];
+
+ if ( noHoles === true ) return toShapesNoHoles( subPaths );
+
+
+ var solid, tmpPath, tmpShape, shapes = [];
+
+ if ( subPaths.length == 1) {
+
+ tmpPath = subPaths[0];
+ tmpShape = new THREE.Shape();
+ tmpShape.actions = tmpPath.actions;
+ tmpShape.curves = tmpPath.curves;
+ shapes.push( tmpShape );
+ return shapes;
+
+ }
+
+ var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+ holesFirst = isCCW ? ! holesFirst : holesFirst;
+
+ // console.log("Holes first", holesFirst);
+
+ var betterShapeHoles = [];
+ var newShapes = [];
+ var newShapeHoles = [];
+ var mainIdx = 0;
+ var tmpPoints;
+
+ newShapes[mainIdx] = undefined;
+ newShapeHoles[mainIdx] = [];
+
+ var i, il;
+
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+ tmpPath = subPaths[ i ];
+ tmpPoints = tmpPath.getPoints();
+ solid = THREE.Shape.Utils.isClockWise( tmpPoints );
+ solid = isCCW ? ! solid : solid;
+
+ if ( solid ) {
+
+ if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
+
+ newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
+ newShapes[mainIdx].s.actions = tmpPath.actions;
+ newShapes[mainIdx].s.curves = tmpPath.curves;
+
+ if ( holesFirst ) mainIdx ++;
+ newShapeHoles[mainIdx] = [];
+
+ //console.log('cw', i);
+
+ } else {
+
+ newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
+
+ //console.log('ccw', i);
+
+ }
+
+ }
+
+ // only Holes? -> probably all Shapes with wrong orientation
+ if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
+
+
+ if ( newShapes.length > 1 ) {
+ var ambigious = false;
+ var toChange = [];
+
+ for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+ betterShapeHoles[sIdx] = [];
+ }
+ for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
+ var sh = newShapes[sIdx];
+ var sho = newShapeHoles[sIdx];
+ for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
+ var ho = sho[hIdx];
+ var hole_unassigned = true;
+ for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
+ if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
+ if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
+ if ( hole_unassigned ) {
+ hole_unassigned = false;
+ betterShapeHoles[s2Idx].push( ho );
+ } else {
+ ambigious = true;
+ }
+ }
+ }
+ if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
+ }
+ }
+ // console.log("ambigious: ", ambigious);
+ if ( toChange.length > 0 ) {
+ // console.log("to change: ", toChange);
+ if (! ambigious) newShapeHoles = betterShapeHoles;
+ }
+ }
+
+ var tmpHoles, j, jl;
+ for ( i = 0, il = newShapes.length; i < il; i ++ ) {
+ tmpShape = newShapes[i].s;
+ shapes.push( tmpShape );
+ tmpHoles = newShapeHoles[i];
+ for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
+ tmpShape.holes.push( tmpHoles[j].h );
+ }
+ }
+
+ //console.log("shape", shapes);
+
+ return shapes;
+
+};
+
+// File:src/extras/core/Shape.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function () {
+
+ THREE.Path.apply( this, arguments );
+ this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+ var extruded = new THREE.ExtrudeGeometry( this, options );
+ return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+ var geometry = new THREE.ShapeGeometry( this, options );
+ return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+ var i, il = this.holes.length, holesPts = [];
+
+ for ( i = 0; i < il; i ++ ) {
+
+ holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+ }
+
+ return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedPoints( divisions ),
+ holes: this.getPointsHoles( divisions )
+
+ };
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+ if (this.useSpacedPoints) {
+ return this.extractAllSpacedPoints(divisions);
+ }
+
+ return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// return {
+//
+// shape: this.transform( bend, divisions ),
+// holes: this.getPointsHoles( divisions, bend )
+//
+// };
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+ return {
+
+ shape: this.getTransformedSpacedPoints( divisions ),
+ holes: this.getSpacedPointsHoles( divisions )
+
+ };
+
+};
+
+/**************************************************************
+ * Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+ triangulateShape: function ( contour, holes ) {
+
+ function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
+ // inOtherPt needs to be colinear to the inSegment
+ if ( inSegPt1.x != inSegPt2.x ) {
+ if ( inSegPt1.x < inSegPt2.x ) {
+ return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
+ } else {
+ return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
+ }
+ } else {
+ if ( inSegPt1.y < inSegPt2.y ) {
+ return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
+ } else {
+ return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
+ }
+ }
+ }
+
+ function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
+ var EPSILON = 0.0000000001;
+
+ var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
+ var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
+
+ var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
+ var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
+
+ var limit = seg1dy * seg2dx - seg1dx * seg2dy;
+ var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
+
+ if ( Math.abs(limit) > EPSILON ) { // not parallel
+
+ var perpSeg2;
+ if ( limit > 0 ) {
+ if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
+ } else {
+ if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
+ perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
+ if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
+ }
+
+ // i.e. to reduce rounding errors
+ // intersection at endpoint of segment#1?
+ if ( perpSeg2 == 0 ) {
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
+ return [ inSeg1Pt1 ];
+ }
+ if ( perpSeg2 == limit ) {
+ if ( ( inExcludeAdjacentSegs ) &&
+ ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
+ return [ inSeg1Pt2 ];
+ }
+ // intersection at endpoint of segment#2?
+ if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
+ if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
+
+ // return real intersection point
+ var factorSeg1 = perpSeg2 / limit;
+ return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
+ y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
+
+ } else { // parallel or colinear
+ if ( ( perpSeg1 != 0 ) ||
+ ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
+
+ // they are collinear or degenerate
+ var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
+ var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
+ // both segments are points
+ if ( seg1Pt && seg2Pt ) {
+ if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
+ (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
+ return [ inSeg1Pt1 ]; // they are the same point
+ }
+ // segment#1 is a single point
+ if ( seg1Pt ) {
+ if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
+ return [ inSeg1Pt1 ];
+ }
+ // segment#2 is a single point
+ if ( seg2Pt ) {
+ if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
+ return [ inSeg2Pt1 ];
+ }
+
+ // they are collinear segments, which might overlap
+ var seg1min, seg1max, seg1minVal, seg1maxVal;
+ var seg2min, seg2max, seg2minVal, seg2maxVal;
+ if (seg1dx != 0) { // the segments are NOT on a vertical line
+ if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
+ } else {
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
+ }
+ if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
+ } else {
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
+ }
+ } else { // the segments are on a vertical line
+ if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
+ seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
+ seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
+ } else {
+ seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
+ seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
+ }
+ if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
+ seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
+ seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
+ } else {
+ seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
+ seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
+ }
+ }
+ if ( seg1minVal <= seg2minVal ) {
+ if ( seg1maxVal < seg2minVal ) return [];
+ if ( seg1maxVal == seg2minVal ) {
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg2min ];
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
+ return [ seg2min, seg2max ];
+ } else {
+ if ( seg1minVal > seg2maxVal ) return [];
+ if ( seg1minVal == seg2maxVal ) {
+ if ( inExcludeAdjacentSegs ) return [];
+ return [ seg1min ];
+ }
+ if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
+ return [ seg1min, seg2max ];
+ }
+ }
+ }
+
+ function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
+ // The order of legs is important
+
+ var EPSILON = 0.0000000001;
+
+ // translation of all points, so that Vertex is at (0,0)
+ var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
+ var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
+ var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
+
+ // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
+ var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
+ var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
+
+ if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
+
+ var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
+ // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
+
+ if ( from2toAngle > 0 ) { // main angle < 180 deg.
+ return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
+ } else { // main angle > 180 deg.
+ return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
+ }
+ } else { // angle == 180 deg.
+ // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
+ return ( from2otherAngle > 0 );
+ }
+ }
+
+
+ function removeHoles( contour, holes ) {
+
+ var shape = contour.concat(); // work on this shape
+ var hole;
+
+ function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
+ // Check if hole point lies within angle around shape point
+ var lastShapeIdx = shape.length - 1;
+
+ var prevShapeIdx = inShapeIdx - 1;
+ if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
+
+ var nextShapeIdx = inShapeIdx + 1;
+ if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
+
+ var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
+ if (! insideAngle ) {
+ // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
+ return false;
+ }
+
+ // Check if shape point lies within angle around hole point
+ var lastHoleIdx = hole.length - 1;
+
+ var prevHoleIdx = inHoleIdx - 1;
+ if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
+
+ var nextHoleIdx = inHoleIdx + 1;
+ if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
+
+ insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
+ if (! insideAngle ) {
+ // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
+ return false;
+ }
+
+ return true;
+ }
+
+ function intersectsShapeEdge( inShapePt, inHolePt ) {
+ // checks for intersections with shape edges
+ var sIdx, nextIdx, intersection;
+ for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
+ nextIdx = sIdx+1; nextIdx %= shape.length;
+ intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
+ if ( intersection.length > 0 ) return true;
+ }
+
+ return false;
+ }
+
+ var indepHoles = [];
+
+ function intersectsHoleEdge( inShapePt, inHolePt ) {
+ // checks for intersections with hole edges
+ var ihIdx, chkHole,
+ hIdx, nextIdx, intersection;
+ for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
+ chkHole = holes[indepHoles[ihIdx]];
+ for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
+ nextIdx = hIdx+1; nextIdx %= chkHole.length;
+ intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
+ if ( intersection.length > 0 ) return true;
+ }
+ }
+ return false;
+ }
+
+ var holeIndex, shapeIndex,
+ shapePt, holePt,
+ holeIdx, cutKey, failedCuts = [],
+ tmpShape1, tmpShape2,
+ tmpHole1, tmpHole2;
+
+ for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ indepHoles.push( h );
+
+ }
+
+ var minShapeIndex = 0;
+ var counter = indepHoles.length * 2;
+ while ( indepHoles.length > 0 ) {
+ counter --;
+ if ( counter < 0 ) {
+ console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
+ break;
+ }
+
+ // search for shape-vertex and hole-vertex,
+ // which can be connected without intersections
+ for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
+
+ shapePt = shape[ shapeIndex ];
+ holeIndex = - 1;
+
+ // search for hole which can be reached without intersections
+ for ( var h = 0; h < indepHoles.length; h ++ ) {
+ holeIdx = indepHoles[h];
+
+ // prevent multiple checks
+ cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
+ if ( failedCuts[cutKey] !== undefined ) continue;
+
+ hole = holes[holeIdx];
+ for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
+ holePt = hole[ h2 ];
+ if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
+ if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
+ if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
+
+ holeIndex = h2;
+ indepHoles.splice(h,1);
+
+ tmpShape1 = shape.slice( 0, shapeIndex+1 );
+ tmpShape2 = shape.slice( shapeIndex );
+ tmpHole1 = hole.slice( holeIndex );
+ tmpHole2 = hole.slice( 0, holeIndex+1 );
+
+ shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+ minShapeIndex = shapeIndex;
+
+ // Debug only, to show the selected cuts
+ // glob_CutLines.push( [ shapePt, holePt ] );
+
+ break;
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
+
+ failedCuts[cutKey] = true; // remember failure
+ }
+ if ( holeIndex >= 0 ) break; // hole-vertex found
+ }
+ }
+
+ return shape; /* shape with no holes */
+ }
+
+
+ var i, il, f, face,
+ key, index,
+ allPointsMap = {};
+
+ // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+ var allpoints = contour.concat();
+
+ for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
+
+ Array.prototype.push.apply( allpoints, holes[h] );
+
+ }
+
+ //console.log( "allpoints",allpoints, allpoints.length );
+
+ // prepare all points map
+
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+ if ( allPointsMap[ key ] !== undefined ) {
+
+ console.log( "Duplicate point", key );
+
+ }
+
+ allPointsMap[ key ] = i;
+
+ }
+
+ // remove holes by cutting paths to holes and adding them to the shape
+ var shapeWithoutHoles = removeHoles( contour, holes );
+
+ var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
+ //console.log( "triangles",triangles, triangles.length );
+
+ // check all face vertices against all points map
+
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+ face = triangles[ i ];
+
+ for ( f = 0; f < 3; f ++ ) {
+
+ key = face[ f ].x + ":" + face[ f ].y;
+
+ index = allPointsMap[ key ];
+
+ if ( index !== undefined ) {
+
+ face[ f ] = index;
+
+ }
+
+ }
+
+ }
+
+ return triangles.concat();
+
+ },
+
+ isClockWise: function ( pts ) {
+
+ return THREE.FontUtils.Triangulate.area( pts ) < 0;
+
+ },
+
+ // Bezier Curves formulas obtained from
+ // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+ // Quad Bezier Functions
+
+ b2p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * p;
+
+ },
+
+ b2p1: function ( t, p ) {
+
+ return 2 * ( 1 - t ) * t * p;
+
+ },
+
+ b2p2: function ( t, p ) {
+
+ return t * t * p;
+
+ },
+
+ b2: function ( t, p0, p1, p2 ) {
+
+ return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
+
+ },
+
+ // Cubic Bezier Functions
+
+ b3p0: function ( t, p ) {
+
+ var k = 1 - t;
+ return k * k * k * p;
+
+ },
+
+ b3p1: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * k * t * p;
+
+ },
+
+ b3p2: function ( t, p ) {
+
+ var k = 1 - t;
+ return 3 * k * t * t * p;
+
+ },
+
+ b3p3: function ( t, p ) {
+
+ return t * t * t * p;
+
+ },
+
+ b3: function ( t, p0, p1, p2, p3 ) {
+
+ return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
+
+ }
+
+};
+
+
+// File:src/extras/curves/LineCurve.js
+
+/**************************************************************
+ * Line
+ **************************************************************/
+
+THREE.LineCurve = function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.LineCurve.prototype.getPoint = function ( t ) {
+
+ var point = this.v2.clone().sub(this.v1);
+ point.multiplyScalar( t ).add( this.v1 );
+
+ return point;
+
+};
+
+// Line curve is linear, so we can overwrite default getPointAt
+
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
+
+ return this.getPoint( u );
+
+};
+
+THREE.LineCurve.prototype.getTangent = function( t ) {
+
+ var tangent = this.v2.clone().sub(this.v1);
+
+ return tangent.normalize();
+
+};
+
+// File:src/extras/curves/QuadraticBezierCurve.js
+
+/**************************************************************
+ * Quadratic Bezier curve
+ **************************************************************/
+
+
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+};
+
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
+
+ var vector = new THREE.Vector2();
+
+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+
+ return vector;
+
+};
+
+
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
+
+ var vector = new THREE.Vector2();
+
+ vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
+
+ // returns unit vector
+
+ return vector.normalize();
+
+};
+
+// File:src/extras/curves/CubicBezierCurve.js
+
+/**************************************************************
+ * Cubic Bezier curve
+ **************************************************************/
+
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+};
+
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ return new THREE.Vector2( tx, ty );
+
+};
+
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
+
+ var tx, ty;
+
+ tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+
+ var tangent = new THREE.Vector2( tx, ty );
+ tangent.normalize();
+
+ return tangent;
+
+};
+
+// File:src/extras/curves/SplineCurve.js
+
+/**************************************************************
+ * Spline curve
+ **************************************************************/
+
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
+
+ this.points = ( points == undefined ) ? [] : points;
+
+};
+
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
+ var point1 = points[ intPoint ]
+ var point2 = points[ intPoint > points.length - 2 ? points.length -1 : intPoint + 1 ]
+ var point3 = points[ intPoint > points.length - 3 ? points.length -1 : intPoint + 2 ]
+
+ var vector = new THREE.Vector2();
+
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+
+ return vector;
+
+};
+
+// File:src/extras/curves/EllipseCurve.js
+
+/**************************************************************
+ * Ellipse curve
+ **************************************************************/
+
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ this.aX = aX;
+ this.aY = aY;
+
+ this.xRadius = xRadius;
+ this.yRadius = yRadius;
+
+ this.aStartAngle = aStartAngle;
+ this.aEndAngle = aEndAngle;
+
+ this.aClockwise = aClockwise;
+
+};
+
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
+
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
+
+ if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
+ if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
+
+ var angle;
+
+ if ( this.aClockwise === true ) {
+
+ angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
+
+ } else {
+
+ angle = this.aStartAngle + t * deltaAngle;
+
+ }
+
+ var vector = new THREE.Vector2();
+
+ vector.x = this.aX + this.xRadius * Math.cos( angle );
+ vector.y = this.aY + this.yRadius * Math.sin( angle );
+
+ return vector;
+
+};
+
+// File:src/extras/curves/ArcCurve.js
+
+/**************************************************************
+ * Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+ THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+
+// File:src/extras/curves/LineCurve3.js
+
+/**************************************************************
+ * Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+ function ( v1, v2 ) {
+
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var vector = new THREE.Vector3();
+
+ vector.subVectors( this.v2, this.v1 ); // diff
+ vector.multiplyScalar( t );
+ vector.add( this.v1 );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/QuadraticBezierCurve3.js
+
+/**************************************************************
+ * Quadratic Bezier 3D curve
+ **************************************************************/
+
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+
+ },
+
+ function ( t ) {
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
+ vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
+ vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/CubicBezierCurve3.js
+
+/**************************************************************
+ * Cubic Bezier 3D curve
+ **************************************************************/
+
+THREE.CubicBezierCurve3 = THREE.Curve.create(
+
+ function ( v0, v1, v2, v3 ) {
+
+ this.v0 = v0;
+ this.v1 = v1;
+ this.v2 = v2;
+ this.v3 = v3;
+
+ },
+
+ function ( t ) {
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
+ vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
+ vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/SplineCurve3.js
+
+/**************************************************************
+ * Spline 3D curve
+ **************************************************************/
+
+
+THREE.SplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = ( points == undefined ) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 1 ) * t;
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
+ var point1 = points[ intPoint ];
+ var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
+ var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/curves/ClosedSplineCurve3.js
+
+/**************************************************************
+ * Closed Spline 3D curve
+ **************************************************************/
+
+
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
+
+ function ( points /* array of Vector3 */) {
+
+ this.points = ( points == undefined ) ? [] : points;
+
+ },
+
+ function ( t ) {
+
+ var points = this.points;
+ var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
+
+ var intPoint = Math.floor( point );
+ var weight = point - intPoint;
+
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
+
+ var point0 = points[ ( intPoint - 1 ) % points.length ];
+ var point1 = points[ ( intPoint ) % points.length ];
+ var point2 = points[ ( intPoint + 1 ) % points.length ];
+ var point3 = points[ ( intPoint + 2 ) % points.length ];
+
+ var vector = new THREE.Vector3();
+
+ vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
+ vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
+ vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
+
+ return vector;
+
+ }
+
+);
+
+// File:src/extras/animation/AnimationHandler.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = {
+
+ LINEAR: 0,
+ CATMULLROM: 1,
+ CATMULLROM_FORWARD: 2,
+
+ //
+
+ add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
+ get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
+ remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
+
+ //
+
+ animations: [],
+
+ init: function ( data ) {
+
+ if ( data.initialized === true ) return;
+
+ // loop through all keys
+
+ for ( var h = 0; h < data.hierarchy.length; h ++ ) {
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ // remove minus times
+
+ if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
+
+ data.hierarchy[ h ].keys[ k ].time = 0;
+
+ }
+
+ // create quaternions
+
+ if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
+ ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
+
+ var quat = data.hierarchy[ h ].keys[ k ].rot;
+ data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
+
+ }
+
+ }
+
+ // prepare morph target keys
+
+ if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
+
+ // get all used
+
+ var usedMorphTargets = {};
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
+ usedMorphTargets[ morphTargetName ] = - 1;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
+
+
+ // set all used on all frames
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ var influences = {};
+
+ for ( var morphTargetName in usedMorphTargets ) {
+
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
+
+ influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
+ break;
+
+ }
+
+ }
+
+ if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
+
+ influences[ morphTargetName ] = 0;
+
+ }
+
+ }
+
+ data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
+
+ }
+
+ }
+
+
+ // remove all keys that are on the same time
+
+ for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
+
+ data.hierarchy[ h ].keys.splice( k, 1 );
+ k --;
+
+ }
+
+ }
+
+
+ // set index
+
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+ data.hierarchy[ h ].keys[ k ].index = k;
+
+ }
+
+ }
+
+ data.initialized = true;
+
+ return data;
+
+ },
+
+ parse: function ( root ) {
+
+ var parseRecurseHierarchy = function ( root, hierarchy ) {
+
+ hierarchy.push( root );
+
+ for ( var c = 0; c < root.children.length; c ++ )
+ parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+ };
+
+ // setup hierarchy
+
+ var hierarchy = [];
+
+ if ( root instanceof THREE.SkinnedMesh ) {
+
+ for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
+
+ hierarchy.push( root.skeleton.bones[ b ] );
+
+ }
+
+ } else {
+
+ parseRecurseHierarchy( root, hierarchy );
+
+ }
+
+ return hierarchy;
+
+ },
+
+ play: function ( animation ) {
+
+ if ( this.animations.indexOf( animation ) === - 1 ) {
+
+ this.animations.push( animation );
+
+ }
+
+ },
+
+ stop: function ( animation ) {
+
+ var index = this.animations.indexOf( animation );
+
+ if ( index !== - 1 ) {
+
+ this.animations.splice( index, 1 );
+
+ }
+
+ },
+
+ update: function ( deltaTimeMS ) {
+
+ for ( var i = 0; i < this.animations.length; i ++ ) {
+
+ this.animations[ i ].resetBlendWeights( );
+
+ }
+
+ for ( var i = 0; i < this.animations.length; i ++ ) {
+
+ this.animations[ i ].update( deltaTimeMS );
+
+ }
+
+ }
+
+};
+
+// File:src/extras/animation/Animation.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, data ) {
+
+ this.root = root;
+ this.data = THREE.AnimationHandler.init( data );
+ this.hierarchy = THREE.AnimationHandler.parse( root );
+
+ this.currentTime = 0;
+ this.timeScale = 1;
+
+ this.isPlaying = false;
+ this.loop = true;
+ this.weight = 0;
+
+ this.interpolationType = THREE.AnimationHandler.LINEAR;
+
+};
+
+
+THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
+
+
+THREE.Animation.prototype.play = function ( startTime, weight ) {
+
+ this.currentTime = startTime !== undefined ? startTime : 0;
+ this.weight = weight !== undefined ? weight: 1;
+
+ this.isPlaying = true;
+
+ this.fixPosition();
+
+ THREE.AnimationHandler.play( this );
+
+};
+
+
+THREE.Animation.prototype.stop = function() {
+
+ this.isPlaying = false;
+
+ THREE.AnimationHandler.stop( this );
+
+};
+
+THREE.Animation.prototype.fixPosition = function () {
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+
+ object.matrixAutoUpdate = true;
+
+ if ( object.animationCache === undefined ) {
+
+ object.animationCache = {
+ animations: {},
+ blending: {
+ positionWeight: 0.0,
+ quaternionWeight: 0.0,
+ scaleWeight: 0.0
+ }
+ };
+ }
+
+ if ( object.animationCache.animations[this.data.name] === undefined ) {
+
+ object.animationCache.animations[this.data.name] = {};
+ object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
+ object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
+ object.animationCache.animations[this.data.name].originalMatrix = object.matrix;
+
+ }
+
+ var animationCache = object.animationCache.animations[this.data.name];
+
+ // Get keys to match our current time
+
+ for ( var t = 0; t < 3; t ++ ) {
+
+ var type = this.keyTypes[ t ];
+
+ var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+ var nextKey = this.getNextKeyWith( type, h, 1 );
+
+ while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ }
+
+ animationCache.prevKey[ type ] = prevKey;
+ animationCache.nextKey[ type ] = nextKey;
+
+ }
+
+ }
+
+};
+
+THREE.Animation.prototype.resetBlendWeights = function () {
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+
+ if ( object.animationCache !== undefined ) {
+
+ object.animationCache.blending.positionWeight = 0.0;
+ object.animationCache.blending.quaternionWeight = 0.0;
+ object.animationCache.blending.scaleWeight = 0.0;
+
+ }
+
+ }
+
+};
+
+THREE.Animation.prototype.update = (function(){
+
+ var points = [];
+ var target = new THREE.Vector3();
+ var newVector = new THREE.Vector3();
+ var newQuat = new THREE.Quaternion();
+
+ // Catmull-Rom spline
+
+ var interpolateCatmullRom = function ( points, scale ) {
+
+ var c = [], v3 = [],
+ point, intPoint, weight, w2, w3,
+ pa, pb, pc, pd;
+
+ point = ( points.length - 1 ) * scale;
+ intPoint = Math.floor( point );
+ weight = point - intPoint;
+
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+ c[ 1 ] = intPoint;
+ c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+ c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+ pa = points[ c[ 0 ] ];
+ pb = points[ c[ 1 ] ];
+ pc = points[ c[ 2 ] ];
+ pd = points[ c[ 3 ] ];
+
+ w2 = weight * weight;
+ w3 = weight * w2;
+
+ v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+ v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+ v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+ return v3;
+
+ };
+
+ var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
+
+ var v0 = ( p2 - p0 ) * 0.5,
+ v1 = ( p3 - p1 ) * 0.5;
+
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+ };
+
+ return function ( delta ) {
+
+ if ( this.isPlaying === false ) return;
+
+ this.currentTime += delta * this.timeScale;
+
+ if ( this.weight === 0 )
+ return;
+
+ //
+
+ var duration = this.data.length;
+
+ if ( this.currentTime > duration || this.currentTime < 0 ) {
+
+ if ( this.loop ) {
+
+ this.currentTime %= duration;
+
+ if ( this.currentTime < 0 )
+ this.currentTime += duration;
+
+ this.fixPosition();
+
+ } else {
+
+ this.stop();
+ return;
+
+ }
+
+ }
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+ var animationCache = object.animationCache.animations[this.data.name];
+ var blending = object.animationCache.blending;
+
+ // loop through pos/rot/scl
+
+ for ( var t = 0; t < 3; t ++ ) {
+
+ // get keys
+
+ var type = this.keyTypes[ t ];
+ var prevKey = animationCache.prevKey[ type ];
+ var nextKey = animationCache.nextKey[ type ];
+
+ if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
+ ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
+
+ prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+ nextKey = this.getNextKeyWith( type, h, 1 );
+
+ while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+ prevKey = nextKey;
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+ }
+
+ animationCache.prevKey[ type ] = prevKey;
+ animationCache.nextKey[ type ] = nextKey;
+
+ }
+
+ object.matrixAutoUpdate = true;
+ object.matrixWorldNeedsUpdate = true;
+
+ var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+
+ var prevXYZ = prevKey[ type ];
+ var nextXYZ = nextKey[ type ];
+
+ if ( scale < 0 ) scale = 0;
+ if ( scale > 1 ) scale = 1;
+
+ // interpolate
+
+ if ( type === "pos" ) {
+
+ if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+ newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ // blend
+ var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
+ object.position.lerp( newVector, proportionalWeight );
+ blending.positionWeight += this.weight;
+
+ } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+ points[ 1 ] = prevXYZ;
+ points[ 2 ] = nextXYZ;
+ points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+ scale = scale * 0.33 + 0.33;
+
+ var currentPoint = interpolateCatmullRom( points, scale );
+ var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
+ blending.positionWeight += this.weight;
+
+ // blend
+
+ var vector = object.position;
+
+ vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
+ vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
+ vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
+
+ target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+ target.sub( vector );
+ target.y = 0;
+ target.normalize();
+
+ var angle = Math.atan2( target.x, target.z );
+ object.rotation.set( 0, angle, 0 );
+
+ }
+
+ }
+
+ } else if ( type === "rot" ) {
+
+ THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
+
+ // Avoid paying the cost of an additional slerp if we don't have to
+ if ( blending.quaternionWeight === 0 ) {
+
+ object.quaternion.copy(newQuat);
+ blending.quaternionWeight = this.weight;
+
+ } else {
+
+ var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
+ THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
+ blending.quaternionWeight += this.weight;
+
+ }
+
+ } else if ( type === "scl" ) {
+
+ newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+ newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+ newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+ var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
+ object.scale.lerp( newVector, proportionalWeight );
+ blending.scaleWeight += this.weight;
+
+ }
+
+ }
+
+ }
+
+ return true;
+
+ };
+
+})();
+
+
+
+
+
+// Get next key with
+
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key < keys.length - 1 ? key : keys.length - 1;
+
+ } else {
+
+ key = key % keys.length;
+
+ }
+
+ for ( ; key < keys.length; key ++ ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+ key = key > 0 ? key : 0;
+
+ } else {
+
+ key = key >= 0 ? key : key + keys.length;
+
+ }
+
+
+ for ( ; key >= 0; key -- ) {
+
+ if ( keys[ key ][ type ] !== undefined ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+};
+
+// File:src/extras/animation/KeyFrameAnimation.js
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function ( data ) {
+
+ this.root = data.node;
+ this.data = THREE.AnimationHandler.init( data );
+ this.hierarchy = THREE.AnimationHandler.parse( this.root );
+ this.currentTime = 0;
+ this.timeScale = 0.001;
+ this.isPlaying = false;
+ this.isPaused = true;
+ this.loop = true;
+
+ // initialize to first keyframes
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var keys = this.data.hierarchy[h].keys,
+ sids = this.data.hierarchy[h].sids,
+ obj = this.hierarchy[h];
+
+ if ( keys.length && sids ) {
+
+ for ( var s = 0; s < sids.length; s ++ ) {
+
+ var sid = sids[ s ],
+ next = this.getNextKeyWith( sid, h, 0 );
+
+ if ( next ) {
+
+ next.apply( sid );
+
+ }
+
+ }
+
+ obj.matrixAutoUpdate = false;
+ this.data.hierarchy[h].node.updateMatrix();
+ obj.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+};
+
+
+THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
+
+ this.currentTime = startTime !== undefined ? startTime : 0;
+
+ if ( this.isPlaying === false ) {
+
+ this.isPlaying = true;
+
+ // reset key cache
+
+ var h, hl = this.hierarchy.length,
+ object,
+ node;
+
+ for ( h = 0; h < hl; h ++ ) {
+
+ object = this.hierarchy[ h ];
+ node = this.data.hierarchy[ h ];
+
+ if ( node.animationCache === undefined ) {
+
+ node.animationCache = {};
+ node.animationCache.prevKey = null;
+ node.animationCache.nextKey = null;
+ node.animationCache.originalMatrix = object.matrix;
+
+ }
+
+ var keys = this.data.hierarchy[h].keys;
+
+ if (keys.length) {
+
+ node.animationCache.prevKey = keys[ 0 ];
+ node.animationCache.nextKey = keys[ 1 ];
+
+ this.startTime = Math.min( keys[0].time, this.startTime );
+ this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+ }
+
+ }
+
+ this.update( 0 );
+
+ }
+
+ this.isPaused = false;
+
+ THREE.AnimationHandler.play( this );
+
+};
+
+
+THREE.KeyFrameAnimation.prototype.stop = function() {
+
+ this.isPlaying = false;
+ this.isPaused = false;
+
+ THREE.AnimationHandler.stop( this );
+
+ // reset JIT matrix and remove cache
+
+ for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
+
+ var obj = this.hierarchy[ h ];
+ var node = this.data.hierarchy[ h ];
+
+ if ( node.animationCache !== undefined ) {
+
+ var original = node.animationCache.originalMatrix;
+
+ original.copy( obj.matrix );
+ obj.matrix = original;
+
+ delete node.animationCache;
+
+ }
+
+ }
+
+};
+
+
+// Update
+
+THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
+
+ if ( this.isPlaying === false ) return;
+
+ this.currentTime += delta * this.timeScale;
+
+ //
+
+ var duration = this.data.length;
+
+ if ( this.loop === true && this.currentTime > duration ) {
+
+ this.currentTime %= duration;
+
+ }
+
+ this.currentTime = Math.min( this.currentTime, duration );
+
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+ var object = this.hierarchy[ h ];
+ var node = this.data.hierarchy[ h ];
+
+ var keys = node.keys,
+ animationCache = node.animationCache;
+
+
+ if ( keys.length ) {
+
+ var prevKey = animationCache.prevKey;
+ var nextKey = animationCache.nextKey;
+
+ if ( nextKey.time <= this.currentTime ) {
+
+ while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
+
+ prevKey = nextKey;
+ nextKey = keys[ prevKey.index + 1 ];
+
+ }
+
+ animationCache.prevKey = prevKey;
+ animationCache.nextKey = nextKey;
+
+ }
+
+ if ( nextKey.time >= this.currentTime ) {
+
+ prevKey.interpolate( nextKey, this.currentTime );
+
+ } else {
+
+ prevKey.interpolate( nextKey, nextKey.time );
+
+ }
+
+ this.data.hierarchy[ h ].node.updateMatrix();
+ object.matrixWorldNeedsUpdate = true;
+
+ }
+
+ }
+
+};
+
+// Get next key with
+
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key % keys.length;
+
+ for ( ; key < keys.length; key ++ ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
+
+ var keys = this.data.hierarchy[ h ].keys;
+ key = key >= 0 ? key : key + keys.length;
+
+ for ( ; key >= 0; key -- ) {
+
+ if ( keys[ key ].hasTarget( sid ) ) {
+
+ return keys[ key ];
+
+ }
+
+ }
+
+ return keys[ keys.length - 1 ];
+
+};
+
+// File:src/extras/animation/MorphAnimation.js
+
+/**
+ * @author mrdoob / http://mrdoob.com
+ */
+
+THREE.MorphAnimation = function ( mesh ) {
+
+ this.mesh = mesh;
+ this.frames = mesh.morphTargetInfluences.length;
+ this.currentTime = 0;
+ this.duration = 1000;
+ this.loop = true;
+
+ this.isPlaying = false;
+
+};
+
+THREE.MorphAnimation.prototype = {
+
+ play: function () {
+
+ this.isPlaying = true;
+
+ },
+
+ pause: function () {
+
+ this.isPlaying = false;
+
+ },
+
+ update: ( function () {
+
+ var lastFrame = 0;
+ var currentFrame = 0;
+
+ return function ( delta ) {
+
+ if ( this.isPlaying === false ) return;
+
+ this.currentTime += delta;
+
+ if ( this.loop === true && this.currentTime > this.duration ) {
+
+ this.currentTime %= this.duration;
+
+ }
+
+ this.currentTime = Math.min( this.currentTime, this.duration );
+
+ var interpolation = this.duration / this.frames;
+ var frame = Math.floor( this.currentTime / interpolation );
+
+ if ( frame != currentFrame ) {
+
+ this.mesh.morphTargetInfluences[ lastFrame ] = 0;
+ this.mesh.morphTargetInfluences[ currentFrame ] = 1;
+ this.mesh.morphTargetInfluences[ frame ] = 0;
+
+ lastFrame = currentFrame;
+ currentFrame = frame;
+
+ }
+
+ this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
+ this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
+
+ }
+
+ } )()
+
+};
+
+// File:src/extras/geometries/BoxGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'BoxGeometry';
+
+ this.parameters = {
+ width: width,
+ height: height,
+ depth: depth,
+ widthSegments: widthSegments,
+ heightSegments: heightSegments,
+ depthSegments: depthSegments
+ };
+
+ this.widthSegments = widthSegments || 1;
+ this.heightSegments = heightSegments || 1;
+ this.depthSegments = depthSegments || 1;
+
+ var scope = this;
+
+ var width_half = width / 2;
+ var height_half = height / 2;
+ var depth_half = depth / 2;
+
+ buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
+ buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
+ buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
+ buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
+ buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
+ buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
+
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
+
+ var w, ix, iy,
+ gridX = scope.widthSegments,
+ gridY = scope.heightSegments,
+ width_half = width / 2,
+ height_half = height / 2,
+ offset = scope.vertices.length;
+
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
+
+ w = 'z';
+
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
+
+ w = 'y';
+ gridY = scope.depthSegments;
+
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
+
+ w = 'x';
+ gridX = scope.depthSegments;
+
+ }
+
+ var gridX1 = gridX + 1,
+ gridY1 = gridY + 1,
+ segment_width = width / gridX,
+ segment_height = height / gridY,
+ normal = new THREE.Vector3();
+
+ normal[ w ] = depth > 0 ? 1 : - 1;
+
+ for ( iy = 0; iy < gridY1; iy ++ ) {
+
+ for ( ix = 0; ix < gridX1; ix ++ ) {
+
+ var vector = new THREE.Vector3();
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
+ vector[ w ] = depth;
+
+ scope.vertices.push( vector );
+
+ }
+
+ }
+
+ for ( iy = 0; iy < gridY; iy ++ ) {
+
+ for ( ix = 0; ix < gridX; ix ++ ) {
+
+ var a = ix + gridX1 * iy;
+ var b = ix + gridX1 * ( iy + 1 );
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+ var d = ( ix + 1 ) + gridX1 * iy;
+
+ var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
+ var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
+ var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
+
+ var face = new THREE.Face3( a + offset, b + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.facesByVertexId.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
+
+ face = new THREE.Face3( b + offset, c + offset, d + offset );
+ face.normal.copy( normal );
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
+ face.materialIndex = materialIndex;
+
+ scope.facesByVertexId.push( face );
+ scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
+
+ }
+
+ }
+
+ }
+
+ this.mergeVertices();
+
+};
+
+THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+// File:src/extras/geometries/CircleGeometry.js
+
+/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'CircleGeometry';
+
+ this.parameters = {
+ radius: radius,
+ segments: segments,
+ thetaStart: thetaStart,
+ thetaLength: thetaLength
+ };
+
+ radius = radius || 50;
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+ var i, uvs = [],
+ center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+ this.vertices.push(center);
+ uvs.push( centerUV );
+
+ for ( i = 0; i <= segments; i ++ ) {
+
+ var vertex = new THREE.Vector3();
+ var segment = thetaStart + i / segments * thetaLength;
+
+ vertex.x = radius * Math.cos( segment );
+ vertex.y = radius * Math.sin( segment );
+
+ this.vertices.push( vertex );
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
+
+ }
+
+ var n = new THREE.Vector3( 0, 0, 1 );
+
+ for ( i = 1; i <= segments; i ++ ) {
+
+ this.facesByVertexId.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
+
+ }
+
+ this.computeFaceNormals();
+
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+// File:src/extras/geometries/CubeGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+ console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
+ return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
+
+ };
+
+// File:src/extras/geometries/CylinderGeometry.js
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
+
+ THREE.Geometry.call( this );
+
+ this.type = 'CylinderGeometry';
+
+ this.parameters = {
+ radiusTop: radiusTop,
+ radiusBottom: radiusBottom,
+ height: height,
+ radialSegments: radialSegments,
+ heightSegments: heightSegments,
+ openEnded: openEnded
+ };
+
+ radiusTop = radiusTop !== undefined ? radiusTop : 20;
+ radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+ height = height !== undefined ? height : 100;
+
+ radialSegments = radialSegments || 8;
+ heightSegments = heightSegments || 1;
+
+ openEnded = openEnded !== undefined ? openEnded : false;
+
+ var heightHalf = height / 2;
+
+ var x, y, vertices = [], uvs = [];
+
+ for ( y = 0; y <= heightSegments; y ++ ) {
+
+ var verticesRow = [];
+ var uvsRow = [];
+
+ var v = y / heightSegments;
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+ for ( x = 0; x <= radialSegments; x ++ ) {
+
+ var u = x / radialSegments;
+
+ var vertex = new THREE.Vector3();
+ vertex.x = radius * Math.sin( u * Math.PI * 2 );
+ vertex.y = - v * height + heightHalf;
+ vertex.z = radius * Math.cos( u * Math.PI * 2 );
+
+ this.vertices.push( vertex );
+
+ verticesRow.push( this.vertices.length - 1 );
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+ }
+
+ vertices.push( verticesRow );
+ uvs.push( uvsRow );
+
+ }
+
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
+ var na, nb;
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ if ( radiusTop !== 0 ) {
+
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+ } else {
+
+ na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+ nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+ }
+
+ na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+ nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+ for ( y = 0; y < heightSegments; y ++ ) {
+
+ var v1 = vertices[ y ][ x ];
+ var v2 = vertices[ y + 1 ][ x ];
+ var v3 = vertices[ y + 1 ][ x + 1 ];
+ var v4 = vertices[ y ][ x + 1 ];
+
+ var n1 = na.clone();
+ var n2 = na.clone();
+ var n3 = nb.clone();
+ var n4 = nb.clone();
+
+ var uv1 = uvs[ y ][ x ].clone();
+ var uv2 = uvs[ y + 1 ][ x ].clone();
+ var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+ var uv4 = uvs[ y ][ x + 1 ].clone();
+
+ this.facesByVertexId.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
+
+ this.facesByVertexId.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
+
+ }
+
+ }
+
+ // top cap
+
+ if ( openEnded === false && radiusTop > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ var v1 = vertices[ 0 ][ x ];
+ var v2 = vertices[ 0 ][ x + 1 ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, 1, 0 );
+ var n2 = new THREE.Vector3( 0, 1, 0 );
+ var n3 = new THREE.Vector3( 0, 1, 0 );
+
+ var uv1 = uvs[ 0 ][ x ].clone();
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 0 );
+
+ this.facesByVertexId.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ // bottom cap
+
+ if ( openEnded === false && radiusBottom > 0 ) {
+
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+ for ( x = 0; x < radialSegments; x ++ ) {
+
+ var v1 = vertices[ y ][ x + 1 ];
+ var v2 = vertices[ y ][ x ];
+ var v3 = this.vertices.length - 1;
+
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+ var uv1 = uvs[ y ][ x + 1 ].clone();
+ var uv2 = uvs[ y ][ x ].clone();
+ var uv3 = new THREE.Vector2( uv2.x, 1 );
+
+ this.facesByVertexId.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+ }
+
+ }
+
+ this.computeFaceNormals();
+
+}
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+// File:src/extras/geometries/ExtrudeGeometry.js
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ * curveSegments: , // number of points on the curves
+ * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ * amount: , // Depth to extrude the shape
+ *
+ * bevelEnabled: , // turn on bevel
+ * bevelThickness: , // how deep into the original shape bevel goes
+ * bevelSize: , // how far from shape outline is bevel
+ * bevelSegments: , // number of bevel layers
+ *
+ * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ * frames: // containing arrays of tangents, normals, binormals
+ *
+ * material: // material index for front and back faces
+ * extrudeMaterial: // material index for extrusion and beveled faces
+ * uvGenerator: